#[SPDX] Industries of Enceladus
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uug yea
all i can say re: that issue is that i just can't replicate what you're seeing
Damn, my game goofy
like absolutely can see the excavators popping open, that's basically par for the course, but the clipping and chunks phasing out of excavators i don't know what could be causing that
It is very strange
Would it be possible to make the excavator stronger?
As in less likely to open
It could solve the problem
Pog
Another possibility is that maybe the RPs function is doing something
Cause this is happening after the chunks have been in my hold, having their water content reduced
But then it would affect MPU units as well
my hope is that the rework will fix a lot of the Buggs' Baddstuff
Hopefully
yknow something i have noticed is that the cargo bay area - the one responsible for easing forces - extends into the excavator
it's possible that i'm fucking something up and i don't even realise it
but agh. i just don't know what. hopefully my new imp will remediate things
eh don't, i just mean to demonstrate
you can see the shape here
see how it extends into the beak? it goes a ways in since it's designed to work with drones
Do the gaps contribute to anything?
they do not
Maybe the hold itself moves
When you do certain manoeuvres
Whch would explain why they slide on when doing certain movements
no, not likely. it's firmly cemented to the collider
sorry, ship
like, when a collider is part of a rigid body (like a ship), it moves with it
Damn
Yeah, the issue with the .1 version is the chunks popping out the side of the ship and in the spots before
I would say it's not as common as the .2 problem
But still there
Lol, nevermind
Just had half my load fly away
maybe it's a win11 thing
ive legit never had this issue and never seen it come up, and nothing changed it recently
which is what makes it so frustrating
I think it's simpler than that
it's the dynamic temporal simulation simplification
when your CPU can't keep up with whatever physics framerate you have set up, the game compensates by lowering it dynamically, but that reduces precision. This makes it possible for small/thin enough hitboxes to pass through each other, if they get beyond each other's halfway point within one frame
this is always possible, with non-continuous collision checks, but becomes more likely the fewer physics FPS there are
sigh... of course
what i'm hoping with my revamp is that the colliders for things like the RP25 and other aux units will be massively simplified
and hopefully ship colliders too
Tho it was happening at high FPS
high fps != high physics fps
the graphics process interpolates physics to give you a stable framerate
And my computer doesn't struggle to run the game
with DTSS
I had my physics FPS on 120
It's on 75 atm
So would turning off DTSS help at all or nah?
right, but DTSS adjusts that automatically to compensate for the CPU not keeping up
it would at best do nothing and at worst make the game choppy
Let's go
But yeah, I could turn my P FPS up to 144 and probably still see it happen
My computer doesn't struggle at all with the game that I've seen
That's because DTSS makes it not struggle !
turn it off and check if it still runs as smoothly - if it doesn't that means DTSS was lowering the simulation precision
I shall check that
Too real
Even being careful isn't an option
Which is the most annoying bit
lol how'd you think i feel
Tho it's weird that it only happens when I combine the mods
Maybe there's an interaction that tanks the P FPS that I haven't seen
that's the risk of playing with mods in general, things get funky every now and then
Welp, time to test
Well, the game is running fine so far
This is at 60 P FPS
And it did just dribble some out the front
No frame drops or anything
Gonna bump up the FPS to see if anything changes
Both the normal and P (Just to see)
Actually managed to get a really good video of it
FPS 60
P FPS 75 (Any higher causes the regular frames to drop too much)
No DTSS
The shimmying is the best way I can get them to slide out
It's like an ant queen popping out eggs
Tho this is on 25.1
I should test it on 25.2
the colliders on the beak might be too thin
That was a fix on 25.2
I'll have to see if they prevent the sort of leakage I captured there
So far so good
Nothing has popped out
I managed to get some to pop out the sides
I had to something really specific tho
Okay, now I'm super confused
It's like there's not enough room in the beak and they just jitter till they escape
Same settings as before on 25.2
can't really do anything about it until the revamp releases
Sadge
Any ETA for it?
That's good. Happy to test the shit out of it when it's released
jesus christ, the BBW does not have stability for the life of it when it has its ore hold half full even
and you're not browning-out your grid?
nope, using the 2GW APS
lol that works
its fucking great
sigh, i wish that the game deleted ore chunks that went like 10km - 20km from the player, i think ive got so many chunks floating around its lagging the shit out of my game
It does delete them
I'm pretty sure when a chunk leaves the simulation range it's almost immediately deleted
huh
how much does the simulation range slider in the setting increase or decrease ?
alright
after a while things get laggy, esp tabbing in and out
alright
huh, the AT K225 is weirdly skewiff
the thrusters are mismatched with the pipes, the collider's all sorts of wonky
i'll work on that and see how she fares ingame
so, was away a few days, what have i missed?
a bunch of releases and a pending overhaul
i dont know why but the ore is having a little hard time getting into the MPU smelting area and getting processed on the BBW, noticed it when i was using the -starbus MSU
nothing super major, just a bit annoying to have to jolt the ship around to get the ore processed as the ore's mass throws the ship around a lot
another for the rework
tragically only have the one body tho
exciting news: aux equipment is now actually fucking working
UUUGH
Let's go
progress being made for the sake of progress
i don't like that i'm using pin joints to attach the aux modules to the collider
i'd much rather use areas but i haven't had any success
man i cant wait for the rework, exited
man, i wish that there was a option to swap the excavator head with different heads, so like for now either excavator or grinder
but more in the future
that would be cool
yea, lets hope it might be possible after the IoE rework
i'm sorry to say but that's a lotta wishful thinking
maybe -but it would require me rewriting the way the excavator is loaded, positioning the excavator for every single ship model, making sure the collisions work...
oof, fair enough, tho would it work if its ony for select IoE ships ?
same problem
and that would be harder considering i'd then have to only limit certain ship types
yells in the background "dammit"
can the frigate spawn as a derilict?
im sorry for being a pesstering ass but i just want a grinder on the BBW so damn bad
it cannot
jeez imma need to save a ton then
or is it a fitting issue for the head ?
?
oh, 2x the on base size i guess, should be big enough, right ?
also, wouldnt it be possible to have the head be diffirent when its in the shop ?
so sometimes it will be with the grinder and sometimes with the excavator ?
im yea, most might not care but id be a nice touch
again, sorry for being a pestering ass
i should say i don't really care for the idea of swapping out excavators
just not what i'm aiming to do
thats fair, but having the shop ship give a random spawn of if its a grinder or excavator wouldnt be that bad, right ?
oh god you don't even know
the excavator and grinder are baked into the ship scenes
as in, the game doesn't put them there - they are there
hand-placed
i dunno
bruh
welp, nevermind then, i dont want you to kill me over the grinder if its going to be that assanine to do
man. just running a dive with the new framework and the performance is incredible
i guess it was disgustingly bloated
Looking forward to testing it out
i think one of the biggest improvements is gonna be in my collider optimisations
like, rn the game's colliders are a bit all over the place... no offense meant to the devs, they work hard and have more stuff to do
but also MY colliders were all over the place
i was basically just adding colliders to ships, massively increasing their complexity and hampering my ability to actually create new cargo accessories - they were literally custom for each ship model, and the collider would be stretched around like a box since i didn't have the code that now supports collider mirroring
so every ship had incredibly complex colliders for each aux module and it was an awful solution
my current solution is, i like to think, fairly elegant: just a slot that i can instance how i please containing all the massively simplified colliders with mirroring
also something i'm really happy with is my implementation of ship replacements
i want to keep scene replacement to an absolute minimum, so the SHipyard loads my little replacement vessels instead of the game's vanilla ones, which means there's hopefully minimal inheritance fuckup shenanigans
Maybe that'll help with the weird interactions with chunks as well
Soo, do the cargo bay accessories have any kind of collider currently?
got the Rasamama RP-25 but I don't see it actually doing anything, also, don't have an MPU either so that might be why
for the current version? yes, they're usually mounted at the top of the bay
the RP-25 fairly slowly converts water on ore chunks to remass
Hmm, should show up in teh bay then, guessing that other mods could likely break things horrbily
And yeah, exactly the kind of thing I wanted it for
what mods are you running? which ship?
K37, and pretty much all the mods from the gitlab repo, and for whatever reason I decided to attempt to play with this and ZKY at the same time
WHich is likely a t=errible idea
But hey, I want to see what breaks lol
yeah i assume something replaces the k37 in one of those mods which then voids my changes
Probaby ZKY
idk how dramatic ZKY is but sounds like it
Its.... probably more than yours lol
This thing
For some reason it looks like it only modifies the existing behaviours, but not the ships themselves, so I mean, in theory it might just be compatible
I'm gonna experiment
i mean i replace all the ships currently in the game and my clumsy-ass implementation means that they're all really fiddly
i'm hoping in the upcoming 1.0 that i can change that as much as possible
Wait, 1.0 was announced?
speaking of, it's coming along really well
yet to add the cothon, OCP, kitsune and... i think that's it for vanilla ships
need to rework the customs too
yeah i'm working on a 1.0, rebuilding from the ground up
OOOhh the mod
I've only just got back into it from like a 2 year hiatus
Haven't played since before the new ships were added
the Kitsune, or OCP?
Yes
man, yea thats a while lol
Much better response lol
Just, yes
Diging in the files and quite honestly, so far not seeing anything jump out at me that "Hey, I'm replacing this ship lolk"
Buutt that's also just from looking at file names, haven't actually pulled open any files
Was thinking of trying that just to see what happens
or -10 if that doesn't work
HMm, does the game load loose files or JUST .zips?
Just wondering if it's safe to leave a random folder in the mods folder lol
Very
I bet it has somethign to do with how the zky mod adds new minerals
Hmm, both mods modify the weaponslot.tscn file
yea that's the hardpoint system
basically everything to do with how hardpoints work
I'm going to take a wild guess and say that's the source of the issue right there lol
Well, nice thing is SZKY lets you config a ton of things
Like disabling the additional equipment it adds
well cargo accessories are handled by colliders that exist within the ships themselves
ideally they shouldn't be getting disabled by things unless something is directly overriding my changes
OK yeah then there shouldn't be any issues there
Wait, I just realized, it would be extremely silly for that file to be completely overridden instead of just added to by the mod loader
inheritance magic
it's part of the reason my rework doesn't actually replace the base ships, but still replaces them
a bit mind-boggling i know, but when ships are loaded, they use a little piece of code in Shipyard.gd which loads a bunch of files into a dictionary
the new version overrides that dictionary
an issue with replacing ships is that subsequent inheritance loads them... and then fucks up
Lets see what happens when I load a save that no-longer has the mods it was first saved with lol
so if you have a ship that replaces another and then you inherit from the replacement, its hardpoints wig out
i learned this the hard way with my OCP variants
maybe it's a different mod then
Do mods kind of get stuck in save files, a-la-skyrim?
they get stuck in ship configs if they add more slots, but the save system is very well-made
it doesn't save your ships as objects, just little configs of parts
then when you load em it just pops em right back into existence from those configs
And disregards things that no longer exist?
as long as there's no valid slot to load it'll just skip it
valid slots being defined by Upgrades.tscn
Well, lets see if seting ZKY to load after your mod does anything silly
So far so good
I wonder what broke in ZKY though lol
and the RP25 is appearing?
Oh now THAT is weird
ZKY's silly stuff has a custom HUD for the long ship, and it's broken
yea i noticed that
That's just weird that would break
well it's unimplemented
How so?
ohhh, that one
Yeah, just, weird
Meh, I don't plan on using that hud anyways, kitsune HUD all the way
kitsune hud is great on pure data and readability alone but i prefer the OCP
even with its weird rotating thing
I haven't really played with it yet, I primarioly like the multiple lidar windows
the visfeed?
That too
But I mean the twin windows on the right side
It's such a good feature to have
man i havent used it in a while
Well, I for one have zero clue why anything woud prevent a hud from loading
i vaguely know what you're talking about tho
SO I'm not gonna qeuestion it lol
that's the trioptimum way
bless you
that sounds about right
And if the ship breaks, the HUD, since it's probably implemennted by the ship, breaks
since it inherits from the 225, the 22222222225 would have issues
Yeah
sounds right
Darn, I really wanted to play with that ship lol, I like silly things like that
I wonder if I were to break it out into it's own mod, and then have it load before yours, if it would work....
careful not to anger any spirits
Or, do something sillier
Move that mod into yours and make it load prior to your stuff loading
god is displeased
Honestly I think that might be the easiest way of fixing it
Could simply add a single line to your ModMain and copy the foler into yours
just load it before you replace the upgrades.tscn file
the file is pretty intimidating i agree
THis is why I like the way you mentioned you're doing 1.0, instead of editing the existing ones, sounds like you're cloning them and then disabling the originals
essentially yeah
Like, it makes sennse to me, but I'm jsut too lazy to do it lol
better cross-compat
and! i'm hoping to change like. all the colliders. lmao
optimisations for better performance i guess
a lot of the colliders are all over the place
Now that stuff is not my forte at all lol
essentially the game doesn't build what's called a concave polygon as it is since it uses methods of detecting collisions that'd be really expensive to calculate with them
it builds multiple convex polygons! which are the colours, yeah
Since most physics engines HATE concave objects
oh yes
Take X4 for example, IIRC they were using bullet before
THey actaully went and changed physics engines for version 6.x
Now TAHT was insane they did that
i didn't know how much physics engines hated concave objects until i started working with games. no wonder they just don't let players put things in pots and stuff
I take it the fewer collider zones, the better
COuld REALLY easilly eliminate 2
oh?
One sec, doing a horrible hack job in the snipping tool
lol
Which honestly is FANTASTIC for this kind of thing
Ok, my thinking is that somehow, the wall needs to become a sinlge zone
But there's that slight issue at the back of it
Also means that the wings should be able to become a single collider each instead of 2
Ehhh
No, never mind, concave
I've never flown it lol
i mean i wouldn't know
probably some script that takes a single outline and subdevides it into multiple, non-concave objects
Perfectly valid way to do it IMO, but you gotta go in after and make sure there's no weird things like how it's asymetrical
Mind you, I can see why it is
i'm giving it some love at least
Just don't fall into the trap of oversimmplification
yea no worries
making it too simple would take some of the fun out of it, but i like it not being utterly crooked
I meann, it's teh cothon, it's shit
i've always liked how goofy it is
it was made for the asteroid belt
god forbid anyone flew this thing in space
try really crunchetising it
between the tips of the beak
PANG
Dammit I lost the screenshot
Yay for clipboard history!
THat got me a ding lol
Should have flown back like that lol
YOu know how dogs get when they find that one REALLY BIG STICK
Yeah, like that
lol 400 crew or something
I tried to follow these instructions but no new components are showing up in the shop. How do I know if I've installed it properly?
did you extract the zip to the directory
i think you can leave it as a zip, mine is left as a zip
if so, don't do that, just put the zip in there
No I followed the instructions and dropped the zip in
nope, that looks good
then restart the game and it should work, and i would highly recommend making a backup of a save if you're planning on using a preexisting save
Do I maybe need to leave the station and come back to see the new MPU's ?
you need to restart the game entirely
I just so want an MPU with internal baffles so I stop barfing so often
it should just be a plug-and-play thing, just make sure you've restarted the game ya
and I assume this is correct too?
https://i.imgur.com/KhujMQg.png
all looks good yeah
Still nothing new in equipment zone ๐ฆ
that's weird. what ship are you running
yea then you should see the new stuff
hm
lol
do u mind sending me your dv_log0 and engine_log in your appdata/dV/logs folder
oh look at that, it even mentions your mod loading
So at least we know it's loading, the game sees it
ohhhh
you must be running an old version, hold on
i remember fixing that ages ago
here
i prefer this version since .2 kinda messes with some colliders and i'm not sure about it
oh wow you were running 0.1.0 LMAO
yeah no wonder, i'd only just started
lol yeah i should peg the latest release to the top message
I bet the modding scene would take off more if we had workshop support
wait is "cargo accessories" a new thing you added or was this tab always here?
it's entirely custom
oh god good because for a moment I thought I could have always been adding extra custom bay stuff
This is how vanilla should be. More customization.
You want baffles? you get baffles
oh yes
and i'm currently working towards a 1.0 release which'll rework a lot of the architecture from da ground up
Literally README, but who am I to tell you to read it.
didn't see a readme when I looked at the file before
how do I get the github normally? I don't see a pinned link or something
But that link isn't otherwise easily findable here in discord?
oh weird how come you can't pin? Something to do with threads?
RIP
i'm not just working on revamping things btw with this release, i've also added some new fun things
comically powerful directed fusion detonation engine
Only 45 m/s acceleration? ๐ด
such is the price you pay i guess
incredibly efficient, incredibly power-hungry
middling thrust
better than a k44 i guess
might have a release out tomorrow....!!!
i need to test things and make sure my new imp works properly
but, exciting
just a warning, updates will require unequipping some custom equipment since a few of them are renamed and the aux equipment has been entirely reworked
considering making a workaround for the prospector placement issue and calling the dict "stupidFuckingGoddamnMotherfuckingShipDictForTheGoddamnInheritanceProblemIKeepHaving"
i love inheritance i hate inheritance i love inheritance i hate inheritance
it works miracles then proceeds to throw you in a pool of broken glass
its a miracle and a curse
Looking forward to the update
DO IT
You know you want to, make it something of a collectable, yeah, it's shit, but its a fucking obonto
Fuck.
Yes.
I want more of this silly shit
Hey, at least it's not weird javascript polymorphism
Oh gawdd, just had a thought, the racing ship with the NANI as engines
Have you thought you nerfing the RP-25?
It's stupidly good for its price
Maybe keep it the same cost but reduce its effectiveness
Or increase the cost a bit and slightly decreased its effectiveness
#1242427385417039943 message
I like how the ship groans at the end of that, lol
well i've thought about that! i class it as 'entry level' hardware, like you can afford it pretty early on and it's fairly good but compared to other hardware you could do better, yknow
it's basically like the RA mpu, usually the first you'll ever get with massively limited ability but a fair price. compared to other modules you could do better though, that's what i'm trying to push
Maybe the remass effectiveness should be lowered a bit
Well, could
To like 15-20%
Cause it's very effective at keeping you full
Or it could be more power hungry
To show it's just a cheap inefficient thing that you'll want but gives good reasons for upgrading
tru tru, i'll think abt it
balance is something i tendn't mind or really care about but i know how it can affect gamefeel
I was thinking of making some changes myself to save you having to spend time on it
Cause yeah, making things fun is more important
And everyone's fun is different
i'd say it's pretty easy with replaceScene and mod priorities
with the new version cross-compat should hopefully be maximised on a replacement level, BUT the Upgrades.tscn has been extensively modified with special inherited blocks so you'll need to make patches to modify them
You're dropping a new version soon anyways, so I'm just gonna wait till then
Just gonna figure out how dV modding works
The lack of documentation for modding is rather not fun, lol
i'll help with that, hopefully
maybe a "getting started with dV modding" section on the wiki
Is it possible to change the trade-in price thing?
Or is that hardcoded?
More just a curious question
yeah, so you'll need to modify the actual object
Upgrades.tscn and its associated nodes contain initial price whereas the object itself contains its replacement price
so if you wanted to change the tradein value of... i dunno, Aux_ModuleXYZ, you'd need to open its relevant .tscn, change the value, then update the value in Upgrades.tscn (if you wanted to)
you need to place IndustriesOfEnceladus in the decompiled game
Ah
like, decompile it, then pop the folder inside the .zip into it alongside all its top-level stuff
that's how i develop
That makes sense
Do you just put the zip into the actual decompiled game folder or do you do something different?
you take the folders inside the zip and place them into the decompiled game folder
so when you decompile the game you'll have a folder with like, enceladus, comms, ships whatever
put IndustriesOfEnceladus in that folder and the .import
merge the .import
don't dump the contents of IOE into the decompilation or you'll break shit
yup, just copy them into the decompiled game
Awesome
then just open the game like a Godot project, wait for it all to import (might take a while), and you're ready
Thanks very much
How does the thing track the changes you've made?
it doesn't, really
i'd suggest using Github and hardlinking the folder
the way i develop, i use mklink /h /j to create a directory junction inside the decompiled dV folder that connects to my mod. makes it easier to work on within Godot and back up to git/cloud
Good thing I've used Github in the past.
Oof that import is making my cmoputer slow
just go watch a few vids or somethin
You weren't joking about it taking a while
Probably gonna fall asleep before it finishes, lol
Take a look at the mod I was trying to make work with yours, it generates a configuration file on first load, could do something like that with yours to allow for manipulating some values?
oh, yes, perhaps
Could also add something to the tuning section, reduced remass collection results in lower power draw?
But then again, the power draw is so low as it stands that really doesn't do much
OR just put it in there as a bit of customization, a slide that just acts as a multiplier for the remass extraction, from 0-1
No need to balance it since it's purely a personal preference thing
Is the software at least multithreaded?
Werll, you probably will any time the game gets updated
Well, it was using 85% of my CPU, so probably?
I should get a build server VM going on my server lol
Soooo, sorry to ask this of you, but any chance of a release today, saw you were thinking that it might be happening today, and I'm excited lol
It's funny, I was think the day before "Why aren't the baffles seperate from MPUs, someone should make a mod for that", then day later, found out you did
lol ya
i mean
i'm not entirely sure, really
the problem i'm facing rn is with inheritance
it's like... when i replace a node, which i need to do to get things working on everything, things fuck up in other ways
i also cant wait for the rework, want the damn colider problem to be fixed so i stop losing ore
What if instead of replacing, you just hide the old stuff, so it's still there, just, unused
Could also be the order things are loading in, things get inherited, then you replace them, and then things go all fucky
i did try that
WEird
man... why don't i just put the prospector's alt placements in WeaponSlot? if i'm having so much trouble with the new slots...
huh
lmao it works really well too
What does, the slap of sudden epiphany? Yes, yes it does ๐
Honestly sometimes the best debugging is good old rubber ducky debuging, and it's fun when the rubber ducky is a little snide at times ๐
so that means that were getting rework release very soon ??
lol
yes, dough is soft bread
Was about to say, I may be excited, but dammit I know what development is like, it'll be done when it's done
it's coming along really well, i will say
any new gear addons thats comming along with the rework ??
NDDFD
?
Nakamura Dynamics Directed Fusion Detonation engine
NDDFDs nuts lol
phft
AKA strapping a big ass bomb to your ass and letting it rip
lol
damn Nakamura Dynamics wasn't lying my ship can fart
can we see stats ?
Wait, is it a pulsed thrust main torch?
1.8 MN, 445 MW power usage, technically pulsed drive, think about 10 pulses a second
huge power usage, that's higher than a gungnir
Let me guess, same way the z-pinch drive works
thats not much unless its like the z-axial torch that only has 30 min usage time
I want to put it on the racing ship
well no, the zap drive is inertial fusion
this is just directing high-power lasers towards tiny fuel pellets that then go BANG
Can we get an RCS verions ๐
lmfao
The megakitsune
if you do that, we would then need an RCS version of the NANI (lol)
Tsukuyomi uses main thrusters as rcs
Q: is it possible to make a MPU discard exess propelant made from ice is the tank is full ?
I thought it did that already
That's why you see the could around whe when processing stuff with full fuel
when i do dives and my tank is full, it doesnt process the ore much unlike when there is space for propellant
yeah it vents the remass
huh, thats weird then, maybe it doesnt vent it at a very fast rate ?
it should vent at the same rate, you might've just had an ore with a very high water content, like iron
yea fair, even with SPDX's ice melting aux accessory, it still takes forever to get rid of the ice
\Love the RD-25
im currently runing the VRFP and the NBMT
You know, for some reason I feel like this game would play amazingly well on a steamdeck
crashes right away
from what i've seen of other people playing it on a steamdeck, it runs pretty well
I mean from a controls perspective
Like, the eniter control structure seems like it was desgiend to be used with a touchscreen + controller
I'
I've been playing it with a steam controller lately, I forgot just how amazing this thing was
oh i've missed you darling
Pretty
lol the new aux modules are barely visible in the tsukuyomi
More space for ore
oh yes
Ohh no more beak ๐ฅ
also if you have a keen eye you might have noticed something weird about the new tsukuyomi
LOL yup
i learned a lot from the implementation of the MAD-CERF's sliding bay doors
it now has a set, which was my original plan
unfortunately the beak was funny but i did find it limiting considering the sheer size of the thing
it can now swallow roids whole and just melt them with the MPPs
a little benefit to losing such a funny feature i guess
it also only has one high-stress hardpoint, which can still be quite useful
i reduced it since i figured with the bay door i'd have a hard time justifying anything else. idk maybe it'll make a glorious return
also! the torpedo tube toggles have been changed to left and right
advanced maneuvering with quad NANIs
could be fun
i also eased up some collider complexity
15 polygons, how about that
@hollow grail any chance that we could get a upgraded nanibot maker that has a higher crafting speed ?, takes a very long time for the current once to craft refill the tank
you could use the SSE voyager fab in tandem with the MPU, but yeah, i see the demand for that
i suppose something like that would actually make using the factory to sell to g4a more viable
foundry...
release is slightly delayed to maybe tomorrow by this fucking thing lol
W-wait a minute! Can't i try again?
this is my favorite awful theme of the game
That's all good. Better to release it when it's working properly
release when it's done, not when it's half-done
although speaking of, it's technically entirely available on the github
direct ship replacements vs loading custom ships...
the second is sooooo much better
like yall i can fucking inherit directly from ships and it doesn't mess up things later
hmm... just thinking if i have another ship in me before i go to sleep
want to get the release out but also i'm tired
nice mod it would be a shame if someone farted on it
i am going to bed
currently aware: MAD-CERF aux equipment not working since i haven't implemented it
also PLEASE umm be aware that this may break some slots
so either make a new save or unequip all custom equipment from custom slots and then update
affected slots include the OCP's rear docking bays, maybe something with the tsukuyomi? uhhh forget
oh ya the prospectors might be a bit fucked up
like they're fine but the slots
yeah
wait no they should be fine
OK goodnight
well done. a rest well earned
lol new save already got 3 of the new ships
weird that the two tsukuyomis cost the exact same
on the subject of slots, it seems the gungnir is duplicated for the left high stress point on tsukiyuomi,
lol unintended
why is that even there.. shouldnt be showing
ill look at it tomorrow
ya i popped them off so they shouldnt be appearing
only one now
but theres the torp toobs
yup
also for the two main propulsion tabs, im assuming the first is for RCS and the second is for the torches
Yippee
Hopefully the chunk issue I was having won't occur with the new update
lol ya never changed that
need to
ok im actually goig sleep now if i stay awake any longer i'll see the sunrise and god forbid
i could not behold such beauty
let me know if anything is super on fire and i'll work towards fixes tomorrow
actually lwt me know if anythings weird or strikes u as odd i'll work on it
WOOEOEOE
translation code needed for aux unit
i knew that the tsukuyuomi was expensive, but jeezus
seems to put the translation here for whatever reason
on the subject of more bugs. i have ore recovery devices on the left and right high stress hardpoints, and they dont seem to be appearing
zap drives are broken on the tsukuyuomi for turning
Zamn
i feel really bad, but at the same time they did ask to find bugs
#1242427385417039943 message
bump
i asked for day a while ago too xD
yes, no
RMS-PAL adds this
ok
for turning? clarify?
yknow i'm being kinda cheeky with the RMS-PAL fabricator
fixed its description so it looks better LOL
it's a direct reference to No Man's Sky
really the company's name is an indirect reference
before the NEXT update, the default ship was the Rasamama S36
Artemis and Apollo are both characters in the main story
the Atlas is literally the machine-god of the NMS universe
Now that I've finished pumping iron, I can go collect it ๐ช
What is the correct one for each?
dammit thought i fixed that
Lol
sorry, steam is being a bullshit agent rn, i'm trying to boot the game for bugfixes
That's all g
I'm not gonna be using them anytime soon anyways
Man, I'm so close to being able to afford a master geologist, RP25 and a LR propellant tank
We ain't just cooking, we're preparing a 3-course meal
Eagle Prospector HUD kinda nice to look at ngl
It being imperial is a little cringe but it'll do
there is a metric mod
There is
But I couldn't afford it
Cause I got all that other stuff
I had joked about getting iron but that's all the game is giving me rn ๐ญ
It does seem like the chunk clipping issue has been resolved too
hey, don't jinx it LOL
Well, the excavator seems much more responsive now to chunks inside the hold
And I'm running an almost identical setup (Minus the mining laser)
So good so far tho
I'll continue to monitor it
Tho
I think I just saw a chunk come out of my ship's booty
Can see some stuck chunks at the front there
lol i mean idk what to tell you, this sounds like a very particular problem with your game
never been able to recreate this
That's so wack
sorry abt that
Nah, it's all g
I'll just turn off MMM
That might solve the problem
Well, I hope, lol

unfortunate but i'm thankful it's not my problem
as mean at that sounds
just very frustrating
Uhhh
Just a mod incompatibility (That I wish didn't exist)
Why do I have a massive clump of water in my hold btw?
There is no way, lmao
your MPP should degrade it
It might've spawned inside my ship
Oh well, free propellant
I think your game might just be cursed, I cannot replicate this issue
maybe it's a win11 issue
Who knows
It's not the end of the world
But I will miss the MMM
Lol
Yep, there was the asteroid
Could've made 200k but cause of the roid, I ran outta room
Is there a reason why the Laminar Turbine is more expensive than the Twin?
I know it's lighter
It is more weight-efficient
I guess that makes sense
precision engineering, really
Epic
like the ND capacitors, they're more weight-efficient and specialist
i figured they're like your Necessaries, right
like things you absolutely need and don't really have any direct paths past upgrading the power output
so since the weight is an issue, i added alternate paths that mean you can get more power per weight
Makes sense and helps with adding turbine variety
i would make them a bit more efficient but there's no exposed efficiency presets
It's a good way of doing with them being limited atm
yea
i never liked that the upgrade paths are just straight boosts
instead i focused on weight efficiency per unit of power
i feel like the way the game currently implements turbines and stuff, people look at it and think "oh, this must be objectively better because it's more expensive", but the milspec turbine is massive and pisses fuel
instead i wanted to encourage folks to think about the weight and efficiency of the turbine and how best to maximise a vessel's performance with APUs and all
Could you do more types of turbines atm or nah?
i could, sure
That'd be epic
i don't really know what i'd add tho!
they cannot
Hmm
at least, not in the default config
they don't really exist if that makes any sense
like they're what i call "phantom" variables because they literally just change numbers
turbines have mass and they have power output and that's it
It's FAR more difficult than is reasonable, as the heads are baked into the ship model rather than their own entity, which is silly if you ask me
lol great name
So I'm assuming those H2O values are wrong?
I love the generated names
i adjusted the colliders for the preprocs so it might be weird and not cover the bay edges
you see how it's reducing the ice mass to miniscule amounts on those chunks tho?
it's working in places, to be sure
yea tho i changed the collider to exclude the edges since i thought your issue was being caused by my mod
Some of them wouldn't have been reduced cause they were in the front portion
Which is all g
yeah if they're in the throat they're not affected
Tho the iron one should've definitely been reduced
Cause it was in the bottom of the hold
Didn't matter too much tho, cause I got back in 12hrs
Oh well, I'm getting an MPU now anyways'
An MPU in 2 dives is rather good
Tho, I did trade almost everything to get it
worth
So real
And it working together with the RP25 should make it less slow
Time for eep now tho
And looks like I can test the MMM again
OH, it looks like 1.0 also fixes compatability with ZKY pretty much 100%
That's a good sign
Like, they work SHOCKINGLY well together
Lfg
Even that weird HUD thing I mentioned is sovled
Going to try it with the newly updated MoreMinerals mod as well
Should be interesting
But seriosuly, good jobn on making such major changes to the backjground code
Super difficult to completely change things like that
it's still crazy to me that i got it done in 3 days
the q and e keys don't work, and the strafing keys seem a little buggy, and the autopilot pretty much fails to turn properly too
curious, the only change i made was to the turning
i guess it doesn't like the new config
guess so
Oh, its the K37 suposed to have 4 low stress hardpoints?
it is not
it's a bug in the live version, should be fixed in the new one i'll put out soon
they are not, tragically
Oooh, new mod for the k37, repace one low stress with 2 drone hardpoints
Took the words right out of my mouth lol
Or, replace the high-stress with 2 drone hardpoints
Bugfixes for the upgrade menu, display architecture is now much more reliable and configurable
Increased RMS Pin-series thruster prices
Added small start jolt to Pin-series
Adjusted hull masses on ...
it definitly is. dunno what the devs had in mind doing that
i mean, simple
ba`y doors were never meant to be switchable
a lot of stuff wasn't ever meant to be changed actually
Speaking of a custom k37, I'm using this mod along the custom kx37-ram, the only thing that doesn't work are the cargo bay accessories and MHK. That mod is really old, would be nice if someone updates it ๐
Or remakes it
huh, encrypted
Or that post
I'm currently at the office ๐
huh, interesting
Both ships he made are kinda op but nerfed, really fun to use
Multipurpose craft with shitty cargo capacity
best to ask in #gamedev-chat
Trying to fix a minor incompatability in the more minerals mod with the ZKY mod, shouldn't be hard to fix either
and I don't want to just change the names of variables to fix it
OR, do you know what the object name for res://ships/ship-ctrl.gd would be? as if I can get that, I can just use if var in object
Yeah I know, jsut wanted to post in here for lulz, already replied there
Especially since it's good knowledge for people to have in the future
@hollow grail DronePrintTime, do i want it to be lower or higher to make the crafter become faster ?
please please pleeease ask programming questions in not this channel
the lower the number the faster it goes tho
sorry, was asking since its tied to your module
so wait, whats the number on the vanilla printer ?
well u saying that prompted me to check the code and turns out my imp was wrong lol
next patch
4 and 0.014 i think
what was wrong ?
took longer rather than shorter
yeah
lol
next patch, as i said
ill change it on my end so i wont notice it when you patch it, also adding another 0 to the drone storage it gives
btw, would you be abel to add a scout drone thingy that allows the haul drones to target ore chunks ?, i think even if i change the range in the harvesters, the scout drone still limits the harvester target range
sorry?
I'm pretty sure the existing drone for controling the haul drones doesn't limit range at all, and only affects things when you actually priortize ore
you're talking about the GOT
i can't really do much with that... it's baked into the ship script
i'm aware but i can't do anything with it afaik
Yeah it only does prioritization, has nothing to do with the range of things as far as I'm aware
really ?
my drones normaly wont grab shit outside the screen even tho i set the drone range to 1,200 m
possibly might be that the ores are beyond that, and drones do have travel time so it may have been too late
well shit
Well 4 monocargo containers of berylium was taking too long, still good run.
Tsukuyomi high stress slot sometimes get damaged with ore, also I somehow overheated computer (maybe got into blast of my own NDDFDs?)
@hollow grail hey, what file is the config settings for the R-A-MPU mk2 ?
ships/modules/MineralProcessingUnit_Furnace.tscn
thanks
@hollow grail ive found a bug
oki, thx
it's just a config issue
i forgot to remove the left-right hardpoints from the shipyard setup
so the BBW will go from 2 high slot to 1 ?
or is it that its going to get 3 high-stress slots ?
alright
LOL what even is that
ITS THE HEADLESS HORSEMAN!!!
fr tho is something equipped in there or what
i have no idea
what do you have equipped
oh lol it's just the DMW cannon
....