Configuring Overclock Widget for custom manufacturing UI

So, I have been making Lithium mod for a long time and the only thing I couldn't get is how to properly set up Overclock widget. My resource extractor has a custom widget which, as expected, includes overclocking. What I have issues with is that it doesn't react to hotkeys when trying to move shards from overclock slot to player's inventory (dragging shards with works as expected). This works for extractor's other slots like input and output slots. And I have implemented DropInventorySlotStack so resources can be dropped from player's inventory to all buildable's slots - input, output, overclock. I have found one more place where it was present in. In 1.0 if you tried to do the same in manufacturer UI before setting a recipe same would happen. But not in 1.1 I'm not sure what I miss. Is it an issue with Extractor widget? Overclock widget? Or even player inventory?
Solution:
After setting Overclock Widget's buildable factory you need to clear MoveStack bindings and create a new one related to moving stacks and bind it to mentioned stack move event
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4 Replies
AniMouse
AniMouseOP4mo ago
I only call overclock widget in Construct event and in DropInventorySlotStack at these places
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Archengius
Archengius4mo ago
I can share the game implementation that works once I'm back to the office in a bit more than a week
AniMouse
AniMouseOP4mo ago
Would be much appreciated Okay I think I got a clue as to what is going on keybindings may be dirty, which would require rebind of slot's delegates So in the end, I haven't fully wired everything up. Not sure if I'll be able to fix it by myself, but at least now I may slightly more understanding of what is going on As far as I understand it, it's about RCO Or not Awesome news. I made it work
Solution
AniMouse
AniMouse4mo ago
After setting Overclock Widget's buildable factory you need to clear MoveStack bindings and create a new one related to moving stacks and bind it to mentioned stack move event
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