From The Depths

From The Depths

SpinBlocksMadness [discontinued]
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Update: 21 Sep, 2017 @ 12:11pm

1.2.9: Updated for FtD v2.02
- [added] It is now possible to set a default set of values for the custom explosion algorithm. These values provides good explosions feelings but they still need to be balanced a bit
- [changed] Block explosions (such as the ammo barrel explosion or the laser pump explosion) are now always using the standard FtD algorithm, so they cannot damage any block out of their given radius

Update: 18 Aug, 2017 @ 1:31am

1.2.8: SpinBlocks Lua fix
- [added] 'ConvertSubConstructIndexToSpinnerIndex' function, to convert a SubConstruct index (returned by 'GetSubConstructIndex') into a FtD compatible Spinner index (use only for spinners, not turrets or pistons)
- [added] 'ConvertSpinnerIndexToSubConstructIndex' function, to convert a FtD compatible Spinner index (only for spinners, not turrets or pistons) into a SubConstruct index (to be used by 'GetSubConstructName' for example)

Update: 14 Aug, 2017 @ 3:26am

1.2.7: Explosion fix
- [changed] The power to apply to AC is now only applied to flak explosions
- [changed] The threshold under which a block is unaffected by an explosion is now computed based on the current health of the block divided by its size (4 for a beam)
- [fixed] The explosions can now damage the subConstructs again
- [fixed] The 'power lost to blast' is now correctly calculated in the log

Update: 12 Aug, 2017 @ 9:04am

1.2.6: More explosions...
- [added] It is now possible to set a threshold value, if a blocks should take less damage than this threshold due to an explosion, then no damage will be dealt
- [added] The blast effect percentage can be different for not-damaged blocks

1.2.5: Explosions improvement
- [added] Explosions now visit less cells when there are several simultaneous explosions (less slowdowns)
- [added] Some more logs to help balance the explosions
- [fixed] False-positive error message when placing a turret, SpinBlock or piston on the MainConstruct removed

1.2.4: Explosions improvement
- [added] More configuration possibilities for the explosions
- [added] Some profiling for the explosion algorithm
- [changed] Optimization of the explosion algorithm for maximum radius larger than 35m. Under that there's a 3% increase in calculation time
- [changed] The radius of the explosions isn't used as a radius anymore, but as a variable used to calculate the air-bleed if using the 'formula'
- [changed] The maximum radius for the explosion can now be extended to 99m
- [fixed] Avoid negative radius for explosions that are 'teleported' next to the vehicle
- [removed] A few methods 'Replacement' have been removed, so it's now more compatible with other mods using ProtecTechTools

1.2.3: Explosions fixes
- [fixed] Better range and precision for the power to apply to AC
- [fixed] The 'moving center of the explosion near the target' thing added back to the custom algorithm

1.2.2: New explosion algorithm
- [added] A new explosion algorithm is available (To activate and/or configure it, open the debug menu using the 'Page down' or the '.' (period) key in-game)
- [added] A block named 'RubberWithFriction' has been added just under the 'Rubber' block. For now it is a 'Boom block' used to balance the explosions. In the future it should be a rubber block with a 100% friction

Update: 26 Jul, 2017 @ 5:24am

1.2.1: More pistons
- [added] A new 1x1x1 piston from the amazing Glayn
- [added] 1x1x1 and 2x1x1 extendable pistons that can extend up to 6x1x1 and 12x1x1
- [added] The maximum radius of the explosions is now configurable (be careful, it's highly CPU intensive)

Update: 21 Jul, 2017 @ 1:30am

1.1: Update for the stable FtD v2.0
- Nothing more, just changed the version number and a few internals things

1.1.6: Bug fixes
- [added] It is now possible to stop the rotation of a SpinBlock with its GUI
- [added] It is now possible to stop the extension of a piston with its GUI
- [fixed] The pistons do not stay stuck anymore after having collided with something
- [fixed] When removing the block under a piston / spinblock / turret which is on the mainconstruct, the piston / spinblock / turret is now removed
- [fixed] Small pistons can now be controlled by ACB
- [fixed] Small pistons can now be controlled by Lua
- [fixed] Debug log removed when using the ACB on pistons

1.1.5: New piston
- [added] A 1x1x1 piston that can extend up to 3x1x1 (thanks to Glayn for the models)
- [changed] When loading a SubConstruct, it is now possible to change its type only if the heights are the same (which means that a turret can be converted in a 1x1x1 piston but not a 2x1x1 piston)

1.1.4: Bug fixes
- [fixed] The health value set in the ACB weren't loaded correctly in vanilla if saved with this mod. *** WARNING *** The values saved with this mod in version 1.1.2 or 1.1.3 will not be loaded correctly

1.1.3: Explosion bug fixed
- [fixed] The FtD 'explosions going through walls' bug is fixed

1.1.2: Updated for FtD v2.0
- [added] The health input in the ACB is now from [0..100] in order to have a better precision
- [fixed] The turret rotation speed limitation of Dahak's APSA mod is now compatible with SpinBlocksMadness mod
- [fixed] ToolsTips added for the SpinBlock extended options

Update: 9 Jun, 2017 @ 12:06am

1.1.1: Bug fix
- [fixed] ACBs do not control ALL pistons anymore, only the ones in range

Update: 8 Jun, 2017 @ 3:02am

1.0: Finish touch
- [changed] The 'vanilla' configuration for the collisions between SubConstructs has changed. Now it's the default to use when placing new Turrets / SpinBlocks / Pistons. The turrets and SpinBlocks of vehicles coming from non-SpinBlocksMadness mod are automatically set to have no collisions with other SubConstructs
- [fixed] The piston models are now real pistons (thanks to Glayn)

Update: 5 Jun, 2017 @ 11:46am

1.0.7: More features!
- [added] Turrets can now be placed on a SubConstruct
- [added] Pistons (possible to place on the MainConstruct and any SubConstruct)
- [changed] When saving a SubConstruct, if the type is the same as the SubConstruct already in the chosen slot, then the name of the slot will be proposed by default (instead of changing it to 'Turret of <shipname>')
- [changed] The SpinBlocksMadness Lua functions that access the SpinBlocks have changed their names. You have to replace 'SpinBlock' by 'SubConstruct'. There are also more Lua functions, please see the in-game help page for more details
- [fixed] Crash when a PAC is on a SubConstruct

Update: 31 May, 2017 @ 9:44am

1.0.6: Bug fix
- [fixed] Rare case where FtD crash when loading a blueprint fixed