Thanks.
I'll release a new version soonish and then take my time getting the main parts of 0.5.3 to work to their fullest potential. The problem with them is not exactly because it's difficult but rather they refuse to work as expected and require a few thousands ((10)221+(8)*2000)) of tests to verify. Obviously, I can't do all that in detail. So far I haven't been able to make much progress in these 3 months. Since they have been working "ordinarily" since adding them from the beginning there isn't as much of a need to get it done soonish either. I wouldn't be able to even if I wanted. So I'm pondering about the version release because they are obviously holding the mod back.
Abh Mod v 0.5.3 RC3.7 for Cosmoteer v 0.14.3
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Хочу задать серьезный вопрос. хочу сражаться против мной созданных кораблей в "singleplayer". но вписывать их все вручную в файл "bounty" очень долго. есть ли способы упростить эту задачу. к примеру: закинуть корабли в папку "X" и они будут добавлены в список ванильных кораблей. извиняюсь за google переводчик.
I want to ask a serious question. I want to fight against me crafts ships created in a "singleplayer". But enter them all manually into the "bounty" file for a very long time. Are there any ways to simplify this task. For example: throw the ships in the folder "X" and they will be added to the list of vanilla ships. I apologize for the google translator.
Zetsubou_altist No. There is no simple way. You have to add every single ship into mod.txt with replace action (bounty mode.txt) and their cost. You have to create your own BH mod.
You can only change the starter ship by copying into ``builtin_ships/Starter Ships'' but this is not what you want.
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How do I work the docking stations?
thewoodenlego Turn off collision avoidance.
https://wiki.cosmoteer.net/index.php/Abh_mod/Docking_Reload_Station
does it only work for drones or can you make it work for custom items? and what i was meaning before was what do i need to build to make the dock works, but i saw enough from the clip.
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thewoodenlego It works for all or any kind of ship/object. There are no limitation other than range (up to 2 tiles from the connector pipe direction; not to the sides). The docking force may be too weak for large ships. And of course you need to supply it with batteries/water/ammo/antimatter in order to transfer them. You cannot transfer supplies without supplies. This is not like how Drone++ or Automation++ works so far.
Edit: Supplies can be obtained from
https://wiki.cosmoteer.net/index.php/Abh_mod/Water_Tank
https://wiki.cosmoteer.net/index.php/Abh_mod/Water_Condenser
https://wiki.cosmoteer.net/index.php/Abh_mod/Antimatter_Tank
https://wiki.cosmoteer.net/index.php/Abh_mod/Antimatter_Creation_Generator
https://wiki.cosmoteer.net/index.php/Abh_mod/Anisotropic_Antimatter_Generatrix
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last question i am sure, but why doesn't the shield gens won't to take power from the pipes? (i did get it to work with mostly everything else)
Really cool mod btw
thewoodenlego Which shield? There shouldn't be any problem. Restrictions are only for placement. Please, show me the setup then I can tell what's wrong.
Lafiel Tried this with SW:ACD, it appears to be causing crash.
RedAndCosmoteer Yeah, SW:ACD's current code is a bit of a mess. Will check.
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not too sure if this will work but here is my problem
i know nothing of how this site works
thewoodenlego I can't access your computer. Just upload it to https://streamable.com/ for free.
fyi i know the engine room isn't connected i had disconnected it before i did the vid
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thewoodenlego Have you checked in blueprint mode for the direction? The cross way part supplies only in 3 directions.
Edit: Also the straight one supplies 2 tiles away so you don't have to keep them connected.
yes i have it is in the right direction
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thewoodenlego Oh, I see. It's because you connected the plasma node pump to the straight way part which sends power two tiles away so the cross way part didn't receive any. The straight part is a one way part only.
I will add more T- and cross ways with different combination of distances (number of arrows = tiles skipped) for convenience.
Edit: Still won't work. I'll have to look into the code, although, I know it should work.
Solved! Thanks thewoodenlego The problems was that the new feature requires exact placement and area size. Even though, I had the size number correct it was obviously still one short.