Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
hope this mess is understandable
@FatazeR wish granted
Thanks
https://steamproxy.net/sharedfiles/filedetails/?id=2965582985
I did -1 on lower limit and upper limit as well.
My placement orientation right? I can show more angles
Here is a length of track that fits about 5 3x3 wheels
https://steamproxy.net/sharedfiles/filedetails/?id=2960907659
Now I know, but just giving feedback as a first-time user how my experience went. Seriously, this is a lifesaver mod... why it's not vanilla is absolutely beyond me. It should be. Thanks for your work on this mod and sharing it with the community.
Having pistons not work unless UI slider is moved once is better than restarting the game, in terms of what I want to do, so I won't change default values. Sorry!
Suggest the minimum force level for the 1x1 piston be increased a touch.
File=DFOMechanical_BlockVariantGroups.sbc should be
<Id Type="MyObjectBuilder_BlockVariantGroup" Subtype="RotorGroup" />
<Icon>Textures\GUI\Icons\Cubes\motor.dds</Icon>
<Id Type="MyObjectBuilder_BlockVariantGroup" Subtype="ExtraHingeGroup" />
<Icon>Textures\GUI\Icons\Cubes\CenterHingeSmall.dds</Icon>
and
File=DFOCubeBlocks_MechanicalExpansion.sbc should be this on all pistons otherwise I have been needing to manualy adjust each one after placing.
<DefaultMaxImpulseAxis>100</DefaultMaxImpulseAxis>
<DefaultMaxImpulseNonAxis>100</DefaultMaxImpulseNonAxis>
For rail switch bending mechanism.
Has this been added or is it still planned?
Although, the new groups for the modded pistons and things are kinda buggy, but I don't know if that comes from another mod or not....
I removed the script from my mod and suppose I forgot to set a dependency for that mod, should be fine now
And there are starting to be too many blocks to have everything in the same variant group now, so I've separated the vanilla stuff and from now on my blocks will belong to their own groups
I made 2 block rotor just by adding wheel from suspension block as Rotor_part and correct basic offset on stator.
https://steamproxy.net/sharedfiles/filedetails/?id=2781491626
i also thought exactly as you did when i built it
@Rusted Droid What you described sounds like my wide hinge or long hinge? Otherwise it's not possible to have an even width hinge top be centered, as the bounding box is always aligned with the cube grid and the bounding box is what's centered on the motor dummy
@Projekt Pleasure You know it didn't even cross my mind lol but obviously that is a problem, I got it hang on
Because with the tracks i've made i noticed that the "teeth" or remodeled rotor is that the tanks wheels sit on that part, which leaves a massive possibility for the tank track to slip off.
what im saying is that if you look at real tanks you see that they have teeth in the middle of the tank track, this part slides into a cut out and prevents the tank track from slipping off.
But with my tank tracks i cant find a way to do that, and the wheels just end up sitting on those "teeth".
Is this something im not doing right or has it just not been implemented yet?
Base be 1/5 block and moving part also 1/5 block so the axis will be in middle of 2 blocks making 1x2 hinge.
Asking for friend, that use merge blocks and cannot use vannila hinge as stator and rotating part are at same block space (1 block hinge).
@Dragon Fire 813 I can't reproduce this, the subparts stick through the bottom of the base but they don't have any collision and the piston head spawns on top okay for me. Can you upload a save where it's not working and maybe I can figure out what's going on?
Must be vanilla!
Tank Track Hinge
I may test it out on a creative world but not for now... I kinda want to have my base core online so that i can accelerate the whole process... but need a pause as I kinda let the game process thing at night and all but need to reload as my RAM get full and I do something else for some time... not that you'd care :p just ranting
I can't say these are 100% immune to clang, but they should be more tolerant than pistons to external forces and they only really have enough propulsion force to help straighten them out when they get bent, so shouldn't be inducing any massive clang events by themselves even if they are axially aligned
I should probably put indicators on them...
Anyway great work!