#[SPDX] Industries of Enceladus
1 messages · Page 4 of 1
yeah i mean it tends to shoot drones ahead of their trajectory
they wouldn't do much if they were just shot right at it
ah
huh, thats weird, ive got the new drone crafter but its not making new drones, im even bellow the 50k mark
hm. they are fairly experimental
man am i finding a lot of bugs tonight
are you sure they're not just slowly producing?
the process is pretty slow since i forgot to set it up properly lmao
it'll be fixed in the next update
nope, stopped the hauling and the nano parts number isnt moving nor is the iron in the ore bay
platinum?
got that
yea... should be working then. huh
i transposed a lot of the code so it's a bit fucky
can you send me your dv_log0 and engine_log please
do i end the dive before i copy it ?
no, you can just copy it straight
ok, 1 sec
send me the entire files
where is it ?
no, just dv_log0 and engine_log please
first
nice
hopefully they don't mind ahaha
i credited em in the readme and made a lil homage
oh man the RMS-PAL isn't working right
that's weird
Huh
nice lol
yea so the RMS-PAL isn't actually appearing in ships rn
ok it's appearing now
YIPPE
@vagrant topaz fixed the problem
probably. let me know if it isn't printing
ok, ill check it out tmr when i get home
kewl
yea so if the Voyager fab works this module works
i should say i'm aware of the issue with the slots still appearing on existing Tsukuyomis
it should be fixed if you just buy a new one lol
oh fuk
THERE we go
okay
i'm not going to jinx it and say this'll be my last patch
currently aware of an arrangement issue with the upgrades menu for the dmw cannon turret
wow i totally broke the TNTRL MPU slot
WOW i fixed it
sorry folks i'm all over the place today
final update of the day hopefully
wait i jiinxed it
dammit
thank god nobody's active rn
is it intentional, that the OCP-209 and the MAD CERF can't have Cargo Bay Accessories?
MAD-CERF currently doesn't support them, i'm going to be extending support soon
the OCP-209 doesn't by default bc of its awkward bay
the DD supports accessories
it also moves MPUs to a dedicated area, which i think is clever
yeup, you'll eventually see it in the dealer
noice, thanks
yknow ive always wanted to change more of the base ships
like i have the Cothon 2200 and the OCPs, plus the flyable Tsukuyomi and MAD-CERF, but i haven't really touched the TNTRL before now
the Prospectors too, although they do have their custom placements
atlas
altas... atlas
that one
atlas
the wasp. i call it the wasp. automated edgerunner
i'll have a look at it
for some reason the DMW canon doesn't appear, only the turret variant
Uuuhhh what did you do
I bought the DD and it doesn't have Accessories. 😦 wat can i du?
looks like another bug
think something like that is a vanilla feature. if the rock is in the mpu bay, it breaks it down (very slowly) and producing remass in the process
you're right! I guess the "ice melt" feature confused me
think the ice melt just does it much faster, how much by i have no proper idea rn
yes, that's it
the Rusatom-Antonoff Mk2 MPU doesn't show on the display for me
not even on the Repairs menu. this OCP Piranha btw, i don't know if its important
I really love the Piranha so far. it's not even mining, it's CONSUMING
weird, I just had a CTD while changing the loadout in a KX37-RAM, I already had one but this one had a better name
the first one had no issues
another interesting thing. an "antenna" broke (?) and blocking the left bay door
I made one with the other one open. you can see the excavator glowing on the equipment panel
I spinned the ship, then it could be closed
i just realized the new ram i got wasn´t the same as before. it was added in the new version lol
@hollow grail thanks, i really appreciate it
ok wow let's see
snap doors getting stuck, accessories not showing on the DD, weird equipment behaviour on the OCP generally
ok so i know about the OCP's weird bay behaviour
probably ccaused by recent changes to the door mass
it can be unpredictable
ok wow massive oversight in the upgrade menu LOL
the DD was set for "Limited" cargo bays when it should've been not that
fix coming
oh my god i forgoot the mw gun lOL
ok so chief bugz fixed: mw gun not having a single variant, DD cargo accessories bug
umm
know the snap doesn't have the new mpus for some reason
i haven't been able to buy it yet lol
oh wow some changes were made to the OCP by porting it over
no wonder the SNAP's getting stuck now
turns out the 'catch' collider was a little too big
giving things a test, expect a patch out shortly!
lmao issue with OCP-207-SNAP not showing the RA mk2 was a toggle i forgot
same with the fucking dd
d'oh
i've also noticed that they're both extremely slow
maybe i just forgot how damn slow the OCP is
What time zone are you in?
around GMT
Hi! The Pacman OCP has a tad bit too much docking bays I think
lol yeah that's an issue with pre-1.0 saves
only way to fix is a new save I assume?
just buy a new snap
sorry abt that, i did try to remediate it but it seems like the game has other plans
the way i implemented it to begin with, it used the generic rear bay slots but rotated them 180 degrees and just told the game to use them in a reversed configuration
No problem:)
Wanted to thank you for the mod tho! You inspired me to dig a bit into modding DeltaV
As a learning project, I've created a meme mod that adds "Hamster Combat" service - just a "give money" button
because the game gets the upgrade slots from the ship config and not what's actually on the ship, it thinks it still has slots to fill
ahaha! very cool
i've been planning to add a page to the wiki on modding, help people get into it
Would be really awesome, looking forward to it
The name on my SNAP is too perfect to change it
"The Old Ride"
Classic, stylish, perfect to sponsor anarchists on
sad! but you can just deal with it
it's not like those slots are doing anything
just leave em empty and use the front and last back slots
doohickey-ass
wtf is that
the ATLAS fighter, with its 'experimental power source' retrofitted with a "containment vessel"
it usually has a contained D20
oh no, the power of the dice
it actually runs on a standard reactor core lol
It's sexy is what it is
Anyone else not able to see the ships description and stats? I can only see the cothon and k37 variants. Nothing for the BBW, OCP and the other ones, the game just shows the previous ship on the list
1.1.3, I'm only running the prospector ram, I'll send a pic later
Chonky gang
and utterly hilarious
altho this is probably what's causing problems lol
tbh it's a funny implementation so i might end up doing something with it
i have wanted to make a short pelican
Oberon also has two in left high-stress
good spot
missing cargo bay
yea tbd
wee
also i recently updated the readme with a donation link if folks are interested in helpin me out financially n supporting development, have had basically no money all month tbh
fucking missed something
fix for cargo container on pigeon triggering ctd tomorrow
with the RWS-PAL, would be possible to make it so it crafts batches of nanodrone parts instead of 1kg at a time ?
also, could you make a file like the one in the MM mod that allows you to multiply the processed cargo capacity ?
no maybe
or maybe maybe
idk need to solve this issue with the pigeon, idk why it's crashing
Patreon when
Ooohh, using ko-fi instead, nice
Holy shit you actually managed to put the grinder on another ship wth that's awesome
lol yea i mean it is a preset, fortunately
when you use cargo containers with it for some godforsaken reason
something tells me it's something to do with the prospector series in general
some part of my code fucking up probably
and it's short and fat
Oh gawd you modified the fat prospector to make it lol
yea basically, and added an endcap
I really waanna see this thing lol
God dammit the rocks are escaping from the starter ship when rotating quickly
fact of life
you'll find it looks ok from top down, but in reality the entire Z axis got melted away
How does that even happen, I thought the colliders were all 2D
Well, this isn't a french vanilla, this is a hot chocolate.
I'm ok with this, but still, dammit
was a bad attempt at a joke, but i sometimes forget to properly format to sarcasm
And I'm usually better at detecting it lol
lol this may explain why on my part. i completely lost track of time
lmao nevermind
Nah, I slept from like 9 to now, so I'm good
Well, 9 to like 2, so right now this is essentially my morning
the issue i have is that i have work at 9 tomorrow (or today i guess), so i should certainly go for tonight
FUnny thing that happened with the whole "rocks escaping" think, one of the escaped rocks touched a thuster, then sped off at the speed of light TOWARDS the thruster, not away.
what the hell physics
I think I know why they're escaping, do the lumps from the RP-25 look a bit small?
Damn
i shrunk the rp25 a bit since it'smeant to be low-profile
Maybe it somehow made a gap somewhere?
its collider no longer extends thru the ship
Not quite sure how the colliders work tbh
so... maybe
and ik you said it sorta rectified before i did something
I'll try to get it to happen with the baffles, and with nothing
But yeah, easy way to cause it to happen, spin
ALmost guarentees it
Will collect 10 rocks then give it a spin, once with the rocks in the back, once with the rocks in the front
Nothing flew out with nothing added, shall I try with the baffles?
COol, hopefully it's an easy fix
it isn't really
😦
Seemed to work better with the old larger version of the RP-25, could I just pull the correct file from an older version to slap it in place in the mean time?
Just not sure which version and which file
that might work, but i'll have a fix out soon
wouldnt be hard, this is what it says in Za'Krin's MM mod, without the extra minerals
ive changed the multiplier from 1 to 15 cus i liked the extra storage
just dont know if it would just be possible to just slap it in with the IoE ship-ctrl file
oh this is a simple one
just make a separate mod and have it patch ship-ctrl
load after IoE
i wouldnt know how to do that sadly, irl to fucked and busy to let me learn how to
wait, wouldnt you want to load IoE after the proc cargo multi ?
or are you wanting to override the file partially after IoE loads ?
idk lol im tired
oh yeah i added MAD-CERF accessory support lol
Using Oberon as intended (crossing map sideways) 1 hour 35 minutes of recording sped up 50 times. (travelled ≈ 1000 km out of 3000km)
https://youtu.be/8odr8SBua3U
(bonus point if you tell me how many times I've steered the ship and how many times I've collided)
damn zoomin
Closest thing to orbital racing
I'd like a 600 actuated laser or some sort of automatic plasma thrower for this, but I should probably learn how to do it myself.
lol i think i made a suggestion like that not too long ago (here it is: https://discord.com/channels/426287934870781952/1251053939219234856)
has a very good potential to reference a lot of sci fi
gotta go test the new ships 😄
ctd after loading previuos save from 1.1.3 lol
maybe it was bc I removed the prospector RAM mod
yeah it totally is the RAM mod, I even sold it but it continues to crash my game if I delete the mod, any ideas how to fix that?
You probably have to cycle the dealership until it's not in there anymore
willco
started again, so far so good
still trying to get enough money to try the good stuff
but the description isuue I had is no more
Dumb question, does mods disable achievements?
They do, yes
Fugg
I found a bug with the standart k37, it seems the procesed cargo hold is infinite?* had over 14 tons of 3 different minerals with no mods regarding cargo amount, only the rusanoff mpu
current cargo without mods, it's supossed to be only 7K per mineral
interesting, are you using a hold mod?
maybe my hold mod code is flawed
oh yes it is
wow! okay i was running that since 1.0
i'm gonna do some testing, see if that persists
oh yeah. turns out i wasn't using a load as placeholder thing
i'll put out a fix shortly once i figure out that's working
ok it's workin, phew
Yay? No more infinity dive
lol
lol secret for yall. pigeon prospector's harvester haul drone preview triggers a crash to desktop in the equipment menu
the tuning is fine
the equipment menu is not
whyyyy. why even. why god
i think it's specific to the pigeon
specifically something about it that is triggering a crash
yeah just bizarre
like why is this specifically happening...
i gave it some thought
what could be happening is that the prospector's slots and the standard slot config is both valid, but it's freaking out because what i'm then selecting just doesn't exist inside the default
so it tries to get the object representative of the slot i've just selected, returns null, and freaks out
why you change your pfp ?
i do that sometimes
fair enough
so definitely not something to do with the harvester haul drones
so it's gotta be the upgrade menu
if unknown, ask big boss dev
Out of curiousty, why are there three options for the same weapon?
likely another issue with the recent rework
would likely be useful to state which ship and slot this is for
Ah, once I dock again I'll get that info here. I had just thought it was three variations not a bug
fair enough. it's been an issue with a few other things too, but they've been patched pretty quickly whenever they're brought up
Trying to afford the new ship, it's a bit spendy.
just wait 'till you see the cost of the tsukuyuomi
cost me over 75 mil to buy and retrofit to my needs
Yea...
Whew
Okay, the error is on the front right low stress hardpoint of the Antonoff Titan K225
I had thought myself fairly well set with ~5 mill in the bank. I was wrong
lol
if you want, i can always give you my save if you want some cash to play around with
fair enough
ooohh my b my b
i recently added that on the backend and havent gotten to every slot
the way it works ingame, everything like PDTs havs three variants, straight, left, or right
these need to be set to visible for each slot
which includes every bay slot. which is easy to miss 
i'm going to set it up so that right and left is already set in a template
as much as i hate how cluttered that would be... it's worth doing considering i keep missing shit
it appears that for the titan's front right low stress harpoint tehre are 3 cannons
I think this is added by this mod?
new unit of volume measurement?!?! metres to the end square bracketh power?!?!
totally intentional :^)
Btw I'm having a crash I'm the kx ram when trying to install the big haul drone in the right drone slot
I think it crashes when simulation thing starts
yeah that's a known issue
i have no idea what's happening
try switching your ship before equipping it
for some godforsaken reason it just moves the problem
MAD-CERF with 8 rods, mk2 APG and Pin-M200s might be a power move
FUnny thing with that bug I mentioned with the RP-25.
Sometimes, things go launching out at mach plaid, and then get instantly teleported back into the hold.
It's really funny
hehe, power
so i found a fix
turns out me doing double inheritance was a bad idea
until i can get a fix out... umm... pretend they aren't there LOL
Ahh thank you for explaining that.
Your mod is a lot of fun by the way 🙂
I did make a mistake taking the "sparkly ball" into the cargo hold of my decommed ship though... that was unpleasant.
Perfect timing, just about to finish a dive 😄
am aware that changing the slots really fast triggers a crash so don't do that LMAO
kewl
i'm soooooo tired wew
SLEP
fixing the ram and pigeon only took
replacing both
:________)
just thought of something and it doesnt seem like anyones mentioned it, yknow how weight displays on huds are colored coded, and calibrated for the ship the hud is made for? Kitsune hud on a maxed out Tsukuyomi, how badly is that poor thing going to panic?
i don't think yuo have to change it since that's what normally hapens anyways right?
like if you put k34 onto titan or like that
That's definitely ridiculous.
yea i fixed it
would be funny if it was just a fucked-up throughgut
it has a container strapped to its underside with a grinder on it
that's smaller than a kitsune xD (right?)
much smaller
i think even at minimum deploy it's smaller
been testing it out and adjusting the reaction wheel specs
with tuned-up MA350HOs to i thiiiiink 420? yeah
accelerates to 195 m/s in about 9~10 seconds, stops within 1km
not excellent but considering it's running on three thrusters... yeah
at 480 it stops in 800, nice
yknow i like the idea of adding a relatively efficient, high-power thruster option that's designed not to wear out
maybe multi-stage compressor shenanigans
really high thermal demand or somethin
wait no fuk
OK go download it now
i forgot to fix something lol
oh man i totally missed some stuff. sorry folks
ok got a performance improvement coming
for the wasp i mean
also comes with ONE free thruster... stay tuned :]
so yallre probably wondering where the new update is
i am in bed
i'll get to it it's good i promise
or. better. i guess. idk i added an extra thruster to the wasp's butt and changed its RCS to handle non-fbw setups a little better
also optimised its reaction wheel since i think it's causing stuttering
huh. yknow
i was thinking, what if i changed the turbine efficiency handling code or whatever
is there a way to fix the double chunk mpu mouth issue ?
guided meditation
the what ?
guided meditation
whats that ?
oh fuck off
guided meditation
i hate you....
you don't really
smacks SPDX with a fish
serious response at least: yeah but i ain't gonna do it
fair enough
like it'd require some knowledge of circle packing and geometry changes for every single MPU in the game, on every ship
i have the first
i do not have the energy to do the other again
and when i say circle packing, i mean optimising for every possible configuration of circles within the game
i think the variance is like 0.9 ~ 1.1 for a circle with radius 10
and understanding stable systems
see, the configuration where one circle goes into the opening of the MPU and others follow - that's an unstable, high-energy system, which is not what physical objects like to really do. they like to find annoying stable configurations that fuck everything up, like the two-choke
since both sit at the aperture resisting one another, they act like the structural members of an arch, keeping eachother in check against the sloped surface and distributing incoming forces across them
stable system
arches are one of the strongest structures we can build
so you can imagine, when nature likes to build them too, that they are also one of the strongest structures
the only solution is just to back up, turn a bit, and resolve
fair enough
lol
no aux slot on the wasp
i forgor
i hope yall havent been using it and just going off the placebo effect
also very excited to say that i'm starting to set up a basic config!
currently the only features are to disable my new ships and some aesthetic adjustments for stuff i didn't like the look of
cha ching
i also lightened the log file thrashing with a new "verbose" toggle that's in the config
OH, space, any features you'd like from the IME editor, I'm still figuring out the data sctructure so I'd like to have that finalized before doing anything more
IME?
Input Method Editor
An ingame menu that any mod can use to assign new control bindings, and allow the user to configure them
ahhh, clever
I know, it's not actually an IME, but I mean, it converts keystrokes to actions so close enough
i mean if you work it into the manifest system that'd be great
hold on let me pull up my manifest
[package]
id = "spdx.IndustriesOfEnceladus"
name = "[SPDX] Industries of Enceladus"
group = "gameplay"```
Oh fuck yeah it has an ID and name already in there
as detailed in #1252515597250596915
i'll pop it at the top level whenever you get around to releasing things and it should just work out of the box
"modID": {
"name":"Mod Title",
"config_version":"0.1.0",
"input_Count":1
}
}
var IMEKeysConfig = {
"inputID": {
"label":"Input Name",
"mod_id":"exampleModID",
"action":"inputEvent",
"type":InputType.KEYBOARD,
"default":["E"],
"input":["E"]
}
}
Here's what I have so far, but the fact the manifest has that data means I can get rid o the first dict
Now I can just do modID and config version
if you get it as just "version" that'd be good
Config version is there just to tell the mod maker "Hey, I have an old config, you should update me"
Idea is that a mod will register itself to the IME, and the IME will respond with if it's already registered, or if the existing config is different or not.
It'll also compare the stored inputs to the currently registered mods and not display any that are from unregistered mods
That way if it's already registered, you can skip setting up inputs and such
kewl
Also, plan is to support keyboard, mouse, and controller inputs
Pretty much the mod just says "Hey, make this a thing" and the IME will handle things like bindings, changing the bindings, conflict checkinng, things like that
so hold on, clarify, config_version means what to the IME?
is it just version control?
Just the version number of the input configuration
Pretty much
It just lets mods know if the stored config is old or not
so it caches the version?
Say, you give it 2 bindings, but a few weeks later, you want to add a 3rd, you can use the version number you gave when registering the mod to check against what's saved
So now you know "Hey, I only have these 2 stored"
aha
SO it can register a new input without fear of errors or overwriting one that already exists
so the mod caches the inputs for later
you should make sure to set up a clean removal thing
I was considering it
I already have a plan in place for it
Might add a non-reg counter, where if a mod isn't registered for like 5 times in a row, it deletes it's bindings
it'd be an issue if it were getting the mod filenames only since i do version control with my .zip files as well as programatically
speaking of, i'm now using the .manifest to do version control
kewl
And is seperate from the mod version
That's very intentional
Since you might make a mod, and only add additional bindings once, or maybe even only when first released
maybe register bindings and give a little note for ones that aren't registered anymore?
Although with what I just thought of, it becomes unnecessary, since the function for registering an input can return if the inputID already exists
If the mod itself goes unregistered for 5 times in a row, delete all bindings that match the modID, also, that value would be configurable
Yeah, I'm changing how the thing configures bindings so that you can just register a binding, and it'll check if there's an existing one, and if there is, just modify the existing data, or throw an error if you try to change things like the input type, since that could break things
It'll also return "NEW","UPDATED" or "INVALID"
"UnregCount": {
"modID":0,
}
}
var IMEKeysConfig = {
"modID:inputID": {
"label":"Input Name",
"action":"inputEvent",
"type":InputType.KEYBOARD,
"default":["E"],
"input":["E"]
}
}```
good thinking
The changes also make it significantly easier to store using the existing config generator
Oooh, also makes for a pretty sweet simplification, no need to seperately store the currently registered and previously registered mods, just reply if it exists already, and then set the unreg counter to 0, any mod whose unreg counter is not 0 hasn't been registered that sesion
Yeahhhhhhhhh
but it's good to know ur thinkin bout compat
ill repost the release link lol https://github.com/spdx-github/IndustriesOfEnceladus/releases/tag/1.3.2
YUMMY! i'm going to bed
next release will feature the load from manifest version control
who nose what i'll come up with next... ideas?
A ship with an exceptionally long nose?
Call it the pachyderm
Pachyderm prospector?
Sure does NOT match the theme at all
here's an idea: an Energy Shield (not EMP). it would go around the whole ship and protect it from various attacks. it would have a tremendous amount of power draw (relative to the size of the ship), so you could only use it for a short amount of time.
another idea: an upgrade for ships for refitting most of it's structure with a lighter material, drastically reducing it's mass, improving it's handling, but making it more vulnerable to kinetic damage and/or depending on the material used, another forms of damage forms (or vice versa, with a certain material, it could almost completely negate heat damage for example)
and now that I think about it: https://discord.com/channels/426287934870781952/1251451320628547594
this would fit well with the Industries of Enceladus, minus the relationship building part. it could be just a money sink, that would give various upgrades.
not necessarily "new" and "unique" upgrades that would have to be created and implemented to the game, but so called "generated" upgrades too
another idea: a Hacking Tool, that - when successfully deployed to the enemy ship - can take over it's systems and (e.g. depending on your Training and Education of your best mechanic or some other variable) can do various things:
An example from Level 1 to 10:
Level 1 - for a short period it disables the onboard computer until they reboot it
.
Level 5 - it disables 2 of their thrusters, so they can't turn the ship
.
Level 10 - it takes over their ship so you can control it for 10 seconds (that should be enough to dig their ship into something unsavory or put it into a better position)
since the "scope of the game" is to shoot them down or anhiliate them with world-ending weaponry, this Tool shouldn't make you able to win the fight, but it could give some edge
When you define the postions
[node name="thruster-bl" parent="." instance=ExtResource( 11 )]
position = Vector2( -365, 752 )
etc, or the shape of storage are you doing it purely mentally with uh, guessing and checking on the numbers until they work out?
I would assume that space is using the godot3.5.3 editor to manipulate the scenes
Oh!
That makes a lot more sense. Thanks
Alright, I have a new dumber question - Is there any documentation on getting the editor set up for dV?
Ah, thank you.
i like this idea actually, not keen on energy shields but lighter-build hulls are definitely doable!










The shnozening
huh?
Oh gawd taht's a sticker for this server?
glorious
what's that?
This thing
Amazing is what that is
and a fusion reactor somehow
speed cube
fuck it
Just make a box with engines and a reactor in the middle, with a spinning cockpit, where orientation is determined not by the body, but the cockpit itself
So the engine frame can rotate in whatever direction it needs to to get optimal performance
i'm imagining an obonto hab with thrusters
like, hab module on the ocp
true flying saucer
love your work space!
thank u :]
testing a new thing
whenever it loads
oh right
LOL wow didn't realise how busted my reactor was
currently aware the prospector doesn't quite support the KRB
...probably
i dunno man it's out LOL
K R A B
oh wow i forgot i added a new hold kit
yeah probably
i think i just got distracted by the cool idea of making the BlasTR and completely forgot
yeah so it's a new 1:1 conversion kit
divided to dynamic
i should add some conversion kits for dynamic holds in reverse, yknow
Yooo, downsides?
expensive
that's it
it's also "heavy" but
secret
nobody's fucking noticed the hold mods don't add dry mass LOL
also can't be used in conjunction with hold expanders
lol now you mention it
Well... 6:5 it is
oh no you can use it with cargo accessories
just, it's exclusive, yknow
oh man what if the ship mass is actually getting set because the thrusterslot code thing uses fuckin... yeah
editable children
LOL
Oh gawd
no wonder things are so fucking heavy
don't need to avoid ringroids when you can go right through them
okay phew it's not actually doing that
just had to check
anyway the KRB has been something i've wanted to do for a while
dates back to the original ORD concept
fucked up fluid-bearing arm that you pop on a low-stress
phew, yknow it's a good thing nobody uses the kitsune or they'd have noticed i havent done anything for its slot lmao
it'll be in the next update pwomise
in case yall needed any indication that arms on the Prospectors are now working
posting this in the main channel actually lmfao
WIth how fast you update shit, almost need to add netcode to the thing to check for updates lol
Not quite 8 for a spider, let's just say 1 "leg" got eaten
||(Sorry this is not a bug i did this)||
lmfao nice
i forgot to remove it from the turret mounts
torpedo mounts seem harmless but i doubt they're useful
or wait
ohhh
cheeky lol
🤣
@hollow grail arms are constantly trying to force ore chunks into the side of the ship instead of to the mouth which is open fyi
they're mounted pretty far back... i should remediate that
imma try with the BBW and see if it acts the same
I found that it's pretty easy to get them in if you wiggle a bit
meh, they are just to wonky for my taste
yea unintended behaviour
i have a patch coming that should help
the issue with the prospectors is that they have two different bay lengths lol
the weapon mounts are at fixed positions
so i need to either move the arm up the bay in a way that works for both long and short prospectors, or i need to make alternate mounts
both are frustrating
at least i have a nice working pipeline to build and deploy stuff now
wheeee
oh man now i can see where i've missed shit
wow! wow!
cargo aux storage systems! weren't working properly!
i love information!
ok i'm gonna push an emergency patch with that bc that's egregious
i should start using like. small bugfix updates. like 1.4.x.1
that'd spiral wouldn't it
next thing we know, just about 5 more digits becomes a thing in the next hour
snrks
fixed wasp in some vague capacity
lol
Funny part is, 1.4.2 is the newer version
speaking of 1.4.3
it was literally just a misnamed variable
lawls
fuck i can't believe that was in the game for so long
oh yeah i did something
i don't know what, but i did something
well see who finds it by ramming speed
the typing is fuckawful like i hate it so much
they built an object oriented programming language
that doesn't let you take objects from other scripts and orient code around them
it's literally like "getShip()" and then Object Of Absolutely Vague Type That You Can Just Call Random Shit On
ship.fuck()
It can hurt you in other ways
i'll be haunted forever
that was in fucking 1.0
i will once again post
https://github.com/spdx-github/IndustriesOfEnceladus/releases/tag/1.4.3
DOWNLOAD AND INSTALL THIS RELEASE
You should add just a random comit to change the comit ID, and nothing else, and rerelease it, with the same everything, just to confuse people who know git
THey'll see 2 different links with differnt comit IDs and go "wait what"
that reminded me to push 1.4.3
christ. to think i was literally just like "oh this'd be a cute feature, data readout" and it turned out something was silently just Not Working At All As Intended
it doesn't go as far back as pre-1.0 since i was basically just using MPUs for the implementation of accessories, but god
pain!
im not seeing it mentioned in the patch notes, the ORD arms been fixed on the OCPs yet?
1.3.0 you try and put an ORD on a snap or DD and it just... doesnt
itll take your money, and say its there, but functionally, its not there
weird, its definitely not for me ill try it, but i swapped from a DD on 1.2.3 to a snap on 1.3.0 both had the issue
just gotta get one to pop in dealer
which version are these screenshots from?
1.3.0, i havnt updated since yesterday was why i was asking if youve changed anything with them
You're missing out lol
i mean i dont really subscribe to really tiny ships, just not my personal idea of fun
pigeon, is that another tiny ship?
it's a vulture-pelican hybrid
ah, assuming its this thing, looks neat, not my idea of fun though, i like spending 3-4 hours at a trip slowly drift mining, i run elon ions on a k225
Hey me too
lol fair
that 120 kn means you need to sit, and methodically, slowly, plan, every. single. adjust. ment.
or just set yourself moving forward at 2m/s and go make a cup of tea
anyways, if you havnt changed anything since 1.3.0 with the OCPs and its working for you it might just be another me specific issue, they crop up a lot, throwing in 1.4.3 to see if it decides to start working
it is indeed working on 1.4.3
fantastic
no idea why that wasn't working LOL
heck if i know, something between 1.3.0 and 1.4.3 fixed it, and it was broken on 1.2.4 too
now to drift mine for a few months and get the 40mil to kit out a tsukuyomi
i think you'll enjoy the tsukuyomi for harvesting
let me know how that goes, actually
need more input on how ships work n all
currently am aware of the SNAP jamming occasionally, fix tomorro since i'm going to sleep now
oh, well with the snap, harvesters are rather unwilling to throw stuff into the maw, theyll do it, but its a very, very narrow beam, and the outer like 10% doesnt count as cargo bay, so things will be contained by a closed maw, but not actually be held, so your drones and arms will attempt to handle it and you can leave cargo behind when astrogating
and the front arm really, really likes to throw things too far rearward when putting stuff in
ahh
yeah those are doable adjustments, now i think about it i didn't do some stuff very well
overall i really like it but those are just weird things
the snap was pretty much a design challenge for me more than a practical ship lol
i can work it into a fully-formed thing i reckon, with time
the cargo bay area is weirdly zoned on the thing
i really really like it, the only things i dont like about it (beyond targeting weirdness inherent to how drones and arms target things) are the maw seems to stop opening just 5degrees too soon, the cargo bay area weirdness, and the front arm missing a lot
yeah i can see about the stoppers too
now the real design challenge would be making a grinder version
the bay works by having a set of physical stoppers embedded in the hull collider
LOL oh god imagine
"hmm, oh look the space bar, thatll be a good meal BRRRRRRRRRRRR"
Uhhhhh
it's just one big grinder wheel
What if you replace the center bit with a gaint grinder wheel
YEA
LOL beat me to it
i mean you have to get cargo in somehow
That's what the mining companions are for
oooh! its just one grinder wheel, it swings out like an arm when you open the maw, and then goes back into the cargo bay when you "close" it
deployable!
possible second thats just sat out on a limb immobile for it to spin against
well there's no reason you can't just have the one
i mean it would make it much harder to actually grind things
OOOH, MANIPULATOR ARMS BUT THE HANDS ARE GRINDERS
lmfao good lord
you need to press the grinded object between two objects that are immobile relative to each other to actually grind something, or you get like 1bite and now its moving away
saw on a stick
THey just use the standard arm logic
thats why one normally rests in the cargo bay acting as the "lid" the other is just off to the side where the thrusters would normally be, maybe it swings over a bit to help line things up
so ya SNAP will get a good tweakaroo in the next update
primary aim will be preventing sticking and improving drone/arm perf
also will about bay opening increase
and cargo bay weirdness!
when it gets past a certain angle it can behave weirdly
yea, that too
that'll come with the territory
eh its fine, i proceeded to murder your balancing and made 3mil the next run
Oh my god, the smaller arms get the grinder wheels, that could actually work
ehehe
i DONT like going back home
you might like the CERF
ill sit and anxiety greeble about all the options in the shop for an hour
oh?
ive seen it but i havnt picked it up yet since the shipyard wasnt showing its stats properly
mightve been another me bug
the MAD-CERF civilian refit has a huge cargo bay, supports MPUs and accessories, is extremely sturdy
has like... 7 slots
the 'downside' is that its cargo bay is reversed
you can fit 8 people into it like the OCP and it has 45 tons of onboard cargo space per mineral
not much of a downside, you can fiddle with the autopilot heading in reverse just as well as in forwards, the engines and reactor are on the "front"?
it has double torches actually
four, to be precise, two back, two fore
or sides, or not next to the cargo bay in any way you can reasonably hit them while drifting?
yeah basically
thats my biggest issue with the OCP those stupid RCS struts
as long as you go straight, you're most likely to hit the flat of the ship on something
ill take a look at it then throws EMP resist code into its file
just mind the torches, she isn't very maneuverable
she can spin like nobody's business tho and has good fore-back
lol i think it has like 100MW in the dealer
make sure you add that to its config entry in Shipyard.gd
forget the variable name, it's a dictionary
i dont think it matters there, could be wrong, i mean it works when i throw it on the OCP
yea probably
as lomg as it's not set by the used ship config you're good
right well i'm going to sleep
b4 i do posting yet again for posterity
https://github.com/spdx-github/IndustriesOfEnceladus/releases/tag/1.4.3
UPDATE THE MOD yall i fucked ip
ok zz
so further bit of info, its not just the front arm with the issue, its the fact that the lower part of the jaw juts out way too much
wider cargo bay, keeps its drone bays
doesn't it lose its low stress mounts though?
unless im remembering wrong whcih is like a 50 50
it doesn't :}
:(
the vulture turns its drone bays into a single high-stress hardpoint, with low-stress besides
the Pigeon builds in an entirely new high-stress hardpoint and doesn't touch the other low-stress + drone bays
it's a very expensive hull as a result, but worth the price
il look at it next time i can cuz itd really b nice
oh wow the stopper colliders were completely off on the snap
they're usually these big things but i had to resize em down a ways
dude, you added a lot in the last 2 days, finally got enough money to buy and upgrade a ram, so far the only issue I found is that the grinder doesn't spin most of the time
huh, weird
i'll have a looksee
getting the SNAP working properly with a wide bay opening
what i've found is that it sometimes just gets stuck. like it doesn't work with a motor or something, but with springs
the springs can just "reverse" or effectively reverse sometimes
but yeah this is working and it's working really well
doing soem trials with the drones too
i see the issue, it's catching on the collider - fix comin
see, people just have to talk abt the problems and let me know LOL
i think folks tend to find problems in things and then only talk about it until they're really agitated, and then there's misunderstandings
er, not that i'm trying to condescend or anything
just something i observe in myself and others. people getting so agitated they can't stand something and then nothing gets done about it, yknow
You're the best
I work in techsupport, and yeah, you're right
people just get so angry and if they just talked about it it'd be ok!!!
like i recognise they don't want to to begin with, like ppl dont want to be angry, but they also don't want to be the bearer of bad news or whatever
completely undemonstrated in that vid: MA-337 with FBW
i like fly-by-wire but i don't like not having the LIDAR overlay
lesser men would call this madness, me, i call it EFFICIENCY
i was just about to update, but now i feel a little hesitant as i have the feeling the moment i do, you'll push a new update to the github
which is not a bad thing, just something i find i have to do every time i wanna try using your mod
hell it would be a cool thing if there was the ability to have the mod self-update or something, but that seems like a lot of work and no idea how it'd be implimented
i wish tbh
once we have a distribution platform, it'll be a lot easier
i already have a good pipeline
I mean, if godot has built in netcode, and could also somehow run git through it, could simply use git
Now actaully saving the files would be a major issue, since who here has the game installed in program files
If you do, then it likely wont work
my main concern is having something that does something other than mod the game
like, i don't want to create issues with people's systems just so i can deploy mods to them
i can't control for all the factors
lol the sentiment is there
Exact;y
oh yeah might as well ask incase anyones interested in supporting development n stuff: i have a kofi! my bank is also fantastically overdraft by a small amount whoopee
https://ko-fi.com/pearshapes
hopefully will get an update pushed by today
ive been messing with the FBW MA-337 it's great
it'll be available as an optional sidegrafe
grafe
yea
pfft love it
no benefits if u donate, except maybe the satisfaction of doing so... maybe ill consider suggestions harder but idk i dont want to create an oligarchy
actually i'll put a name in the readme thatd be cool
LOL yeah ive always had 'krack pipe' on there for some godforsaken reason
tis a shame that my card doesnt support online purchases, but i'd def support if i could
SAD! but understandable
"WE DEMAND MORE COOL SHIT, WE DEMAND MORE COOL SHIT"
oh lawd it's comin
i think this is a cute way of styling it
then i can do a little percentage math to figure stuff out from what people donate lol
best not to include actual numbers i reckon
plus that keeps pretty well with the in-lore wording of updates and stuff
tru! i just think it's a fun way to word it
the pains of re-importing assets (it's been like this for well over an hour)
such is the way
i remember someone managed to dump the ship names somehow
i'm not sure what the file is for that
oh hey i find out
it's the ships.cs file (the person who dumped it was me lol)
oh ya i remember
lol i just started watching a documentary and then godot decides to finish working
now i completely forgot where and if a template for modding exists
Please no...
why the fuck is it in russian ?
Ukrainian...
it's the ukrainian translation file to be more specific
man i try and run a debug build and it complains about this line. (i have made zero edits to the decompiled source)
deleting it seems to work fine. im sure that this will not haunt me later on
incoming mass game crash
it cant complain about a line that it's not able to run
seems to run fine without :)
the problem is that line seems like it might be ok from what i can tell, but idrk what it's trying to do with the ( - inf.0, 0) thing it's trying to do
anyway this isn't the place for it
@hollow grail what do you think?
oh hey kewl
i should say tho i split the files up in the latest builds and put them in an "en" folder
doing it like this still works tho, just need to put the translation file in a folder named whatever the loc is @crude steppe
Yeah I moved the translated stuff into folders, just didn't notice when I started.
good stuff
the mod will then need an updateTL("ua") since it doesn't yet just scan the folders inside
i should work on that, it was kinda meant to be an "interim" solution since i only have english loc rn
In game files it named uk_UA so i renamed accordingly. Don't worry I still have a lot of stuff to translate, don't really want to push uncomplete translation.
no prob
you forgot to change the number of high-stress hardpoints
wups
that's some harbinger of death shit
uuughhh i want to put out an update but i'm a bit lost
nothing really stands out except minor stuff
#MakesANewShip
okay fine what kind
the future is now in your hands
Half of the files are translated! ||(not half of the translation, but still)||
fantastique
we'll have ukranian lang support soon and i didnt even ask for it!! yippy
OH right before i forget, Harvester-class tugs
Welp i finally caught up on all these posts lol and I am definately gonna try your mod out. I've been hoping for a mod focused on cargo stuff XD
cargo stuff in what way ?
Cargo baffles, ore processing, etc.
ahh
ive edited my IoE and MM mod files to get 30x processed cargo capacity and, 500k nanodrone components and 5x smelting efficiency on specific modules
thinking of making it 10x smelt and 50x cargo cap
i can give you my edited files if you want
... How much time do you spend in rings?
No thank you.
ikd, 1-2h maybe
something midsized, and squareish like the argo mole from star citizen?
Huh thought the number would be higher with those stats
of course capable of using an arm for salvaging
i can't make new ship sprites but i can work with existing stuff, so it'd have to be based on a platform
...or liqvo could offer some sprites to work with lol, i haven't asked in a while
there's a lot of variety already lol
but i wouldn't mind adding even more, ships are fun to do
Technical reason? OR more that, like me, you suck at art 😛
i don't know how to 3d model lmao
like i said i can work with existing sprites though
stuff like the Pigeon is just a simple snip of some parts, kitbashed
lol, honestly once you get the hang of it, it's pretty easy. althouhg, I do more technical stuff for 3D printing and such, and CAD/CAM and parametric design is VERY different from the 3D modeling you do for games
And in all honesty, it's way easier to do it in parametric design softwawre like inventor, SCAD, and solidworks
I mean to be quite honest a lot of the detail in our models is kind of procedural and simple
the main principle I work with is that a complex shape is just a few simple shapes in a trenchcoat . Makes it easier
example
Exactly, start simple, add greebles
honestly i just have more fun with implementation
Honestly, it is more fun if you ask me
ihey well if folks want to make ships for me to have a looksee at... lmao
I might try my hand at it someday
the K225 could use some love i think
maybe that'll be my big thing for the next next update
currently i'm testing the Ram
yknow while i'm here
i'd like to add a sensor for the current stuff in the hold
i know that's a constant problem, people hit their limit without even realising it
Yesssssss please, add hold sensor upgrades as their own category
Could add one that can get extremely accurate for the shape of things, but can't detect composition accurately, like, say, a camera
that'd be nice but would be hell to implement
ah. i appear to have somehow activated christmas mode
i'm not sure how i managed this, as it is not Christmas
Hmm cool, is it displays processed cargo or not?
it should ideally display the total processed cargo level within the hold as a percentage
groovy
it's a separate system from the cargo bay display in the left so, independent
The bay looks like a fetus
such is the way when you're running a Bulker and THI tanks
looks to be boxing day. might still be triggered for that day too
lol i forget about the in-game clock sometimes too
yknow the fucked up thing about HUDs is that they tend to be weirdly implemented
they use inheritance
they don't use inheritance
that's why the colour is green on the OCP hud
it's set on a case-by-case basis
"if it works, don't fix it" type ahh shit
the sensor is working at least
Maybe look into this sort of thing: https://discord.com/channels/426287934870781952/1247743780849717300
Is a ship, albeit autonomous (technically, a piece of equipment, but still a desired one)
Also counts as givin k225 some love. A new subclass could emerge - dedicated carrier for these things. ||No dick, no balls||, possibly no cargo bay but a helluvaton (or simply more) of processed cargo storage. The peak of hands-free mining and a new fleet-like gameplay.
I also have an (silly) idea to justify why these could only be used on this specific k225.
These autonomous ships would be so smart and... autonomous... that the ship carrying them must have a powerful computer on board to keep them at bay. Maybe even trade some slots for it as it would be power-hungry.
Like the drones would always want to break free of the control and fly away ||to their swarm friends || and the ship's computer would be in a constant cryptographic battle with them to maintain control and prevent Mining Companions' "social behaviour"
Maybe also an occasional dialog which would indicate that there was an attempt by one of them to run (maybe even interactive)
I sadly lack technical knowledge to assess how realistic this would be, but still would really want that kind of gameplay
||Basically, a space-necrodronemancer! Sounds like AI-slavery... K225 "Overseer" might be an appropriate name||

so i will say the current 'scope' of IoE hasn't expanded to the automated systems past some tweaks to like, their stats
@hollow grail where do i find the capacity next for the dynamic cargo cans ?, its StoragePodComboDock, right ?
ships/drones/StoragePodCombo.tscn
oh, derp, was in modules
I am back with news. The translation of the equipment is complete. Tomorrow I will try to translate each ship, and that will complete the translation
kewl
What happened to the idea of sticking a stellarator in Tsukuyomi?
i never actually liked the idea, at least for the base tsukuyomi
it's an NTR+ retrofitted from a NSWR
a 'v2' variant maybe
but not the base tsukuyomi
that being said, an ICF reactor using z-pinch that just feeds the side pods would be good
I know it sounds overkill but could you add or modify the ram or pigeon to have 4 low stress mounts instead of two plus two drones?
I just want to put a container in a drone bay 🤗
i have thought about that
even reversed though, a docking bay or something would actually be sitting like. rihgt next to the radiators
the belt rads on the eagle go all the way around
Yeah, the eagle may be an issue
Don't know about the ram, but it'd be cool to have an arm, 2 guns, drones and pod all in one ship
Tsukuyomi
OCP?
made this in a fugue state i think
the diddly