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Re: [MOD 0.13.x]MagneticFloor 0.1.4

Posted: Mon Aug 15, 2016 9:31 pm
by kiba
Jupiter wrote:
Looking at it this way I think that the hoverboard has the added benefit, compared to trains, that you can make it 'more precise'. It can drop you of right where you want to be and not simply somewhere in the neighborhood like a train would do.
The nice thing about MagneticFloor is that you could almost certainly complement it with trains and this PAX that you mentioned. Also, you can build pathways where you can't build train paths, because train tracks required at least two tile, while mine only operate on one. . You don't have to rely on a train being there, since you're using the hoverboard all the time.

There's almost certainly not enough advantages to my system, but I am working on that. I haven't decide what will be in the next release, though.

Re: [MOD 0.13.x]MagneticFloor 0.1.5

Posted: Tue Aug 23, 2016 6:43 pm
by kiba
Version 0.1.5 is out.

Lot of under-the-hood changes.

One of the two main features you may notice is that all directive tiles are now entities, including the accelerator. The accelerators are now considered 'directives'.

The other is the significant reduction in the requirement of researches needed for magnetic floors.

I also wrote migration code for those who are migrating from 0.1.3 to 0.1.4.

Otherwise, most changes were made were to improve the underlying codebase or development process.

Next release will finally be focused on smart directives.

Re: [MOD 0.13.x]MagneticFloor 0.1.5

Posted: Wed Aug 24, 2016 3:32 pm
by kiba
A little question about the 'read' directive.

Should I make a read directive a decider-combinator underneath? Or should I come up with a specific interface and write the logic for it?

The idea is that the read directive 'read' input from the player, which then decide how to rotate the arrow.

For example, if I have 500 iron in player's inventory, then turn right.

Re: [MOD 0.13.x]MagneticFloor 0.1.5

Posted: Mon Aug 29, 2016 3:54 pm
by kiba
Piece of bad news: viewtopic.php?f=58&t=31623&p=200581#p200581

0.14 made a change to how you move your character around which break this mod. Unfortunately, you can no longer use WASD to break out of automatic movement. I will provide a workaround, but it won't be as convenient as before.

Re: [MOD 0.13.x]MagneticFloor 0.1.6

Posted: Thu Sep 08, 2016 9:55 pm
by kiba
Version 0.1.6 is out. You should be able to pause or resume hoverboard mode, working around how movement code changed from 13.x to 14.x.

Re: [MOD 0.13.x]MagneticFloor 0.1.6

Posted: Tue Sep 20, 2016 4:47 pm
by steinio
Seems the update for 0..14 is not on the Mod Portal?