(Created page with "This navbox end goal is to mimick the game build UI. Dev notes: - Game orders category just by declaring them in order in data.categories - Order within a category seems to be done with some "id" of who registered first? Not implemented here. - (but if we need that, maybe it's enough to just add an ordering field with the same logic as the one for filter categories.) - In game code, BuildView.lua is where most of the stuff happens - Game filters entities by: - o...") |
(No difference)
|
Revision as of 06:28, 3 August 2025
This navbox end goal is to mimick the game build UI.
Dev notes:
- Game orders category just by declaring them in order in data.categories - Order within a category seems to be done with some "id" of who registered first? Not implemented here.
- (but if we need that, maybe it's enough to just add an ordering field with the same logic as the one for filter categories.)
- In game code, BuildView.lua is where most of the stuff happens - Game filters entities by:
- only stuff that is unlocked by faction - `if not frame_def.construction_recipe then return end -- not a building` -> This one matches our `entity.recipeType != Construction` in the sub template BuildingsNavCat - `if not bp_frame_def and not def.visual then return end -- no default visual` -> Extract code already skips this