From The Depths

From The Depths

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SpinBlocksMadness [discontinued]
   
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Mods: #mod, Plugin
File Size
Posted
Updated
2.023 MB
30 May, 2017 @ 2:52am
21 Sep, 2017 @ 12:11pm
11 Change Notes ( view )

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SpinBlocksMadness [discontinued]

Description
This mod is discontinued.
Its features are now in FtD vanilla.
It will not work with any FtD version higher than 2.03.


SpinBlocksMadness opens new possibilities to play with SpinBlocks.
This mod is also the prelude to fixing some SpinBlocks-related bugs in FtD (detection and drag).


It features:
- Placing SpinBlocks on SubConstructs
- Placing turrets on SubConstructs
- Placing ACBs on SubConstructs
- Pistons (possible to place on the MainCosntruct and any SubConstruct)
- Loading SubConstructs onto a SubConstruct the SubConstructs on SubConstructs will not be saved along with their parent)
- Controlling SpinBlocks using their GUI
- Restoring saved position and speed to the SpinBlocks
- Giving a name to SpinBlocks
- Accessing SpinBlocks via Lua and their name (instead of their index)
- Collisions between SpinBlocks
- It is possible to restore Vanilla configuration (via the main configuration menu: 'F1' in the main menu)
- The long standing FtD bug with 'explosions going through walls' is fixed
- Explosion radius is now configurable
- A new explosion algorithm is now available, and fully customizable (the customization will be removed when the balancing will be done)


More details here: http://www.fromthedepthsgame.com/forum/showthread.php?tid=27827

Works with FtD v2.02
Requires the 'ProtecTechTools' mod.



Installation instructions:
- Disable Steam cloud synchronization for FtD
- Delete the "\My Documents\From The Depths\Mods\SpinBlocksMadness \" directory
- Ensure that the 'SpinBlocksMadness ' mod is properly installed
- Launch FtD
- From the main menu, click on 'Workshop / Editor / Mods' (to the right)
- Click on 'Modding Workshop'
- Click on 'Install Subscription' (to the left)
- Select the SpinBlocksMadness mod (its background will become black)
- Click on 'Save mod in folder...' (to the bottom-right)
- Quit FtD and restart it
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.