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aqdse's Issues

Armor Expansion

Complete the Armor Expansion mod.

  • Build models (2 each)
  • Light / Heavy armor (hopefully just slotting in the different texture)
  • Small grid equivalents (resizes)

also:

  • Go back through and convert to rescale-method
  • add HKTs
  • set up mountpoints

Add half-wide grated catwalk blocks

these should be in the SDK actually

  • No railings
  • Railings corner
  • Railings one side
  • Railings two sides
  • Railings three sides

(gotta limit it to DLC)

Rotor mod

I want to add more rotors to the game, specifically ones that allow for more building options.

A 2-axis one would be cool but is likely not easily possible.

A ring-shaped one to be able to go through the middle. Needs to be able to transfer conveyor into the rotating part but also straight through. (bearing)

A disk-shaped one that has the outside rotating but can also pipe straight through. (bearing)

All able to have small rotor head versions?

Refactor Worlds PSDs

  • separate into heightmap and biomemap... AGAIN
  • both 16bit
  • connect heightmap output to biomemap via smart objects?
  • heightmap to grayscale

Sun Sensor block

Sensor model but solar panel functionality? Would not produce much of any energy but could be used by scripts to detect whether there's sun or not. Should look into how some other mods have done that.

Finish Ion Thrusters

  • HKTs
  • BuildStages
  • LODs
  • Smoothing issues
  • add upgrade module dummies
  • rework model

Storage stockpile mod

Cargo container but more in form of a stockpile with an open top. Only for ores and stones and ice. Subpart of stockpile contents that is scaled on z axis depending on fullness of container.

Also, a collector-type thing that can be added up top so stuff can be dropped into it. Maybe also a conveyor attachment in the form of a "door" that can open to drop out materials?

Set up a script to change existing block recipes

In order to properly incorporate the new resources and components into the game, I need to change the "recipes" (which components are needed to build blocks) of all existing vanilla blocks.

The script would also have to be included in the unifying AQD mod to adjust the recipes of modded blocks that are included.

There might also have to be a way to change blocks automatically (rather than individually defining changes to recipes) to use as a backup for blocks that have not been listed specifically - as a fallback.

Revive banner LCD mod

with dependency on DLC transparent LCD

2 planes, one for each direction, UVs on the back plane reversed.

test with 1x1 and then do 2x2. check resolution, might be pixely when too big. maybe not such a big deal though?

way to remove dynamic functionality from LCDs? probably not really needed, plus with it you could have text for ship name etc....

long LCD? 2x8, 1x4?

Spreadsheet issues

BluePrintClassEntries
The spreadsheet is currently not generating the following blueprints:

  • xCrushed to xIngot
  • Purifier recipes need to require distilled ice / water

VoxelMaterials

  • setting to use add / ng of existing textures but custom diffuse

PhysicalItems

  • update with economy variables
  • needs support for price adjustments for dense / crushed / purified

Components

  • update with economy variables
  • need to adjust economy formulas to differ values for scrap

Add Radioactive warning LCD image

  • title says it all - for reactor rooms etc.

  • Could also maybe do biohazard warning?

  • Also swap to RESX use.

  • warning stripes! look at LCD resolution for corner ones in cubeblocks maybe

Transition Combat Balance to WeaponCore

Need to add it as a dependency and either redo the vanilla weapons for WeaponCore or also set a mod that does as a dependency, then overwrite its values.

Airtight connector door

a big version for large grid, maybe also a smaller verison though? unsure.

version for small grid in the size of a normal connector probably.

Do they need to be able to line up to normal connectors though? Can't get out through those anyway. Can you even set which size of connector can connect to what size? Probably not... so no matter the size of the new one it could still dock to the vanilla one.

  • SG airlock (connector)
  • SG airlock door
  • LG airlock (connector)
  • LG airlock door
  • LG walkable piston
  • LG "airlock corridor"

airlock connector would be a ring mounted onto the airlock door. No cargo transfer, only energy, since cargo couldn't be piped through the door anyway.

Slab corner / split corner

For a future Armor Expansion update, add the slab corner / split corner block. It bridges between two vanilla slab slopes. (quarter block ish size)

Armor Expansion 1.1

Several issues:

Fix textures:

  • Bevelled Corner
  • Slab Inverted Corner
  • Slab Inverted Corner Split
  • Slab Slope
  • Plate 1x1
  • Plate Slope
  • Plate Slope 2x1

Light/heavy armor slab texture doesn't get replaced properly with skins. Heavy also doesn't match light.
Use half block as reference. Likely an issue with texture name.
Also consider swapping paintedmetal with the generic armor texture. It does stand out a ton.

Fix mirroring:

  • Half Inverted Corner Base
  • Half Inverted Corner Tip
  • Plate 2x1 Base
  • Plate 2x1 Tip

Need mirrored model, that then gets connected via cubeblocks entry:

<MirroringBlock>Suspension3x3</MirroringBlock>
think windows use this too
yea that block will have to have a mirrored model and separate block definition like the other

Look into making a gravity catapult mod

grav gen cubeblocks has a bunch of interesting values:

      <MinFieldSize x="1" y="1" z="1"/>
      <MaxFieldSize x="150" y="150" z="150"/>
      <MinGravityAcceleration>-9.81</MinGravityAcceleration>
      <MaxGravityAcceleration>9.81</MaxGravityAcceleration>

could style them so they've quarter circles but high and with ribs, and can be slotted together to make a whole circle. cargo then goes into the middle and gets shot upwards. reduce x/z of field size but increase y to accelerate for longer and to higher speeds. Strongly increase acceleration values. Might need a speed mod to fully utilize this.

Evaluate additions to QoL / VE

Look through the following mods and see if they would fit QoL or VE:

VE:

QoL:

Banner LCD interaction with subgrids

Norax64 reported that placing banner LCDs directly on rotor heads (specifically the small one I think) leads to unstable rotorheads. I'm thinking this has to do with the hitbox of the banner LCDs possibly going out over the block constraints? Or being too close in some other way.

Look into for future patch.

Block group issue with armored thrusters

Malganor 7 hours ago
Getting a bug where Large Armoured Ion Thruster doesn't actually come up as a variant.

Example: when I bring out Large Armored SLOPED Ion Thruster from the block I can see it and build it fine and also place it on my toolbar without an issue, but with the regular, non-sloped, I have trouble placing a large and a small armoured variant on my toolbar at the same time (side by side) as one keeps replacing the other and when I try to actually build them and go through the different variations I only ever see the vanilla ion thrusters and it won't change to the armored version of this mod.

Improve armor edge removal

Shadow remnant is shit. Improve the removal by removing the edges via script for standard armor and leaving the model replacement to account for modded armor cubes.

Increase space suit headlight range

Tried mining in space and completely forgot how ridiculously small the range on these is. See if I can change it. Stollie mentioned it might be adjustable in Flares.sbc (?):

<Definition xsi:type="FlareDefinition">
          <Id>
              <TypeId>FlareDefinition</TypeId>
              <SubtypeId>Headlamp</SubtypeId>
          </Id>

Add resx support

Several spreadsheets are still missing support for resx. I'll probably also need to collect all resx in one place at some point so I can more easily update it.

  • Blueprints
  • BlueprintClasses
  • PhysicalItems
  • Components

Medium Conveyors

Normal:

  • straight
  • corner
  • junction
  • T
  • X
  • endcap
  • access

Armored:

  • straight
  • corner
  • T
  • X

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