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I checked it with only this mod loaded so it isn't a incompatibility with an other one.
His work is based on this mod and supports all current capabilities.
Please begin moving over!
This mods contents will be emptied and will set his version as a dependency (T+24Hrs)/
Fixed a lot of weird bugs!
Stable as can be now, though!
Notes:
- Beacon Controls are only available if the grid owner owns the beacon
- Fixed some issues with faction limits
- Fixed force broadcast so it's visible to in the terminal.
Yes..... I need to add support for weapons core stuff as they have the damage type of energy and kinetic.
Thank you all for putting up with the bugs for the last two days!
Let me know if you find any bugs, have requests, or need assistance of any kind!
(You can still make server work in the meantime by simply re-naming your grid to contain the name of the desired class)
But GUI actions are not synced!
Working diligently on it now!
I'm going to test and keep working on it, bare with me. All of this will be ironed out by friday night at the latest
at Blues_Ship_Matrix.CustomControls.SetShipClass(IMyTerminalBlock block, Int64 key)
at Sandbox.Game.Screens.Terminal.Controls.MyTerminalValueControl`2.SetValue(TBlock block, TValue value)
at Sandbox.Game.Gui.MyTerminalControlCombobox`1.SetValue(TBlock block, Int64 value)
at Sandbox.Game.Gui.MyTerminalControlCombobox`1.OnItemSelected()
at Sandbox.Graphics.GUI.MyGuiControlCombobox.SelectItemByKey(Int64 key, Boolean sendEvent)
...
The GUI addition is leading to unexpected behavior; I'll be up patching it tonight.
------- Thruster_Force
------- Thruster_Efficiency
------- Gyro_Force
------- Gyro_Efficiency
------- Refine_Efficiency
------- Refine_Speed
------- Assembler_Speed
------- Power_Producers_Output (Reactors Only)
------- Drill_Harvest_Mutiplier
- DamageModifiers (10x more damage 0.01x less damage, damage*modifier)
------- Bullet
------- Rocket
------- Explosion
------- Environment
these interfere with other mods can we remove them?
- Power_Producers_Output (Reactors Only)
- Drill_Harvest_Mutiplier
Same as before, you will likely need to add these new fields to existing configs or delete your own config and accept the new defaults.
(No more config changes planned soon)
Also Added a GUI!
Added DamageModifiers, you will likely need to add these new fields to existing configs or delete your own config and accept the new defaults.
- DamageModifiers
- Bullet
- Rocket
- Explosion
- Environment
I'll look into it, there's a max weight. Hopefully for now you can use Gyro and Thruster modifiers to basically do the same thing!
Well, class limits can be limited per faction and per player.
So, for your scenario, you could limit shield blocks to 0 in all classes but one.
Call this class Home Base, and allow 1 per faction and 1 per player.
This would result in each faction being able to own only one. (Each player not in a faction would have 1 as well)
Could you consider adding a weight modifier for the classes?
I'm about to create a cheap mod that alters the weapons weight/mass by x10-x50 times, and using the relative top speed mod, this would cause ships with just rows of weapons to be far slower to accelerate and turn, giving more nimble/specialized ships more of a chance.
With the base config, how would you limit certain blocks per user/faction?
ATM I just have a 1 safe zone limit per user/faction. I don't really limit bases since they are static grids and once you know where they are, the ones without a safezone are goners, it is just a matter of time.