From The Depths

From The Depths

SpinBlocksMadness [discontinued]
93 Comments
BRH0208 20 Jun, 2018 @ 2:03am 
@Enraged Koala
That is the greatest idea I have ever heard
Enraged Koala 17 Jun, 2018 @ 3:24pm 
Thats why we need to make it more crazy. All 1x2 blocks are also pistons. Cannons fire spinners.
Gladyon  [author] 17 Jun, 2018 @ 12:45am 
This mod has been integrated in FtD, it is the reason why I discontinued it.
Enraged Koala 16 Jun, 2018 @ 6:58pm 
We need to upgrade this to make it relevent again. All blocks are spinblocks?
Gladyon  [author] 4 Jan, 2018 @ 10:08am 
Thanks, the next one should also be interesting
BRH0208 3 Jan, 2018 @ 9:11pm 
@Gladyon
The update turned out well!
Gladyon  [author] 3 Jan, 2018 @ 2:28am 
That's done, FtD v2.12 is out and includes SpinBlocksMadness features.
The SpinBlocksMadness mod is now discontinued and will not work anymore on any FtD version more recent than the v2.03.
Gladyon  [author] 11 Dec, 2017 @ 12:07am 
I integrated most of SpinBlocksMadness features in the current devtest version of FtD.
I also integrated some ProtecTech Industries features, along with some entierly new things (such as the possibility to set idle azimuth and elevation for turrets and APS firing piece).

That also means that SpinBlocksMadness will not be updated, as its features will be in FtD.
BRH0208 10 Dec, 2017 @ 6:15pm 
@Gladyon
I was wondering if he worked with you for 2.1, Looks great in the beta viewer
Gladyon  [author] 3 Nov, 2017 @ 1:32am 
@Ncnee44: This mod isn't multiplayer-compatible.
The issues will not be fixed as it is a bit hard to do in a mod.

The good news is that I am working with Nick Smart (the creator of the game) to include SpinBlocksMadness features in FtD.
So, you can expect to have the possibility to place SpinBlocks or turrets (and probably pistons as well) on other SpinBlocks, turrets or pistons (and probably pistons).

When this new version of FtD will come out I will discontinue this mod.
Ncnee44 2 Nov, 2017 @ 9:10am 
Theres an Issue im Multiplayer i had with a friend on this mod,
anyone thats not the host couldnt place turret blocks or spin blocks and wouldnt be able to see them. While the host would be able to see whatever they placed.
by any chance is this somthing that could be easily fixed?
Gladyon  [author] 22 Sep, 2017 @ 12:14am 
@Smeg Head:
I have no problems with pistons.
Something important changed in ProtecTechTools, you need to update it in order to make SpinBlocksMadness to work fine.

If updating ProtecTechTools do not solve your problem, please zip and post the 'output_log.txt' file located in the '\Steam\steamapps\common\From The Depths\From_The_Depths_Data\' directory.
Sigal [29th ID] 21 Sep, 2017 @ 12:51pm 
I can't manage to attach pistons to anything, anyone else have that issue?
BeneVivere 22 Aug, 2017 @ 5:43pm 
well dam
Der Mechaniker 22 Aug, 2017 @ 10:43am 
Did you get a reaction from the developer?
IronJavelin 21 Aug, 2017 @ 8:04pm 
oh i tested it before parts work perfectly fine on subconstructs as long as you have engine power and ammo on it seperatly and will function like a 2nd vehicle
until the main body dies of course...
Trophy Wife 21 Aug, 2017 @ 7:07pm 
this seems like it could be useful for putting AA guns on turrets like how the battleship nagato does.
Gladyon  [author] 18 Aug, 2017 @ 10:38am 
FtD is not designed to do complex mechanical things such as in Space Engineers.
The engine does not allow that.
BeneVivere 18 Aug, 2017 @ 10:27am 
Even so, it didnt work. I cant manage to get a peice attached to more than 1 other vehicle.
BeneVivere 18 Aug, 2017 @ 10:15am 
In addition the joints I made were also seperate vehicles. You can understand why that is a problem
BeneVivere 18 Aug, 2017 @ 10:02am 
I have experimented with square holes to fit barrels into for joints but it causes alot of shakeing due to collisions.
BeneVivere 18 Aug, 2017 @ 9:55am 
I forgot to say, but freely rotating spinners would also need to be able to attach to two constructables at the same time, not just one. Unless there were joints that could connect it to another rotating constructable
BeneVivere 18 Aug, 2017 @ 9:47am 
free rotating means that rotors can be turned by outside forces.

For example if a rotor hada beam of wood placed on top of it and facing out to the side the rotor would rotate and the block would face downward due to the force of gravity acting on it.

The reason I want freely rotating spinblocks is because they would be extremly useful for mechanical mechanisums.

The difficulty of using pistons without free rotating spinblocks is that if the motion is anything other than straightforward it is impossible without also changing the settings of the spin blocks its attached too.

What would also be great would be a block that could surround a gun barrel perfectly. That way a gun barrel could be fit into it and act as a rotating joint.
Gladyon  [author] 18 Aug, 2017 @ 1:31am 
FtD is using specific indexes for SpinBlocks, they are different than the ones for turrets and I based my code on the turret's one.
I added 2 conversion functions, it now works as expected.

I had no problems using pistons with Lua, could you provide the code you're using?

About the spring, it's not planned for now.

What do you mean by 'rotors free rotating'?
BeneVivere 17 Aug, 2017 @ 10:16pm 
Can you make rotors free rotating as well? That would be great.
BeneVivere 17 Aug, 2017 @ 8:22pm 
I cant use pistons in LUA either
BeneVivere 17 Aug, 2017 @ 8:22pm 
I cant use ACBs because I cant use their data for object detection in front of them in LUA. Nor can I use the acb by itself because i cant change its command based on wether or not the leg it being picked up, set down, or layed stationary.
BeneVivere 17 Aug, 2017 @ 8:18pm 
It would be useful as suspension, but it could help me immensly in building a walker. If the walker settled on springy feet it would help make sure all the feet are touching the ground.
BeneVivere 17 Aug, 2017 @ 8:15pm 
Could you modify your pistons and add in a block that acts like a spring or a shock absorber?
BeneVivere 17 Aug, 2017 @ 7:57pm 
The name for spinblocks doesnt work in LUA
BeneVivere 17 Aug, 2017 @ 6:39pm 
A simpler solution, that would be sufficient I think,is attractors. A block which attracts terrain and other vehicle blocks. it could apply a force pushing the construct its attached to towards the first point directly in front of it. If the point is a vehicle a vehicle than the force can be applied to both. If it is terrain then it is only applied to the vehicle the atttractor is attached too. Depending on speed, a new point can be selected at time intervals. A simple idea. Such a block could be used for many many things, with lua interaction it could be used for even more.
BeneVivere 17 Aug, 2017 @ 6:25pm 
Physics is required, if you dont know physics you cant do it. Even if you do, you still have to know how to use the game engine that FTD is built on to make it work as well as FTD itself. Spin blocks is one thing, friction is something entierly different.
Xicotencatl 17 Aug, 2017 @ 12:26am 
k
Gladyon  [author] 16 Aug, 2017 @ 9:45am 
I tried, but I don't know how to do it.
Xicotencatl 16 Aug, 2017 @ 4:29am 
Hey, can you add traction?
Gladyon  [author] 12 Aug, 2017 @ 11:44pm 
The problem is not placing the blocks on the SubConstruct.
The problem is that FtD stores lists of important components, sometimes in the MainConstruct, and sometimes in the Construct (main or sub).
I'm afraid that some components may stop working if placed on a SubConstruct.

I'll have to look deep into how FtD manages each component to see if it's possible.
IronJavelin 12 Aug, 2017 @ 9:08pm 
i have no idea on how to make mods like this one but my goal is to make a tank with a smaller tracks and bacially make a Chrysler TV-8 with all the engine and everything in the turret (like the actual tank) and making spinblock tracks that can drive and not be static that i made that will be put into the workshop once its done
IronJavelin 12 Aug, 2017 @ 9:05pm 
a nice idea stemming from this mod would be something like being able to place other blocks on spin blocks or turret blocks that cant normally be placed on them become placeable that would be insane
Gladyon  [author] 12 Aug, 2017 @ 9:10am 
The latest version includes a new explosion algorithm.
For now, it is not yet balanced, and there are a lot of options to tweak the internal variables.
These options (except for the maximum radius) will be removed when the balance will be achieved.

The goal is to have more realistic explosions:
- blast effect
- tunnel effect
- better propagation
- larger radius (I use 99m instead of the FtD 11m)
- less stuttering
All that, in addition to the already existing fix for the explosions on SubConstructs.
Gladyon  [author] 21 Jul, 2017 @ 1:36am 
Finally, FtD v2.0 is out, and so is this mod.
Please check the change notes for the details of the update.


Note that the explosion algorithm has changed.
It is in fact the same, except that now it process the main construct and the sub constructs at the same time, instead of processing them one at a time.
The result is that now you can place armor on the ship, between 2 turrets, and that armor will prevent the turrt to chain-react (if the wall is strong enough of course).
Before that fix, the turrets would have chain-reacted despite the fact that the wall between them would still be intact.

This modification cannot be disabled as the other gameplay modifications of this mod.
Gladyon  [author] 20 Jul, 2017 @ 1:11am 
I have a lot of ideas, but less and less time...
In the latest version on the forum (and soon in Steam), I have fixed the 'explosion goes through walls' long standing FtD bug.
Now, I'd like to fix the detection and drag bugs related to Subconstructs, and also to add a 100% friction rubber block in order to be able to build walkers.

But there are a lot of other smaller or larger things I'd like to to in other mods, and so little time...
the fun police 19 Jul, 2017 @ 11:40am 
got it, everything is right with the world as far as i can tell, anyway whats next for you? i know you have long term plans for this mod.
the fun police 18 Jul, 2017 @ 1:46pm 
neat, ill load it up when i can, you a bro
Gladyon  [author] 18 Jul, 2017 @ 12:55pm 
I haven't updated the steam version of my mods, but there is a version of SpinBlockMadness (and ProtecTechTools) which works on devtest.
It should also work on 2.0 if there are not too many differences between this morning.
Look at the forum thread:
http://www.fromthedepthsgame.com/forum/showthread.php?tid=27827
You'll see some new goodies in both mods also.

I will update the mods with the latests changes and then I'll put the updated versions on steam, should be about tomorrow or the day after if everything is fine.
the fun police 18 Jul, 2017 @ 12:42pm 
soooo. new update came out. and i think it broke some stuff. noticeably, absolutely no turrets on any of my constructs can move, period. spm is loaded and working, and i have noticed that i can place turrets on the newly added 3x3 and 5x5 turrets, but not normal ones, obviously this is a feature you were looking into, but haddnt yet implemented to your mod. anyway im assuming the upgrade to the latest unity engine, along with the many changes in 2.0 conflicting with SBM, is to blame, as im apparently the only one experiencing this. any insight?
the fun police 26 Jun, 2017 @ 2:57pm 
sweeet. i look forward to both.:deusex:
Gladyon  [author] 26 Jun, 2017 @ 11:22am 
It seems that FtD v2.0 is very close to completion.
And Nick Smart found the mod loading problem root cause, so I'll be able to continue to update my mods.
Gladyon  [author] 25 Jun, 2017 @ 4:47pm 
I'm only on the forum, and there's only very sparse information there.
I think there's more information about what's going on FtD on Discord.
the fun police 25 Jun, 2017 @ 7:05am 
well shoot, thats unfortunate. unforseen complications indeed.

if we are lucky this will be resolved within a month or so, speaking of what does nick have in the pipe right now? the recent update was nothing super big, but ive heard hes working on rebalancing aircraft parts(and likely updating the textures)
Gladyon  [author] 24 Jun, 2017 @ 11:40pm 
It is probably not very hard to do, but the problem is that the devtest version of FtD completely broke the way mods are loaded.
A lot of standard C# instructions will now cause FtD to crash, and we do not even have an exhaustive list of these instructions, and there's no error message beside 'I crashed when loading the mod'.
I have identified some of these instructions, and none of my mods can work without them.
In fact, it's not possible to do 'complex things' anymore.

I am waiting for Nick to fix it or provide a workaround.