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Granite is usually around 2.7 g/cm3 compared to steel (depending on the type) being around 7.75 to 8 g/cm3. So with the same volume of granite (say, a granite Club vs a steel Club), the granite club would have about ~34% of the mass.
So, I thank you very much for your coding structure, but I'll definitely have to change the actual numbers on things we have IRL.
Looks like that mod changes buildings too, the difference is under the hood, because my mod is based on pure XML patching, in my mod you can also see the mass factor in the material's stats which I haven't seen in that one.
Looks also like in that mod silver/gold is heavy, while in mine - really light.
It was some time ago I was calculating these materials, but yes, because even after multiplying 10 silver and gold ends up as lighter (0.08).
Calculation: 0.008(silver/gold mass) × 10(small items multiplier) × 2 = 0.16
For example, calculation for plasteel was 0.25 × 2
My mod is adding mass factor, so not, but if you make for example plate armor from gold it's much lighter.
@pinbuck
repaired, i simply delete xml element (supportedGameVersions) i not check this update note (i playing other games sometimes), thanks for informating about this
This same is happen with fluffy's mod manager.
So it looks like a kind of security (because mainly mods should be loaded after core)
It's not really an issue, just wanted to let you know
@Temenat
Nice idea but what I'm doing right now is not programming, so I don't know how to do it (but who know),
Chicken Plucker, he doesn't programming too he make this nice work in XML (editing guns) and
graphic editor in GIMP or something like this(making this guns nice look).
Anyway this idea is not perfect because for example duct tape have mass of 0.30 kg so while with walls she not have problem (0.6 factor) but with duct tape apparel (11.5 factor).
This idea has one more downside, theoretically while the program wants to make a factor, and the game sees it, game can say something like NEVER, I DONT UNDERSTAND THIS ALL GARBAGE SO MAKE A CRASH FOR YOU B-BAKA, of course this possible to repair this i sure.
Blah, blah, when if I did this program, I just wouldn't have a work in this mod :) (except much bigger mods incompatibilities what you noticed above, while actually mods incompatibilities is much smaller like red errors, not working factors or just a double factor which I is easy to fix with changing the order in which mods are loaded i think )
Anyway you are know about mods who are adding do not replace (this is important for game) mass factor?
What mods? WHAT MODS?
My child, you still have to learn a lot.
I currently know about these mods.
Duct Tape!
And
Project RimFactory 3.0 - Public Beta (currently works on this version)
What mods add materials that you can use both as a textile and as a stone/metal?
Man, but the automatic mass factor is programming (in theory) so i dont know what make this.
But actually my mass factor is not based on my thinking/balance, this is based on mass of item.
For example plasteel have mass 0.25 kg, steel have mass of 0.5 kg so things from plasteel have a mass twice as low from this who are from steel (factor for steel/jade are untouched because 0.5 kg is 100% for things like walls, plate armors who, which can also be made of stone and wood)
And things like armchairs, bedrols, apparel is using different "100%" (mass of cloth- 0.026) factor because they do not mix with this who are made from steel/stone/wood (image this moment while you want make T-shirt from steel)
So, if I wanted to create a program that automatically creates a mass factor for these things, it would have a big problem with mods that add universal materials (T-shirt and walls from one material) when I would not add ignoring these materials (what I'm currently doing).
Wait, wait one kilogram of steel = one kilogram of feathers, yes?
a kilogram of steel or a kilogram of feathers?
That's right it's a kilogram of steel because steel is heavier than feathers.
Actually i found this without help (other mods, ctrl+C then ctrl+V, then change something, like all my mod).
In practice i not have discord, so i must this found (but who know maybe in future i install it).
I dont know what you exactly want to know but if you are interested in new materials from mods, I have to add them manually, look for "Mods supported?" in description for info, what mods are supported (the new materials that add these mods have a mass factor added by me, for example "[RF] Fertile Fields [1.0]" adds bricks, so if you build something from bricks it has twice the mass than the original, of course"[RF] Fertile Fields [1.0]" are not adding bricks only, but only bricks are important in this mod)