Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
using VRage.ObjectBuilders;
and change:
Sandbox.Common.ObjectBuilders.Definitions.SerializableDefinitionId
to:
VRage.ObjectBuilders.SerializableDefinitionId
As to compiler warnings, I'm just using notepad++ and testing stuff with the game directly and getting no warnings/errors in the SpaceEngineers.log after making the above change. A lot of stuff got moved from the sandbox to VRage. Trust me, just do the above and run it in the game. Works, at least with the most recent avialable version from the workshop anyway...
Anyway, you don't need to actually chcek for whether or not items can be added to the inventory because AddItems already does this and even returns false if it fails. So simply removing that extra check (which seems to be the only place you have "SerializableDefinitionId") causes the mod to work as normal.
Also, if you want to do the 1==2 section, you'd just move the spawn code up and end it with the AddItems section earlier in the code to the array of drill inventories instead of actually spawning the ore. As far as I can tell it's actually harder to add the floating ore to the world then pick it back up than it is to actually just spawn it into the drill directly.
Still it would be nice if you could make it compatible with the Stargate (working teleport) mod, because actually lagless drills aren't capable to drill the new ores (3 types of ore) that the mod has in it xD.
However this is an AWESOME job, thank you so much!
Looking forward to when you get it fixed, but please don't mistake that for rushing!
Enjoy your vacation!
In order for these drill to benefit from it, DanP will have to add the upgrade interface to the drill too.
Drilling should be a little smoother now. I just released an update that handles the target drilling area quite a bit better in several different ways. If you have been having trouble drilling at certain angles, this latest update will fix that for you.
Can you somehow get them to cooperate please?
Even in your video, the dust puffs I am referring to do not appear, nor does the drilling contact sound I referenced play either.
@Nugs Mining is the key part of the game, aside from when you're in creative mode. For this reason, I tend to test the efficiency/failure of ships before epicly failing in survival (a.k.a. finding out the hard way)
@DanP I have just under 100 mods, so to list them here would be shameful (for lack of a better, possibly derpier word.)
On your note about absent/removed animations, your mod does indeed remove the dust puff animations that vanilla drilling creates at a rate of about 3 per drill per second (or more) as well as the asteroid bits animation that follows any present gravity. (The little rock pieces that fall, then despawn.) Whether this side-effect is intentional or not, it happens, regardless of the cause, be it your mod or a mix of mods and/or effects caused by them.
To reiterate, something (that I assumed was your mod at first), causes these dust puffs to not appear at all as well as the impact drill sound while deforming asteroids, both of which are definite performance increases. However, these effects are only occurring when drilling with vanilla drills, and not when using modded drills like those found in the "ShadowFlux Used Equipment Sales and Service" mod, for one - http://ad.gamersky.info/@steamcommunity.com/sharedfiles/filedetails/?id=297456650
I would like to have the sound play, assuming the game doesn't also stack those per drill, which would be (and seemed to be in large numbers) an obvious source of lag/server load. In essence, the changes you have made would be applied to a new drill mod that is in production, he just doesn't know exactly how to implement it yet. I personally don't know a thing about modding this game yet, but would love to learn.
The result is that for 20 drills on a ship, you perform 1 read/write. I have simulated Vanilla lag by moving the drilling code back into the individual drills, meaning 20 read/writes (and presumably any associated geometry recalculations) for 20 drills on a ship.
If you don't mind me asking, which mods were you running above it? Or does it even matter?
@DanP I have done some testing, and the mod seems to work in creative, but only when I put it at the top of the mods list. Otherwise, I just bounce off asteroids with no damage or drilling taking place with vanilla drills. Other drills work fine, but obviously still have their laggy animations intact.
On a side note, is there any way you could give me a link to, or a tutorial yourself, on how to modify the drill settings to make the animations stop being rendered? I'd like to apply it to another mod a friend is working on.
Thanks again.