Search found 3106 matches

by Lobby
Thu Jul 23, 2020 12:50
Forum: Game Discussion
Topic: IOS freemium questions
Replies: 15
Views: 1332

Re: GIVE US OUR MONEY BACK FOR THE IOS #GIVEUSOURMONAYBACK IF YOU MAKE IT THE SAME APP

There won't be any "micoprices" if you purchased the game.
by Lobby
Thu Jul 23, 2020 9:48
Forum: Plug-In Discussion
Topic: How do I use City.issueDisaster ()?
Replies: 10
Views: 723

Re: How do I use City.issueDisaster ()?

Documentation of City.issueDisaster As name of the disasters I suggest to just use the predefined constants like City.DISASTER_FIRE etc. The position provided is absolute so you have to pass the x and y of the context yourself. function script:earlyTap(x, y) City.issueDisaster(City.DISASTER_RIOT, x...
by Lobby
Mon Jul 20, 2020 10:08
Forum: Problems and Errors (bugs)
Topic: where is the import/export menu?!
Replies: 11
Views: 1172

Re: where is the import/export menu?!

Cities that have game mode free or sandbox cannot do neighborhood commercial.
by Lobby
Sat Jul 18, 2020 21:32
Forum: Problems
Topic: Problem involving Car chains
Replies: 11
Views: 877

Re: Problem involving Car chains

What is the exact error message? I agree with commander that the problem is probably not within the code you've shown so far.
by Lobby
Fri Jul 17, 2020 19:12
Forum: Plug-In Discussion
Topic: Preview Icon for Trees
Replies: 3
Views: 569

Re: Preview Icon for Trees

As of right now they are not since it's unclear how to handle that in the context of multiple trees within one tree object. Do you use multiple trees (frames) within one object?
by Lobby
Fri Jul 17, 2020 18:48
Forum: Tutorials and Documentation
Topic: Compositions
Replies: 18
Views: 3880

Re: Compositions

I have to admit, I don't see a difference between them in the image.

However, it is correct, the game does not use direction information for the preview of roads in compositions as of right now.



Please send me your plugin including the composition, I will then try to fix that :)
by Lobby
Wed Jul 15, 2020 13:56
Forum: Problems and Errors (bugs)
Topic: Login Error / connection error
Replies: 2
Views: 1147

Re: Login Error / connection error

Sorry for that, it should work now.
by Lobby
Wed Jul 15, 2020 13:05
Forum: News
Topic: Freemium version for iOS
Replies: 4
Views: 1655

Freemium version for iOS

We are glad to announce that from upcoming update forth, we will be able to bring you TheoTown IOS for free, just like on Android. This means it will become accessible to all who wish to play it. Switched from an android phone to an iPhone, but have no money to spare? Not a problem anymore! For all ...
by Lobby
Tue Jul 14, 2020 21:43
Forum: Resources
Topic: Tree graphics
Replies: 14
Views: 4149

Re: Tree graphics

Added them to the first post.
by Lobby
Mon Jul 13, 2020 8:56
Forum: Resources
Topic: Building templates
Replies: 25
Views: 10365

Re: Building templates

Thx, it's fixed :jb:
by Lobby
Sun Jul 12, 2020 10:20
Forum: Tutorials and Documentation
Topic: [1.8.96] Plugin id aliases
Replies: 0
Views: 212

[1.8.96] Plugin id aliases

A new feature introduced with version 1.8.96 are plugin ids aliases. They can be useful if you want to change the ids of objects that can be used by others (e.g. light definitions). Since changing the ids would break plugins that depend on the former ids you can now specify aliases for the id under ...
by Lobby
Sat Jul 11, 2020 18:13
Forum: Problems and Errors (bugs)
Topic: green arrow disappears...
Replies: 1
Views: 1109

Re: green arrow disappears...

Which green arrow? Do you need the plugin store? Can you still access it via the game menu?
by Lobby
Sat Jul 11, 2020 12:59
Forum: Lua Scripting
Topic: [1.8.95] Plugin settings
Replies: 5
Views: 282

Re: [1.8.95] Plugin settings

Since nil is also considered false in Lua I have to check if it is actually nil before applying a default value. I have to ensure that the variable contains true or false because the game expects a boolean value in order to show the checkbox. Although nil is considered as false, it is not the same a...
by Lobby
Thu Jul 09, 2020 9:49
Forum: Lua Scripting
Topic: [1.8.95] Plugin settings
Replies: 5
Views: 282

Re: [1.8.95] Plugin settings

It's like the input dialog for rules in online mode. You use it to edit some sort of text.
by Lobby
Wed Jul 08, 2020 14:39
Forum: Lua Scripting
Topic: [1.8.95] Plugin settings
Replies: 5
Views: 282

[1.8.95] Plugin settings

Version 1.8.95 will allow your plugin to add own settings to the game's settings window by providing a script:settings() function in a Lua script that is used in your plugin. :img image.png -- We define the local variable for our settings table here so that our functions can see it local settings fu...
by Lobby
Tue Jul 07, 2020 8:15
Forum: Tutorials and Documentation
Topic: Cars
Replies: 79
Views: 17005

Re: Cars

No, there's not. You'd have to write the template yourself if you need one. See content_car.json in the json resource topic for the needed attributes.
by Lobby
Mon Jul 06, 2020 17:38
Forum: Game Discussion
Topic: New UI and UX feedback
Replies: 21
Views: 2652

Re: New UI and UX feedback

image.png
image.png
image.png
by Lobby
Mon Jul 06, 2020 11:57
Forum: Tutorials and Documentation
Topic: Car chains
Replies: 13
Views: 2973

Re: Car chains

Basically yes, adding

Code: Select all

"flag normal": false,
"flag train": true
to your car chain would allow it to drive on rails. However, you need a building (e.g. a station) that spawns it because it won't be spawned automatically.
by Lobby
Sat Jul 04, 2020 19:56
Forum: Lua Scripting
Topic: Lua chatbox
Replies: 119
Views: 3406

Re: Lua chatbox

Thx, try it with

Code: Select all    Reset

City.countBuldingsOfType()
Interactive Lua editor
Run
instead. Will be fixed in 1.8.91.

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