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lyravega

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Everything posted by lyravega

  1. That is out of our reach as far as I can tell.
  2. Can I get your save by any chance? Because either you have a turret with no weapons, or I have no idea. Unless I can get your save or you check all of your turrets one by one yourself, can't be sure, but that value cannot be nil unless the turret lacks weapons. For now you can replace line 26 with this. if not wpn then return end; local lyr = {} That is out of our reach as far as I can tell.
  3. Only go with the ones that has "Independent Targeting". Forget the rest, in my opinion :) Unless you are making a combat ship equipped only with plasma & salvaging turrets. That's fun :P
  4. Turret Factory Fix v0.002 OBSOLETE Turret Factories have several problems related to crafting, this mod/fix only fixes three of those: -Range stat of the weapon to be crafted is incorrect (the real range of the weapon doesn't get changed) -Tesla Gun is not on the list (even though its variables are there) -Changing the amount of materials has an opposite effect on the stats (the statDelta was getting multiplied by -1 unnecessarily) I'm pretty sure Turret Factories will get an overhaul and get all its problems sorted out, but in the meanwhile this mod/fix can be used to get around the problems mentioned above. Turret_Factory_Fix.zip
  5. New version up: v0.020 -Added "Shield Penetration" and "Hull Penetration" stats -Added info for weapons that are ineffective against stone (basically, all lightning weapons) -Fixed "Tick Damage" showing incorrect values for applicable weapons (apparently, Tesla Guns can have "Synchronized Weapons", unlike any other continuous beam) -"Range" is now calculated (it'll show correct range values for crafted weapons; a bug prevents real range from being altered for them, I'll make a fix/mod for turretfactory.lua later on fix for turretfactory.lua) -"Force" stats now display the individual weapon force; for some reason turret stats show wildly different things (different things as in tooltip showing positive turret force while the weapon force is actually negative) Shield Penetration: Your usual shield penetration as shown in vanilla tooltips; % chance to bypass the shields Hull Penetration: A hidden weapon stat, specificly for Railguns. Railguns can penetrate blocks and deal additional damage; a railgun with 5 penetration for example, can hit 6 blocks in a straight line (in tooltip, it'll be shown as 6) I'm trying to find the explosion values for cannons and launchers; they deal area of effect damage, capable of hitting multiple blocks (and thus dealing more damage, similar to railguns). Later on I'll move shield/hull penetration to somewhere else I guess.
  6. Armors do NOT deflect/stop railgun shots; railguns will pierce through multiple blocks depending on their blockPenetration value. In addition, blockPenetration value is a flat block amount, but it should be a block unit. You can have 10x10x10 block and a railgun with blockPenetration of 2 will go through this big block, however if it hits 1000 1x1x1 blocks, it'll only affect 3 blocks. Both cases make no sense; it encourages multiple thin layers to protect against railguns (since armor is ineffective against blockPenetration).
  7. That mod is awesome :) but sometimes I'm too lazy to click heheh By the way, are icons clear enough? I hope so. Also, anyone with German localization, I added support for German, tested it for a while, everything seems to be in order now.
  8. Compass-like Gate Pixel Icons - v0.008 Compass-like gate icons. Aimed to help you by saving time - instead of targeting gates one by one, you can just check their icons to see the direction they are going. Some users of the mod have stated that this is required only on the clients, for your information. [spoiler=Change Log]v0.008 -Disabled the Not Ready gate icons as the vanilla bug still persists. They'll return later, when the vanilla bug is fixed -Made the icons rounder v0.007 -Updated for 0.15.x v0.004 & 0.005 -Updated for 0.12.x -Fixed German localization v0.003 -Added a "Not Ready" icon (after ramming my ship to a gate that wasn't ready and getting destroyed in the process, I thought this can be useful) v0.002 -Works with German localization [spoiler=Known Issues]For some reason, some gates may report "Not Ready" with a crossed icon. However, I checked if this is happening without the mod, and still some gates report "Not Ready". I believe it is a bug in the vanilla (related to function callbacks), but it is more obvious with this mod since this mod gives a crossed icon to the gates that are "Not Ready". Also, even though these gates look like "Not Ready", they are actually usable. Just approach with caution in case it really is a "Not Ready" one. Hopefully it'll be fixed by the devs. For now, Not Ready icons are disabled Compass-like_Gate_Pixel_Icons_0.008.zip
  9. Nah, it keeps accumulating. The bar caps out, but it keeps going on. On previous patch, you could see it as well. The same goes to your boost, it doesn't cap and keeps building up till you run out of energy.
  10. *sigh* Gotta love finding new stuff after I post a new version. Not something I caused this time though, look at this screenshot (at the bottom, something is in a red box). http://images.akamai.steamusercontent.com/ugc/158026921452974105/4EF437E91E0FE0A7EE33CBAB65ACF23BF85ED73E/ This turret has negative "accumulation"; its energy cost is always the same. Just a vanilla bug, but I'll hide weird numbers in mod's next version sometime later, enough versions for a day. I need to figure out how these type of energy weapons exactly work anyway. It is very similar to heat, but the vanilla numbers and what I can tell are different and it is very confusing. edit: Yeah, no accumulation. The weapon always uses the same energy, it doesn't increase. Not sure if bug or intended though, maybe a "hidden feature" of some sorts heheh :)
  11. Uploaded v0.012 with some minor visual changes, and fixes for some specific weapons (turrets that overheat in one shot) The thing is, there is no max power draw :D They can shoot as long as you have the energy generation & reserves to supply them. And there is no way I can get the ship power stats unfortunately. Best way to check them out is looking at your energy consumption, and not just the base energy drain but accumulation. Accumulation is more important in my opinion, high accumulation means it'll reach a higher energy usage in shorter time. You can sustain energy weapons with low accumulation without any issues. Thanks. Weapons that generate heat usually seems to be on the weak side. Best weapons I've found are chainguns without heat mechanics or never overheat, and laser turrets with miniscule energy costs. Thanks :)
  12. Don't know how to explain this, but I played a game which had these and they were super useful. What these crosshairs do is, one is pointing the way the ship is going, and the other one is pointing the opposite. Real useful when you need to do a reverse burn. Game already has something like this, but it's not so obvious (the speed bar at top turns yellow/orange if the ship is facing the opposite movement direction). Having something on the screen would be awesome.
  13. Can we see these on ship power stats? Also, I think the "stored energy" bar on the HUD doesn't cap at 100%
  14. Can we get a button for "continuous firing" where turrets keep firing as they turn/try to aim at whatever you are pointing?
  15. Yep :) I fixed it but I'll upload the fix tomorrow, would like to play a bit and see if I can catch another bug/incorrect value before posting another update.
  16. Thanks, I will look at it when I am able to. Also noticed another bug from that screenshot. Since the weapon overheats instantly, its cooldown time can become its fire rate but apparently I forgot to recalculate dps. That weapon definitely isnt powerful :d
  17. Yup, that's it alright. Thanks, nice to know these exist :)
  18. Oh I'm glad to hear! By the way, if you encounter a weapon that overheats in one shot, please take a screenshot of it for me :)
  19. Nah it is probably my mod. When the tooltips are broken, anyone selling a turret with a broken tooltip won't have a buy/sell option. I saw my mistake and fixed it hopefully, but I really wish I could get my hands on such a weapon for testing purposes.
  20. Alright, I've put up a new version, saw my error on that line, again thanks for the log. Though, what kind of a weapon is that? Overheats in one shot? If I can get your save with that turret with broken tooltip, I'd really appreciate that - I mean I've never encountered such a weapon, I tried to account for such but while renaming stuff in the code forgot one line apparently and hopefully it is the one that is causing all these issues.
  21. I'm going to go back to normal branch, verify stuff, grab the .lua file, go to beta, verify again, grab the beta's .lua file and compare them again then do the same with the mod to be sure. edit: Nah. Everything is working fine on my end, on both the current and the beta versions.
  22. It should work the same everywhere; there is one "tooptipmaker.lua" that handles all the turret tooltip generations. Just checked the game again, on build mode, personal inventory, shop, turret factory, etc... works everywhere for me?
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