Space Engineers

Space Engineers

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Humanoid's Beam Turret Multitool [toolcore]
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Type: Mod
Mod category: Block, Production
Etichete: NoScripts
Dimensiunea fișierului
Postat
Actualizat
1.848 MB
18 apr. 2024 la 9:26
16 oct. 2024 la 7:57
7 jurnale de actualizare ( vizionare )

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Humanoid's Beam Turret Multitool [toolcore]

Descriere
!!!THIS MOD REQUIRES TOOLCORE TO FUNCTION!!!

This mod adds a toolcore laser grinder/welder multitool 1x1x1 large grid block

Turret would automatically target and grind or weld various grids in 100m radius (depends on mode that you selected)

Additionally this mod has a simple open/close animation that will work if animation engine is in your world. This feature is completely optional and is purely cosmetic. The block would function normally if no AE is present.

https://steamcommunity.com/sharedfiles/filedetails/?id=2880317963 - animation engine
91 comentarii
falstaffian carrion gourmet 6 apr. la 21:38 
can you make a version of this where it is a 3 DOF mechanical arm, the "shoulder" aims at the target block and the ("elbow") and ("shoulder" offset pitch) is changed to match the distance to it. It isn't supposed to be physical or anything it would just look nicer than having nonsensical beam
Deapri 25 febr. la 19:51 
Weirdest thing, sometimes, when I switch to weld, there are parts of the AI Enabled Factory ui on the tool... I'll let JTurp know as well. Such a strange thing, they should not be referencing one anthers codes at all. This occured with both blocks on the same grid, a large ship in this case, when switching modes while the beam was active. (I have not done further testing to see if this happens in other conditions or reliability of reproduction, as it has not happened every time.
Deapri 3 febr. la 6:25 
That can happen as Ash noted during development, however in this case it was a basic armor block. Noted also it has not repeated since for me.
humanoid.mp4  [autor] 3 febr. la 5:13 
Some blocks might have issues because the turret aims at the centre of the block bounding box, but the welding effect only applies to block collision model
Deapri 3 febr. la 4:25 
yes, i noticed that just a little bit ago though the tool works with activated turned off which is odd, but the line appears occasionally briefly during welding even still a little odd but it works well... in response to others who said they had the bug with the tool not working after a certain point on some girds, I had it on my ship and this happened, I tried a few resets but to no avail, flying out of range and then back in however did resolve the fault... in case that is useful to anyone.
humanoid.mp4  [autor] 3 febr. la 2:49 
Red draw line should only appear if the beam is on and “activated”, but doesn’t hit any grid or voxel in its path. It’s purely visual
Deapri 3 febr. la 2:15 
And this morning it stopped so far making that line... fun times with intermittent strangeness...
Deapri 2 febr. la 14:32 
@humanoid.mp4 A little odd, but there is a red draw line when the tool is enabled, as opposed to the green draw line when using draw. Works as far as I can tell as intended otherwise.
ArcZeroNine 23 ian. la 10:02 
@Idacat411 This is new, as it has never showed that before so im assuming it was a toolcore issue (i had to boot up SE to set this as this was the only thing driving me nuts with this item). i used nanobots as it was better on performance then the Nanites but was way to cheap. no that this has a work colors like nanobots im so switching back to this. but it uses a slightly different way of doing colors then the color picker so u have to have the color selected beforehand so u can copy it over. its a small thing and more like a "this is how it is" for anyone wondering what is off but im happy that the color thing is working now
Idacat411 23 ian. la 5:25 
@ArcZeroNine For the work color if you turn it on, move off of the control panel and back you can select the color, just have to do that several times. I think there is a bug in the refresh for the control panel.