#Mod Development Discussion/Help

1 messages Β· Page 2 of 1

paper spade
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if you can't tell I'm a big fan of standalone mods and being able to piece meal your own choices together instead of big bundled mods KEKW

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so much so I'm very likely making IoE dependent versions of my AP and PDT-Laser so they can be used with IoE

left grove
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hmm. im gonna assume it didnt work because of the extra text i tagged into it
600kg chunk should have refined at 150% efficiency.

left grove
paper spade
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trust me, it's better

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however, currently not compatible with IoE

left grove
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do the chunks not fly away as quickly? i admit i never tried the basic laser system in game.

paper spade
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IoE kinda takes a hammer to the base game's files to do it's things so it blocks mooost other things from doing theirs

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A CL-200AP (the laser my PDT is based on) tuned to lowest power and max frequency, can crack Be containing ringoids without the Be Rocketing off into space, or your forehead

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so

left grove
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what im hearing is ive been using the wrong tool for the right job lol

paper spade
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pulse lasers, when tuned correctly are probably the gentlest way of mining, and the best

paper spade
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a fully detuned PDT-Laser still uses 120mw of power draw

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a fully detuned Microwave, what 45mw?

left grove
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i think so?

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i admit i never rally figured out the MW tuning. i set max power and max resonance >.>

paper spade
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yeah, so you can run a warship of a titan with PDMWGs a lot easier than a warship of a Titan with 8 PDT-Lasers

left grove
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can confirm im refining at 150% now lol

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ty for showing me this amazing mod.

paper spade
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so higher power can cook multiple small ringoids in the same beam, where lower power will really only be able to hit one thing at a time

left grove
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yeah the power = cone size i get. the water resonance i never figured out tho

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i just set it at max and it seems to work faster lmao

hollow pewter
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water resonance is the EM/thermal damage mix. higher resonance means a higher thermal to EM ratio, lowering it makes the EM ratio better

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EM damage is better if you want to disable a ship's computer, but sucks for mining

left grove
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ok so i am doing it right for mining, cool

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ty

hollow pewter
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πŸ‘

neon yacht
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I swear i'll get around to overhauling that one day. eventuallyℒ️

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so many projects, never enough time

left grove
neon yacht
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honestly, considering that was how i learned to program, and it hasn't been updated in a year or something, it's held together pretty well.

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i won't really be able to touch it until after i work on fragmented modloading. i'd really like to make more mods work together

left grove
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no worries, the OCP Drone loads perfectly. as does the ATK with 4 arm slots. so at least those are holding together well

neon yacht
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well i'm certainly cooking something
packedScript.source_code = packedScript.source_code.replacen("var loader = false", "var loader = instance_from_id(%s)" % get_instance_id())

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time will tell if i burn down the kitchen or not

left grove
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So i went poking around in godot lastnight. I cannot find Ultracapacitors, Turbines, or Reactors as standalone modules to make more of. i found the upgradesUI for all of them, but not the slot.tscn files are those all going to require a new ship just like a custom MPU would?
(I did find a reactor.tscn file but it seems to be dedicated to the K37?)

paper spade
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So from a quick glance at the files, it looks like there's one base scene the AuxMpd.tscn that is then inherited into AuxSlot.tscn

AuxSlot.tscn appears to be where the different variants of the AuxMPD are being created, where it inherits the "AuxMpd.tscn" for each slot and then changes the stats there

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you also want to make sure that your MPDs you're adding to the AuxSlot.tscn are being loaded as placeholder

left grove
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oh yeah i made working MPDGs easy with Rena helping lastnight

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im trying to look at reactors and turbines now, like the nakamura 16S or the 6X rod cores

paper spade
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FusionReactor.tscn and NuclearReactor.tscn appear to be reactor related

left grove
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i looked at those but only saw sprites for the K37 so i wasnt sure lmao

paper spade
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there's a lot of cases where the game will only have one or two base scenes/scripts that it uses and it'll just inherit those and make tweaks there instead of having individual scenes for each variant of things

left grove
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ah, ok time to.. figure out how these work then XD ty

left grove
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yeah. i have zero idea how reactors work lmao. back to MPDGs XD

neon yacht
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so reactor cores, turbines, and ultracapacitors are super simple. They're not actually real objects, they're just a number in the ship config. IIRC to add new ones the only thing you should need to edit is the upgrades.tscn.

However... i believe ships themselves have limits built into the hulls for the maximum size installable, so you would have to edit that as well.

but that's just off the top of my head, I'm not at pc right now, so I can't double check the details.

left grove
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ah. ok i will look at that TY

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theoretically it should be as simple as adding a new inherited item into the upgrades.tscn then?

neon yacht
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correct, but they might not be equippable on ships if they are outside the ship limits

left grove
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gotcha, i will start small and see what works. ty

paper spade
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these PDT-Lasers are actually rather underwhelming...

neon yacht
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...pdt gungnir

paper spade
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I will eventually PDT everything if someone else doesn't get to it first

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but the actual PDT-Lasers in the game already, kinda wack, mine are better

neon yacht
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balance? never heard of it!

paper spade
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well you'd think for something we're not allowed to have and only see on BBW would be something more.... potent or alluring, but it's actually a fairly weak lil thing

neon yacht
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ah well

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those aren't the ones on bbw

paper spade
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like it's not awful, and it's certainly a PDT Laser, but I just figured it would be better

paper spade
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how do I get those

neon yacht
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the funny thing is, the bootleg ones you made are basically how the bbw lasers work

neon yacht
neon yacht
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vilcy canonically uses bootleg brand products

paper spade
paper spade
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waaaait, so BBW just uses the PDT.tscn for it's "laser" which is really just a PDMWG, and also a Pivot Arm?!?!??!

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So it's even more bootleg than my bootleg?!?!

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well 2 of them are basically normal PDMWGs stats wise, and then 4 of them are 40000 power draw instead of 10000

left grove
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I might regret asking this one. Are thrusters another case of "make a new ship" for them?

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I made one RCS thruster, it shows in the shop. Just the simulation doesnt work, they dont move me at all in there. idk if i need to run out into the belt to test properly

neon yacht
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no, thrusters should just need to be added to thrusterslot.tscn

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shouldn't have to mess with ships at all

left grove
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ok ty

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Yup they work fine. it was a naming issue. TY za'krin

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now to figure out the cargopods lmao. when i import the L and R variants of them they stack onto the same 2d scene. idk if thats supposed to happen

dark pike
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Two 600's with fast targeting and a wider range, two 150's with a smaller range and slower targeting.

left grove
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nice

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im trying to cook a custom K225 using your drone OCP mod as a guide.

based on everything im looking at so far, it should be functional... i just have no idea how to find out without spamming resort stays and checking the dealer XD

neon yacht
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yea, that's pretty much the way to do it (:

left grove
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oh boy, i was honestly hoping for some magic way to make it easy XD

neon yacht
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not without modding the dealership or something

left grove
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no way to alter the spawn chance using that currentgame.gd file you have in the zip?

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that one i mean

neon yacht
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yeah, you can just copy-paste it really

left grove
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oh i did, but i have no clue what these numbers mean XD

neon yacht
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oh yeah, that's the age of the ship

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i mean you can just copy-paste the dictionary a bunch

left grove
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just did a name swap. also not sure if it matters, im using the modmain from the droneOCP as well.

neon yacht
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just do like

{"name" : "K225-KTI", "age" : 24 * 3600 * 365 * 200},
{"name" : "K225-KTI", "age" : 24 * 3600 * 365 * 200},
{"name" : "K225-KTI", "age" : 24 * 3600 * 365 * 200},
{"name" : "K225-KTI", "age" : 24 * 3600 * 365 * 200},
{"name" : "K225-KTI", "age" : 24 * 3600 * 365 * 200},
]```
(you get the point)
left grove
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ahh, force it to spawn i see

neon yacht
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actually

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yea

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just

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usedShipsPool = [{"name" : "K225-KTI", "age" : 24 * 3600 * 365 * 200}]

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me when i overcomplicate things

left grove
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gotcha. time to test πŸ˜„

neon yacht
left grove
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hopefully its actually loading at all...

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i gotta be honest, i dont really understand the code, just that its for the multi-drone mod XD

neon yacht
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that's the entire modmain

left grove
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oh dang thats short

neon yacht
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(:

left grove
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so for my custom ship... i DID mess with the cargobay 2d scene.
but its an inherited ship.tscn file, saved in the exact file structure as the base game. so i think it should be working fine?

left grove
neon yacht
neon yacht
left grove
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[2024/10/12 03:40:59]: ModLoader: K-T Industrial K225-KTI.zip loaded. its loading supposedly

neon yacht
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just dump the whole thing here

left grove
neon yacht
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i'd say dependency issue, but i don't think anything there should be

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just try it with no other mods to be sure

left grove
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will do. ty for checking that over

neon yacht
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also the mod you chose for reference is like one of the first mods i ever made

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so it's not great

left grove
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fair, but i have confirmed that it DOES load.

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and id rather reference your work and not IoE. so i dont accidentally make it incompatible with the universe

neon yacht
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lmao

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does your engine_log.txt say anything

left grove
neon yacht
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there we go

left grove
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the ship file IS in there

neon yacht
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you might have a typo in your modmain or your filepaths? looks like it doesn't see shipyard.gd where it thinks it should

left grove
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modLoader.installScriptExtension("res://K-T Industrial K225-KTI/ships/Shipyard.gd")

path is: K-T Industrial K225-KTI\ships\Shipyard.gd

neon yacht
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hmmmhmm

left grove
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oh i was hoping it was gonna preview lmao

neon yacht
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it might be caps sensitive

left grove
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its the same code from your OCP just emptied the main weapon slots with "empty"

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ill try the cap didnt see that at all lol

neon yacht
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ye

left grove
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to put it bluntly though. this is essentially your OCPDrone mod with a different ship. without upgrades.tscn since i made no changes to slots everything else was copied.

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Every bit of my issues. was a freakin Capital S XD

neon yacht
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it really do be like that sometimes

left grove
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though for some reason now my furry crew is all humans

neon yacht
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ah yeah

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so

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that was before i figured out how to fix that

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you know how in the other modmains i have the loadDLC func?

left grove
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the preload dlc function from my other modmains should fix it if i splice it in right?

neon yacht
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yee, exactly

left grove
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well now i know how to make ships variants. wooo!

neon yacht
left grove
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XD

neon yacht
left grove
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now that its 4am. time to go on a ring dive and see if my changes to the ship actually worked

neon yacht
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relatable

left grove
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if only i could get the same ship name on the new model. then it would be perfect

neon yacht
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what's different about the variant?

left grove
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its... its also showing me a K37 when i preview in the dealer... but when i buy it its a K225

neon yacht
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interesting

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i can't say i've seen that one

left grove
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basically this variant has the K225-BB cargo hold. The MPUs shapes are customized to fit its new shape. and the processed storage is set to some absurd number for testing if it worked

neon yacht
left grove
neon yacht
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oh yeah, that sure is the default k37

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ships["K225-KTI"] = load("res://K-T Industrial K225-KTI/ships/ATK225-KTI.tscn")
configAlias["K225-KTI"] = "225-KTI"
defaultShipConfig["K225-KTI"] = {

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might be your issue?

left grove
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ahh let me go fix that

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So is my save file forever humanized again? i tossed the preload DL function into the modmain but it didnt have the furry crew active still

neon yacht
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you have to run it first thing in your init()

left grove
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i assume that means at the top of the modmain? cause thats where its at

neon yacht
left grove
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ah... ill try that

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idk if its cause of the hud or if all i did was give my ship some holes lmao

neon yacht
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you have to define a custom cargo bay area on the ship for the scanner to show

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but also the hud probably isn't set up for it, no

left grove
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seems fair. XD

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i will tackle that tomorrow. turns out another glaring issue popped up, my highstress weapons are not equipping anything.

neon yacht
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fun !

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mmm

left grove
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i have a rough guess why. cause of the shipyard file

neon yacht
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you need to make sure the mod loads after anything that affects weaponslot.tscn

left grove
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11 is my mod priority for this. any other mod is loading before it at this point

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any mod i make is prioritized in sequence. so my first mod was 4. then 5 6 7 8. and so on

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i assume this is the culprit for my weapon slots

neon yacht
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shouldn't be, that's just the default config when you buy a ship

left grove
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interesting. cause this ship has nothing changed for weapon slots. it doesnt even reference the weaponslot.tscn... (though i guess maybe thats also why its broken?) XD

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the MT companion works perfectly on it. so that works atleast

neon yacht
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so

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only the forward slots are broken?

left grove
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yes

neon yacht
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which is funky

left grove
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low stress works for loading guns. just checked

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only the HS slots are effected. im going to do something silly and put the arms back on it in the outfit file XD

neon yacht
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ohhhh

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wait

left grove
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hm?

neon yacht
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sorry

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you added HS hardpoints

left grove
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OH is my 4am brain that dumb lmao

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the titan doesnt GET HS. omg lol

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.......but what if it could πŸ˜„

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thats weaponslot.tscn right? >.> or am i just digging up a huge workload of insanity for myself

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my brain sees one thing right now.

titan crab.

left grove
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i was honestly thinking closer to the front for feeding

left grove
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either way. for now im gonna remove the HS slots from the shipyard file lol

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yee thats more like it XD

neon yacht
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you basically just copy-paste one of these

left grove
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nice. i will look at that tomorrow for sure. gonna just strip this ship for now, and sell it back before i reload to fix the dlc init and the slots

neon yacht
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and fill out the data slot, toggle key, etc

left grove
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oh nice

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and i can move it around in godot to be where i want it?

neon yacht
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yea, you can put it wherever

left grove
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sweet

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brb scrolling up to find that initdlc thing

left grove
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tachikoma vibes for sure

left grove
neon yacht
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okay so

neon yacht
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and just put loadDLC() under the _init()

left grove
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ok one sec. my appologies for being a code idiot XD

neon yacht
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no worries lmao

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honestly my best advice would be to do it in godot

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just because there it will yell at you if something is wrong

left grove
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it didnt yell..

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yay?

neon yacht
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yay (:

left grove
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wooo!

neon yacht
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(probably)

left grove
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XD

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so all of this above it is useless now? or is that init referencing to that code

neon yacht
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yeah, it's calling that func

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and that func is expecting the 'l' func

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which you do not have

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so you can just delete those two lines

left grove
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ok

neon yacht
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or copy it from the other script as well

left grove
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gah godot keeps yelling about stuff that i havent touched

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the method "updateUpgrades( )" isnt declared in the current class XD

neon yacht
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uhh

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what code did you grab

left grove
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my shipfile doesnt have upgrades. it was leftover from the OCP code

neon yacht
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just toss the whole thing over

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so i can see rq

left grove
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kk

neon yacht
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yeah no, that should be fine

left grove
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modmain. one sec ill show ya what was wrong

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this was left over from the original OCPdrone modmain.
func updateUpgrades():
replaceScene("res://DroneOCP/enceladus/Upgrades.tscn", "res://enceladus/Upgrades.tscn")

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but my ship has no upgrades changes

neon yacht
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oh yeah, just nuke that then

left grove
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yeah i did. i was just worried cause godot yelled. then figured it out after i mentioned it here lol

neon yacht
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# Set mod priority if you want it to load before/after other mods
# Mods are loaded from lowest to highest priority, default is 0
const MOD_PRIORITY = 11
# Name of the mod, used for writing to the logs
const MOD_NAME = "K-Tech Industrial MPU"
# Path of the mod folder, automatically generated on runtime
var modPath:String = get_script().resource_path.get_base_dir() + "/"
# Required var for the replaceScene() func to work
var _savedObjects = []

# Instances Settings.gd, loads DLC, then frees the script.
func loadDLC():
    var DLCLoader:Settings = preload("res://Settings.gd").new()
    DLCLoader.loadDLC()
    DLCLoader.queue_free()

func _init(modLoader = ModLoader):
    l("Initializing")
    loadDLC()
    modLoader.installScriptExtension("res://K-T Industrial K225-KTI/CurrentGame.gd")
    modLoader.installScriptExtension("res://K-T Industrial K225-KTI/ships/Shipyard.gd")
    l("Initialized")

func _ready():
    l("Ready")


func l(msg:String, title:String = MOD_NAME):
    Debug.l("[%s]: %s" % [title, msg])```
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try that version

left grove
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hmm ok.

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yup worked perfectly. as usual when its something you write XD

neon yacht
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trust me you don't want to see how i started lol

left grove
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i spoke slightly too soon maybe? that or this is from something else

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the forever load has hit

neon yacht
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that is

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interesting

left grove
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one sec engine log has a hit

neon yacht
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but not related to the modmain

left grove
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it was shipyard

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i had an extra } on line 45 at the end

neon yacht
left grove
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XD

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Shipyard.gd:45) - Parse Error: Error parsing expression, misplaced: '}'

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the curly boi won

neon yacht
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he always does

left grove
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time to see why its crashed this time πŸ˜„

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error log is very angy now. i modified the shipyard.gd in godot and godot says its fine....

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ERROR: Condition "err" is true. Returned: err
at: GDScript::load_source_code (modules\gdscript\gdscript.cpp:807) - Condition "err" is true. Returned: err
ERROR: Cannot load source code from file 'res://K-T Industrial K225-KTI/ships/Shipyard.gd'.
at: ResourceFormatLoaderGDScript::load (modules\gdscript\gdscript.cpp:2209) - Condition "err != OK" is true. Returned: RES()
ERROR: Failed loading resource: res://K-T Industrial K225-KTI/ships/Shipyard.gd. Make sure resources have been imported by opening the project in the editor at least once.
at: ResourceLoader::_load (core\io\resource_loader.cpp:271) - Condition "found" is true. Returned: RES()
ERROR: Error loading resource: 'res://K-T Industrial K225-KTI/ships/Shipyard.gd'.
at: _ResourceLoader::load (core\bind\core_bind.cpp:76) - Condition "err != OK" is true. Returned: ret

neon yacht
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looks like it's not seeing the file again?

left grove
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...freaking godot saved it lowercase again lmao

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renamed it in godot with a S now

neon yacht
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that'll do it

left grove
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yup

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loaded perfect now

neon yacht
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wooo !

left grove
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ok time for a test dive. see if the... well never mind lmao that was different

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nvm think i got it figured out.

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the new cargo bay is colliding with THICCS so its ejecting them lmao

neon yacht
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oh yeah, they're probably clipping like crazy

left grove
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my ship ejected thiccs at E during the launch sequence and it was so bad the game just closed XD

neon yacht
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that's an accomplishment

left grove
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XD

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ok enough cooking for the night. its almost 6am XD

neon yacht
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🫑

left grove
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ty for all the help, the absolutely HUGE help.
i will see yall later.

dark pike
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Just an FYI for mods with MPUs. #experimental-feedback message

paper spade
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Oof, rip BetterRefining and probably IoE's MPUs kekNotLikeThis

left grove
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the code for BR seems fairly simple as it just modifies the games base values from what i can see. so it might not be a loss unless the new code changes variables to constants

paper spade
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Yeah, it's probably unaffected tbh, that message was sent before I finally woke up and read through what all had been messed with

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I'm now more concerned about how to un-nerf the space bar, but am also too lazy to update my game to the latest experimental version and decompile it to hunt down that space bar change KEKW

left grove
paper spade
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It's my favorite method of keeping my crew happy, least amount of time spent to keep them happy. So like at some level I understand the change, but on another level, how dare Koder try and tell me crippling alcoholism isn't a valid method of improving crew morale?!?!?!?!

left grove
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it IS kind of concerning to have multiple drunk ship crews operating mining hsips with various weapons while drunk lmao

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but im also the crazy guy that gives my crew a 7 day resort stay every time i go to E

paper spade
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Yeeeah, but like, now it's only one drink, and it only takes like 2-3 to maintain peak happiness, so the crew are never even really that drunk

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it would have been funnier to put in consequences for drinking too much instead of limiting it to 1 drink per dive

left grove
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what code language is a gd file?

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c++? c#?

hollow pewter
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GDscript, similar to C++ i believe but does have differences

left grove
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gotcha

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ty

hollow pewter
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there is a decent bit of documentation if you google it though, and is pretty easy to understand from the things i've dealt with it

left grove
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yeah no worries i will get there in time.
i was mainly asking cause im comparing the new and old MPU.gd

paper spade
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I've heard GDscript referred to as "If Lua and Python had a love child"

left grove
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drones are now 0.8fe 0.2 pt

hollow pewter
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wasn't that what it was to begin with?

left grove
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it was 0.4fe 0.1pt

hollow pewter
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i see. same ratio just difference in numbers

left grove
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yeah just a doubling of cost to make new drones

paper spade
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so it's more expensive now to print them? any changes to print speed?

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if not, gross

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I really don't like that at all

left grove
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base mineral efficiency seems to be 0.8
mase remass efficiency down to 0.5

from 1 : 1

hollow pewter
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hm, when i'm next at my pc i'll decompile the new release and compare to an older one in case there's other code at play that also was changed

left grove
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old code
const droneUnit = 1.0

new
const droneUnit = 0.1

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@paper spade

paper spade
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This is really just sounding like a drone nerf being slid in, which seems absurd, because it's already pretty abysmally slow

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I thought the Iron costs were good before, if anything it could have used more PT being used, but not more Iron

left grove
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func getTuneables():
return {
"TUNE_MPU_SPEED": {
"type": "float",
"min": float(kgps) * 0.5,
"max": float(kgps) * 1.5,
"step": ceil(float(kgps) / 100),
"default": kgps,
"current": getKgps(),
"unit": "kg/s",
"testProtocol": "cargo"
}
}

this is the func for tuning

hollow pewter
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i don't exactly remember how it's handled, as for all we know it's handled as a ratio as drones are a continuous print instead of in sets of 10kg like ammo

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turns out there isn't a change in the ratio, my decompile from 1.60.0 has the following

const droneCostPerKg = {
    "Fe":0.8, 
    "Pt":0.2```
paper spade
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well that's good

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a ratio change would have been annoying

left grove
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hmm. i should decompile my 1.6.0 again then.

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i might have saved a file i shouldnt have XD

hollow pewter
#

that can always be something

paper spade
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I just wouldn't be able to stand a nerf to drone print ratios or speed right now kekNotLikeThis

left grove
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if dronePrintTime > 0 and dronePrintCtr >= dronePrintTime:
if tryToDraw(droneCostPerKg, droneUnit):
ship.addDrones(droneUnit)
dronePrintCtr -= dronePrintTime
if dronePrintTime > 1:
if ship.isPlayerControlled() and printA:
printA.play()

old print formula

paper spade
#

it's already on the conservative "Almost isn't worth it sometimes" side of balance, don't need to knee cap it any harder

left grove
#

if dronePrintTime > 0 and dronePrintCtr >= dronePrintTime:
if tryToDraw(droneCostPerKg, droneUnit):
ship.addDrones(droneUnit)
dronePrintCtr -= dronePrintTime
if dronePrintTime > 1:
if ship.isPlayerControlled() and printA:
printA.play()
new print formula

#

no changes i can see

paper spade
#

Yeah, nothing changed surrounding the drones, good

left grove
#

i dont see a reason why BR would fail to work.

#

im going to load experimental and test it

paper spade
#

like I said earlier, based on the patch notes, there's no reason why it shouldn't still work

#

it might have some wonky interactions with the new efficiency thing, but it should still work as it would normally with default tuning

paper spade
left grove
#

BR works confirmed

hollow pewter
#

wonder if IoE works too, as i can see it maybe having issues with the preprocessors, but who knows

left grove
#

my broke af settings are 190% efficiency XD. 1500fe from a 794fe chunk.

hollow pewter
#

lol

paper spade
paper spade
left grove
#

XD

left grove
#

i dont want a ring dive to last me 12 hours irl XD

#

also happy to report the BLIPDTs work
as do the multi drones.
and all my stuff XD

stable token
#

Is the multidrone stuff not part of K-Tech?

left grove
#

zakrins

#

i never made custom drones

neon yacht
paper spade
#

Yeah, you can technically use multi-drones as-is right now, but it'll get a more fleshed out and polished release for NTCED soonTM when Rena's able to

paper spade
paper spade
#

4 lasers, 2 deca drones, 4 monothiccs, very happy barrito

stable token
#

Ahh, whoops, thanks.

left grove
paper spade
#

Oreb for the Oreb God

#

glorious

hollow pewter
#

imagine if you could weaponize it. just send that hurling towards the nearest ship

paper spade
#

you can technically semi-weaponize them right now if you have YeetProtocol installed and set the vibe check real high so it just throws everything everywhere

#

spray and pray: ore style

hollow pewter
#

lmao i didn't think of that

paper spade
#

I'm actually very close to finally installing YeetProtocol and giving it shot, since I'm running 20 drone streams and made them not use nearly as much drone ammo, YeetProtocol might not burn through my supply nearly as hard

#

I already had to start running the Id limit mod cause I create so many ore chunks I overwhelm default limits

hollow pewter
#

yeah that's fair. it's an absolute shame that it does it, and frankly i'd be happy with either the limit or yeet protocol mods to help with it

paper spade
#

Yeah, I get why the id limit exists, I just wish it was something we could tweak without a mod (not that it's really an issue that you need a mod for it, I fixed the one issue running mods had for me anyway KEKW )

left grove
#

i know im addicted to making DV mods now. i just made another mpdg mod from my chrome book remote logged into my desktop

#

from my bed

hollow pewter
paper spade
#

it doesn't make much sense in any other context to me anyway, like make it make sense that my Geologists can't actually keep track of shit and have to re-indentify the same 4 piece of ore over and over again because there's just one too many pieces around KEKW

paper spade
hollow pewter
#

guess that would make sense, but given that most of the ore IDed is off screen, it would make sense just to not have them rendered which would provide probably a better impact

left grove
paper spade
#

I still have some plans for other PDT weapons, and I need to polish up and release the "Proper" PDT-Laser (which is hilariously underwhelming compared to mine, but BBW's lasers are even more bootleg than my own too)

paper spade
left grove
#

lol nice let me know if you do. the titan loves them.. the reactor heat not so much (for "balance" reasons)

paper spade
#

I usually either run MA350HOs and K44s or another combo that I can't remember off the top of my head

#

the first combo is more for efficiency and being a boat, the second combo is more sporty, but sucks fuel hard

left grove
#

mine are running... 2000kn RCS. 8000kn Torch IF i put in the correct numbers in godot lol

#

the torch is a "retooled ZAP drive, utilizing more robust parts, modified to burn remass directly from the ship stores"
its got double durability, half the repair cost, but 2x the repair time. and no burn time limit
roughly 3 second torch burst 150m/s

paper spade
#

good lord

left grove
#

titan go vroom vroom

#

it also costs more than the zapdrive on the titan. 3m E$

dark pike
#

Just from passing the repair time, mind, not doing any extra.

paper spade
#

Do you have the option to switch which services you use when you do the "Launch Dive" to get the remaining time skip instead of doing it in the pre-set chunks?

#

cause I've just always done the capsule default option to pass repair times and then use the bar if I want to make sure they're happy, but that won't be a viable option soon enough (I'm not on the latest branch, I tend to stick to stable, so I can keep doing it until it hits main)

left grove
#

personally i just manually pass the repair time with services first. but thats me, spending money cause the titan brings in the monies XD

paper spade
#

I just like minimizing down-time and the amount of time skipping I do so I avoid paying the crew as frequently between hauls

#

it's why I have 2 of the same setup titans, so I can swap when one needs to stay down for longer repairs

left grove
#

lmao

paper spade
#

Koder doesn't support the corpo slave driver style

left grove
#

i kinda always thought that we just owned our own ships. hired the crew, and independently contracted to E for mining rights

paper spade
#

Exactly, and Koder won't let us be corpo wage slave drivers who force our crews to be alcoholics who can't remember to ask for better pay and working conditions

#

smh

#

koder nerfed the corporate pizza party and I'm sad

left grove
#

ah fair i suppose lol

paper spade
#

it's something I'll probably look at modding if/when it hits the stable branch, cause I rebase my decompile for those rather than the experimental branch releases, cause Koder can be a mad man sometimes and crank out multiple versions in a week KEKW

left grove
#

i just cant wait to see the in universe patch notes for the bar XD that should be funny

paper spade
#

not even full and it's already more than what I'd make with my older setups gil_heh I love it

left grove
#

"Outrage among miners in the Enceladus system this week as a local meeting point nicknamed "the space bar" had to impose a strict limit on served drinks after a shipping error caused supplies to reach critical levels. " πŸ˜›

paper spade
#

the most casual high value sell screen I've personally had KEKW

left grove
#

give me a wish list of slots. keeping in mind that i dont know how to physically extend the hull yet. everything has to fit on the model as is πŸ˜›

paper spade
#

well I just want a titan, like it is now, but like 2-4 extra mounts

#

instead of 8, 10-12

#

then I can still cram 4 lasers, 2 decas and 4 monothiccys

left grove
#

ok.. that would be weaponslot.tscn right?

paper spade
#

nah, I'm pretty sure that's a ship scene joint

#

cause I think the ship needs to have actual physical space for the thing to be installed, on top of having the slots allowing said things to be installed

left grove
#

i will take a look. zakrin showed me a picture and said i just have to copy paste something .. but i gotta find it buried in here XD

paper spade
#

ope, I just re-looked at YeetProtocol and something tells me it might conflict with multi-drones.... monkaHmm

#

wait, nope.... I don't think it should....

left grove
#

ok figured that out really quick. now to figure out moving them physically on the ship XD

paper spade
#

huh, YeetProtocol does not seem to work like the name would suggest.... either I don't understand how this is supposed to work or it doesn't work like I expect it, orrrr ti doesn't work....

left grove
#

oh?

left grove
paper spade
#

yeah, it doesn't seem like it works, or if it does, it doesn't do what I expected based on the name

#

cause what it seems like it's doing is what regular drones do, which is try to grab unmarked ores until they're marked, and then gives up on them, resulting in stuff mostly getting thrown on a course to hit your ship instead of "getting yeeted away" like I was figuring

#

like based on this, this mod either doesn't currently work, or doesn't work as this makes it sound like it would

left grove
#

the wording makes it sound like it should yeet ores that you filter out

paper spade
#

unless my original assumption was correct and YeetProtocol and Multi-drone somehow conflict

left grove
#

possibly

paper spade
#

but what I was experiencing certainly isn't what I would call "YeetProtocol" kekNotLikeThis

neon yacht
#

I can take a look later to add compatability if they're conflicting

paper spade
#

I think if there's a conflict it's probably the both of them using/tweaking func scanForTarget(s) (delta):

neon yacht
#

oh yeah, I had to take a hammer to that function for the multi-drones to work

paper spade
#

yeah and this suggests that it should be yeeting away from the ship and I am simply not experiencing that the way I would expect

#

so I do assume there's a conflict between the two, probably related to func scanForTarget

neon yacht
#

yeah so basically what's happening

#

is my code is only scanning for minerals you want

#

so it just ignores minerals you would want to yeet away

paper spade
#

huh... would that also happen if I were to use the vanilla drones? because it didn't seem to be yeeting the ore that fails the vibe check even with those.....

#

Short of pulling out every other mod and testing that, I'm starting to think YeetProtocol just doesn't actually work properly anymore kekNotLikeThis

#

or I woefully misunderstand what it's actually trying to do

#

cause with the regular MLF Haul Drones it did not "Eat up quite a bit of drones" or "Yeet away the chunks that fail the geologist check", at least not the way I assume it would based on the descriptions KEKW

neon yacht
#

well, first it's only set to work with hauls, and it still has to compete with minerals you actually want it to work on

#

but yea, from your description it may no longer work

paper spade
#

right, I get that, but the actual yeeting away of failed minerals does not actually seem to be happening

#

at most it seems to occasionally slightly bump things so it doesn't hit the shp

#

but "yeet away from the ship" based on the description and that "DesiredYeetVelocity" bit, it's not working

#

I'm gonna try changing YeetProtocol to func scanForTargets from func scanForTarget and see if that does anything, cause that's one obvious difference between your script and theirs (obviously ignoring the many other obvious differences)

neon yacht
#

depending on load order, that will either do nothing, or cause the game to crash

#

probably just nothing tbh

paper spade
#

I'm just trying to figure out why it doesn't even seem to be working with vanilla drones, but I'm probably outta my depth on this one KEKW

left grove
#

@neon yacht sorry i dont like pining normally. how do i remove or specify what item can go into a specific slot?

neon yacht
#

that's handled by upgrades.tscn

left grove
#

so not handled on the ship tscn. got it.

neon yacht
#

you set the slot type on the slot, and the relevant entry in upgrades controls what items show up

left grove
#

i set the slot type on the slot inside of upgrades.tscn or the ship tscn

#

just making sure i get this right lol

neon yacht
#

ship scene, in the inspector on the right when you select the weaponslot node

left grove
#

ah so "slot middleLeft"

neon yacht
#

yeah, that field

#

if you check upgrades.tscn, you can see what slots already exist

#

otherwise you would have to make new ones which is more work

left grove
#

ah ok ill see what i can do ty

paper spade
left grove
paper spade
left grove
#

ok im stumped on my own stuff too lmao.
added slots to the ship scene.
but what else do i add them to to show up under the equipment screen

paper spade
#

if you're doing slots that don't already exist like say a "Bay5" and "Bay6" for a titan with 6 bay slots instead of 4. I'm pretty sure you'd need to also add those new slots to Upgrades.tscn, or possibly one of the scenes that gets inherited into that scene's nodes.

Not entirely sure, but that's my best guess

left grove
#

brb checking on food

paper spade
#

I've got no personal experience with modding ships or adding new slots that didn't already exist and just adding to those slots

#

so I'm really not sure

left grove
#

All good. I will load up the ocpdrone and see if I can follow along on that since it adds a new slot

left grove
#

wow yeah i was overcomplicating that lmao.

paper spade
#

jesus christ

left grove
#

yeah not sure how im going to handle the key binds

#

lmao

#

but you wanted something crazy.

paper spade
#

I mean the better question is how does that even logically work.... jjjkek

left grove
#

well i did lower the power drain on my BLI mod. 3mj per laser in tuning

#

im cooking some minor slot tweaks right now

paper spade
#

no I mean how does that layout even logically work, you've basically doubled the slot count of everything on the ship

but it's still just a regular titan

left grove
#

oh well

paper spade
left grove
#

the original titan had cargo pod slots under the front two weapon slots to begin with.

#

logically one you assume that you can just have slots on top of all the pod slots. since its in a little docking bay

paper spade
#

That's probably explained with "something something the cockpit being on that segment allows for further reinforcing of the hull that allows for mounting weapons atop the bays" or something

left grove
#

the read engine bell mounts are not for weapons tho. i just dont know how to limit them

#

its supposed to be just salvage arms lmao

paper spade
#

sketchy place to put arms, right near the ass and reactor KEKW

left grove
left grove
paper spade
#

I guess I'm just learning that I'm less Bootleg than the name implies jjjkek

#

between the game's own "PDT Laser" for BBW, and now this, I gotta change the company's name to "Not So Bootleg Industries" KEKLEO

left grove
#

when i upload the finalized version i will send it to ya for research purposes πŸ˜›

#

im not bootleg, im just... overkill

paper spade
#

You say that now until a salvage arm rams a ship up your ass and kills you kappa

left grove
#

bootleg is strapping lasers onto an auto target mount.

overkill is strapping more of those mounts onto a freighter πŸ™‚

paper spade
#

I mean I didn't even slap it on to anything, I just told the CL-200AP that it was allowed to use more than a quarter of a degree of gimbal angle jjjkek

#

the rest was word soup to "explain" why it's so gangster compared to the CL-200AP kekVibe

left grove
#

XD nice. i was wondering how you managed it

paper spade
#

Yeah, it's literally just a CL-200AP cloned out into it's own item, given it's own name and some flavor text and stat display to match what it's got, but other than that it's a CL-200AP that's allowed to gimbal more (and subsequently has a larger targeting area) and with the wear value tweaked slightly, which I still need to tweak

#

need misaligns and the other one to be a bit more prominent, cause right now the wear is a little aggressive, but wear also doesn't really do anything negative to the lasers tbh, so it's really just a "Dump money into repairing/replacing them so they aren't red/yellow anymore" KEKW

left grove
#

oh lol good to know

#

the beast is ready to probably kill itself lmao

paper spade
#

gonna laugh if the arm just smacks the rods and blows up immediately

#

I'd assume it's off axis and not actually able to intersect with it, but it would be hilarious if it happened anyway

left grove
#

you mean the heat fins?

#

those seem to be off axis they never hit anything

paper spade
#

I know, I'm just saying, would be hilarious if putting arms in that location was the thing that managed to smack them and blow you up

left grove
#

oh yeah that would

neon yacht
left grove
#

i might need to do that...
my boy a bit special right now

neon yacht
#

and I would probably rotate the center hardpoints a little so they face away from the ship and don't shoot itself in the back

paper spade
#

OCP enjoyers boutta lose their minds when they find out the Titan is getting an insane glowup

neon yacht
left grove
#

ah i will check on that

left grove
paper spade
#

yeah, but the OCP is the only ship that can do dual salvage at the same time, you're about to shoot that in the face, that was my point

left grove
#

might do arms on front and the laser mounts on back. so it can crab feed

#

IoE shot it first with the titan HH.

im just beating the corpse lmao

#

and dancing on the grave cause this thing still has 180K processed material storage

paper spade
#

making the Titan into an actual black hole with it's mass to volume ratio

left grove
#

why do you think i made main torches and RCS so strong XD?

#

i need to push the singularity somehow

paper spade
#

because the ship weighs 2millon kgs

left grove
#

360K Kg currently

#

in sim

paper spade
#

well yeah, but you have 6 monothiccs on it

#

and the insane 180,000kg processed mat storage to boot

left grove
#

oh i know. i think this thing has a total of 2.7m storage

#

cause thats 180K PER ore.

paper spade
#

And I thought I was throwing balance to the wind and dunking on the "sidegrades only" philosophy

#

I am merely childs play

left grove
#

Hi, Im Kad. I break things πŸ˜„

left grove
paper spade
#

PDT-Gungir, I know, get in line

left grove
#

modify the THICCs to be detachable PDLTs that fly in formation with you and attack targets

paper spade
#

oh god no

left grove
#

XD

paper spade
#

I wouldn't trust those little fuckers with weapons

#

they're so brainless

left grove
#

im laughing so hard im turning freaking red

paper spade
#

I can't even have those little bastards fly in formation cause they insist on the formation being "right in the fuck way of my weapons"

#

no way am I gonna give those things guns and trust them to not shoot me in the reactor the first chance they get

left grove
#

as for the pdt gungir, never used it personally, so im not really in line for it XD

#

and i suppose thats fair

#

@neon yacht i cant find a mirror setting for the arm. i might just drop the arms for now.

paper spade
#

PDT-CL-600P and PDT-Gungir have been the two that immediately popped up after I did my first one, and I'm not opposed to it, I'm just lazy and spent a solid week burning my brain trying to learn the little I know now, and then had a bit of the wind taken out of my sails when I realized a couple things I wanted to attempt were just out of my reach KEKW

left grove
#

ah fair

#

i got really sad when i hit the reactor and capacitor limits

paper spade
#

I know I can probably learn and improve, but some of my ideas likely involve getting deeper into the GDscript stuff and I struggle with understanding actual programming stuff

neon yacht
left grove
#

but then i moved to RCS and torches to continue learning πŸ˜„

left grove
neon yacht
#

I think so

left grove
#

ok i will check again to be sure i didnt miss it

#

"Flip"

#

found it with search bar

neon yacht
#

πŸ‘

paper spade
#

it might clean up any potential sight line blocking though, so no harm in doing it either

neon yacht
#

i was more concerned for other weapons tbh

paper spade
#

it was actually one of the things I was surprised wasn't an instant issue with my lasers on the titan KEKW

paper spade
left grove
#

its aliiive!

neon yacht
#

it lives !

paper spade
left grove
#

bruh i dont dare put anything else on it OTHER than your lasers right now

paper spade
#

you wanna put worse lasers on it?

#

I can do that for ya

left grove
#

HMMM BUT WHAT IF...

paper spade
#

but this is the actual official, already exists in the files, PDT-Laser (not the really good and bootleg one BBW uses though)

left grove
#

with 180K Fe to fuel 4 gungir i might be able to fire for 0.5 seconds

paper spade
#

that's probably why the Gungir is going to be the last thing I PDTify

#

I rarely use things that use ammo

left grove
#

but i can evaporate anything in front of me

#

i assume

#

never used one. no clue what it does

paper spade
#

it can kill yourself if you're not careful

left grove
#

oh?

#

is that the "residual charge" warning?

paper spade
#

I'll let you FAAFO

left grove
#

oh i have no interest in the gungir. im keeping the busted lasers lmao

#

time for a test dive

paper spade
#

you should try out the real PDT lasers for giggles, and to appreciate the bootleg ones that much more

#

it's actually hilarious to me that my way of doing it, while being more work, was honestly the better route to go with it rather than just unlocking the PDT-Laser that does exist in a useable state

left grove
#

lmao

#

oh i forgot to change the keybindings lmao

#

guess this is gonna be an interesting dive

paper spade
#

it's also, kinda a very similar way the game actually does BBW's fancy pdt lasers we all want but can't have

left grove
#

the green looking ones?

paper spade
#

the ones that seem to obliterate things whenever BBW is even remotely nearby KEKW

#

those are actually some janky bootleg specials KEKW

left grove
#

ah

paper spade
#

the mod I posted in here for the "Real" PDT-Laser is the PDT-Laser from the IRRS-T

left grove
#

nice

#

idk what that is tho. but nice

#

hmm i might need to reduce the mid laser rotation so they can all cover the same targets

paper spade
#

that's why I actually really like the stock weapon slots layouts on the titan with my lasers, cause I specifically didn't do Sanbus on mine so they could do that whole "Shoot at the same target and make it absolutely go byebye" thing gil_heh

#

and was surprised it didn't immediately make the titan kill it's self

left grove
#

so.. if i pop sanbus on it handles targets better?

paper spade
#

you can put 8 lasers on a stock titan and it doesn't just murder it

left grove
#

nice lol

paper spade
#

which is either a good thing or a bad thing, depending on how you see it and how you like your weapons to behave

left grove
#

ah

paper spade
#

no sanbus is how the PDMWGs work, and is how I wanted my lasers to work, so I didn't do sanbus for them

#

like Sanbus is good on paper and in theory, but I often really dislike the fact that it means none of the sanbus weapons will ever work on the exact same target in most cases

#

and I'm always about having all my weapons hitting the same giant ringoid I don't want to smash into at 30+m/s

left grove
#

yeah sanbus seems good for small rock clearing, but bad for giant roid clearing

paper spade
#

I just find the "advanced targeting" and sanbus stuff to be more annoying than useful

left grove
#

its great for drones

paper spade
#

the "dumb" targeting and no sanbus might also have some quirky behavior for weapons, but it's honestly less frustrating to deal with for me KEKW

paper spade
#

you'd waste soooooo many more drones if it didn't have sanbus

left grove
#

yeah

paper spade
#

I need it, with functioning keybinds for the arms and all the weapon slots KEKW

left grove
#

help me figure out what keys i can use for that and you got a deal lmao

paper spade
#

and maybe a sliiiightly less insane combined ore capacity KEKW

left grove
#

what would you say is slightly less

paper spade
#

I'd say something like 25k per ore type for internal processed storage would still be a lovely bump in capacity without being just pure unhinged

left grove
#

i can agree to that

#

and its balanced a bit better for general use

#

twin decahauls are murdering my drone storage lol

#

PONDER THE OREB

paper spade
#

and is a little less likely to full on require modded thrusters too, cause you can just use the very strong and not fuel efficient ones the game already has

left grove
#

you dont want to go 150m/s with a single key tap?

left grove
#

cant do more. ran out of drones

paper spade
#

RIP

left grove
#

waiting for more to print

paper spade
left grove
#

gonna go get more food while that cooks lol

hollow pewter
paper spade
paper spade
#

probably don't even need to go that far, but it makes it far less painful

paper spade
#

I did it in multi-drone

left grove
#

hmm ill have to go hunt for that

#

1.1m of vanadium and some iron and plat. the monocargos arent even filled yet (all set to W for maximum Win)

paper spade
#

WeaponSlot.tscn, in the script variables for the drones it adds

"Drone Weight Kg" and "Drones Per Second" are the two you're looking for in the list

#

Drones Per Second is higher up, Drone Weight is lower in the list

paper spade
#

just a lil bit

#

a smidge

left grove
#

only a bit

#

besides thats all for more drones

paper spade
#

your game is gonna be running for a week to print through all that

left grove
#

lmao

paper spade
#

I really do need to try and bash my head against that wall one of these days, drone printing is so slow even when you crank it to the lowest value the engine will take before defaulting again

left grove
#

I mean... The shps just floating while I'm in Godot. So yeah it can print for a bit lol

paper spade
#

right but it takes like 10 minutes to print like 2000kg of drones, it's insane

#

and that's assuming you turn the drones off and make sure they don't fire off at anything

left grove
#

Lol

#

I left it sitting still. Only random chunks that float close will trigger it now

paper spade
#

when you break the laws of physics and make the drones half the weight and only use 25/s instead of 50/s though, that printing thing becomes waaaaaaaay less of an issue

#

I've actually yet to run out of my 20K kg storage running 2 deca drones with the way I have it setup

#

I've gotten down to like 15K on the storage when it gets real poppin, but by the time my containers fill up and I'm about ready to switch to raw ore mode for a bit, I've usually gotten back to at least 19k without having to sit and wait in place for multiple minutes

left grove
#

Don't worry. When I finish with multi drones it's gonna be fiiiiine

#

I honestly might borrow the mod. As a "competitor" to renas lmao

paper spade
#

I'm honestly gonna keep running multi-drones in the way I have it setup, and probably just drop in my own translations file and give it some Bootleg sauce and then just keep it as one of my purely personal bootleg projects KEKW

#

won't even end up on the github lulw

left grove
#

yeah this ship is probably going to remain here. personally shared around to peeps that want it

neon yacht
#

glad you guys enjoy the funni drone mod

paper spade
#

I already added a Quad drone and a "Dodeca" drone which is incorrectly named for giggles but it's a 20x launcher

paper spade
neon yacht
#

disco mod

paper spade
left grove
#

ok hold up i have a silly question.

im seeing here that you have a single drone plant. and the weapons slot tscn references that single item.

have i been doing this crap backwards the whole time?

paper spade
#

front of the titan be like

left grove
#

ive been making individual auxmpd.tscn files for each MPDG and thruster. and adding them to the same auxslot.tscn file.

can i just ref the same auxmpd.tscn file and change the stats in the auxslot.tscn file to make a new version.?

#

i did that shit backwards.... didnt i.

paper spade
#

if I'm not mistaken, yeah, both approaches are valid

left grove
#

lmao. task failed successfully

#

might also explain why i was having trouble making all of my MPDGs work inside the same mod zip

paper spade
#

not necissarily, there's some places where the game does the whole "one base scene inherited and tweaked else where" for thing and others do more specific base scenes that inherit from another base scene for stuff

left grove
#

whats "drone amount" i changed drones per second and weight.

paper spade
#

both approaches are valid, and depending on what you're doing, one might be easier than the other. But Za'krin's approach is probably the more elegant and smaller in file size way to do things for most stuff

paper spade
#

1 = 1 drone

100 = 100 drones

left grove
#

so 1 is 1 chunk. 100 is 100 chunks pulled?

#

yep confirmed looking at infini haul

paper spade
#

1 is 1 drone

100 is 1 drone that acts like it's 100 drones

left grove
#

ty

paper spade
#

Drones Per Second is what I've been assuming to be the "How much drone ammo per second does this use" value (and I think I've been right)

left grove
#

yeah that makes sense there

paper spade
#

and then I'm not really entirely sure what changing the drone weight is realllllllly doing, but I've halved it with the halved drones per second, and it's been rather nice for deca+ levels of things

#

I assume if you just halved the weight, it would effectively make 20K KG be 40K KG of effective drones, but I'm really not actually sure exactly what messing with the drone weight on the launchers themselves does

#

hell, the drone weight might even make printing drones more effective, I have no clue lulw

left grove
#

whats the lowest sanity check for drone weight you have tried

paper spade
#

lowest I've tried has been 0.05, I assume that one is going to go as low as 0.01 before it defaults

neon yacht
#

check the infinidrones (:

paper spade
#

oh, you did 0

#

neat

neon yacht
#

they're actually infinite

left grove
#

the infinihaul have no drone usage?

paper spade
#

what a wacky thing

neon yacht
#

yea

left grove
#

dang thats nice

paper spade
left grove
#

lol

paper spade
#

drones magically have no weight or limit or resource

#

they just exist

#

pocket drone swarm

left grove
#

i always assumed the "infini" part of the name was due to the amount of launchers on it

paper spade
#

the answer: yes

left grove
#

XD

neon yacht
#

little bit of A, little bit of B

left grove
#

i forgot what you said earlier lol

paper spade
#

25K, but 24K is also reasonable

left grove
#

i mean. ANYTHING is more reasonable than what i set

paper spade
#

accccccurate

left grove
#

ok gonna walk the roomies dog and then i will get this ship tested and zipped for delivery

paper spade
#

When that happens I'll have to just accept that "YeetProtocol" isn't a thing I can have, and instead, enact the "EatProtocol" and just not filter anything anymore and eat everything

#

can't have left over ore debris you want to yeet if you ate it all

paper spade
#

probably don't want it to be constantly in the dealer for normal gameplay KEKW

left grove
#

Oh yeah I will fix that too

#

Good call

#

Should I even release this to the public? Or will koder hunt me down and send me to spacebar jail

paper spade
#

pff, koder hasn't nuked the modloader and there's been a number of "not very dV in nature" "balanced" mods made since it was added

#

have you seen Za'krin's own Titan abomination?

left grove
#

yeah

paper spade
#

so you're safe lulw

left grove
#

i think they shared a picture of it last night. i probably mistook it for an IoE titan lmao

#

it was like. 5am. my brain was fried

#

im REALLY debating it

paper spade
left grove
#

currently my broken 225 is "sufficient child" which is hilarious too

#

my stock 225 is "fat child"

paper spade
#

my 2 titans are North Spacefellow and Anticipated Buffoon

#

the second one is my personal favorite of the two

left grove
#

eyy i think my original K37 was an anticipated buffoon

#

one of my THIMCS is named "star criticism" and i keep thinking it says "star citizen" lmao

paper spade
#

one of these days I might look into a mod that forces containers and drones to be named as a sub variant of the name of the ship they're mounted to instead of the random that it is now

#

that's probably a larger project though

left grove
#

probably. im fairly sure the pods are named randomly because they are ships themselves

paper spade
#

but it would be awesome to have your containers or drones always have names that relate to the ship's name

#

I think one of my containers at one point was called "Anticipated Wizard" or something like that

#

and it was an awesome lil moment of "heh, they're matching themes"

left grove
#

hmm something i have not figured out yet is a custom dealer info panel with all the info other ships have

paper spade
#

I would not be shocked if part of it is handled by translation files

#

I think the promo image part is handled differently, but I'm not super sure how that all works tbh

left grove
#

promo image should be working. but its not again.. dunno if thats cause im forcing it to spawn in the list or not

left grove
#

starting test dive.

#

lmao 0.01 drone weight is how much it drains from storage

#

i think drones per second is the animation sprite? not sure there

left grove
#

confirmed that drone weight is how much you pull from the storage when using a drone. so 0.01 kg basically just means 0. cause our MPUs balance that out perfectly

left grove
#

@paper spade
cant collide with anything if i can make it fit lmao

paper spade
left grove
neon yacht
#

it really is starting to look like a rave

#

I really wanna make disco lasers now

left grove
#

XD

paper spade
paper spade
#

🀣

left grove
#

going to test the arms next. just fixing the drone mod up a bit more.

left grove
#

sad but i think i have to put the lasers back to 1x scale. scaling them down reduced the range

left grove
#

@neon yacht by chance do you have a cheatsheet for the OMS keys i can assign to things?

left grove
paper spade
#

nice nice, are the arms able to be toggled on and off still?

left grove
#

not yet

#

still trying to figure out how to change the keybinds for them

#

currently i cant turn off the drones either

paper spade
#

might hard coded to the slot type and amount of slots?

left grove
#

i really hope not

#

lol

paper spade
#

or in there somewhere

hollow pewter
#

the problem is that the keys are currently odd if you don't move the torches' key

left grove
#

oh? please do tell.

hollow pewter
#

you have 1-9 available, 0 is used by the torch toggle, then you'd continue with -, =, and BACKSPACE

left grove
#

ok so random letters on the keyboard wont work.

hollow pewter
#

i mean they could be, it's totally up to you, just it would be a bit odd at least in my opinion

left grove
#

true, im just trying to figure out how to handle it.
is it toggle command or command

hollow pewter
#

honestly idk, never dealt with it personally. always the fuck around and find out which one it is

left grove
#

ah fair

#

i will try this and see how it goes

#

ty tho

hollow pewter
#

np.

paper spade
#

pretty sure putting w in that field assigns it to be able to be fired with your "Fire weapons" hotkey so probably space

#

in command that is

#

not sure what else it can do, but I do recall seeing some things like weapons have w in that field

hollow pewter
#

yeah that might be it, as i do remember think it was lurkily saying that a toggle you can add manually in the config is 'w' to double tap the tools

left grove
#

yeah. i had to remove w from the arms slots since they dont really need to be fired manually in this position

hollow pewter
#

yeah, plus they're tied to the excavator usually

#

since that's not exactly a possibility, unnecessary really

paper spade
#

I'm trying to poke around in the game files and I honestly have no clue how keybinds are being assigned to slots/equipment

left grove
#

Maybe i should just ditch the arms idea. throw in 2 more PDLTs, move them to the engine bell and face them backwards for defense XD

paper spade
#

honestly I like the arms more than another set of weapon mounts

#

🀣

left grove
#

fair but how the heck am i supposed to stow them. i cant even assign a key to them

hollow pewter
#

while we're on the subject of silly additions, why not a K37 excavator on the two frontal docking bays?

left grove
#

huh?

hollow pewter
#

have the arms at the rear chuck ore into the ship from the side since it can't reach the front

left grove
#

omg thats actually kinda funny

#

.... dangit im trying to think how that would work now.

paper spade
#

have fun reworking all the collisions on the ship and mpus to make that happen though

#

πŸ˜…

hollow pewter
#

lmao yeah

left grove
#

well the 225 has the benefit of being a huge tube so having the excavators on the upper sides near the front isnt a bad idea...

hollow pewter
left grove
#

oh maybe the pelican excavator on the front.

hollow pewter
#

that too, have the front one have an advantage compared to the side

left grove
#

yeah that variant with the torches was terrifying

left grove
#

idk how to get one. but if i ever do im putting my custom torches on it

paper spade
#

maybe you need to put one of your set of slots in your modified titan on one of these existing ship_slots for the Toggle Command?

left grove
paper spade
#

still have no clue how keybinds work, just diggin blind

left grove
#

zakrin just got that covered

hollow pewter
#

dangit the one time i'm at my pc and i don't have the hard drive with my decompile on is the one time i am told where to find the debug keybinds lmao

paper spade
#

looks like I wasn't crazy though, looks like the keybinds are assigned to a slot label and those are used in the "Toggle Command" field to assign it to a keybind group for said slot

neon yacht
#

if you wanna get fancy you can add more keybinds on runtime, but then you're getting into code territory

#

I think barrito saw how it was done for the mpu key and 180 flip?

paper spade
#

yep, I saw how it was done, and then did it worse πŸ™‚

#

who needs a keybind set for you by default, just open the config and set it yourself 🀣

left grove
#

side track question.

why does your droneplant constantly update on the disk? its not being changed, but every time i tab out of godot it wants me to reload it.

paper spade
#

do you have it open in like NP++ by chance?

left grove
#

nope

paper spade
#

are you absolutely sure? cause I've not had that

left grove
paper spade
#

I did have weird issues randomly with IoE one time, and I had to do a fresh import of that to get it to behave again

#

might be a similar thing

neon yacht
#

see if that fixes it

left grove
#

yep fixed. dunno why it was doing that

#

ty

paper spade
#

project.godot more like project.confused

left grove
paper spade
#

I don't actually understand why you'd do that tbh, I don't think the arms should be useful for mining, there's already 10 suns worth of power of drone capability on that thing

#

🀣

left grove
#

im not doing the side excavator thing. just the pelican swap

#

im thinking about a version that just drops the entire slot for the arms.
if i learn how to do the keybinds later down the line i will make one that has arms again

paper spade
#

you're gonna give a snaggle face 😭

paper spade
left grove
#

but digi think about it. the pelican scoop is larger. which means a larger target for the oreb

paper spade
#

it may not be perfect but its better than having to get into the code side of things to add new ones

paper spade
deft bane
#

.>

left grove
#

im removing the arms FOR balance lmao

#

some* balance

paper spade
#

but arms for salvage, let the thing do salvage

#

😠

#

it's already a fat fuck it doesn't need a bigger mouth 🀣

left grove
#

it can already do salvage. i just cant stow the arms. i can absolutely deliver it as is and just let the arms to they thing lol

paper spade
#

try this

#

just add it to an existing slot group for the keybind

left grove
#

if you turn off all its options in the geo tab for the arms it can fully ignore everything.

#

one sec checking

paper spade
#

I was looking in the ship scene for the k225

#

I noticed each of the slots on it have a slot name assigned in the "Toggle Comamnd" section, and those corrispond to the input mapping in the project settings for the different groups and their keybinds

#

so I assume that's where it's being assigned for the existing keys the game has and knows about

#

assigning a full on new keybind, like Za'krin said, is gonna involve the programming side of things

left grove
#

yeah so im doing something jank with it

#

ALL the laser slots. are going to be 1.

both drones are 2.

both arms are 3

paper spade
#

that's better than no control over some things

left grove
#

indeed

paper spade
#

and the keybind grouping already happens

#

so solid solution until you're able to do a more elegant keybind addition in the future maybe

left grove
#

ffffack. slot 3 is one of the thiccs

paper spade
#

TogglePropulsion and ZKY (and subsequently M is For MPU and Turn N Burn on my repo) all have different examples of adding new keybinds that you can look at, at some point, and I'm sure Za'krin wouldn't be opposed to answering some questions on it, seeing as he's the one I stole turn n burn and m is for mpu from and used Toggle Propulsions simpler implementation πŸ˜…

paper spade
#

cause I tend to turn off my weapons and drones and arm if I have one when I do astrogation so that way nothing is trying to make debris or drag debris towards the proxy zone

left grove
#

true

#

i found out slowing down the radar sweep makes blind spots in the proxy so you can sneak in some astrogation % each time its not looking at any debris in the zone

paper spade
#

plus as mentioned the arm can be filtered in such a way that it basically does nothing when it's turned on, so that can be a workaround

paper spade
left grove
#

what looks better btw. elbow forward or elbow backwards

paper spade
#

elbow back

left grove
#

gotcha keeping it as is

paper spade
#

like it was here

#

yee

left grove
#

yeah thats elbow back

paper spade
#

elbows forward would look goofy, and I think it would kinda maybe imply/make the arms more likely to smack into the booty? (I may just be blowing complete speculative smoke out of my ass on that one)

left grove
#

no i agree

paper spade
#

plus it aligns with the radiator towers, definitely just the right way to orient those

#

the ship speaks, and you listened

left grove
#

well that image is old af lol

paper spade
#

I mean I know it's not the most recent showing, but it's still a good example of the arms

left grove
#

this is the current setup. the elbows just barely cover the radiators

paper spade
#

I know they're more midship army bois now instead of on the butt

left grove
#

and it brings ships in towards the midship so the RCS that i moved around wont mess with them

paper spade
#

yeah, but the forearms are alllllllllllmost in line with the towers, which is still basically the original vibe

paper spade
left grove
#

ye

paper spade
#

oh damn, they even stow almost like they were meant to be there

#

πŸ˜…

left grove
#

right?

paper spade
# left grove got the angle back πŸ™‚

oh, another option you could do for the keybinds, excavator on 1, drones and lasers on 2

then you could have "no weapons no drones" toggle, while still having "arms do the thang or not" toggle

#

either one works tho, just a thought that popped into my head looking at that video

left grove
#

hmmm

#

an option to try after testing

#

@paper spade know what vibe im getting from this now?

paper spade
left grove
#

agreed

#

the slightly offset stowing kinda makes it look like its done with my shit

paper spade
#

it honestly still looks like it was the way it was supposed to be on that ship

left grove
#

somehow lmao

#

i did try to align the base of the arms with the mid hull as best i could

paper spade
#

something something the designers really fuckin needed those arms to line up with the radiator stacks otherwise their families would be murdered for soup or some dystopian shit

left grove
#

its at an area near the old mid hull thrusters sat. so its "reinforced" there

#

of course! you gotta align the arms with the radiators, otherwise its heresy

paper spade
#

Ya know a neat utility mod idea for myself for later, or for anyone with the drive and time: Ship Dealer Refresher, mod that adds some sort of way to refresh the ship listings, useful for when you get a new ship mod and really want the chance to buy one

left grove
#

sounds like something out of my skill range lol

paper spade
#

Yeah, sounds like something I'd need to spend some time with to figure out, but I figured I'd shoot it out, never know when Za'krin sees an idea and goes "Ya know, gimme like 15 minutes and I can probably whip up a solution for that"

#

🀣

left grove
#

wanna know somethign silly but easy af to do?

change excavators on ships.

all they do is change the scale of the scoop

paper spade
#

not surprised tbh πŸ˜…

left grove
#

im gonna test out a larger scoop. if it doesnt work or looks bad im gonna go back to small scoop

paper spade
#

Free My Boy TitanXL the Titan Cut

#

he did nothin wrong

left grove
#

ok nope. its doing the constant excavator grinding sound lol

paper spade
#

the titan resists the mouth transplant

left grove
#

i wish the virtual service wasnt so pixelated

paper spade
#

it has a mouth and it is screaming

left grove
#

e

#

yup

paper spade
#

not me out here with a mod Za'krin cooked up to specifically shut the Eagle Prospector's grinders volume up cause it's too damn loud