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That is the greatest idea I have ever heard
The update turned out well!
The SpinBlocksMadness mod is now discontinued and will not work anymore on any FtD version more recent than the v2.03.
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.
I was wondering if he worked with you for 2.1, Looks great in the beta viewer
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.
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?
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.
until the main body dies of course...
The engine does not allow that.
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.
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'?
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.
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.
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.
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...
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.
And Nick Smart found the mod loading problem root cause, so I'll be able to continue to update my mods.
I think there's more information about what's going on FtD on Discord.
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)
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.