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this allows some interesting new gfx for experiments.
Moderator: YuokiTani
i'am not sure if collision-free possible, but the spot is 1 pixel, and if you run agianst, you automaticly slided around.Neotix wrote:Looks very promising
With that I will be able to build paths without that annoying poles everywhere and lamps with collisions. Just nice looking patch with lights powered by sun.
try collision_mask = {"ghost-layer"},YuokiTani wrote:i'am not sure if collision-free possible, but the spot is 1 pixel, and if you run agianst, you automaticly slided around.Neotix wrote:Looks very promising
With that I will be able to build paths without that annoying poles everywhere and lamps with collisions. Just nice looking patch with lights powered by sun.
this works - so next version will include a variantArch666Angel wrote:try collision_mask = {"ghost-layer"},
good idea - and much work (personal i would be to lazy to do this ^^)nastyslave wrote:Hello dear YuokiTani !
Can I hear your opinion about my little optimisation work with your mod's graphics? --> viewtopic.php?f=70&t=30591\
I write here because I can't sent you a personal messages... because of some limitations here for new users i think..
I had this idea because I saw your Mechanic Power and the blue and red shafts. Their appearance suggested that Mechanic Power should only be transmitted with the shafts. But without the categories, we can't add this restriction. (Or have I misunderstood something?)Different types of fluidboxes are grouped into different categories, for example:And fluids are also grouped into categories, for example:
- normal-fluidbox-category
- mechanic-fluidbox-category
- god-fluidbox-category
Then, each Fluidbox Category can work for zero (for whatever reason) to multiple Fluid Categories. Only fluids in any of these categories can be stored/transmitted in these fluidboxes, or you can say, fluidboxes can only store/transmit fluids whose Fluid Category matches their Fluidbox Categories.
- normal-fluid-category
- mechanic-fluid-category
The data structure of Fluidbox Category will look like this:So Pipes/Storage Tanks which have fluidbox of this category can store/transmit fluids of normal-fluid-category or mechanic-fluid-category.Code: Select all
{ type = "fluidbox-category", name = "god-fluidbox-category", fluid_categories = {"normal-fluid-category", "mechanic-fluid-category"} }
Oh, about the recipe, I had an idea after I turned off the computer last night.YuokiTani wrote:ehm, yes ...
it would be helpful but it's in a light version included, because if a recipe not need water the entity will not accept water.
more confusing in my opinon is i cant rename temperature to pressure, rpm, torque or something different. it will always say temperature - this destroys more the illusion of a hydraulic-fluid or a shaft with rpm and torque.
you need a lot of fantasy to imagine 15 °C equals 15 bar and 400 °C = 400 bar MF - or before gearbox 15 rpm in and 115 rpm out ... this would also nice explain the old behavior of overload and stop the turbine ^^ ... but it is how it is
no, it's how you thinked ... blue shaft for low rpm/torque/pressure and red shaft for high rpm/torque/pressure
now the blue ones only need to break on overload if you apply a high rpm/torque/pressure fluid- of course same for turbines that don't accept high rpm and you missleading some fluid
Code: Select all
{
type = "fluidbox-category",
name = "god-fluidbox-category",
fluid_categories = {"normal-fluid-category", "mechanic-fluid-category"},
localised_temperature = {"fluid-pressure"}, -- This is the locale key.
}
The fluid category is a part of my idea.Fatmice wrote:I don't think devs will implement such idea. Fluid will undergo some major revision in 0.14 and from what I recall from talking to Rseding, fluid will cease to "flow" and instead will have bulk behavior. Regarding fluid category, I've never heard of such thing nor seen any prototype with such thing. There is crafting category but not fluid category. The fluid boxes take the first fluid type that enters them. From then on, they take only that type until they are recreated or emptied.
no, not in the near future - the current research-system doesn't fit my playstyle and expectations.afk2minute wrote:hi, are you planning to add some tech-tree to the mod?
I think I may (or may not) understand what you meant.... how about a modded GUI that let you choose what you want to research?YuokiTani wrote:steam-engine + tech-coins(science) -> improved steam-engine in kW-output
steam-engine + green-coins(science) -> improved steam-engine with lower pollution/fuel-consumption
steam-engine + blue-coins(science) -> improved steam-engine with higher efficency of used fuel
steam-engine + yellow-coins(science) ->improved steam-engine in strength and lowered water-consume
...
now its, throw 10K iron and 10K on belts and in some time you have all researched without using your brain ... it's unnessessary to think about research
yes, this would allow some corrections to the search-system - like - you have slaugthered 100 Aliens, it's time to improve your gun - or - some of your walls are broken by enemies - why you do not make a research to improve ? - or - "so many repairs - you should develop a better repair-tool" etc.afk2minute wrote:ah ok, i see your point.
Maybe you can try to make some scenarios where tech is locked until you do some objective, that will serve the purpose (introducing mod to players slowly) but without any need for science.
Anyway, thanks for the mod, i liked it alot.
don't waste your time, the next update possible breaks your code.Mooncat wrote:If so, I will find some time to make a prototype next month.
I don't afraid of that.YuokiTani wrote:don't waste your time, the next update possible breaks your code.