What I'm doing right now is shadowing live_game.js and adding this at line 2538: Code: Mousetrap.unbind('f11'); Mousetrap.bind('f13', model.toggleNavDebug); Mousetrap.unbind('f3'); Mousetrap.unbind('f4'); f11 is unusable to the game on all Mac keyboard styles I own and have tried - in both modes available in OS X system settings, so I've remapped it to f13 (which I have via extended keyboard, other mac users would need to use some other key, since f13 doesn't exist on standard size keyboards). f3 and f4 just annoy me when I errantly click 'em(they time-step chromocam), and i have no need for them so I unbound them. developer hardcodes, be damned! I did notice the three 'apply_keybinds' calls immediately after where I inserted these, so I think you're right that your scripts could help with this. I took the pathetically basic approach of placing these calls right where the devs put their hardcoded values for them. Thanks.
I think there is no point to mods that shadow the live_game js like that You might as well directly edit your live game js
I now have a quite opposite behavior than your : numpad works in all cases except when using shift !!! @proeleert : your mod get better and better on each update. Love the import/export feature. Still having some strange behavior when adding unit : sometimes it's impossible to add a unit to a list. Is there a limitation or any buildings can be added whith any units on any keys ? (except the reserved and uber keys of course). What about a feature that offer the possibility to keep a build-list from the community and just bind it on a new key, without deleting and re-creating the list ?
Yeah I had this. Could not add orbital at all. Also added the same structure to the same list twice. Proeleert, can we please save lists somehow and assign them to a key. Note. .. haven't played PA to update your mod yet.
Yeah reassigning a key I will look at. For the moment export and edit it in the export text and reimport. Yeah I see the problem with Orbital they moved some stuff around from launcher to be being built by orbital fabber. Will fix that.
release update 1.9.9.3 - Orbital units should be assignable again - Swap assigned keys click on the selected letter see screenshot - Layout Fixes
I can't find the Advanced Fabrication Bot Combat. You know, that new T2 combat repair bot. I think it's OP. I would like to make it more OP by binding it to a key as well! Though, they did do a good job balancing it with the insane power draw.
Hmmm is it not there ? Strange. Anyways will do update tonight gmt+1 with ImbaWalls (https://forums.uberent.com/threads/wip-imba-walls.55849/) and these missing things fixed
It was great. . I modified the file for energy storage. Just slightly. But clearly I typoed. The result was I could not build energy storage. Didn't show on the UI, Hotbuild2 said the energy storage structure was called 'loading'