#Mod Development Discussion/Help

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paper spade
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๐Ÿคฃ

paper spade
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๐Ÿ˜…

left grove
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freakin saint you are

paper spade
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I'd be a monster if I showed that one off, explained what it did, and who made it, and then just said "yeah nah, you're on your own"

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๐Ÿคฃ

left grove
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XD

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kinda sad the larger excavator didnt work. it looked GREAT in godot

paper spade
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that was my first attempt to dive into modding, making the grinder not annoyingly loud, and Za'krin ended up scooping that one up and taking care of it in like 5 minutes cause I still had NO clue what I was doing at that point

left grove
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lol

paper spade
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not really sure, but I kinda figured there'd be a liiitle bit more than just "Slap it in and scale it up or down" ๐Ÿ˜…

left grove
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i had the collision customized. the ship hull collider customized. the position customized. it looked PERFECT

paper spade
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miiiiiight need some more fine tuning, or maybe there's something about setting the open and close limits that influences it doing that or not?

left grove
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who knows. i know how to somewhat do it now. so i can always try again later

paper spade
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oh yeah, that excavator isn't fully closing

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that's why it's making the sound

left grove
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its not that its not fully closing. the jaws shrank back down in game

paper spade
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ohh

left grove
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in editor is fully closed perfect. in game the scale didnt keep

paper spade
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might need to make a close of that excavator and just scale it up in that scene and then inherit it into the slot or however you're getting it on to the ship

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?

left grove
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i was just scaling up the "front bumper" slot lol

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and moving it ofc

paper spade
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maybe you have to scale up whatever is able to be assigned to that slot too?

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just trying to spark an idea or something, I don't really have much clue about how these ships work ๐Ÿ˜…

left grove
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for now. i think this thing is somewhat ready? minus the large excavator. it has the arms. the lasers. the capacity.

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ill worry about the excavator later

paper spade
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yeah, big mouth is just extra overkill on the overkill cake

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๐Ÿคฃ

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I need my hands on it so I can dealer shuffle until i get a listing for it

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๐Ÿ™‚

left grove
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let me make one quick test dive to the edge to confirm everything

paper spade
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ship explodes immediately after leaving the dock

left grove
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hey maybe

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last night i managed to cause the ship to eject all the THICCS during the launch animation. and then crash the game

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zarkin said that was an achievment

paper spade
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too much thrust 5 titan

left grove
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nope it was collisions

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i had modified the cargo bay to be like the Breakbulk variant, but keep the thiccs. which collided into the cargo bay and shot them out of the cradles

paper spade
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๐Ÿคฃ

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who knew trying to force a container into a slot specifically designed to no longer have a container resists having containers

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๐Ÿ˜…

left grove
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ok im gonna throw this zip directly at you digi. its temporary cause its special

paper spade
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๐Ÿคฃ

hollow pewter
left grove
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XD

neon yacht
paper spade
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Yeet Protocol lives again!

hollow pewter
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glorious!

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now to set it to yeet at mach fuck

neon yacht
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๐Ÿซก

paper spade
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For real, it's gonna be so nice to clear out the hundreds of chunks of garbage I don't want from the surrounding 800m around my ship at all times

neon yacht
hollow pewter
paper spade
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Gather an Oreb, and then Launch the Oreb at something/someone

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Delete an Obontu with an Oreb sacrifice

hollow pewter
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set the AP to target a chunk that fails the check and watch as it carries the chunk through rocks, demolishing them in the process

paper spade
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It's actually hilarious watching a drone with decent tug and haul power grabbing ore stuck behind ringoids and just pulling those ringoids in slowly by smashing the ore into the rock

hollow pewter
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i can imagine

neon yacht
deft bane
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lol

hollow pewter
paper spade
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or just more absurd velocity values

neon yacht
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oh i am, don't worry

hollow pewter
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wait isn't this like a large-scale fission simulation at this point tho

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ore chunks get flung into rock, rock splits into more ore chunks, ore chunks get flung into more rocks, repeat

paper spade
# neon yacht

Oh god.... now what does it look like when a piece of ore riccochets off of another ringoid and returns to sender

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death

hollow pewter
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indeed (i forgot it had a name)

neon yacht
hollow pewter
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just thought, could this theoretically be it's own equipment type perhaps

paper spade
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the oscillation of ore in front of the ship with an over powered drone is a hilarious sight

neon yacht
hollow pewter
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fair

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could be a toggle between pull and push hauls, and have each using different variables, but i guess that's what the filter is for

paper spade
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Yeah, in theory it could be it's own piece of equipment, but I definitely wouldn't be able to justify a slot just for drones that clear unwanted ore around me KEKW

neon yacht
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i have some fun drone ideas

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so i may have a solution for that (:

hollow pewter
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ooh

neon yacht
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i think i'll make my multidrone mod into an actual mod, and people who want to add fancy drones can just inherit it into their own mod

hollow pewter
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that's actually pretty cool

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albeit i guess you do that sort of thing a lot now, guess you could say you're the "Messiah" of ฮ”V's modding scene

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(i've been playing a lot of oneshot recently so that term is the first one that came to mind)

neon yacht
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lmao

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i just like the game man

hollow pewter
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fair enough

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i think you've been a major part of the modding scene the entire time i've been a part of the community

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so i guess it only checks out

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now that i think about it, basically every recently made mod uses part of your modloader replacement functions, so i suppose you literally are a backbone of it

paper spade
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his modmain is basically the golden standard for templates to use

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you may not always use the helper functions in it, but when you do, they're great

hollow pewter
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yeah i've seen

paper spade
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it's starting to get weird to me looking at modmains that aren't templated off of Za'krin's KEKW

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"what is this foreign ancient magics?!"

hollow pewter
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i can see why they would be, as Za'krin does put a good reasoning to using them too: "I found these functions to either be too limited, or in the case of addTranslationsFromCSV(), no longer functional. To remedy this, I have provided some replacements that I use on my own mods."

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heck even a tiny mod that i use that overrides a whole two lines uses it, it's crazy how universally important it is

paper spade
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Yep, his translations function is primo, and his extendScript function is really nice cause it gets the relative path for you, so you can just do like enceladus/upgrades.tscn instead of the full mymodfolder/enceladus/upgrades.tscn

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which isn't much, but it's very nice

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makes copying and pasting modmains between mods and just tweaking things as needed much easier

hollow pewter
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yeah, not to mention i've also found it helpful as i've renamed the root folder of my own mod a good few times, and it's nice being a tiny thing i don't need to worry about

paper spade
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Yeeep, it's a small thing, but it really stacks up as a lovely QoL thing

hollow pewter
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yknow, because it's so universally used, i wonder if an implementation of it's functions could be worked into the current modloader, alongside the older (i suppose "legacy") functionality as well

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probably something for @neon yacht to figure out though, it is their work after all

neon yacht
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haha, that would be crazy

hollow pewter
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it would, but you never know

hollow pewter
neon yacht
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it's real nice

hollow pewter
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i can imagine lol

neon yacht
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some of my projects still abuse it a bit too much lol

hollow pewter
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LMAO wtf are you doing

neon yacht
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lots of horrible things involving transparent windows overlayed ontop of the screen.

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the actually useful one is this

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picks up my voice and displays it on screen

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then when i hit enter it pastes it into chat

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i use it to talk in games without having to type

left grove
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apollogies for buggin you while you are cooking some drone magic up. Can you take a look at my mod and see whats wrong with it @neon yacht when you get a chance is fine, not a huge rush.

I have been going insane looking at one of my new ships that suddenly stopped working today. I cannot find the main reason. the dv_log0.txt shows the mod loading fine. but then says "no such ship: Kitsumo-KTI" i have gone over every section of code that names the ship and tried multiple different variations to get it working.

left grove
left grove
neon yacht
left grove
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LMAO why is there a dragon

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gonna afk for a few min. dinner and dog walk, just @ me with the results if you find anything

neon yacht
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why would there not be a dragon

paper spade
deft bane
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whoa

neon yacht
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so 2 issues:
first, the file paths you had in modmain.gd were incorrect (perhaps from a previous version)
second, in currentgame.gd and shipyard.gd, you were using two different spellings, "KITSUMO-KTI" and "Kitsumo-KTI"

left grove
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its been driving me up a wall for 3 hours lmao. i tried combinations for everything checked the spelling on all of it too.

probably getting a case of code blindness lmao

left grove
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then i get to tackle having it show up in the dealer preview lmao

neon yacht
left grove
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that dragon just broke those rocks with its sick moves

neon yacht
left grove
# neon yacht

i am actually excited to see the code on these lmao

paper spade
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Now all that's missing is drones that scoop bodies and other things the arm will but the drones won't KEKW

hollow pewter
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wait u just gave me an idea: NT companion variants equipped with haul drones that mine and bring ores to you using those instead of how they work currently

left grove
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ooooh

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and thats safer than strapping a laser on them

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hell you could give them an MPU and redock them to transfer the processed ore over while refueling them for another run

hollow pewter
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that too

left grove
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i wish i knew how to do any of that XD

hollow pewter
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lmao, a steeper learning curve. im sure it could be done tho

neon yacht
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i somehow need to make the drones go out and then back

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  • make the ore 'puff' when it vanishes
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  • idk some particles or something
deft bane
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oh mai

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astroid remover via drones?

neon yacht
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drone-based kinetic weapon + ranged MPU

deft bane
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gotcha

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ngl, its one of my things todo lol

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was because someone mentioned it and sparked my interest

neon yacht
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my script extension is already almost the same size as the base script

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my brain is a puddle of goo

deft bane
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lol

neon yacht
dark pike
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You know, one thing I haven't seen in a mod, I don't think, is a hardpoint-based factory for consumables. Something I'd always would like to have seen, since the voyager is so useful in some ways, but also so cumbersome in others. And I think a hardpoint is a fair sacrifice for that capability.

hollow pewter
naive patio
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Would it be a bad idea to start a 'mod request' thread? I just had an idea, and it feels like things could get buried in this very busy thread

left grove
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probably not bad at all.

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just have a set structure to it so that when someone posts an idea they include some sort of standardized hashtag so we can search through the ideas list

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like.

mod idea
mod name:
mod idea description:

paper spade
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I'd maybe call it "Mod Ideas" just so there's a place to put ideas that won't get buried, would accomplish the same thing without making anyone feel like they're being a bother

paper spade
left grove
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#1295484079696904194

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@naive patio @paper spade

naive patio
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Awesome, thx. Starting the first suggestion rn

dark pike
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Pinned that thread.

naive patio
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Could probably just combine keyword and tag? Looking at it now ๐Ÿ˜‚

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Just make sure pineapple is the FIRST tag?

dark pike
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Would have pinned this one, too, but it looks like you can only pin one entire thread. I figured that would would me more what randos are looking for.

left grove
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the keyword is for mod makers to have a search tag

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something not likely to come up in conversation about DV

naive patio
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Right, but it probably doesn't need its' own heading in the post, right?

left grove
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i suppose

naive patio
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I'll change one of the two, and you tell me? That way we can compare easy, side by side.

left grove
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Mod Tags & Keyword:

dark pike
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You can search IN a chat room, right? If you're already searching, you can contstrict it to that thread, I think.

naive patio
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Yeah, you can do "in:"

dark pike
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Only in channels, not threads. :/

naive patio
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Really? Huh....that's a choice

left grove
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discord being discord lmao

left grove
paper spade
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how exactly do these values work, just want to make sure I actually understand what lowering or increasing them is doing

naive patio
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Looks like 'max health' for capacity?

left grove
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@paper spade my RCS thrusters that constantly got bent had low Capacity stats

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so thats the main health of that damage stat

paper spade
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okay, that's what my working assumption was

naive patio
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Then threshold is where it begins to show as 'damaged' in the mechanic tab maybe?

left grove
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possibly. never figured that one out

naive patio
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It might also be the line where 'fail/ok' is?

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Considering we can damage parts >100%

left grove
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threshold is the force required i think

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considering i just ran a test by smacking my RCS against a rock

naive patio
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I could see that. I've bumped things before without causing any damage at all, very lightly. IRL you would get something from every bump, but from a game setting, that doesn't really make much sense

left grove
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im bumping fast enough to cause the adrenaline booster to activate. lol

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yeah i gotta reduce the threshold on my RCS. bonked them good and no change

paper spade
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oof, don't know if I'll make it back in time to re-buy my OG Titan just for the sake of collection

left grove
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that might have 3 days left in the shop

paper spade
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Wasn't sure how much longer I had, cause I sold it a while ago in-game wise

hollow pewter
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time to tune down xenon usage then

paper spade
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I already rock 0 xenon KEKW

hollow pewter
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fair enough

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time to see if it lasts those 24 hours

left grove
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im givin you an estimate i dont know the exact time but 3 days feels safe

paper spade
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but I sold 2 salvaged ships and the OCP I wasn't actually using to get the money to buy it back, now I'll do a run and get the money to re-buy the OCP

left grove
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ah good idea

paper spade
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I definitely have enough time to re-buy the OCP

left grove
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yeah

hollow pewter
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do you have access to the G4A station at all?

left grove
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probably 10 days on that OCP

paper spade
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nope, I've only just started seeing JG4 transponder ships

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my game has not been very kind on that front, or I've missed the opportunity on more than one occassion

left grove
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dont worry i havent either

hollow pewter
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sadly the transponder tag doesn't correlate with the Ganymedians, so you might be seeing a false positive

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shame though, as you might have to spend way longer making that million or so

paper spade
hollow pewter
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fair enough, forgot you had that thing

left grove
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XD

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my masterpiece

hollow pewter
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indeed

paper spade
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it really is a menacing profile

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angry space wall-e boutta give you a danger hug

left grove
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lmao

hollow pewter
# left grove

pffff ok you got a laugh out of me. made a fool out of myself in the process as i'm at work too

left grove
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XD

paper spade
neon yacht
left grove
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looks good to me!

neon yacht
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the one thing i want to do (but will probably be a nightmare) is to have the drones go out and then back

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since they need to bring the processed ore back somehow

left grove
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hmmm

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any way you can code it to play the drone sprite flying to the rock in reverse after it has a grip on the chunk?

neon yacht
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so the main thing is all of this behavior is in the drone-plant.gd script, and i'm trying really hard to keep it that way. But i think in order to do that i need to modify the DroneLaunchManager.gd as well

left grove
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ah

neon yacht
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orrrrr

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i get really funny and spawn an invisible dronemanager that i teleport to the roid's position every frame

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nothing bad could possibly come of this !

left grove
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sounds laggy

neon yacht
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it's not efficient for sure

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but computers are fast

dark pike
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I believe the drones are supposed to be a shader? It's been a while since we talked about the graphics for those.

left grove
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the drones being shaders kinda makes a ton of sense as to why zakrins infinidrone launching 1000 of them was murdering my GPU lmao

neon yacht
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it's a set of 3 particle emitters, with a launch point, target point, and special behavior for when the two are close together.

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i would have to make a return stream and then modify the code for it

left grove
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ah

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maybe explain it away in lore or something then

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"ore particulate material is siphoned along the drone stream back to the mothership for storage as processed material"

neon yacht
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ah but there's something you'll learn about me

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i want it done this way

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so it's gonna happen one way or another

left grove
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XD

dark pike
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I think they'd literally have to cut chunks off and carry the chunklets back, realistically.

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Latch on, use the mirrors to cut bits off, then kick the bits all the way back to the ship by kicking the latched-on drone propellant with lasers.

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Now an ARM with a built-in MPU, that might make a lot of sense.

neon yacht
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that would actually be pretty reasonable to make i imagine

left grove
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OCP and Titan-KTI enjoyers rejoice as the ARM-1500 soon might support MPU refining lmao

neon yacht
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i do wonder about the refining speed required for it to feel useful

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it wouldn't make much logical sense for it to be very fast i imagine

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but in gameplay terms, having to hold on to a chunk right infront of your cargo bay for an extended period of time makes even less sense

left grove
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unless its vacuuming up the chunks along that thick cable / tube that goes along the arm directly into the storage

neon yacht
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i mean, that's the whole point of what an mpu does

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is break down the material so that is possible

paper spade
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drones that delete the ore when it doesn't pass the vibe check instead of yeeting the ore that doesn't pass the vibe check kermitHmm

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I'm very guilty of straight up littering the rings with thousands of pieces of ore left behind cause it was all trash

left grove
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lol

neon yacht
left grove
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eyyyy but it works

paper spade
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ohhh sick

left grove
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imo looks pretty dang nice

paper spade
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yeah, where's the buggy?

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the drone pop at the end when it's done?

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ahh, I see, it spawns the return stream from the piece of ore in a slightly weird way before the inital "to the ore" stream has fully reached the piece of ore

neon yacht
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yeah, they spawn from both ends

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and the ending is a bit wierd

paper spade
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still a really solid first showing

neon yacht
paper spade
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I had to look closely to really notice any quirkiness

paper spade
left grove
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ooh i see now

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can you delay the animation start time a tiny bit?

neon yacht
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seeing what i can cook up

neon yacht
hollow pewter
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couple of thoughts (i've only just seen the work on the MPU drones):

  • I wonder if it'd be possible to have the geologist update the water content of the ore chunk while it's being processed, allowing an estimated time to complete the process for a chunk (although it'd only update at best every few secs)
  • would be a second variant that doesn't completely process the chunk, only taking the water content out of it for remass be a good option to have along side this version?
neon yacht
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I wonder if it'd be possible to have the geologist update the water content of the ore chunk while it's being processed
very possible, yes, but would either have to override the code, or give your geologist insane xp

hollow pewter
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gotcha

neon yacht
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and it might look weird, as the geologist error would cause the values to jump around

hollow pewter
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true, it would have to only work while being processed and have a severe delay also

neon yacht
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but it is something i have on the backburner if i think of a nice way to do it

hollow pewter
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sounds good

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i've just thought of a few ideas that i'm gonna add on a couple of things to the second idea i had, mainly for balancing and realism purposes

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a remass-only harvesting set of drones would likely work by cutting out chunks of ice and leaving the ore, but would not be able to get a decent bit of the ice due to it being stuck between parts of the ore chunk that are too close, and would also not work for the ore part (would probably use an equation to figure out how much ice to leave behind, maybe stopping at around 1/50th of the mass of the ore). this could also be used in tandem with the full MPU drones, except those don't process remass and would lose some of it, at the cost of needing to be more hands-on to get the more remass efficient deal

deft bane
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oooo

neon yacht
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i have just come to the unfortunate conclusion that i need to make new mpu-equivalent behavior from scratch to do what i want

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it'll be really cool though, so totally worth it ;)

left grove
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oh?
can you make the drone print cost and time a variable while you are at it?
i think me and digi would love to be able to tweak the print speed

neon yacht
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doesn't better refining already allow for that

left grove
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only the refining speed and the print speed can only go as low as 0.01 so idk if that can be changed any more..
but not the drones cost.

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the code for the MPU states that as a constant.

hollow pewter
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the constants can be changed, by either changing the constant, or just not using it in overriding code

left grove
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oh?

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i was under the impression that it couldnt be changed

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based on the guide Zakrin made for an introduction to modding

hollow pewter
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iirc it can only be done with functions, but you could just copy-paste the MPU code and input your own numbers anyway

left grove
left grove
hollow pewter
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smth like that. i have delved into some modding with changes like this but not much, but should be totally possible

left grove
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interesting. something to test later for sure

left grove
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ohh nice

paper spade
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Za'krin out here rebasing his decompile after every patch cause he's smart

left grove
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XD

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im gonna do the same when its fully released

neon yacht
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i did it specifically because the mentioned mpu changes

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looks like it shouldn't affect any of my stuff though

left grove
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nice

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it didnt effect better refining either

paper spade
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anyone got any clue off the top of their head how you'd widen the beam on a pulse laser? I wanna experiment with a slightly wider beam for my Bootleg PDT-Laser, but I'm lost on how that bit is being done

neon yacht
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uhhh, you don't

paper spade
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RIP

neon yacht
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it's a raycast, so it has no width

paper spade
neon yacht
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technically you could convert it to a shapecast, but i have a suspicion that would be very hard

paper spade
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sounds like script programming shenanigans, which is largely outta my wheelhouse right now KEKW

left grove
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stupid idea. widescreen the laser model in godot lmao

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see if that widens the beam

neon yacht
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yeah, when i say "very hard" i usually mean "i have no idea how" lmao

left grove
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its scary when Za'Krin doesnt know how to do it.

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thats how you know its eldritch knowledge lol

paper spade
neon yacht
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var hitpoint = space_state.intersect_ray(global_position, global_position + ray.rotated(global_rotation), ship.physicsExclude, 35)

paper spade
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other than visual changes of course

neon yacht
paper spade
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so disco laser definitely needs some monkeying around to make happen, aka not a task for this jabrony right now KEKW

neon yacht
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...fat lasers would be very funny though

paper spade
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I just want to widen the beam so it's like just a smiiiiidge wider than an ore chunk, so it can still hit ringoids behind ore chunks

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cause those lil bastards get in the way connnnnstantly, but I do suppose that's part of the intended trade-off

left grove
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isnt the MWG a raycast as well?

paper spade
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lol accurancy

paper spade
left grove
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that ones wide. maybe see if you can slap the MWG beam onto your lasers?

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bootleg the bootleg

neon yacht
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oh my god

left grove
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im scared

paper spade
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emp's gd

neon yacht
paper spade
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I got no clue what I'm looking at

neon yacht
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it's

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it's

paper spade
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controlled by the beam shape in the weapon scene? hmmmm

neon yacht
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it just shoots a ray randomly within the microwave cone

paper spade
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oh

left grove
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XD

neon yacht
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the microwave is just a laser

left grove
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shotgun ray go!

neon yacht
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it's literally a shotgun laser

paper spade
left grove
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so the MWG is a laser shotgun with low power so it takes longer to effect the rocks lol

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if it works it works

paper spade
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well lower power, and possibly no kinetic damage

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cause MWGs do the whole EMP thing and thermal transfer, and laser do the ablative and heat thing

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iirc

neon yacht
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yeah, the actual damage properties are different

paper spade
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but it functions like a laser does mechanically within the engine, but shotgun

dark pike
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Yah, mikes are just a raycast shotgun.

#

Well, a very inaccurate machine gun, since I think it's one by one, but you know.

paper spade
#

Za'krin is about to disco laser so hard in a minute

#

he's doing it right now, I can feel it

left grove
neon yacht
paper spade
#

wide-beam and disco-laser, they can be real, cause you're smart enough KEKW

neon yacht
#

i gotta finish these drones first

paper spade
#

the backlog grows sacrifice

neon yacht
#

lasers coming eventuallyโ„ข๏ธ

paper spade
neon yacht
#

speaking of drones

#

i have now oficially more than doubled the length of the drone script

paper spade
#

it ain't script bloat if it's doing poggers stuff, so

left grove
#

@neon yacht sorry to bug ya. does toggling the visibility of something in godot make it not appear in game? or just in the godot scene

#

im gonna test it but want to be sure im not breaking something when i do lol

neon yacht
#

it makes it invisible in-game as well, assuming that nothing else sets it to visible again

left grove
#

gotcha ty

neon yacht
#

the actual mechanics all work, now it's just a matter of polish

paper spade
#

niceee

left grove
#

fack forgot to turn off the damn @

neon yacht
#

been working on this off-and-on throughout the entire day basically

#

i think it looks great, would love feedback aswell

#

i will leave you with my favorite line of code

left grove
#

Looks amazing

dark pike
#

I think it would be best to keep conversation out of the megathread, when at all possible; better to ping that person to come over here.

paper spade
#

I think it would honestly be better if the Mods Ideas was it's own forum section similar to how Workshop is, then discussion pertaining to a certain idea can continue in it's own thread before it potentially reaches a stage that would warrant it's own development thread in Workshop.

But I do agree

#

I only bring it up because the current format for it is in a channel style that kinda encourages regular chatting behavior instead of on-topic threading

granite robin
#

@paper spade hey do you install only AchieveDeez, AcheetaDeez or both at the same time? Goofed a bit with save edit to see which crew members I should bring more in dives and overwrote main save, so I'm now cheetah ๐Ÿ’€

paper spade
#

Only one a time, AchieveDeez does modded

Acheeta does modded and cheated

but I'm fairly positive the way they're both written would cause fuckery to ensue if they're both loaded at the same time KEKW

#

or it might just end up "which ever loads last wins" since they touch basically the exact same function/check

#

but yeah, should just need AcheetaDeez to be good to go ๐Ÿ‘

#

I knew having both versions would be handy for someone some day KEKW glad I did it like that

paper spade
#

@neon yacht sorry to ping you, but I'm curious about a drone related thing and you seem to be rather familiar with them at this point KEKW

Is it possible to make the drones grab things like bodies and life pods and toblerones without any scripting? Or is that something that would require some level of patching things?

paper spade
#

based on my quick experiments and looks at the game's scripts for the docking arm and the drone plant.... loooooks like it probably requires patching drone behavior to make it work.

#

Yeeeah, I'm basicaly 100% certain it'd require patching the drone-plant.gd to have a similar setup to the DockingArm.gd. Not just a simple changing of Collision masks or layers kekNotLikeThis

paper spade
#

#1295484079696904194 message @hollow pewter wait what? they do?

#

(trying to not clog up the ideas thread with general discussion of things)

hollow pewter
#

oh right, but yeah they do

paper spade
#

I've never had them do that.... I assume the unmarked filter needs to be on?

#

or are you talking about drones like companion drones? because I'm talking about the nanodrones. Just wanna make sure I'm on the same page KEKW

hollow pewter
left grove
#

shit wish i had thought to turn that on last time i had to chase a pod

#

175m/s dash after a pod in my titan in a propeller field

#

even with the BLI lasers and my stupid RCS and torch, pucker factor was HIGH

neon yacht
paper spade
#

Yeeeah, I figured, thanks for the confirmation ๐Ÿ‘

paper spade
neon yacht
#

As i teased a few times, i'm working on a new ModLoader for the game. Anybody willing to be sacrifices beta testers for it?

paper spade
#

what's it do, and what's it gonna break KEKW

paper spade
neon yacht
#

well, any mods that use variations of my modmain should work just fine, but the very old mods that require the original modloader will not work. as much as i love backwards compatibility, i also think that we should try to set a higher standard for mods.

paper spade
#

I can't argue with that

neon yacht
#

the main reason for making it is so that you don't have to keep copying the modmain, and just use the functions straight out of the modloader

#

and i have some ideas on how to make mods support eachother better in the future

#

as well as tools for mod makers to use like easily adding settings/controls/whatnot

#

for example, all of the main functions used can be simplified to stuff like this

paper spade
#

ooooh, nice nice

left grove
#

i think the only mod in my list that this would break is better refining

#

but i can probably just slap your newer modmain on that and have it working

paper spade
#

I have a couple it would break, but wouldn't be nearly that complicated to fix it

#

I gotta stop lookin at these other scripts though, my brain hurts now

left grove
#

just do what i do.
throw it into chatGPT and have it explain it to you. then read what it says and vaguely understand the code at a bare minimum level. XD

paper spade
#

was trying to figure out how the salvage arm knows what bodies and other anomalies are but the drone-plant doesn't, since they both seemingly know what life pods are, but I'm gonna fry my last brain cell

#

every time I think it shouldn't be that hard to look at things and slowly understand what they're doing, I'm sorely mistaken, at least for my abilities KEKW

neon yacht
#

if people want to try it, here you go
it loads as a normal mod, and then checks for a folder called 'mods' inside the mods folder (so you have path/to/game/mods/mods)

#

then you just put the mods you want in there

paper spade
#

can you currently dual-load old and new format mods?

neon yacht
neon yacht
paper spade
#

okay neat neat, that makes me more likely to test it sooner rather than later KEKW

#

won't need to immediately port evvvverything in my folder

neon yacht
#

i mean, i've been slapping various mods you guys have posted into the new loader and nothing has exploded yet

paper spade
#

sick KEKW

left grove
#

so it should work still with the new loader

neon yacht
#

but the main really big reason i want to do it is so that every file can be loaded at a separate priority, so even really big mods can be compatible

left grove
#

loading now

#

fingers crossed

#

@neon yacht would doing somethign like this work?

#

i will just pull those mods for now to test again

neon yacht
#

i mean, those mods should be compatible with the loader

left grove
#

something insta crashes me

#

im checking logs and trying again

neon yacht
#

note the .8kb file reduction from trimming the modmain

left grove
#

ty

neon yacht
#

also if you run it through command line (which i highly recommend for modding in general)

left grove
neon yacht
#

you can use --debug-mods to have it print out right to the console

#

yeah, your better refining modmain was broken

left grove
#

trying a third time with the new BR zip

#

something else is crashing me

#

making a new game save works

#

old saves not compat?

paper spade
#

you might need to go back through your mods that you moved into the new mods/mods folder

neon yacht
#

it doesn't touch saves or the main game at all

paper spade
#

cause based on your earlier screenshot, you moved a bunch of stuff over

left grove
#

grindher

#

might be the one

paper spade
#

like I think you want it to look like this, "mods/mods" containing stuff in the testloader format

#

un-ported old mods in the upper folder like this

neon yacht
#

works fine

paper spade
#

and if you sped through and updated each modmains yourself for the new loader, you probably should go back through those

neon yacht
#

zip your entire mods folder and toss it to me rq

left grove
#

ultra compression to make sure it fit in discord

paper spade
#

how is your mods folder over 8mb without ultra compression?

#

mine is only 249kb

#

uncompressed

left grove
#

its not i was just a dumbass reading the filesize for DeltaV.exe

#

my brain hurts today lol

paper spade
neon yacht
#

uhh loads fine for me

left grove
#

interesting

#

my save probably fucked then XD

neon yacht
left grove
#

someone can test?

paper spade
#

So you're able to dump old mods into the new mods/mods directory, and the new loader will load everything, it just loads new modmain mods first?

paper spade
left grove
#

oh

#

windows is showing me it as a VLC file lmao

neon yacht
#

save is either blown up or not compatible with one of the mods

left grove
#

interesting

#

save edit to the rescue lmao

#

been wanting to get a fresh save. RIP to the funny ship names tho

#

ty for checking

#

bonus. i get to watch that banger of an intro again

neon yacht
#

anything based on my modmain will work because they are completely self-contained, they don't interact with the loader at all

paper spade
#

but if they haven't been ported yet, it's best to leave them in the upper mods directory for the old loader to handle?

left grove
#

bruh this new modmain is so freakin CLEAN i love it lol

neon yacht
paper spade
#

can I get an example, I'm not sure I understand

#

ah, like this

neon yacht
#

was literally just taking a picture of that

paper spade
#

ones that straight up use "modLoader.function"

neon yacht
#

exactly

paper spade
#

I see

left grove
#

well i get to playtest my mods from scratch lmao

#

this is working great so far

neon yacht
#

right now it should work pretty much just like the original modloader

#

but the idea is to add commonly used features between mods

#

for example, the loader autmatically loads the dlc, so every mod doesn't have to do that

left grove
#

question for the DecaMPU. does that require a cargo MPU onboard?

neon yacht
#

no

left grove
#

oh dang nice

neon yacht
#

they're written completely from scratch, they're MPUs in name only

left grove
#

hmm i see

paper spade
#

shiet, basically anything that still works on that one GitLab repo is gonna need to get modernized, 8 of them in my paticular case

#

problem for not right now me

left grove
#

the new modmain is so clean it might be a simple fix now that i have seen what its doing.

paper spade
#

I mean yeah, it's not hard to update the modmains, I just don't feel like going through 8 mods right now

neon yacht
#

very fair

#

also this is alpha version

#

so like, things will probably change lmao

paper spade
#

Yeah, I wasn't even planning on fully using the new modmain and everything just yet, the 8 mods I need to update are just ones that use modLoader.function stuff, which can just get updated for your modmain template I've already been using KEKW

#

I'll worry about getting my stuff on the new new modmain structure when things are a bit less alpha gil_heh

left grove
#

well

becuase the drones dont have a price you can currently VERY carefully manage your power on a fully stock new save to use the kinetic, haul and mpu drones lmao

deft bane
#

.>

neon yacht
left grove
#

no worries. its just super funny

#

i made 600$ from one chunk XD

neon yacht
#

check out advanced-drone-plant.gd if you want to see my descent into insanity

left grove
#

its also REALLY NICE that cutting the drones off mid MPU harvest gives you a partial amount of the chunk

paper spade
#

I looked at it for 0.003 seconds and I nearly cried, I already spent way too much time drooling while looking at DockingArm.gd and drone-plant.gd jjjkek

neon yacht
neon yacht
#

yeah, some bits are quite terrible tbh

paper spade
#

"quite terrible" says the guy who can do insane shit I can't even begin to wrap my head around kekNotLikeThis

#

give yourself a little bit of credit jjjkek

neon yacht
#

i very nearly simulated each drone carrying a chunk back to the ship, before i realized that i would like to finish this decade

left grove
#

oh my god it ignores carobay chunks ๐Ÿ˜„

#

this is a work of art

neon yacht
#

yep, none of the drones should target things in the cargo

left grove
#

im sorry to say it rena, but i might use these drones

deft bane
#

you know, we need faster SANBUS processing

#

maybe idk

#

im dead

left grove
#

rest up

left grove
#

can we even improve the sanbus system without driving zakrin mad?

neon yacht
neon yacht
paper spade
left grove
#

IKR?

neon yacht
#

at least yours has translations lmao

paper spade
#

I mean none of what I've done is impressive by any means, and the neater stuff, was figured out by other people gil_heh

paper spade
neon yacht
#

the drones sure don't

#

(not to mention being completely broken things that i was using for testing)

paper spade
#

translation files are the easiest bit of non-work that goes into the modding, minus maybe cooking up fun flavor for it, but like compared to the rest? jjjkek

left grove
#

it looks so unnatural without weapons lmao

paper spade
#

the starter K37 that straight up can't defend it's self

#

(unless Za'krin was a crazy man and made them also able to target ships already and has just been sitting on that little secret)

neon yacht
left grove
#

bruh i legit didnt see them untill you said that

neon yacht
left grove
#

they blend the fuck in almost perfectly i thought it was the normal image of the 37

paper spade
neon yacht
#

quick, go find a ship and set the iff to hostile

left grove
#

i ran out of drones 5 minutes ago

neon yacht
left grove
#

i only have the 1k tank

neon yacht
#

omw to go test it

left grove
#

-6K in debt

#

gonna go test

#

this save can be deleted without fear anyway lol

neon yacht
#

doesn't look like it ๐Ÿ˜”

left grove
#

ah glad you were able to test

#

my games decided that no ships shall spawn

neon yacht
#

what's interesting is they're not showing up as potential targets at all

#

which is very interesting because i took that directly from the existing pdt script

left grove
#

indeed

neon yacht
#

ohhhhhhhhhh

#

wiat

#

wait

#

yea

#

that makes sense

left grove
#

ah is that the target criteria system?

#

im... gonna go lookie

paper spade
#

it's part of the collision mask/layer system

neon yacht
#

that filters what the drone detection area will pick up

left grove
#

ah

paper spade
#

if it knows what to do with it though

neon yacht
#

aka, before it gets to my code

paper spade
#

I tried messing with that section to get the drones to pick up bodies and crystals and whatnot and it did nothing KEKW

#

the fun part is if you set both the layer and mask, things just straight up stop showing up KEKW

#

fun way to mine without ore showing up

left grove
#

im totally not just doing something unethical with your drone mod zakrin

#

totally didnt just try splicing the MPU drone printing function into the code for the mpu drones <,<

neon yacht
#

yeah they are uh

#

not set up for that

left grove
#

we bout to find out if what i did works lol

paper spade
#

dronePU =/= MPU

left grove
#

the answer was no

#

lmao

#

game was just like. NAH we good fam. and didnt even spawn them

neon yacht
#

yeah, they're basically nothing like mpus tbh

left grove
#

fair

#

it was a batshit crazy idea to begin with lol

#

i just copy pastad the Aux cargo gd code from IoE to see if it would work. since that code handles printing drones and ammo

neon yacht
#

okay so

#

they now target ships

#

they aren't good weapons though

left grove
#

next week on zakrin makes a monster mod.

"so drones now refine ships down to base elements"

"if you find any carbon and water in the mixture, best not to worry about it."

paper spade
#

"so the drones are now your torches and RCS"

left grove
#

oh god no

#

we would never be able to print enough

neon yacht
#

if that had any practical use whatsoever, i would probably do it

left grove
#

what, refining a ship down to base material? or the drones are torches and rcs

neon yacht
#

the torches one

#

this is what fighting someone when you don't have a weapon looks like

#

the drones are very not good against ships

left grove
#

oof

#

looks expensive

neon yacht
#

this is actually really fun

left grove
#

lmao is that escape pods?

neon yacht
#

yea

left grove
#

XD

#

my guess is 3 or 4

neon yacht
#

3 yeah, can't fit a fourth all the way in there

#

okay, i'm going to try a version with cranked up kinetic damage to test

#

they i'll drop the new version

#

yeah it works, it's just mega-terrible

left grove
#

K37 pilots with lifepods

#

took me 5 min to find a gif that wasnt suggestive lmao

neon yacht
#

incredible

left grove
#

the gif or the drones

#

XD

neon yacht
#

yes

left grove
#

fair

neon yacht
left grove
#

lmao

#

instant reactor leak

neon yacht
#

1000x damage multiplier

#

though i realize

#

this will attack every ship

#

even friendlies

#

hold on

paper spade
left grove
neon yacht
#

exactly

left grove
#

also free escape pods

paper spade
#

drones be like: IFF? IFF what? It's mine, if you touch it, you die

hollow pewter
# neon yacht i am a calamity

i think i made a suggestion like this a while back, sorta inverted repair drones, and i think this perfectly fits the bill i had in mind. great work as ever

left grove
#

an interesting bug?

paper spade
#

bayblade ore

#

sick

left grove
#

its a bit hard to notice.

#

nothing goes into the cargo.
when i go forward near the end, ore comes out the engine bell

neon yacht
#

yeahhhh

left grove
#

and on the ships left hull side, (the top of the screen) ore can be seen spinning wildly inside the hull image

neon yacht
#

there's kindof a reason the mpus don't change the size of ore in vanilla

paper spade
left grove
#

that video was with the MPU drones turned off

#

only hauls

neon yacht
left grove
neon yacht
#

looks like partially refined ore

#

with a small enough collision that it clipped

left grove
#

ahh

#

so if im doing this its all or nothing

neon yacht
#

well

left grove
#

also
the MPU drones dont SEEM to retarget new chunks when the geologist tab has been changed to ignore an ore type
tested that by filling my processed cargo and watching the drones keep going after chunks but the cargo not go up. then disabled the geo tab for all the ores i had full

neon yacht
#

i could just disable the shrinking effect

#

filters won't work without a geologist onboard

#

technically all of those chunks classify as unmarked

left grove
#

LMAO i forgot

#

its been so damn long

neon yacht
#

the real solution is to set a limit on some scale

#

but it's so satisfying having an accurate visual representation of progress

left grove
#

lol

#

i think its fine if you can filter haul drones to ignore ore that has been scaled down

paper spade
#

that could result in drones ignoring ore that still has value that passes their filters, but doesn't pass the size

#

so might not be the best solution

left grove
#

hmm true

#

but i meant more along the lines of.

this ore is being worked on by MPU drones. dont touch

neon yacht
#

i mean, the easy solution is to just make it scale less

#

or clamp the scale

#

or clamp the scale on the collider, but let the visuals scale further?

left grove
#

that could work

paper spade
#

ah, yeah that would probably work

left grove
#

does your new modloader handle the DLC loading?

neon yacht
#

yea

left grove
#

ok cool

#

i think its not loading my ships into the dealer

#

so im gonna swap them all over to the new loader to check

neon yacht
#

i really need a name for it other than "new modloader"

left grove
#

ML2.0

#

lol

paper spade
#

ModdyMcModFaceLoader

neon yacht
#

very true

left grove
#

gonna test the K225 first to see if that works

hollow pewter
#

lol let's push the ego and call it Za'krinloader

hollow pewter
left grove
#

lol

#

the MMMFL 2.0

hollow pewter
#

lol

paper spade
#

OutPizza'dTheHuttLoader

left grove
#

OPTHL

hollow pewter
#

ZKYLoader?

paper spade
#

moreGooderLoader

left grove
#

the ZKYLoader is on brand for sure

hollow pewter
#

yeah, decided to reference the first big-time user of it

neon yacht
#

i did have that thought

paper spade
#

I fully support it, but I prefer a shitpost name, so that way future modding community can be super confused why they need [insert shitpost title] loader to have the proper modded experience

hollow pewter
#

that's a good point

neon yacht
#

so true

hollow pewter
#

NotAModLoader

neon yacht
#

just come up with something for zky to stand for

#

so we can have both

paper spade
#

"why the hell do I need this mod called 'gabingusbeansBurgerLoader' for my mods to load properly?!?!"

hollow pewter
neon yacht
#

"this is not the modloader, it's a mod that the modloader loads to load mods"

paper spade
hollow pewter
#

lol one that just came to mind: COADERLOADER

#

completely referencing another game entirely to add to the confusion

paper spade
#

GodotLoaderSucksSoIMadeMyOwnLoaderLoader

#

just to get real wordy with it

neon yacht
#

NotAVirus100%LegitLoader

paper spade
#

sys32DeleterLoader.mp4.exe

#

ThisDoesAbsolutelyNothingWhyAreYouUsingItPleaseStopBeforeYouBreakItLoader

left grove
#

lmao

#

this is going off rails quickly

#

SimpleModLoader

hollow pewter
paper spade
#

"TheCommunityTriedToNameThisModLoaderButCollectivelyWentOffTheRailsSoThisIsWhatYouGetLoader"

left grove
#

sudo WereGoingToScrewUpCHMODLoader

#

@hollow pewter

hollow pewter
#

lmao

#

anyways,

#

we need an actual name

paper spade
#

The only thing related to ZKY that actually manifested was Zebras Kicked Yesterday Loader

left grove
#

lmao yep

hollow pewter
#

@neon yacht the one time having a unique set of initials screws you over

paper spade
#

Zebra Ninja Yeast Loader, because my mind is deranged I guess

neon yacht
#

it do be that way

#

the good part is that the name doesn't really matter and i can change it at any time

hollow pewter
#

true

neon yacht
#

so i'ma just make a github for it rq

paper spade
#

Zamboi Nannoplankton Yatch Loader

#

believe it or not, that wasn't Ai generated

left grove
#

hmm yeah something about this new modloader is not playing nice with my ships.

#

ahh found it still using the modloader. one sec fixing

#

@neon yacht can you include a template modmain with the modloader on the github?

#

so we can swap stuff over super easy hopefully without asking for help evry 5 min lol

neon yacht
#

yeah, i can do that

left grove
#

tyty

#

wait a second.
did you remove the requirement for "Res://Foldername/foldername/" before a file ?

i see your advanced drones modmain only uses "enceladus/weaponslotupgrade.tscn" and "weapons/weaponslot.tscn"

#

though im modifying scripts. so maybe i do still need the res

neon yacht
#

they get readded down here

paper spade
#

his current modmain contains a sick helper function already that gets rid of that, so the new moadloader just has that baked in

left grove
#

ok thats probably whats breaking my ship mods lol. i just copy pasted the replacescene and extendscript lines from the old one

paper spade
#

Yeah, that'll do it

left grove
#

yay for learning!

paper spade
#

it's why I quickly switched over to using his modmain as a template for all of mine

left grove
#

im working on it. slowly lol

neon yacht
paper spade
#

cut out the need for "res://yada" every time, and now it's just a pretty seamless swap to the testloader format

neon yacht
paper spade
#

just gotta swap out the helper functions for the loader functions instead

#

45 lines of beauty, what a modmain template justRight

neon yacht
#

and here's the release zip

left grove
#

ty

neon yacht
#

this version should also be compatible with any legacy mods that used the old script extension function

#

it is not going to support the old scene replacement methods however, simple because those are (imo) very terrible and liable to cause horrible issues

#

literally the reason i stopped using any modLoader functions

paper spade
#

and by that do you mean the ModLoader.function or?

left grove
#

this is fine tho right?
replaceScene("enceladus/Dealer.tscn")

#

func _init(__):
l("Initializing")

updateTL("/en.txt", "|")
updateTL("/ua.txt", "|")
replaceScene("enceladus/Dealer.tscn")
installScriptExtension("/CurrentGame.gd")
installScriptExtension("ships/Shipyard.gd")

l("Initialized")

this is all im doing right now

neon yacht
paper spade
#

ahh

neon yacht
#

not adding those or equivalents because they break alot

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specifically any scene that has placeholders

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  • any scene that changes itself when loaded
neon yacht
left grove
#

i just removed all of those / and it insta crashed me

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checking logs

paper spade
#

how badly is this going to need a re-write? and hell, does this even actually work right now KEKW

neon yacht
#

also that is assuming you have functions in your script that link to the modmain

neon yacht
#

but looks 100% compatible out of the box

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(assuming you grabbed the new version from the github)

paper spade
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I did

neon yacht
left grove
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well my games in a crash loop now

paper spade
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yeah mine is crashing too kekNotLikeThis

neon yacht
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load one at a time

left grove
#

i emptied my mod folder. the ZKYLoader was crashing it

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pulled the loader.zip out of mods and it loads fine

paper spade
#

I emptied my mod folder and it booted, with ZKY still in

left grove
#

odd. leme try again

neon yacht
#

i mean, i know it works

left grove
#

ok yeah its working.

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time to test

neon yacht
left grove
#

it was save edit of all things

neon yacht
#

oh yeah

left grove
#

the newer one you sent i think

neon yacht
#

you either have to use the release version

left grove
#

wierd part being it was loading fine like 5 min ago

neon yacht
#

or this one

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the otherone was a temp one

left grove
#

hmm

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ok

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that zip insta crashed me

paper spade
#

worked for me

hollow pewter
#

lmao just checked the modloader code and it seems you have ascended beyond absurdly low priority numbers

paper spade
left grove
#

ok back to testing.

neon yacht
#

i do what i must

hollow pewter
#

the irony of the statement though, "ascended beyond absurdly low"

paper spade
#

gonna write a mod that uses -INFx2

and just tells the game to ignore everything and just play a big fart sound

neon yacht
left grove
#

slowly deleting from the top down to see when it stops crashing

paper spade
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I'm running a garbage pale and they all seem to be working, and not a single one of them is updated for the ZKYLoader format

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well saveedit is

neon yacht
#

yeah, i tried to make it compatible

paper spade
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well job well done methinks good sir

hollow pewter
#

would the --debug-mods argument help with the crashing at all, as i just noticed that it's a thing with the modloader?

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unless im completely reading the wrong way into it ofc

neon yacht
#

right now that's just for seeing the output in real-time

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which would likely tell you what's wrong

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but you can see that info in the logs anyway, sooo...

hollow pewter
#

gotcha, im taking that debugMode is a vanilla variable (can't check tho, not at pc)

left grove
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its splash screen crashing

neon yacht
#

can i see your logs

paper spade
left grove
#

BR

neon yacht
#

that's showing a valid load as far as i can tell

left grove
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deleting better refining fixed it

neon yacht
#

oh yeah

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the original version should work now

paper spade
#

it does

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in all it's ancient glory

neon yacht
#

๐Ÿซก

#

it's been around, that's for sure

hollow pewter
#

by going forward we can reach the past

paper spade
#

I love the step towards better compatibility already showing that in practice by back supporting most(if not all) of the currently functioning old mods and new "old" mods

left grove
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thats interesting cause i just redownloaded the original and it instacrashed me

paper spade
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I mean every single one of my mods in the mods/mods folder are old non-ZKYLoader format mods, and they all work

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so you might have goofed something in updating a mod's modmain to the new format?

left grove
#

all of mine are reimported old modmain style

paper spade
#

huh

left grove
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im gonna do it again to be sure

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but deleting better refining got it loading perfectly with everything else

paper spade
#

O.o

left grove
#

so now its angry with advanced drones?

paper spade
#

seems so

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I dropped AdvancedDrones in and it crashed

neon yacht
#

ironic that all the problems are my own mods

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because i changed things while working on it

paper spade
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why have you done this kimkWhy

left grove
paper spade
#

yep

neon yacht
paper spade
neon yacht
#

just those the MWG would kill

paper spade
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all the drones need now is grabbing the rest of what the arms can minus ships and drones are perfect creatures for me KEKW

hollow pewter
left grove
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ngl i was getting a little heated with the mods not loading

paper spade
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OCP with 2 arms, all drones, some murder drones, some mpu, some grabby the bodies and crystals bois, delicious

left grove
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almost wanted to throw the entire new modloader out

left grove
neon yacht
hollow pewter
#

maybe, sadly im not at my pc to test it right now

paper spade
#

I'm doing it

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I will shit myself if it works

neon yacht
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(i mean, not with the other mods)

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but with the loader itself

left grove
#

@paper spade you still have your titanXL right?

hollow pewter
paper spade
#

Confirmed, IoE still hates everyone else

left grove
#

nice

hollow pewter
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would be very ironic it works though as i have just put a bit on the wiki about it's incompatibility

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ah nvm

left grove
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my game refuses to load my titan

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the mod loads. the dealer doesnt show it. and im using that dealer override to force it in

paper spade
left grove
#

i assume?

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i never changed the priority from the original

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i think its loading them out of order

paper spade
#

I mean, I'm not using the one with forced dealer, but mine works fine

left grove
#

[2024/10/15 21:35:39]: [ZKYLoader]: Loading mods...
[2024/10/15 21:35:39]: [ZKYLoader]: AdvancedDrones.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: BetterRefining.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: BootlegERM-420.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: BootlegPDT-Laser.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial Big-Block MPDG.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial EIME-KTI.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial K225-KTI.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial Kitsumo.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial KTI-MPR RCS.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial KTI-MPR Torch.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial KTI-MTR RCS.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial Micro-Block MPDG.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial OCP230-KTI.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: K-T Industrial Small-Block MPDG.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: SaveEdit.zip loaded.
[2024/10/15 21:35:39]: [ZKYLoader]: Done loading mods.

#

its loading by order in the folder

neon yacht
left grove
#

ah

paper spade
#

you want where it starts initializing them

left grove
#

255 lines down

paper spade
#

AlertSounds for me is set to -100 and MysteryHunt is -99, and they're loading in the correct order

neon yacht
#

you know what

left grove
#

hm?

neon yacht
#

i'll just make it print out the mod priorities

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so this is easier to see in the future

left grove
#

i would love that omg lol

paper spade
left grove
#

based on the mod loaded before it, yes its the right order

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@paper spade can you load this zip up. and see if the one in your fleet still pops in? (and save your current one as a backup)

paper spade
#

trying it out now

left grove
#

ty

paper spade
left grove
#

my game hates me then

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wish we could just add our mod ships the the new ships selection

paper spade
#

are you sure you're doing the dealer forcing part correctly still?

hollow pewter
paper spade
#

since that seems to be the hiccup right?

left grove
#

godot says the script is fine

paper spade
#

found your problem

left grove
#

where

paper spade
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you can't park here

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modLoader functions don't work with ZKY

left grove
#

god damnit

neon yacht
#

(that one does)

paper spade
#

oh, well fuck