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@Gonb Unfortunately not, I never got around to implementing that.
If that doesn't work, it could be that new versions of SE have broken the mod. I haven't played SE in a while so I did not test the mod against the grid AI update and later ones.
I am running into a very minor issue and have questions : Should the auto-project setting work for sub-sub-grids ? I have a rotor on a rotor an a rotor to get 3 a full 3-degrees of freedom. I have verified that I set all of them to auto-project on before saving my blueprint. When I weld up the first rotor it does auto-project the attachment and projector just as it should, but for the other two I have to go manually click the project button. what am I missing here ? Or is it that this is not quite working as intended ?
This causes whatever you originally created to not project properly because the projector that was placed and is being used to project it actually occupies the starting block you need to make the new projection and it makes it impossible to actually load any weapons attached to the subgrid since it blocks the only passage to load them.
@willchill @LostHorizonnetworks As far as I know the mod should still work, but I have not extensively tested it with the new update yet. Let me know if there are problems.
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hi
This means that the first block on top of the piston/rotor/hinge head must be a projector, or a conveyor with a projector attached to it if you need conveyor access.
There is no way to work around this with the Mod API. Plugins such as Victor's Multigrid Projector can work around this because plugins are unrestricted. However, not everyone is willing to install plugins, so this mod is still useful.
If I go Rotor -> Connector/Projector -> Hinge : the turret end s up taller that I would like, and of course now has a connector which can't be armoured (as it is directly on a rotor)
It needs a client plugin, currently. So not completely vanilla. Should weld most of your blueprints. Torch plugin is available for the server side. Please read the description carefully.
@งง Two Snake That might be possible, but then you cannot easily repair the subgrid when it gets destroyed. My subgrids frequently get blown up and I want to be able to repair them :)
@Viktor Interesting! That's a very different approach that might work out better in the end, seems quite painful to get fully working though :D Mine is more of a workaround that works with the Mod API
@Deky I would like to but do not have a lot of time right now, sorry. However, FireManDan just posted a video tutorial that you can check out: https://youtu.be/zv6zxkRSlxE
https://youtu.be/zv6zxkRSlxE
Feel free to add it to your page
@Zaygh
Yeah, unfortunately the subgrids have to be modified, but I don't think there is a way around that without from Keen to the base game. Once you have a blueprint set up and auto project subgrid enabled it is quite comfortable to use though!
@Madman_Andre (GNU Rick May)
At some point I would indeed like to add the ability to change the orientation of the conveyor and projector, and the position of the projector. Currently still fixing multiplayer desyncs though, not sure when I will have time for it.
Devs really need to make something like this a part of the game. a special block of something.