Vas wrote:I much prefer the graphic with the pole in the center of the elevator rather than having two on the sides of the elevator where items can "noclip" into it.
yeah, it's a known bug (I made some change but forgot to change the size of the picture to use for the entrance)
Vas wrote:Also, why is every single item 2 iron plates? I'm trying to balance out the recipes right now.
just because it is a WIP mod and I don't want to have to mine a lot of stuff just to be able to test one functionnality
Vas wrote:I'd also like to see a small version of this item elevator. Perhaps one that just takes two blocks of space max, where it has a one way path. Place one at the top end that points in a direction, and place one at the bottom flipped with the arrow pointing towards the belt. Basically it would be one belt and one underground belt, that would be the entire graphic. Same for a fluid transport, only a bit different. A small 1x1 sized buffer tank that stores 1/8th the MK1 tank with only one side with a pipe on it, though I've not used the fluid elevator yet so I don't know how it works.
As of 0.12.33, it is not possible to have non squared rotatable entites so a 2x1 entity is not possible (I could probably think a a way around the limitation but it would add too many lines to the coding and the end result would not be satisfying).
as for the small tank, I don't think I will add a 1x1 entity for that, maybe a 2x2 but not smaller, don't forget that it needs to be able to push liquids on level up, so it needs some kind of internal pump, and in a 1x1 entity, there wouldn't be enough place
and ... I don't really like the idea of small entities that don't use space when it should
Vas wrote:
I do not know what some of these items do yet, so I do not know what they should cost. The items I wanted to change don't appear to exist in game yet.
These are: digging-planner, deploy-digging-robots, assemble-digging-robots, digging-robots-deployment-center
well, these items are not available in the mod, unless you use the command I wrote in the OP.
Vas wrote:
This is what I got so far for recipes.
recipes.lua
ok, well, I'll take a look at it
Vas wrote:
EDIT:
I can't understand the code used in this mod, so I am unable to find and make some changes myself.
1. Digging needs to take longer, could you put that in a config file?
DigDuration = x
2. Digging needs to take more power. Would you also put that in the config file?
DigPower = "50kW" (current takes 50)
I've set it to 500 myself. "energy_usage = "500kW"," in the entities file.
3. I am unable to find out how you rendered these entrances and elevators. I wanted to alter the tunnel entrance and exit to move the big power pole to the center again like in the image up top but I failed at that.
yeah, sorry, my code is not the simplest ...
1 and 2. same reason as the recipe being all 2 iron plates, the mod is still a WIP project so I don't want to have to wait on minute to go to the underground (or even more)
the time and power needed will be changed but I don't think they'll be configurable.
3. I actually fixed it in the non released version, you can use the entity.luafrom the github repository to fix it (it's actually just the pole that has a problem, and the belts are other entities)
Vas wrote:Well, I did include a new recipe file for anyone who wants to make to cost more realistically
I feel like this is breaking the enemy AI though. I've been stuck at 0.000% evolution for 2 and a half hours so far. Enemies aren't evolving.
EDIT: I fixed the issue with the enemy AI by commenting out the map-settings LUA in "data.lua".
well, the map-setting will probably be removed anyways, I wanted to use it to prevent the pollution to spread underground, but the changes I made weren't changing anything ... so... it'll be removed in the next version
kinnom wrote:the item elevators don't work when rotated to the east/west
http://imgur.com/yovj7Dr
also, item elevators, fluid elevators and tunnel entrances can destroy stuff on other levels
Yes, it has been fixed (although I thought it was in the 0.0.4 version... might just be in the next one !)
and the fact that elevators and all crosssurface entities destroy items is known, it was simply tested to be working, but I had no clean way to warn the player that there was a problem, I now have an idea on how to handle it.
Vas wrote:I've noticed two things today. I accidentally hit my tunnel exit when in the mobile bore destroying it, causing me o permanently be stuck down here forever. The other thing is, if you build a drill in the sub surface, it works and makes a second level of subsurface.
A suggestion for fixing these is to build a craftable tunnel exit that can only be placed in the subsurface to go up one level of subsurface territory.
Yes, it has already been discussed before, I will add a way to go back up when all entrences have been destroyed.
it might be an escape pod or stairs, I don't know yet, but it'll be added at some point
Vas wrote:
Another suggestion is to make the second level subsurface a different texture, like the first one is dirt and rock, make the next one stone and rock.
A tier 3 subsurface could be darker and darker. Tier 5 could be molten rock and allow you to go no further.
hum... no!
I won't limit the number of layers there are, I could, but I won't, and because I wan't the game to be able to handle any number of layers, I can't change the graphics on each new level (that would mean having an infinite amount of ground an wall tiles in the mod, which, is not possible, and even if it was, would make the mod way to big.
Vas wrote:
I'd also like to suggest that there is no light in a second level subsurface or deeper, that you require using lights to light the path.
Vents should be half as effective per level meaning at a Level 5, a vent will only work 3.125% as efficient.
having differents light levels on each levels is not possible yet (it will be in 0.13) but as soon as it is, the light level on each layers will change the deeper you go!
Vas wrote:
Also, disable solar panels from working underground. Or add a line that allows you to make structures unbuildable underground. "SubsurfaceEnabled = False" to items and then with anyone who wants, they can add that line to their items in any mod to stop it from being place-able underground.
as someone already replied, it is not possible to use custom data in the prototypes (sadly) I might add a remote interface to tell my mod to forbid placing some types of items underground, but I first have more important stuff to do!
Vas wrote:
I've also created a new group for the items of your mod out of personal preference and moved all items there.
EDIT: Further idea,
This idea came mostly from a mod "Simcra" made,
Add a logistic request chest that goes up or down a level. Placing a passive provider chest as the receiving end. The request chest sends items to the passive provider chest on the other level. The chest can only be up, or down. The Up chest can not be placed on the surface. Also add the invert as well, where you place a passive provider chest that goes up or down, so you can place it from the surface and see where you are placing it instead of just blinding sticking it somewhere.
maybe, at some point.
Vas wrote:
One further idea I had is instead of forcing the structures in the way of an item to be deleted or destroyed, when placing an item on one surface or the other, is to give the player the item that needs to be placed on the other side in his inventory and place a ghost on the other side that lasts an infinite amount of time. Give it say 500 hours of life. If there is a structure in the way, or something blocking it, emit an error in the console and tell the player they must move their object. In the event that it is a drill, scan below where you want to place the other end at and check if it is buildable before the drill begins digging. If there is an object, don't let the drill dig and emit the same error.
I hope that my input and ideas have helped you plan out your next update to the mod.
using ghosts would have undesired conséquences so this solution won't be used, but I have an idea that might be just fine
@flabort, Yes, I won't add the air vent that take the pollution down a level, still havn't read a good enough reason
@Vas, indeed, the air is based on pollution level, to be albe to not use it, I would have to recreate the pollution system, with small modifications, but then, it would be really performance heavy (even more than it is right now) so... I won't do it. although, I would love to be able to take the oxygens level into account, and have to pump air down, etc... but it won't be done.
In 0.13, sollar pannels won't be disabled underground, but will be useless
the flag method only allow some already defined flags. this is why it isn't usable
Also, sorry for the long time since I last posted anything, I had a lot to do, I should now be able to get back to codding the mod and responding to messages here !