#Mod Development Discussion/Help
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freakin saint you are
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"
๐คฃ
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
lol
you'd probably have to adjust either it's position, or the shape/collision on it, or something like that to get it to more accurately work with the titan
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" ๐
i had the collision customized. the ship hull collider customized. the position customized. it looked PERFECT
but then in game it shrinks back down
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?
who knows. i know how to somewhat do it now. so i can always try again later
its not that its not fully closing. the jaws shrank back down in game
ohh
in editor is fully closed perfect. in game the scale didnt keep
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
?
maybe you have to scale up whatever is able to be assigned to that slot too?
just trying to spark an idea or something, I don't really have much clue about how these ships work ๐
for now. i think this thing is somewhat ready? minus the large excavator. it has the arms. the lasers. the capacity.
ill worry about the excavator later
yeah, big mouth is just extra overkill on the overkill cake
๐คฃ
I need my hands on it so I can dealer shuffle until i get a listing for it
๐
let me make one quick test dive to the edge to confirm everything
ship explodes immediately after leaving the dock
hey maybe
last night i managed to cause the ship to eject all the THICCS during the launch animation. and then crash the game
zarkin said that was an achievment
too much thrust 5 titan
nope it was collisions
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
๐คฃ
who knew trying to force a container into a slot specifically designed to no longer have a container resists having containers
๐
ok im gonna throw this zip directly at you digi. its temporary cause its special
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imagine the view of this from the front perspective. shit would look like doc ock
XD
@paper spade
Yeet Protocol lives again!
๐ซก
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

Gather an Oreb, and then Launch the Oreb at something/someone
Delete an Obontu with an Oreb 
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
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

i can imagine
apparently this wasn't enough lol
lol
out of mass driver ammo but forgot to downsize the nanodrone storage? no problem
might need to give it more tug power to really create the Yeet
or just more absurd velocity values

wait isn't this like a large-scale fission simulation at this point tho
ore chunks get flung into rock, rock splits into more ore chunks, ore chunks get flung into more rocks, repeat
Oh god.... now what does it look like when a piece of ore riccochets off of another ringoid and returns to sender

death
Kessler syndrome my beloved
indeed (i forgot it had a name)
the hauls can't even bring it to your ship without slamming it into you with this much power
just thought, could this theoretically be it's own equipment type perhaps
the oscillation of ore in front of the ship with an over powered drone is a hilarious sight
personally i don't really see a situation where i'd sacrifice a slot for it
fair
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
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 
ooh
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
that's actually pretty cool
albeit i guess you do that sort of thing a lot now, guess you could say you're the "Messiah" of ฮV's modding scene
(i've been playing a lot of oneshot recently so that term is the first one that came to mind)
fair enough
i think you've been a major part of the modding scene the entire time i've been a part of the community
so i guess it only checks out
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
his modmain is basically the golden standard for templates to use
you may not always use the helper functions in it, but when you do, they're great
yeah i've seen
it's starting to get weird to me looking at modmains that aren't templated off of Za'krin's 
"what is this foreign ancient magics?!"
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."
heck even a tiny mod that i use that overrides a whole two lines uses it, it's crazy how universally important it is
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
which isn't much, but it's very nice
makes copying and pasting modmains between mods and just tweaking things as needed much easier
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
Yeeep, it's a small thing, but it really stacks up as a lovely QoL thing
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
probably something for @neon yacht to figure out though, it is their work after all
haha, that would be crazy
it would, but you never know
also i only just saw but you're running a 4070! man you've kitted out your pc
it's real nice
i can imagine lol
some of my projects still abuse it a bit too much lol
LMAO wtf are you doing
lots of horrible things involving transparent windows overlayed ontop of the screen.
the actually useful one is this
picks up my voice and displays it on screen
then when i hit enter it pastes it into chat
i use it to talk in games without having to type
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.
thats freakin sweet
yeah, i can take a look
the not working version. not sure why
it also nukes my cpu
(ignore the dragon)
LMAO why is there a dragon
gonna afk for a few min. dinner and dog walk, just @ me with the results if you find anything
why would there not be a dragon
woah
whoa
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"
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
TY. gonna go make these changes and test again
then i get to tackle having it show up in the dealer preview lmao
something is being cooked
that dragon just broke those rocks with its sick moves
i am actually excited to see the code on these lmao
Now all that's missing is drones that scoop bodies and other things the arm will but the drones won't 
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
ooooh
and thats safer than strapping a laser on them
hell you could give them an MPU and redock them to transfer the processed ore over while refueling them for another run
that too
i wish i knew how to do any of that XD
lmao, a steeper learning curve. im sure it could be done tho
how the hell am i gonna make this look good
i somehow need to make the drones go out and then back
- make the ore 'puff' when it vanishes
- idk some particles or something
drone-based kinetic weapon + ranged MPU
gotcha
ngl, its one of my things todo lol
was because someone mentioned it and sparked my interest
my script extension is already almost the same size as the base script
my brain is a puddle of goo
lol
whoops
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.
bro created a white hole
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
probably not bad at all.
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
like.
mod idea
mod name:
mod idea description:
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
yee, something like this
Awesome, thx. Starting the first suggestion rn
Pinned that thread.
Could probably just combine keyword and tag? Looking at it now ๐
Just make sure pineapple is the FIRST tag?
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.
the keyword is for mod makers to have a search tag
something not likely to come up in conversation about DV
Right, but it probably doesn't need its' own heading in the post, right?
i suppose
I'll change one of the two, and you tell me? That way we can compare easy, side by side.
Mod Tags & Keyword:
You can search IN a chat room, right? If you're already searching, you can contstrict it to that thread, I think.
Yeah, you can do "in:"
Only in channels, not threads. :/
Really? Huh....that's a choice
discord being discord lmao
agreed with your second version
how exactly do these values work, just want to make sure I actually understand what lowering or increasing them is doing
Looks like 'max health' for capacity?
@paper spade my RCS thrusters that constantly got bent had low Capacity stats
so thats the main health of that damage stat
okay, that's what my working assumption was
Then threshold is where it begins to show as 'damaged' in the mechanic tab maybe?
possibly. never figured that one out
threshold is the force required i think
considering i just ran a test by smacking my RCS against a rock
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
im bumping fast enough to cause the adrenaline booster to activate. lol
yeah i gotta reduce the threshold on my RCS. bonked them good and no change
oof, don't know if I'll make it back in time to re-buy my OG Titan just for the sake of collection

that might have 3 days left in the shop
Wasn't sure how much longer I had, cause I sold it a while ago in-game wise
time to tune down xenon usage then
I already rock 0 xenon 
im givin you an estimate i dont know the exact time but 3 days feels safe
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

ah good idea
yeah
do you have access to the G4A station at all?
probably 10 days on that OCP
nope, I've only just started seeing JG4 transponder ships

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

dont worry i havent either
sadly the transponder tag doesn't correlate with the Ganymedians, so you might be seeing a false positive
shame though, as you might have to spend way longer making that million or so
"spend way longer" it'll take me 20 minutes tops to pull in the ~1.3M the ship is worth

fair enough, forgot you had that thing
indeed
lmao
pffff ok you got a laugh out of me. made a fool out of myself in the process as i'm at work too
XD

any thoughts on how this looks?
looks good to me!
the one thing i want to do (but will probably be a nightmare) is to have the drones go out and then back
since they need to bring the processed ore back somehow
hmmm
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?
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
ah
orrrrr
i get really funny and spawn an invisible dronemanager that i teleport to the roid's position every frame
nothing bad could possibly come of this !
sounds laggy
I believe the drones are supposed to be a shader? It's been a while since we talked about the graphics for those.
the drones being shaders kinda makes a ton of sense as to why zakrins infinidrone launching 1000 of them was murdering my GPU lmao
it's a set of 3 particle emitters, with a launch point, target point, and special behavior for when the two are close together.
i would have to make a return stream and then modify the code for it
ah
maybe explain it away in lore or something then
"ore particulate material is siphoned along the drone stream back to the mothership for storage as processed material"
ah but there's something you'll learn about me
i want it done this way
so it's gonna happen one way or another
XD
I think they'd literally have to cut chunks off and carry the chunklets back, realistically.
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.
Now an ARM with a built-in MPU, that might make a lot of sense.
that would actually be pretty reasonable to make i imagine
OCP and Titan-KTI enjoyers rejoice as the ARM-1500 soon might support MPU refining lmao
i do wonder about the refining speed required for it to feel useful
it wouldn't make much logical sense for it to be very fast i imagine
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
unless its vacuuming up the chunks along that thick cable / tube that goes along the arm directly into the storage
i mean, that's the whole point of what an mpu does
is break down the material so that is possible
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 
I'm very guilty of straight up littering the rings with thousands of pieces of ore left behind cause it was all trash

lol
it's a little buggy, but the idea is there
eyyyy but it works
ohhh sick
imo looks pretty dang nice
yeah, where's the buggy?

the drone pop at the end when it's done?
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
still a really solid first showing
I had to look closely to really notice any quirkiness
seeing what i can cook up
it still has that ending bug, but looks much nicer now
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?
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
gotcha
and it might look weird, as the geologist error would cause the values to jump around
true, it would have to only work while being processed and have a severe delay also
but it is something i have on the backburner if i think of a nice way to do it
sounds good
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
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
oooo
i have just come to the unfortunate conclusion that i need to make new mpu-equivalent behavior from scratch to do what i want
it'll be really cool though, so totally worth it ;)
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
doesn't better refining already allow for that
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.
the code for the MPU states that as a constant.
the constants can be changed, by either changing the constant, or just not using it in overriding code
oh?
i was under the impression that it couldnt be changed
based on the guide Zakrin made for an introduction to modding
iirc it can only be done with functions, but you could just copy-paste the MPU code and input your own numbers anyway
you might want to wait tho will the 1.6 patch hits? since it changes some of the MPU code
so basically just what better refining does, but use the entire script as the extend?
smth like that. i have delved into some modding with changes like this but not much, but should be totally possible
interesting. something to test later for sure
ohh nice
Za'krin out here rebasing his decompile after every patch cause he's smart
i did it specifically because the mentioned mpu changes
looks like it shouldn't affect any of my stuff though
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
uhhh, you don't
RIP
it's a raycast, so it has no width

technically you could convert it to a shapecast, but i have a suspicion that would be very hard
sounds like script programming shenanigans, which is largely outta my wheelhouse right now 
yeah, when i say "very hard" i usually mean "i have no idea how" lmao
its scary when Za'Krin doesnt know how to do it.
thats how you know its eldritch knowledge lol
if it's a raycast and not a shape cast I don't think the width of the beam is gonna do anything
var hitpoint = space_state.intersect_ray(global_position, global_position + ray.rotated(global_rotation), ship.physicsExclude, 35)
other than visual changes of course
yeah, that's a ray alright, and better yet this means it doesn't know how to handle multiple collisions either
so disco laser definitely needs some monkeying around to make happen, aka not a task for this jabrony right now 
...fat lasers would be very funny though
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
cause those lil bastards get in the way connnnnstantly, but I do suppose that's part of the intended trade-off
isnt the MWG a raycast as well?
lol accurancy
Imma take a wild guess and assume it's shapecast and not raycast
that ones wide. maybe see if you can slap the MWG beam onto your lasers?
bootleg the bootleg
oh my god
im scared
^
I got no clue what I'm looking at
controlled by the beam shape in the weapon scene? 
it just shoots a ray randomly within the microwave cone
oh
XD
the microwave is just a laser
shotgun ray go!
it's literally a shotgun laser

so the MWG is a laser shotgun with low power so it takes longer to effect the rocks lol
if it works it works
well lower power, and possibly no kinetic damage
cause MWGs do the whole EMP thing and thermal transfer, and laser do the ablative and heat thing
iirc
yeah, the actual damage properties are different
but it functions like a laser does mechanically within the engine, but shotgun
Yah, mikes are just a raycast shotgun.
Well, a very inaccurate machine gun, since I think it's one by one, but you know.
Za'krin is about to disco laser so hard in a minute
he's doing it right now, I can feel it
every single frame is a new raycast. so yeah minigun laser
it's so tempting
wide-beam and disco-laser, they can be real, cause you're smart enough 
i gotta finish these drones first
the backlog grows 
lasers coming eventuallyโข๏ธ

speaking of drones
i have now oficially more than doubled the length of the drone script
@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
it makes it invisible in-game as well, assuming that nothing else sets it to visible again
gotcha ty
still a couple things i'm not happy with
the actual mechanics all work, now it's just a matter of polish
niceee
cant wait to see the polished version. im already planning to add them to my titan and make it a drone beast. or just buy another one and make that the drone beast.
fack forgot to turn off the damn @
i think i'll put together an actual release tomorrow
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
Looks amazing
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.
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
@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 ๐
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 
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 ๐
I knew having both versions would be handy for someone some day
glad I did it like that
@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 
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?
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 
#1295484079696904194 message @hollow pewter wait what? they do?
(trying to not clog up the ideas thread with general discussion of things)
oh right, but yeah they do
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 
yeah the unmarked needs to be on
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
yeah, you got it right, would require patching the drone-plant.gd
Yeeeah, I figured, thanks for the confirmation ๐
huh, so they do... wild.
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?
what's it do, and what's it gonna break 
I'm currently staring at DockingArm.gd and drone-plant.gd trying to understand anything and I feel.... not great 
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.
I can't argue with that
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
ooooh, nice nice
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
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
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
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 
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
can you currently dual-load old and new format mods?
and these two are made with the loader in mind, so you can see some examples of what a new modmain would look like
you can, but all new mods will load before any old mod
okay neat neat, that makes me more likely to test it sooner rather than later 
won't need to immediately port evvvverything in my folder
i mean, i've been slapping various mods you guys have posted into the new loader and nothing has exploded yet
sick 
@paper spade i just hopefully slapped the new modmain style onto this in a working manner
so it should work still with the new loader
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
loading now
fingers crossed
@neon yacht would doing somethign like this work?
i will just pull those mods for now to test again
i mean, those mods should be compatible with the loader
here's one for the new loader
note the .8kb file reduction from trimming the modmain
ty
also if you run it through command line (which i highly recommend for modding in general)
you can use --debug-mods to have it print out right to the console
yeah, your better refining modmain was broken
trying a third time with the new BR zip
something else is crashing me
making a new game save works
old saves not compat?
you might need to go back through your mods that you moved into the new mods/mods folder
it doesn't touch saves or the main game at all
cause based on your earlier screenshot, you moved a bunch of stuff over
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
works fine
and if you sped through and updated each modmains yourself for the new loader, you probably should go back through those
zip your entire mods folder and toss it to me rq
how is your mods folder over 8mb without ultra compression?
mine is only 249kb
uncompressed
its not i was just a dumbass reading the filesize for DeltaV.exe
my brain hurts today lol

uhh loads fine for me
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?
that's the backup file
save is either blown up or not compatible with one of the mods
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
so any mod can be run by the new loader. However, mods that directly reference the modloader for a function (such as better refining) will not work, as those functions simply aren't there anymore
anything based on my modmain will work because they are completely self-contained, they don't interact with the loader at all
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?
bruh this new modmain is so freakin CLEAN i love it lol
only if they directly reference the modloader
was literally just taking a picture of that
ones that straight up use "modLoader.function"
exactly
I see
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
question for the DecaMPU. does that require a cargo MPU onboard?
no
oh dang nice
they're written completely from scratch, they're MPUs in name only
hmm i see
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
the new modmain is so clean it might be a simple fix now that i have seen what its doing.
I mean yeah, it's not hard to update the modmains, I just don't feel like going through 8 mods right now

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 
I'll worry about getting my stuff on the new new modmain structure when things are a bit less alpha 
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
.>
yeah, i was more worried about getting the damn things to work
check out advanced-drone-plant.gd if you want to see my descent into insanity
its also REALLY NICE that cutting the drones off mid MPU harvest gives you a partial amount of the chunk
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 
:)
yeah, some bits are quite terrible tbh
"quite terrible" says the guy who can do insane shit I can't even begin to wrap my head around 
give yourself a little bit of credit 
i very nearly simulated each drone carrying a chunk back to the ship, before i realized that i would like to finish this decade
yep, none of the drones should target things in the cargo
im sorry to say it rena, but i might use these drones
rest up
womp womp
can we even improve the sanbus system without driving zakrin mad?
these drones aren't even a real mod yet
oh it's so terrible, the multidrones actually have their own internal sanbus plus the external sanbus
if that's not a real mod... I've been playing with playdoh and jamming it into my game

IKR?
at least yours has translations lmao
I mean none of what I've done is impressive by any means, and the neater stuff, was figured out by other people 
that is a low bar 
the drones sure don't
(not to mention being completely broken things that i was using for testing)
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? 
it looks so unnatural without weapons lmao
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)
oh no i forgot to adjust the positions
idk, try it (:
bruh i legit didnt see them untill you said that
(i legit do not know)
they blend the fuck in almost perfectly i thought it was the normal image of the 37

quick, go find a ship and set the iff to hostile
i ran out of drones 5 minutes ago

i only have the 1k tank
omw to go test it
doesn't look like it ๐
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
indeed
it's part of the collision mask/layer system
that filters what the drone detection area will pick up
ah
if it knows what to do with it though
aka, before it gets to my code
I tried messing with that section to get the drones to pick up bodies and crystals and whatnot and it did nothing 
the fun part is if you set both the layer and mask, things just straight up stop showing up 
fun way to mine without ore showing up

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 <,<
we bout to find out if what i did works lol
the answer was no
lmao
game was just like. NAH we good fam. and didnt even spawn them
yeah, they're basically nothing like mpus tbh
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
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."
"so the drones are now your torches and RCS"
if that had any practical use whatsoever, i would probably do it
what, refining a ship down to base material? or the drones are torches and rcs
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
this is actually really fun
lmao is that escape pods?
yea
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
incredible
yes
fair
1000x damage multiplier
though i realize
this will attack every ship
even friendlies
hold on

so what im hearing is that these are MY rocks. and no one else can have them
exactly
also free escape pods
drones be like: IFF? IFF what? It's mine, if you touch it, you die
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
its a bit hard to notice.
nothing goes into the cargo.
when i go forward near the end, ore comes out the engine bell
yeahhhh
and on the ships left hull side, (the top of the screen) ore can be seen spinning wildly inside the hull image
there's kindof a reason the mpus don't change the size of ore in vanilla
the ore is just being spun wildly by the drones the entire time there 
3 chunks made it in
well
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
i could just disable the shrinking effect
filters won't work without a geologist onboard
technically all of those chunks classify as unmarked
but it looks so good
the real solution is to set a limit on some scale
but it's so satisfying having an accurate visual representation of progress
lol
i think its fine if you can filter haul drones to ignore ore that has been scaled down
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
hmm true
but i meant more along the lines of.
this ore is being worked on by MPU drones. dont touch
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?
that could work
ah, yeah that would probably work
does your new modloader handle the DLC loading?
yea
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
i really need a name for it other than "new modloader"
ModdyMcModFaceLoader
very true
gonna test the K225 first to see if that works
lol let's push the ego and call it Za'krinloader
although i much prefer this
lol
OutPizza'dTheHuttLoader
OPTHL
ZKYLoader?
moreGooderLoader
the ZKYLoader is on brand for sure
yeah, decided to reference the first big-time user of it
i did have that thought
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

that's a good point
so true
NotAModLoader
"why the hell do I need this mod called 'gabingusbeansBurgerLoader' for my mods to load properly?!?!"
and this is where the roadblocks start to appear, but im sure we can make it work
"this is not the modloader, it's a mod that the modloader loads to load mods"
Zebras Kicked Yesterday Loader
lol one that just came to mind: COADERLOADER
completely referencing another game entirely to add to the confusion
NotAVirus100%LegitLoader
sys32DeleterLoader.mp4.exe
ThisDoesAbsolutelyNothingWhyAreYouUsingItPleaseStopBeforeYouBreakItLoader
and for the linux users: WereGoingToScrewUpCHMODLoader
"TheCommunityTriedToNameThisModLoaderButCollectivelyWentOffTheRailsSoThisIsWhatYouGetLoader"
The only thing related to ZKY that actually manifested was Zebras Kicked Yesterday Loader

lmao yep
@neon yacht the one time having a unique set of initials screws you over
Zebra Ninja Yeast Loader, because my mind is deranged I guess
it do be that way
the good part is that the name doesn't really matter and i can change it at any time
true
so i'ma just make a github for it rq
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
yeah, i can do that
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
they get readded down here
his current modmain contains a sick helper function already that gets rid of that, so the new moadloader just has that baked in
ok thats probably whats breaking my ship mods lol. i just copy pasted the replacescene and extendscript lines from the old one
Yeah, that'll do it
yay for learning!
it's why I quickly switched over to using his modmain as a template for all of mine
im working on it. slowly lol
cut out the need for "res://yada" every time, and now it's just a pretty seamless swap to the testloader format
no readme yet
just gotta swap out the helper functions for the loader functions instead
45 lines of beauty, what a modmain template 
ty
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
and by that do you mean the ModLoader.function or?
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
these guys from the vanilla modloader
ahh
not adding those or equivalents because they break alot
specifically any scene that has placeholders
- any scene that changes itself when loaded
some of your strings are starting with "/" which will break it
how badly is this going to need a re-write? and hell, does this even actually work right now 
also that is assuming you have functions in your script that link to the modmain
no idea if it still owrks
but looks 100% compatible out of the box
(assuming you grabbed the new version from the github)
this code actually gives me terrible ideas, thanks
well my games in a crash loop now
yeah mine is crashing too 
load one at a time
i emptied my mod folder. the ZKYLoader was crashing it
pulled the loader.zip out of mods and it loads fine
odd. leme try again
i mean, i know it works
it was save edit of all things
oh yeah
the newer one you sent i think
you either have to use the release version
wierd part being it was loading fine like 5 min ago
worked for me
lmao just checked the modloader code and it seems you have ascended beyond absurdly low priority numbers

forcing it to load first frfr
ok back to testing.
i do what i must
the irony of the statement though, "ascended beyond absurdly low"
gonna write a mod that uses -INFx2
and just tells the game to ignore everything and just play a big fart sound
sounds like you might have the wrong folder structure?
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

well saveedit is
yeah, i tried to make it compatible
would the --debug-mods argument help with the crashing at all, as i just noticed that it's a thing with the modloader?
unless im completely reading the wrong way into it ofc
right now that's just for seeing the output in real-time
which would likely tell you what's wrong
but you can see that info in the logs anyway, sooo...
gotcha, im taking that debugMode is a vanilla variable (can't check tho, not at pc)
its splash screen crashing
can i see your logs
yeah, nah, you knocked that one out of the park. None of the old mods I use that still seem to work had any issues, all seemed to be picked up and loaded properly, verrrrrry nice
that's showing a valid load as far as i can tell
deleting better refining fixed it
by going forward we can reach the past
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
thats interesting cause i just redownloaded the original and it instacrashed me
I mean every single one of my mods in the mods/mods folder are old non-ZKYLoader format mods, and they all work
so you might have goofed something in updating a mod's modmain to the new format?
all of mine are reimported old modmain style
huh
im gonna do it again to be sure
but deleting better refining got it loading perfectly with everything else
O.o
so now its angry with advanced drones?
ironic that all the problems are my own mods
because i changed things while working on it
why have you done this 
works
yep
also that version won't kill everyone
very nice
just those the MWG would kill
all the drones need now is grabbing the rest of what the arms can minus ships and drones are perfect creatures for me 
now all that's left is to see if IoE can be made compatible somehow
ngl i was getting a little heated with the mods not loading
OCP with 2 arms, all drones, some murder drones, some mpu, some grabby the bodies and crystals bois, delicious
almost wanted to throw the entire new modloader out
my 230 has 2 drone slots. and then the main slots should also support drones
it probably is in all honesty?
maybe, sadly im not at my pc to test it right now
@paper spade you still have your titanXL right?
it would be a start regardless
Confirmed, IoE still hates everyone else
nice
would be very ironic it works though as i have just put a bit on the wiki about it's incompatibility
ah nvm
my game refuses to load my titan
the mod loads. the dealer doesnt show it. and im using that dealer override to force it in
is the titan getting loaded after stuff like it needs to be?
i assume?
i never changed the priority from the original
i think its loading them out of order
I mean, I'm not using the one with forced dealer, but mine works fine
[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
this section is before it can see the priority
ah
255 lines down
AlertSounds for me is set to -100 and MysteryHunt is -99, and they're loading in the correct order
you know what
hm?
i'll just make it print out the mod priorities
so this is easier to see in the future
i would love that omg lol
and this is why you're the brains around here
based on the mod loaded before it, yes its the right order
@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)
trying it out now
ty
Current one still shows up
my game hates me then
wish we could just add our mod ships the the new ships selection
are you sure you're doing the dealer forcing part correctly still?
yknow, i wonder how easy it would be to create an automatic updater for the modloader (or a handler for other mods handled by the ZKYLoader also)
since that seems to be the hiccup right?
godot says the script is fine
depends what you mean
where
god damnit
(that one does)