Scrap Mechanic

Scrap Mechanic

Vincling's Logic Tools & Parts Mod
HerrVincling  [developer] 19 Nov, 2022 @ 11:59am
Bugs
Please feel free to report any bugs you encounter
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Showing 1-6 of 6 comments
timblagbrough 1 May, 2023 @ 5:16pm 
The logic multitool just deleted my creation I worked very hard on
HerrVincling  [developer] 5 May, 2023 @ 12:14pm 
I'm so sorry to hear that, can you contact me on Discord (HerrVincling#4949) so we can find the issue?
Placek 23 Aug, 2023 @ 7:28am 
Hello, i just noticed that logic multitool resets all timers to 0. Little thing but for me and my creation kinda big deal for the future. I dont want to set timer to right time every time i switch logic gates with the tool.

Edit: now it doesnt happen, i have no idea what i did before diffrent
Last edited by Placek; 25 Aug, 2023 @ 1:54am
HerrVincling  [developer] 26 Aug, 2023 @ 9:43am 
Hey, I've seen people have this issue before, it has something to do with Scrap Mechanic's blueprint system. I have a feeling it may happen more on newer worlds, but I don't know for certain. I can't reliably recreate the bug, so I've been trying to finding a different, more robust way to implement that Multitool feature. Can't say when that will be ready tho, the game lacks modding features for this so it's a bit tricky. Please always make backups with these kinds of features!
Placek 27 Aug, 2023 @ 3:32am 
Thanks for response. I also would like to ask you abaut optimalisation. I have creation with almost 12 000 logic gates witch vanilla handles fine and almost very good, but the quick logic even on 1x speed or single step is very laggy, probably 10fps. Not to mention any speed that is higher than 1x. With this many logic gates im not really suprised, but vanilla handles it fine and thats more suprising. Im just wondering how is that and if it may get better later in mods development.
HerrVincling  [developer] 27 Aug, 2023 @ 6:34pm 
Great question! So there's good and bad news about that.
The good news is that I've had some very large optimizations in the works (personal stuff got / still getting in the way), which improve general performance, but most importantly the base lag. After these changes an idle creation shouldn't lag at all, only once logic starts doing stuff it would start using performance. This would make much bigger creations viable, unlike currently.

The bad news is that Lua (the programming language the mod is written in) is inherently slower than C++ (the programming language Scrap Mechanic was written in), so the vanilla gates always have that advantage. I had been working on a C++ extension for my mod (which would unlock all that extra performance), but the developer of the file mod for such extensions vanished, so now noone could use my extension even if they wanted (simplified, has some other reasons). I'm currently trying to find an alternative.
Last edited by HerrVincling; 27 Aug, 2023 @ 6:36pm
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