#Spins & Stress
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currently available sprites (i.e. currently planned content)
In terms of mechanics, the spin system is done btw
This means a fully polished and working graph system along with all the mechanics related to spin and stress behavior
now I only need to make good visuals and more block types
the actual create mod
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average graph usag in mindustry
well, just a bit more and I'll finish what i want to implement with the interaction between blocks and graphs
I jast wanna to manage exactly where on the block edges it can connect to the others (i.e. where the shafts are placed).
I've already made it working for small blocks tho, but for large ones it's quite buggy
btw, things have changed from here a bit
like its should be much smoother at not merging graphs
and now it reacts to rotation changes of already placed blocks
still thinking about how this mod will be playing through, tho
maybe there will be some interesting solutions in logistics and producing things ๐ค
wanna keep things cool and incredibly simple
maybe you'll see smth like carpe diem or other gregtech mods with my twists and funnies
well
multiblock blocks (i.e. blocks with size > 1) are completely fucked up
in way that i just cant make size 3 blocks actually connect to graphs
maybe going to rework some things to make it easier for me
-# may i suggest the pressure as a reference
idk
here i have only SpinGraph, SpinModule and SpinBlock
this is all components of the system rn
I wouldn't say I need more components, but I'd like to make it to be modular instead of redeveloping vanilla block types from scratch just to have Spin in them
its to complicated :<
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and I perhaps have issues with my connection positions, not with graph itself
the pressure system doesn't have any graph
the closest thing to a graph that it has is the sections to fake a shared tank
but it does have proper connections between builds
ok
but how it'll help me to solve connection positions issues?
it just works
to clarify things: connection positions - are tiles around the perimeter of a block where it can interact with the graph (i.e., be connected to it)
wa
look how pu spin blocks connect to each other
oh
yea i haven't done that to it yet
i did in steamworks
but the pressure system is a good headstart, cause it already has a way to "connect" with the nearby builds
mine spin thingy also
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can't see a reason to abandon my perfected graph implementation just bc i failed the connection positions
i'm not saying that you should
For campaign, maybe need a engine that produce spins/RPM, also need a generator to convert spins/rpm to power.
anyways, my fix for that was just to have a list of different offsets that this build is allowed to connect to
it'll need custom ones for every block, but it works
uh
on the planned content screenshot I have a windmill
and this mod won't have a power in the first place I guess
Oh yes, I hope the shaft can connect to bore drills.
in my case, I seem to mess up how to calculate the positions, so I guess I have an offset of the connection positions by size - 1 blocks or tmth weirder
i just do them manually
so 2x2 blocks can have connections only in bottom left/left bottom corner, and bigger ones just can't do connections
1x1 is completely fine tho
you're using nearby(int)?
if yes then that'd make sense
it just offsets by 1
same with front() and back() and the other ones
better check my code yourself
to sleepy rn for questions about my own code ๐ช
so if a 3x3 block calls nearby(0) it'll try to get the tile to the left of it's center(in the middle of the block) which still is in the same block
lazy

but i think it's very likely that you did use nearby(), front(), or back()
cause you're making an axle
takes notes
gona steal unity's graph thingy just bc it's very flexible
dont kill me
i still need to port it to the Kotlint
i have absolutely no idea on how that thing works
Ugh, I just looked at your implementation
It's awful, lmao
Better than nothing
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@torn pineuse proximity instead
instead what?
tile position
hm
and use onProximityUpdate() to update graph when block are placed or removed
and also check PowerGraph
proximity isn't ordered afaik
it isn't just to get the nearby builds, it's also important to get them in the right order
Idk what's this about but even sized blocks position is the bottom left tile nearest to it's center (while odd sized blocks have the center tile as the position ofc) because they don't have a center tile so that might be affecting it
Just saying cause I noticed your problem only affects bottom and left directions
Again, use Edges
I am proud that it works
for a moment i was like: "the heck is IntArray", then i remembered it is kotlin
average Java user fighting with boxing and unboxing
Meanwhile kotlin enjoyers:

making available for connection points display when planning
It definitely doesn't feel like pu because I'm copying it
looking forward to it when it becomes a library mod
why it should become a library mod? 
idk man, just want to implement to other mod. put this mod as compileOnly inside build.gradle(.kts)
Sounds fun, but I don't see the point
like having a group of mods that use spins and stress, and all of them will be compatible with each other?
why...
yeah, maybe it could make compability issue between 2 mods or more.
erased this implementation because it is stupidly not designed for blocks size>1 
I'll try to do it right this time
Edges
Vertices
done :D
i just
I think I'll probably deal with sounds now and then with the visual part
Copter sound
stone breaking sound
SnS
My snake friend feels offended
project nunityd
wh ๐จ
Btw, maybe someone has ideas/suggestions on what I can add to this mod and how the mod should look like?
add a concrete tech tree
mod with another kind of energy distribution and logistic requires many content to use that
in this case i suggest set all vanilla factory blocks to hidden then add your own blocks with SS one
and also drills/unit factories and so on
aboba chat
aboba

returned the flywheel, because why not
-# spin storage (a battery-like thing)
mmmmm, where have i seen that

xelos youngcha...
is this just create mod in mindustry?
MORE MODS THAT USE THE PROJECT UNITY TORQUE MECHANIC, MORE!!
there is no project uinity's torque mechanic
๐ง project unity? how a game engine is affiliated with mindustry? ๐ง
there is
there is not, what're you talking about