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Rapporter et oversættelsesproblem
or that its 9+2+2 (because of 2 end tubes with flanges)
adding more variants for every size wouldnt really make any sense because it would make the mod more congested and would increase file size and it would reduce performance because of the bigger mod then.
it is mostly my OCD getting triggered by the fact that I know there is 9+1 pipe, even though my eyes say there is no difference lol
you wont really see a difference because i made these so that they look the same as if you manually placed the same amount of single tubes.
@YAKFLY sadly i cant make it up for everyone and a 3x one would be simply to small and wouldnt really give a huge advantage regarding lagg reduction. the neat part about this here though is, if you need a 6x long one, use my 5x and add a vanilla tube. you wont see a difference by using my 5x and a normal one or 6 normal ones. the difference that is important though is, instead of space engineers having to check 12 conveyor points on a conveyor update it has to only check 4 points which is definitely much better hence these pipes only having 10 PCU.
thank you for your hard work and idea
having ships floating around with modded blocks, better reactors for example would be pretty cool. but i'm definitely not able to create something like that and for now i am not really interested in creating such a feature. scripting is not my thing :/
Great for the grind to learn mod users
Like squeezing a lemon to get all the juce out
This would also reduce block count which is another form of optimization in of it self, Ideally someone whos done it before can help. I think there are many mods out there would have some benefit of 'script injection' so the blocks get introduced in the game naturally on npcs grids and are not just player built only.
If we could get a simple tutorial or even a basic framework to build off that would be idea, id love to e able to make those sort of thing for mods i use for my self atleast.
Do you chat in the keen discord could ask there about it
at least performance wise but that would need some testing.
i dont know how exactly conveyors act on the performance if they arent updated but if you have 2 conveyor lines, one that is only made out of conveyor blocks (the ones that have 6 ports total) vs a line that has only straight tubes, if you make any changes (by triggering a conveyor update via placing a new cargo container for example) the tube one shouldnt create as much of a lag as the block one since it has less conveyor points to check.
the sad thing is, implementing such a feature is far out of my league. i dont have any knowledge regarding scripting and stuff and like i said, the performance benefit might not be as big as hoped for. for players it should be a good one since they update their conveyor system regularly and having less tubes definitely makes a difference.
Because atleast in a SP world how many girds a player has is often alot less then npcs grids in the world, depending on modlist. Some sort of conveyer line replacer script would help optimize all the npcs grids around and make the modded block self intergrade into the game at the same time.
How to do a replacer script is the question, maybe one of the guys whos done it could make a good tutorial for this or a starter framework