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I did find a different mod that did something similar. Sadly, it was also incompatible with FU.
Well, the best idea is to make them add on to the fuel bar of FU. Since FU uses fuel instead of power, batteries that are dropped by enemies are purple and will add some fuel to the mech. Because FU is open source on Github, you can check how it does this and try to repurpose it.
But I do hear that mod pop up all over the workshop community so it is for sure something to look into.
We have a saying here in Canada proof is on the accuser's end, if you can't prove your claim it won't hold up in court. Even though I can't see something like copyrights over a workshop item going to court it is still a notable say basically meaning that if you're going to claim someone did something make sure you got facts to base it off of as aussmtion wont get you anywhere in life but trouble.
Also thank you for the feedback, I don't want to go completely overboard on developing this mod trying to add new features, I can't rely thing of any other settings that I can do to add on to this mod at this point in time but I will again look into FU and making a sister mod for that mod.
The part about searching for similar mods is a useful thing to do, even if you find something similar, it's your original work and they can't do jack diddly squat unless they find an actual proof of it. Also, you can find some inspiration, take notes or make your own thing/patch to the already existing mod, which is also a good thing.
Also, good job on the thing! 11/10!
One more thing: ever thought about making sure it's FU compatible?
Things like these are bound to happen, which is why we all have to take precautions.
I mean sure you can add script but that requires knowledge of coding which I don't have.
The values are basicly like gravity = true/false
and other values such as Power = 10.0 etc
those are just examples but it basically varies restricting to what creators can change without adding script.
The mod now has its own features as of today where the power cells can be thrown I don't know if other people have done this particular thing but textures and a few other things are been updated as well.
The main issue that I see is that some of the community does not how the modding system works, mods are using values that the game developer provides so it is hard to not overlap other mods when you have only so many values for that one type of item...
Way I see it, if you're new and you made something like this, that's fine, you made your own twist on this and it's acceptable.
But you should avoid instances like this as much as possible, could do well by searching the workshop before you make a mod, otherwise people are gonna call you out for it.
Good luck in your modding adventures.
The mod files have been gathered by the packed.pak in the assets folder. The folder is where all the game files are located this (code, and textures included) I have gathered the resources to make this mod from that particular folder and have built this mod from the ground up by testing thing over and over again.
The mod was posted on the April the 7th You posted the link to the other mod today (April 9th) at 9:11 pm. and I stated above when I published this mod that I "have very little experience and am only going by some tutorial on YouTube to figure things out."
I also told you before you posted the link that I did not doubt its been done before but was unaware of any mod to which you replied with a steam workshop page.
Therefor I see no need to continue this discussion.
I have not used the mod before, so I am unaware of how the mod feels and if it's overpowered or not. Looking at the recipe through the energy cel pack is using a present which I don't really want to do as it can get overpowering if not developed correctly.
I have managed to figure out the gravity issues as of two hours ago and have been working on adding different tiers before I read your comment. I will review the other mod for comparison for the recipe cost when I get to a point where I am ready to push out a past before I backup the current mod workspace.
I will try to balance out the cost a bit more, It does seem expensive hopefully the tiers will make it a bit more cheap in the end.
I could use some help figuring out how to get the projectile to have gravity on planets., this is the main issue I am having to correct at this point in time.
Please let me know if the price is too high or too low. I don't want the price too cheap nor expensive, but I don't want the item hard to come by either, so I am looking for feedback on this part especially rate now.