#Mod Development Discussion/Help
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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 
so much so I'm very likely making IoE dependent versions of my AP and PDT-Laser so they can be used with IoE
hmm. im gonna assume it didnt work because of the extra text i tagged into it
600kg chunk should have refined at 150% efficiency.
also yeah i have absolutely been looking at that PDT laser mod lol. if i wasnt so addicted to MWGs i probably would have pounced on it already
do the chunks not fly away as quickly? i admit i never tried the basic laser system in game.
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
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
so
what im hearing is ive been using the wrong tool for the right job lol
pulse lasers, when tuned correctly are probably the gentlest way of mining, and the best
Not really, power draw is a lot more with lasers than it is with microwaves
a fully detuned PDT-Laser still uses 120mw of power draw

a fully detuned Microwave, what 45mw?
i think so?
i admit i never rally figured out the MW tuning. i set max power and max resonance >.>
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

on the MWGs higher power gives it a wider cone of effectiveness, lower power gives it a narrower cone
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
yeah the power = cone size i get. the water resonance i never figured out tho
i just set it at max and it seems to work faster lmao
water resonance is the EM/thermal damage mix. higher resonance means a higher thermal to EM ratio, lowering it makes the EM ratio better
EM damage is better if you want to disable a ship's computer, but sucks for mining
π
I swear i'll get around to overhauling that one day. eventuallyβ’οΈ
so many projects, never enough time
i would love to see it, i tried the ZKY pack today but something was causing a CTD, i suspect it was more minerals as it only crashed when i was in the belt and breaking rocks.
and despite several hours of attempts, the silly ATK222222225 refused to spawn in the dealership.
it was set to true in mod settings.
oh yeah, more minerals is actually built off ZKY, so they conflict if you try to run them together. As for the 222222225, i have no idea, it's been so long since I touched that
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.
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
no worries, the OCP Drone loads perfectly. as does the ATK with 4 arm slots. so at least those are holding together well
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())
time will tell if i burn down the kitchen or not
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?)
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
you also want to make sure that your MPDs you're adding to the AuxSlot.tscn are being loaded as placeholder
oh yeah i made working MPDGs easy with Rena helping lastnight
im trying to look at reactors and turbines now, like the nakamura 16S or the 6X rod cores
FusionReactor.tscn and NuclearReactor.tscn appear to be reactor related
i looked at those but only saw sprites for the K37 so i wasnt sure lmao
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
ah, ok time to.. figure out how these work then XD ty
yeah. i have zero idea how reactors work lmao. back to MPDGs XD
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.
ah. ok i will look at that TY
theoretically it should be as simple as adding a new inherited item into the upgrades.tscn then?
correct, but they might not be equippable on ships if they are outside the ship limits
gotcha, i will start small and see what works. ty
...pdt gungnir
I will eventually PDT everything if someone else doesn't get to it first
but the actual PDT-Lasers in the game already, kinda wack, mine are better

balance? never heard of it!
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

like it's not awful, and it's certainly a PDT Laser, but I just figured it would be better
the funny thing is, the bootleg ones you made are basically how the bbw lasers work
those lasers are from IRRS-T

vilcy canonically uses bootleg brand products

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

So it's even more bootleg than my bootleg?!?!
well 2 of them are basically normal PDMWGs stats wise, and then 4 of them are 40000 power draw instead of 10000
I might regret asking this one. Are thrusters another case of "make a new ship" for them?
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
no, thrusters should just need to be added to thrusterslot.tscn
shouldn't have to mess with ships at all
ok ty
Yup they work fine. it was a naming issue. TY za'krin
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
I seem to recall that the BBW had the stock 600's and 150's mounted on pivot arms, and mikes on the sides. Theta's PDT are a 150 variant, I think.
BBW was designed before we had any actual PDT.
Two 600's with fast targeting and a wider range, two 150's with a smaller range and slower targeting.
building has not yet combusted
nice
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
yea, that's pretty much the way to do it (:
oh boy, i was honestly hoping for some magic way to make it easy XD
not without modding the dealership or something
no way to alter the spawn chance using that currentgame.gd file you have in the zip?
that one i mean
yeah, you can just copy-paste it really
oh i did, but i have no clue what these numbers mean XD
oh yeah, that's the age of the ship
i mean you can just copy-paste the dictionary a bunch
just did a name swap. also not sure if it matters, im using the modmain from the droneOCP as well.
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)
ahh, force it to spawn i see
actually
yea
just
usedShipsPool = [{"name" : "K225-KTI", "age" : 24 * 3600 * 365 * 200}]
me when i overcomplicate things
gotcha. time to test π
(example of what i'm cooking)
hopefully its actually loading at all...
i gotta be honest, i dont really understand the code, just that its for the multi-drone mod XD
that's the entire modmain
oh dang thats short
(:
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?
sadly this isnt forcing it to spawn. i assume something is wrong and its failing to load.
mind showing me your dv_log_0 file from https://discord.com/channels/426287934870781952/1067385553261166602?
if only you had a modloader telling you what was happening
[2024/10/12 03:40:59]: ModLoader: K-T Industrial K225-KTI.zip loaded. its loading supposedly
just dump the whole thing here
i'd say dependency issue, but i don't think anything there should be
just try it with no other mods to be sure
will do. ty for checking that over
also the mod you chose for reference is like one of the first mods i ever made
so it's not great
fair, but i have confirmed that it DOES load.
and id rather reference your work and not IoE. so i dont accidentally make it incompatible with the universe
there we go
the ship file IS in there
you might have a typo in your modmain or your filepaths? looks like it doesn't see shipyard.gd where it thinks it should
modLoader.installScriptExtension("res://K-T Industrial K225-KTI/ships/Shipyard.gd")
path is: K-T Industrial K225-KTI\ships\Shipyard.gd
it might be caps sensitive
its the same code from your OCP just emptied the main weapon slots with "empty"
ill try the cap didnt see that at all lol
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.
Every bit of my issues. was a freakin Capital S XD
it really do be like that sometimes
though for some reason now my furry crew is all humans
ah yeah
so
that was before i figured out how to fix that
you know how in the other modmains i have the loadDLC func?
the preload dlc function from my other modmains should fix it if i splice it in right?
yee, exactly
well now i know how to make ships variants. wooo!
again! if only there was a modloader to take care of that for you!
XD
yay! it's a bit more in-depth than most things
now that its 4am. time to go on a ring dive and see if my changes to the ship actually worked
relatable
if only i could get the same ship name on the new model. then it would be perfect
what's different about the variant?
its... its also showing me a K37 when i preview in the dealer... but when i buy it its a K225
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
can i get a screenshot of what you mean?
oh yeah, that sure is the default k37
ships["K225-KTI"] = load("res://K-T Industrial K225-KTI/ships/ATK225-KTI.tscn")
configAlias["K225-KTI"] = "225-KTI"
defaultShipConfig["K225-KTI"] = {
might be your issue?
ahh let me go fix that
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
you have to run it first thing in your init()
ah... ill try that
idk if its cause of the hud or if all i did was give my ship some holes lmao
you have to define a custom cargo bay area on the ship for the scanner to show
but also the hud probably isn't set up for it, no
seems fair. XD
i will tackle that tomorrow. turns out another glaring issue popped up, my highstress weapons are not equipping anything.
i have a rough guess why. cause of the shipyard file
you need to make sure the mod loads after anything that affects weaponslot.tscn
11 is my mod priority for this. any other mod is loading before it at this point
any mod i make is prioritized in sequence. so my first mod was 4. then 5 6 7 8. and so on
i assume this is the culprit for my weapon slots
shouldn't be, that's just the default config when you buy a ship
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
the MT companion works perfectly on it. so that works atleast
yes
maybe that did break something then
which is funky
low stress works for loading guns. just checked
only the HS slots are effected. im going to do something silly and put the arms back on it in the outfit file XD
hm?
OH is my 4am brain that dumb lmao
the titan doesnt GET HS. omg lol
.......but what if it could π
thats weaponslot.tscn right? >.> or am i just digging up a huge workload of insanity for myself
my brain sees one thing right now.
titan crab.
i was honestly thinking closer to the front for feeding
either way. for now im gonna remove the HS slots from the shipyard file lol
yee thats more like it XD
it's not very crazy as long as you use slots that already exist in upgrades.tscn
you basically just copy-paste one of these
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
and fill out the data slot, toggle key, etc
yea, you can put it wherever
Ghost in the shell type shit
tachikoma vibes for sure
so thats all i need for the DLC loader?
okay so
ok one sec. my appologies for being a code idiot XD
no worries lmao
honestly my best advice would be to do it in godot
just because there it will yell at you if something is wrong
yay (:
wooo!
(probably)
XD
so all of this above it is useless now? or is that init referencing to that code
yeah, it's calling that func
and that func is expecting the 'l' func
which you do not have
so you can just delete those two lines
ok
or copy it from the other script as well
gah godot keeps yelling about stuff that i havent touched
the method "updateUpgrades( )" isnt declared in the current class XD
my shipfile doesnt have upgrades. it was leftover from the OCP code
modmain. one sec ill show ya what was wrong
this was left over from the original OCPdrone modmain.
func updateUpgrades():
replaceScene("res://DroneOCP/enceladus/Upgrades.tscn", "res://enceladus/Upgrades.tscn")
but my ship has no upgrades changes
oh yeah, just nuke that then
yeah i did. i was just worried cause godot yelled. then figured it out after i mentioned it here lol
# 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])```
try that version
trust me you don't want to see how i started lol
i spoke slightly too soon maybe? that or this is from something else
the forever load has hit
one sec engine log has a hit
but not related to the modmain
XD
Shipyard.gd:45) - Parse Error: Error parsing expression, misplaced: '}'
the curly boi won
he always does
time to see why its crashed this time π
error log is very angy now. i modified the shipyard.gd in godot and godot says its fine....
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
looks like it's not seeing the file again?
that'll do it
wooo !
ok time for a test dive. see if the... well never mind lmao that was different
nvm think i got it figured out.
the new cargo bay is colliding with THICCS so its ejecting them lmao
oh yeah, they're probably clipping like crazy
my ship ejected thiccs at E during the launch sequence and it was so bad the game just closed XD
that's an accomplishment
π«‘
ty for all the help, the absolutely HUGE help.
i will see yall later.
Just an FYI for mods with MPUs. #experimental-feedback message
Oof, rip BetterRefining and probably IoE's MPUs 
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
Yeah, it's probably unaffected tbh, that message was sent before I finally woke up and read through what all had been messed with
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 
im cookin, mainly for the MPU changes just to see if the code has changed much.
i...might be able to find the bar but i doubt it XD
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?!?!?!?!

it IS kind of concerning to have multiple drunk ship crews operating mining hsips with various weapons while drunk lmao
but im also the crazy guy that gives my crew a 7 day resort stay every time i go to E
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
it would have been funnier to put in consequences for drinking too much instead of limiting it to 1 drink per dive

GDscript, similar to C++ i believe but does have differences
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
yeah no worries i will get there in time.
i was mainly asking cause im comparing the new and old MPU.gd
I've heard GDscript referred to as "If Lua and Python had a love child"
drones are now 0.8fe 0.2 pt
wasn't that what it was to begin with?
it was 0.4fe 0.1pt
i see. same ratio just difference in numbers
yeah just a doubling of cost to make new drones
so it's more expensive now to print them? any changes to print speed?
if not, gross
I really don't like that at all
base mineral efficiency seems to be 0.8
mase remass efficiency down to 0.5
from 1 : 1
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
This is really just sounding like a drone nerf being slid in, which seems absurd, because it's already pretty abysmally slow
I thought the Iron costs were good before, if anything it could have used more PT being used, but not more Iron
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
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
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```
hmm. i should decompile my 1.6.0 again then.
i might have saved a file i shouldnt have XD
that can always be something
I just wouldn't be able to stand a nerf to drone print ratios or speed right now 
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
it's already on the conservative "Almost isn't worth it sometimes" side of balance, don't need to knee cap it any harder
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
Yeah, nothing changed surrounding the drones, good
i dont see a reason why BR would fail to work.
im going to load experimental and test it
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
I wish I could look at this and immediately understand what I'd need to change to make drones print faster, but alas, my brain does not have that skill, and math is my one true genuine weakness, I fuckin suck at math π
BR works confirmed
wonder if IoE works too, as i can see it maybe having issues with the preprocessors, but who knows
my broke af settings are 190% efficiency XD. 1500fe from a 794fe chunk.
lol
already reported as working, at least works normally, unsure about if the efficiency tuning works as intended with it though
out here breaking the laws of physics and anime alchemy and probably some other laws at the same time

XD
look. i needed the processing speed and efficiency. i just made a new K225 variant lastnight and its got 180K processed storage internal. not even including the THICC Ports
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
Is the multidrone stuff not part of K-Tech?
the multi-drones aren't really a real mod, I just wrote an example for Rena to use for https://discord.com/channels/426287934870781952/1290925501250273343
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
yeah nothing about the update should have broken anything. koder and the gang are really good about not making wild sweeping changes all the time that always break things 
Hurry up and release the Titan Cut, need more mounts 
4 lasers, 2 deca drones, 4 monothiccs, very happy barrito
Ahh, whoops, thanks.
lmao. i still have to learn how to add more mount slots
imagine if you could weaponize it. just send that hurling towards the nearest ship
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
lmao i didn't think of that
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

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
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
)
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
one way i wish it would work so that way it could be balanced would be tied to the number or experience of geologists, or just have the ability to buy them a better computer
I think the main reason why it's limited in the first place is performance more than anything. I honestly don't see any real reason, other than potential performance cost concerns that would prevent such a system from being a thing
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 
I'm trying to actually play the game for a little bit for once, instead of modding or running my testing save where nothing I do really matters 
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
go for it my dude. you wanna try out the stupid thrusters and torch i made last night?
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)
collecting ore for the ore gods
lol nice let me know if you do. the titan loves them.. the reactor heat not so much (for "balance" reasons)
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

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
good lord
Honestly, services are so potent that I rarely need the bars. If you use pretty much any service other than the capsule hotel to pass time, you can usually keep a smile on their face.
Just from passing the repair time, mind, not doing any extra.
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)
personally i just manually pass the repair time with services first. but thats me, spending money cause the titan brings in the monies XD
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

lmao
i kinda always thought that we just owned our own ships. hired the crew, and independently contracted to E for mining rights
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
ah fair i suppose lol
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 
i just cant wait to see the in universe patch notes for the bar XD that should be funny
not even full and it's already more than what I'd make with my older setups
I love it
"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. " π
the most casual high value sell screen I've personally had 
niiice.
after i get some food in me, im gonna start trying to cook a "titan cut" as you call it. XD
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 π
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

ok.. that would be weaponslot.tscn right?
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
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
ope, I just re-looked at YeetProtocol and something tells me it might conflict with multi-drones.... 
wait, nope.... I don't think it should....
ok figured that out really quick. now to figure out moving them physically on the ship XD
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....
oh?
TWO of these are going to only support drones.
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
the wording makes it sound like it should yeet ores that you filter out
unless my original assumption was correct and YeetProtocol and Multi-drone somehow conflict
possibly
maybe Yeet doesn't work on drones using the multi-drone-plant.gd and only drone-plant.gd?
but multi-drone-plant.gd extends drone-plant, so that really doesn't make sense to me
but what I was experiencing certainly isn't what I would call "YeetProtocol" 
I can take a look later to add compatability if they're conflicting
I think if there's a conflict it's probably the both of them using/tweaking func scanForTarget(s) (delta):
oh yeah, I had to take a hammer to that function for the multi-drones to work
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

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
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 
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 
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
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)
depending on load order, that will either do nothing, or cause the game to crash
probably just nothing tbh
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 
@neon yacht sorry i dont like pining normally. how do i remove or specify what item can go into a specific slot?
that's handled by upgrades.tscn
so not handled on the ship tscn. got it.
you set the slot type on the slot, and the relevant entry in upgrades controls what items show up
i set the slot type on the slot inside of upgrades.tscn or the ship tscn
just making sure i get this right lol
ship scene, in the inspector on the right when you select the weaponslot node
ah so "slot middleLeft"
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
ah ok ill see what i can do ty
shocker, you were right, it appeared to do nothing 
ok so weaponSlot.leftDrone.type ONLY allows drones in it. gotcha.
yeah, I'm stumped on this one. I do feel fairly confident in saying it doesn't actually work as intended anymore though, or it's just got a seriously misleading name and description leading to improper expectations of function.
I'll tap out on this, my focus is shot as hell right now, and I'm sure someone else can figure this one out 
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
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
so far this is what i have
left and right 4 are for salvage arms. (but i might scrap those for a different model)
L R 3 are meant to be only drones.
L R 2 are additional weapons.
the THICC slots remain untouched. (this thing will be BUSTED lmao)
brb checking on food
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
All good. I will load up the ocpdrone and see if I can follow along on that since it adds a new slot
jesus christ
yeah not sure how im going to handle the key binds
lmao
but you wanted something crazy.
I mean the better question is how does that even logically work.... 
well i did lower the power drain on my BLI mod. 3mj per laser in tuning
im cooking some minor slot tweaks right now
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

oh well
I mean, I did, but I didn't mean batshit bonkers 
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
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

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
sketchy place to put arms, right near the ass and reactor 
those pod bays should be reinforced anyway, since each one can hold up to 90Tons of material.
never said it was a smart design. this is like. after market ringa build
I guess I'm just learning that I'm less Bootleg than the name implies 
between the game's own "PDT Laser" for BBW, and now this, I gotta change the company's name to "Not So Bootleg Industries" 
when i upload the finalized version i will send it to ya for research purposes π
im not bootleg, im just... overkill
You say that now until a salvage arm rams a ship up your ass and kills you 
bootleg is strapping lasers onto an auto target mount.
overkill is strapping more of those mounts onto a freighter π
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 
the rest was word soup to "explain" why it's so gangster compared to the CL-200AP 
XD nice. i was wondering how you managed it
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" 
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
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

oh yeah that would
if it's supposed to be just salvage arms, and absolutely nothing else, you can just add the arm scene to the ship directly, and not bother with the weaponslot
i might need to do that...
my boy a bit special right now
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
OCP enjoyers boutta lose their minds when they find out the Titan is getting an insane glowup
there's a toggle for 'mirrored' or something on the arm scene that you probably want to hit
ah i will check on that
eh kinda. but my arms arent good for actual mining.
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

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
making the Titan into an actual black hole with it's mass to volume ratio
why do you think i made main torches and RCS so strong XD?
i need to push the singularity somehow
because the ship weighs 2millon kgs
well yeah, but you have 6 monothiccs on it

and the insane 180,000kg processed mat storage to boot
And I thought I was throwing balance to the wind and dunking on the "sidegrades only" philosophy
I am merely childs play

Hi, Im Kad. I break things π
new crazy BLI idea
modify the THICCs to be detachable PDLTs that fly in formation with you and attack targets
XD
im laughing so hard im turning freaking red
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

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.
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 
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
I don't remember exactly what it's called, but i swear it exists lmao
but then i moved to RCS and torches to continue learning π
its under the SALVAGE_ARM right? not the slot itself
I think so
π
the current child
actually un-required, I've mounted lasers to the middle bays and I've never done any damage to myself
it might clean up any potential sight line blocking though, so no harm in doing it either

i was more concerned for other weapons tbh
it was actually one of the things I was surprised wasn't an instant issue with my lasers on the titan 
ah, fair, Kad just kept showing it off with my lasers so I thought it was related to that
its aliiive!
it lives !
I hate it and love it, I'll take 12
bruh i dont dare put anything else on it OTHER than your lasers right now
HMMM BUT WHAT IF...
most of the translation in this is literally ripped from PDT-Laser so the stats aren't accurate
but this is the actual official, already exists in the files, PDT-Laser (not the really good and bootleg one BBW uses though)
with 180K Fe to fuel 4 gungir i might be able to fire for 0.5 seconds
that's probably why the Gungir is going to be the last thing I PDTify

I rarely use things that use ammo
but i can evaporate anything in front of me
i assume
never used one. no clue what it does
oh i have no interest in the gungir. im keeping the busted lasers lmao
time for a test dive
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

lmao
oh i forgot to change the keybindings lmao
guess this is gonna be an interesting dive
it's also, kinda a very similar way the game actually does BBW's fancy pdt lasers we all want but can't have

the green looking ones?
the ones that seem to obliterate things whenever BBW is even remotely nearby 
those are actually some janky bootleg specials 
ah
the mod I posted in here for the "Real" PDT-Laser is the PDT-Laser from the IRRS-T
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
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 
and was surprised it didn't immediately make the titan kill it's self

so.. if i pop sanbus on it handles targets better?
you can put 8 lasers on a stock titan and it doesn't just murder it
nice lol
Sanbus makes it so none of the weapons with Sanbus can aim at the same target
which is either a good thing or a bad thing, depending on how you see it and how you like your weapons to behave
ah
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

yeah sanbus seems good for small rock clearing, but bad for giant roid clearing
I just find the "advanced targeting" and sanbus stuff to be more annoying than useful
its great for drones
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 
oh yeah, drones honestly need sanbus to exist efficiently
you'd waste soooooo many more drones if it didn't have sanbus
I need it, with functioning keybinds for the arms and all the weapon slots 
help me figure out what keys i can use for that and you got a deal lmao
and maybe a sliiiightly less insane combined ore capacity 
what would you say is slightly less
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

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
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

you dont want to go 150m/s with a single key tap?
cant do more. ran out of drones
RIP
waiting for more to print

gonna go get more food while that cooks lol
*M(ORE)
this is why I just halved the drone weight to 0.05kg from 0.1kg, and put it at 25 drones per second instead of 50

probably don't even need to go that far, but it makes it far less painful
dunno where to do that yet
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)
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
"some iron and some plat" has 90,000kg of iron and 83,000kg of plat

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

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

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
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 
won't even end up on the github 
yeah this ship is probably going to remain here. personally shared around to peeps that want it
glad you guys enjoy the funni drone mod
I already added a Quad drone and a "Dodeca" drone which is incorrectly named for giggles but it's a 20x launcher
funni drone mod is very good, and I need to disect it and make funni multi-beam laser mod happen now 
disco mod

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?
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.
if I'm not mistaken, yeah, both approaches are valid
lmao. task failed successfully
might also explain why i was having trouble making all of my MPDGs work inside the same mod zip
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
whats "drone amount" i changed drones per second and weight.
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
Drone amount is how you set how many drone streams it has
1 = 1 drone
100 = 100 drones
1 is 1 drone
100 is 1 drone that acts like it's 100 drones
ty
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)
yeah that makes sense there
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 
whats the lowest sanity check for drone weight you have tried
lowest I've tried has been 0.05, I assume that one is going to go as low as 0.01 before it defaults
check the infinidrones (:
they're actually infinite
the infinihaul have no drone usage?
yea
dang thats nice
no they have very high magic drone usage
lol
drones magically have no weight or limit or resource
they just exist
pocket drone swarm
i always assumed the "infini" part of the name was due to the amount of launchers on it
the answer: yes
XD
little bit of A, little bit of B
24k or 26k internal storage
i forgot what you said earlier lol
i mean. ANYTHING is more reasonable than what i set
ok gonna walk the roomies dog and then i will get this ship tested and zipped for delivery
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

oh yeah, reminder to not have the mod setup in the "force it to show up in the dealer" way for the actual release π
probably don't want it to be constantly in the dealer for normal gameplay 
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
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?

yeah
so you're safe 
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

currently my broken 225 is "sufficient child" which is hilarious too
my stock 225 is "fat child"
my 2 titans are North Spacefellow and Anticipated Buffoon
the second one is my personal favorite of the two

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
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
probably. im fairly sure the pods are named randomly because they are ships themselves
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"
hmm something i have not figured out yet is a custom dealer info panel with all the info other ships have
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
promo image should be working. but its not again.. dunno if thats cause im forcing it to spawn in the list or not
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
gotta put her back in the oven for a few more minutes. the mid lasers collide on the thiccs and cant hit targets
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
@paper spade
cant collide with anything if i can make it fit lmao

XD
Glorious
Multi-drone, but Multi-beam, you're already like 60% of the way there
π€£
going to test the arms next. just fixing the drone mod up a bit more.
sad but i think i have to put the lasers back to 1x scale. scaling them down reduced the range
@neon yacht by chance do you have a cheatsheet for the OMS keys i can assign to things?
Salvage test works good after changing the thruster layout
(these are my custom RCS and Torch btw)
nice nice, are the arms able to be toggled on and off still?
not yet
still trying to figure out how to change the keybinds for them
currently i cant turn off the drones either
might hard coded to the slot type and amount of slots?
or in there somewhere
the problem is that the keys are currently odd if you don't move the torches' key
oh? please do tell.
you have 1-9 available, 0 is used by the torch toggle, then you'd continue with -, =, and BACKSPACE
ok so random letters on the keyboard wont work.
i mean they could be, it's totally up to you, just it would be a bit odd at least in my opinion
true, im just trying to figure out how to handle it.
is it toggle command or command
honestly idk, never dealt with it personally. always the fuck around and find out which one it is
np.
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
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
yeah. i had to remove w from the arms slots since they dont really need to be fired manually in this position
yeah, plus they're tied to the excavator usually
since that's not exactly a possibility, unnecessary really
I'm trying to poke around in the game files and I honestly have no clue how keybinds are being assigned to slots/equipment
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
fair but how the heck am i supposed to stow them. i cant even assign a key to them
while we're on the subject of silly additions, why not a K37 excavator on the two frontal docking bays?
huh?
have the arms at the rear chuck ore into the ship from the side since it can't reach the front
omg thats actually kinda funny
.... dangit im trying to think how that would work now.
have fun reworking all the collisions on the ship and mpus to make that happen though
π
lmao yeah
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...
honestly the idea i had was a beak attached where the docking bay should be, similar to how the modified one has the docking bays using a torch slot instead
oh maybe the pelican excavator on the front.
that too, have the front one have an advantage compared to the side
yeah that variant with the torches was terrifying
idk how to get one. but if i ever do im putting my custom torches on it
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?
LEGEND
still have no clue how keybinds work, just diggin blind
zakrin just got that covered
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
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
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?
yep, I saw how it was done, and then did it worse π
who needs a keybind set for you by default, just open the config and set it yourself π€£
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.
do you have it open in like NP++ by chance?
nope
are you absolutely sure? cause I've not had that
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
project.godot more like project.confused
yeah but you arent about to try swapping excavators lmao
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
π€£
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
you're gonna give a snaggle face π
I'm pretty sure you just need to assign it to an existing slot for the Toggle Command to lump it into an existing keybind
but digi think about it. the pelican scoop is larger. which means a larger target for the oreb
it may not be perfect but its better than having to get into the code side of things to add new ones
I can't, too much of my brain still considers some sliver of "balance" yours doesn't π€£
.>
but arms for salvage, let the thing do salvage
π
it's already a fat fuck it doesn't need a bigger mouth π€£
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
#1252866978075512863 message
try this
just add it to an existing slot group for the keybind
if you turn off all its options in the geo tab for the arms it can fully ignore everything.
one sec checking
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
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
that's better than no control over some things
indeed
and the keybind grouping already happens
so solid solution until you're able to do a more elegant keybind addition in the future maybe
ffffack. slot 3 is one of the thiccs
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 π
might just need to lump the arms in with the Weapons grouping and have it be more of a "Stow for Astrogation" feature rather than an explicit toggle for individual equipment
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
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
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
right but if you're like astrogating in-ring to another in-ring location and have to be doing on-the-move setup, it's better to not be pulling in or making new debris, at least imo
what looks better btw. elbow forward or elbow backwards
elbow back
gotcha keeping it as is
yeah thats elbow back
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)
no i agree
plus it aligns with the radiator towers, definitely just the right way to orient those
the ship speaks, and you listened
well that image is old af lol
I mean I know it's not the most recent showing, but it's still a good example of the arms
this is the current setup. the elbows just barely cover the radiators
I know they're more midship army bois now instead of on the butt
and it brings ships in towards the midship so the RCS that i moved around wont mess with them
yeah, but the forearms are alllllllllllmost in line with the towers, which is still basically the original vibe
yeah and probably just better to not have it super off COM
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
hmmm
an option to try after testing
@paper spade know what vibe im getting from this now?
I think the ones that align with the radiators with the slighly off stowing is the better one tbh
it honestly still looks like it was the way it was supposed to be on that ship
somehow lmao
i did try to align the base of the arms with the mid hull as best i could
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
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
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
sounds like something out of my skill range lol
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"
π€£
wanna know somethign silly but easy af to do?
change excavators on ships.
all they do is change the scale of the scoop
not surprised tbh π
im gonna test out a larger scoop. if it doesnt work or looks bad im gonna go back to small scoop
ok nope. its doing the constant excavator grinding sound lol
the titan resists the mouth transplant
i wish the virtual service wasnt so pixelated
it has a mouth and it is screaming
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

