#Quality asteroids
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I looked into it but doesn't seem like I can do that
Asteroid Chunks are implemented in a very odd way that they aren't even Entities
this implementation in the first place is jank anyways
The game doesn't out of the box have a way to have asteroid spawns be of quality so I have to spawn dummy asteroids to be replaced with quality versions
why not just keep the dummy asteroids, which can drop dummy quality asteroid chunks, which insta-spoil into normal asteroid chunks of the correct quality?
I'm pretty sure you could just make the asteroid chunks drop the quality chunks directly
nope they just lack quality
Asteroid chunks are not entities
they're done some optimisation or something to them
also it'd be either just too busted or too obnoxious if they did drop in quality
If an easier way to do this arises in a future update I'll still add it as an option
though you mention spoiling which actually yeah that just might work
but it'd need to go to scripting
because items can only spoil to the same quality
@plucky brook I was just looking at your code and implementing quality chunk handling
ping me when you have some time on your hand, I'll show you how
I made a small POC on my side
yep
Couple hours ago, I thought of your mod and decided to check if you had solved the problem, and looked at what was possible
ideally I want to burn my mod and build it up from scratch because man is it jank as shit
it... looks a bit janky ๐ but I wouldn't allow myself to comment what I couldn't have done ahah. Honestly, I haven't dug to see if there is a better solution than what you are doing
perhaps it'd have made more sense for the quality dummies to all just be done during the prototype stage
like for each quality
instead of being done during runtime
not that huge of a difference though really but probably something I'd fix when I get time
BUt I'm not sure you can force a REAL quality on prototypes at data stage
it'd still have to be swapped out during runtime anyways I'm pretty sure
But for chunks, yeah, my idea involves having 1 dummy per quality
I was looking into your mod because I was thinking of improving RSL to handle quality better ('atm its not configurable, it just keeps the quality of the source item)
and I was effectively looking at use cases where a modder using RSL would want to force certain qualities
and I remember your mod and your limitation
I saw that in your code, you hotswap each asteroid with quality dummies BUT the chunks
if you also have dummies for the chunk, I can give you quality items based the the name of the chunk ๐
the dummies notably are during the asteroid spawning
And I mean, real item with real quality that depends on the chunk
when it breaks into smaller ones it just automatically inherits the quality
except for the chunks
they don't inherit it
so I'd need to make dummy chunks that turn into dummy items
can you also use your script to replace the chunks ?
with a bit of modification yeah
cuz I think each step of asteroid breaking is handled by script anyways
currently I'm just filtering out the chunks
well probably a little bit more
probably yes :p
first gotta actually make the quality chunk dummies
I made a loop for that too
one concern is whether the item is created when its grabbed or when it enters the machine
it'd be quite unfortunate for it to be the former
oh that's fine ok
My poc works with 1 variant
if it does, it will work with N variants
I just need to check that I can interact with the arm of the collector
which I'm guessing is an entity that holds an "itemstack"
I can check that
gimme just a sec
also something that I didn't quite understand was with quality chances, I've roughly implemented how it works in this image but it just seems all really wrong
unless it means that qualtiy or greater
which then actually that just makes sense huh
a proper rewrite I'd have to do tomorrow when I have more time
hum...
the source entity of the spoil effect is "asteroid-collector"
I don't know how to access the arm
is there like a second inventory on the asteroid collectors?
first thing I checked :/
oh also just had a thought, even normal quality asteroids would need to drop these dummies since we can't have duplicate asteroids as it would mess up asteroid targetting priorities
so would need to just overwrite in this case
Hum....
If I can't access the arms, I can't hotswap the item
Maybe I was a bit too optimistic
I need to investigate that further.
I know that I can detect which collector collects what, and therefore, swap the item inside the collector
but our goal would be to replace it in the arm directly
how would filters work with this?
Ok was trying to implement support for modded qualities and I dig this up
that is very bizarrely implemented
I don't know if I really want to implement it that way for this
and on second thoughts maybe supporting modded qualities isn't a good idea
might not be very cool to see unkillable tier 20 asteroids just for having that mod
ahahah
you could give out an option to allow or disallow it
And yeah the filter thing can be an issue...
and... would it... ? To allow people to filter out certain qualities ?
idk
there we go
I guess the main concerns are the UI being cluttered and not being able to use quality signals to get the quality chunks
but gotta make compromises
arf... I think on space platform mined entity is just about removing buildings / things from the platform
nothing related to "mining" the chunks
you just give a specific name to each chunk
atm, we could make it work, but RSL would "teleport" the items directly from the arms into the collector
I haven't tried it yet but that's what would happen in theory
wait actually yes mind
how do you have the small asteroids break into the correct chunks
It's handled by script, I believe
currently the quality asteroids are just actually the correct ones with quality
so that turret targetting just works
so I guess yeah would need to be script
I want to see if there is an event either : when something is collected (mined) by the collector
or when an item is inserted into a collector
or if we can access the arm inventory
either one of these possibilities would allow a quality implementation
without that, it would be possible, but really clunky
do spoilables spoil while in the arm?
yep
damn
I already thought about that ahahah
it really just is quite unfortunate
it if only spoiled while inside the collector's inventory, that would be a no brainer
RSL would handle it natively
Oh !
maybe I got an idea
alright it works
May not be the best performance wise
but it works lol
I had an option in RSL to retry in case a scripted spoiling event failed
I activated it
It cannot succeed as long as the item in inside the arm, but it retries every 3 ticks
when it enters the collector, it's transformed
hmm right yeah that was also a bit of a concern I had