TerraTech

TerraTech

Darvin's Adaptive Armors 2.4
54 Comments
Vertu Nov 20, 2020 @ 10:36am 
You are correct, but really, the last thing I would of guessed is that my older snapshots needed to be re-snapshoted in order to update the ID of the nanite armor, or its collision geometry, I don't know how the older blocks where "preserved" but they where. The reworked collision geometry solves the problems I encountered. The origin of the false alarm was the unexpected preservation of old nanite armor blocks within older snapshots.

So for all who see this, if any modded block acts strange and your snapshot was created in previous patches of that modded block, snapshot the tech again to update the modded blocks and respawn the tech by swapping or placing like normally.
Darvenstein  [author] Nov 20, 2020 @ 2:13am 
is the tech made from earlier version? because in 2.4 i reworked the colliders with new better meshes, so your snapshots from earlier version may have been compromised because of a fix, instead of a bug
Vertu Nov 19, 2020 @ 1:33pm 
I believe I found a bug with the normal windowed piece, though me and official mods have an interesting history.
When I load in my nanite hulled techs, there is always one random normal windowed piece that just casually falls off. Sometimes causing blocks around it to fall off too and the windowed block itself stays on, and this is consistent, same block, same spot, same tech. Additionally, if you rotate clockwise when placing a windowed piece, it would be unplacable, this is also consistent. It gives me a hunch that the collision of the Adaptive Armor Windowed is faulty or miscalculated by unity. Though instead of traditional collision, it is the placement collision.
Florida Man Nov 5, 2020 @ 1:29pm 
well i think that if he is going to make the blocks regen i say keep the health as it is and raze the price or somthing like that because the blocks are sapost to be OP
Darvenstein  [author] Nov 2, 2020 @ 7:48pm 
but putting resistance against all damage sounds perfect too, in addition to repair, the nanites can (and should) also adapt to any type of incoming damage
Darvenstein  [author] Nov 2, 2020 @ 7:43pm 
actually when the modding tools supports more features, i will make these plates to have regenerative properties as long as you have power, the idea is that the nanites will work to repair the structural integrity of these plates even as it takes damage, so when you use repair bubbles on it, the regen will be even higher. so i wasnt considering about damage resistance when i made them, but more of sustainability under fire
Vertu Nov 2, 2020 @ 1:10pm 
(Sorry for making 3 comments, I got real ticked off by the 1k character limit and I have a massive tendency to be super explicate! :steamsad:)
Vertu Nov 2, 2020 @ 1:09pm 
Darvin, as a bit of a thought, when modding expands into more complex elements, would you alter the armor to have a resistance modifier and reduce total health, or have a bit of a mix? (Lore included.)
My interpretation is that the nanites actively "prepare" to withstand an impact, structuring themselves to optimally reduce potential structural damage, giving something like a 70% resistance to all damage.
Vertu Nov 2, 2020 @ 1:09pm 
Or is this armor more of a hybrid between active nanites and passive nanites? Active refers to damage resistance when the nanites actively arrange into an optimal structure based on incoming fire and alter accordingly upon taking damage (like Borg Cube hull). Passive refers to nanites creating an optimal structure that can withstand incoming force (lots of health). In one instance, the nanites are the armor and adapt to counter incoming damage (weakness to arc weapons btw), the other being that the nanites alter the block structure based on incoming fire, like making an Iron material durable as Titanium.
Darvenstein  [author] Oct 24, 2020 @ 1:20am 
ver2.4 is up!!!
-reworked colliders from the ground up, every piece has their own custom collider now
-remodeled the big wide window part on sloped pieces, into slits like the other windowed pieces
Darvenstein  [author] Oct 24, 2020 @ 12:34am 
that's cool, i don't want people to find this sophisticated armor plates lying around from crates anyway hahaha now that its implemented, you gotta craft em,
Vertu Oct 23, 2020 @ 8:20am 
N o p e . You have to buy or craft them.
Darvenstein  [author] Oct 22, 2020 @ 10:32pm 
thats messed up, but can you get modded blocks from crates in new campaign?
Vertu Oct 22, 2020 @ 9:23am 
You still need to start a new save, old saves don't have modded blocks what so ever so not even with crafting are they accessible. :steamsad:
Darvenstein  [author] Oct 22, 2020 @ 5:03am 
Crafting works now!!! update your TT to latest unstable
Also reworked colliders for the corner pieces, they work perfectly now
Vertu Oct 14, 2020 @ 11:33am 
Niiice. Looks even more realistic thanks to the windowed version of the blocks.
Darvenstein  [author] Oct 14, 2020 @ 10:42am 
oh i also made my first tech using these plates just now, take a look

N.S.N. Zumwalt
Vertu Oct 14, 2020 @ 10:41am 
Correction: I can't confirm it will give you access no matter the licance level. I forgot that once you get to a trading station in the campaign and destroy the "troll", you level up.
Vertu Oct 14, 2020 @ 10:33am 
Its sad that it is indeed the case. At least you can get over 1,280 Eurdite crystals to sell very easily.
At least for me, I think I have out-dated terrain generation in my save lol.
Darvenstein  [author] Oct 14, 2020 @ 10:25am 
although you can always play creative, but then you can't play the unique missions, i am torn apart
Darvenstein  [author] Oct 14, 2020 @ 10:24am 
ahhh i thought that was the solution, such a waste though, now i have to mine erudite again for hours to get back the blockbucks i have accumulated in my old campaign, just to play with blocks that i created myself, ironic
Vertu Oct 14, 2020 @ 10:13am 
Alright, if anybody wants any steam workshop item in a campaign, you have to start from scratch with the workshop item downloaded. The game will auto-discover all modded blocks and make them available even if you have the incorrect corporation level. This only happens when you begin a campaign so all old saves are incompatible until crafting modded blocks is possible and or when modded blocks can drop in crates without you needing to start the campaign with them installed.
Darvenstein  [author] Oct 14, 2020 @ 12:26am 
ah that's too bad, hope it will get fixed sometime soon
Vertu Oct 13, 2020 @ 3:22pm 
I can confirm that workshop items are unobtainable in the campaign(s). The game does not add them to the RNG pool that determines what blocks come out of crates, and this is the only way to discover blocks. I honestly don't understand why you need to discover blocks anymore. That was a mechanic in the early beta, now however it has no impact on the gameplay except for workshop blocks. It also makes no sense from a lore perspective.
nicolasmelchor05 Oct 13, 2020 @ 10:45am 
Wow! thanks for the tips guys!
Vertu Oct 12, 2020 @ 10:45am 
I am about to do a block hunt for it though, taking a tech away from the LDA HQ to go annihilate tons of missions. I will report back to confirm.
Vertu Oct 12, 2020 @ 10:36am 
I believe all steam mod blocks are unobtainable in the campaign at least in my experience. They never drop, and the game (usually) prioritizes undiscovered blocks at a level 9 priority. Unless that only works on vanilla blocks due to them residing in the same code unlike workshop items and you need to hope for RNG that you get the right block from a crate. Worst off, the game usually gives a set pair of blocks for every certain grade mission. Like at HE 1 you will get a tiny gun, 2 blocks and 2 wheels. At grade 3 you will get an auto cannon, 2 big wheels, a missile, and some other guns almost every time with very little variance.
Darvenstein  [author] Oct 12, 2020 @ 10:24am 
After you subscribe, start a new creative or RnD mode, it will appear in hawkeye, basic block section. Unless you are playing campaign, then you have to wait until you get them from drop crates
nicolasmelchor05 Oct 12, 2020 @ 9:48am 
Hi darvin its me again, does anyone know how to make the blocks available in game? I´m still struggling with that XD, like how do I enable them?
Vertu Oct 10, 2020 @ 8:06am 
H e a v y a r m o r p l a t i n g D a r v i n .
Darvenstein  [author] Oct 10, 2020 @ 1:44am 
ah yes, i did planned for some smaller variants of these plates but decided to drop it. i have information that the crafting feature for modded blocks will be fixed in the next update so it'll be very expensive for smaller plates to have this adaptive technology, and i don't think it will fit with the lore i am creating here with these bulky heavy-duty plates, perhaps mix and match them with hawkeye blocks can help?
Florida Man Oct 8, 2020 @ 2:01pm 
could you make two blocks Darvin? that would help a lot. also i love this mod its awesome!
Carl weezer Sep 29, 2020 @ 4:37pm 
im going to do the mario
NaCl Sep 27, 2020 @ 12:06pm 
Looks fantastic, Works well
Vertu Sep 26, 2020 @ 7:07am 
Darn it unity!!
Darvenstein  [author] Sep 26, 2020 @ 3:35am 
i made the collider mesh using blender, it's a simple silhouette of theses blocks, as i stated earlier, i've tried making it exactly as big as the blocks, slightly smaller, slightly bigger, still no dice, unity likes this mesh to be convex, so it simply refuse to acknowledge the 90degree angle in the crevices of the corner block, making it a full triangle, perhaps this is what has been colliding with the missiles, unfortunately i haven't been able to work around this so my hands are tied atm
Vertu Sep 25, 2020 @ 10:43am 
Been using the corner ones again which had the box based faculty. They are a lot better now. But they still have funky interaction boxes. It seems you went from BOX to "Default", it adds to the amount of voxels (or so) to the hitbox but tends to make curves instead of multiple rectangles. So the corner of the corner block have more box-like hitboxes than the smoother areas of the block. That is probably what is causing the collision for the missiles.
Vertu Sep 24, 2020 @ 6:29am 
I will have you know darvin, you have made me capable of building small again even with the MRB inflating my tech's volume. Using these armors as an outer shell and frontal buffer with structural HE Six blocks behind them has extreme potential. Now if only the tech 1/8th the volume of The Toaster didn't weight as much as The Toaster. (Over 4mil Kg). Nothing that a bit of antigrav and maneuvering hovers can't solve!
Darvenstein  [author] Sep 24, 2020 @ 1:12am 
go grab 'em son, and you're very much welcome
nicolasmelchor05 Sep 23, 2020 @ 1:07pm 
imma grab these kickass blocks thank you Darvin!
Darvenstein  [author] Sep 22, 2020 @ 9:04pm 
Whoops totally missed that one, should be fixed now, thanks vertu. How about that collision? i've tried making the collider in the exact dimension of the block, make it slightly bigger, slightly smaller, but still can't place a BMB inside of the corner pieces, idk whats up with that, there shouldn't be anything preventing the missiles to launch, but it seems to be colliding with something
Vertu Sep 22, 2020 @ 3:48pm 
The non-windowed "slope long" block does not have functioning connection points at its back but the windowed version does. This be annoying for us all including you darvni.
lithuanian special forces Sep 22, 2020 @ 6:15am 
Good
Darvenstein  [author] Sep 22, 2020 @ 3:45am 
I made a custom collider for the corner pieces, should fix any problem with collision now, i hope...
lithuanian special forces Sep 21, 2020 @ 5:23pm 
aaaaanyway these look great darvin (I dare you to make a waverider tech in TT lol)
Darvenstein  [author] Sep 19, 2020 @ 9:11pm 
Ah yes the hitbox (collider) is a basic box collider, as of yet, i don't know how to shape it into crevices like the corner blocks. As for updating the old one, i simply cannot, yea, what ski said
lithuanian special forces Sep 19, 2020 @ 1:41pm 
Uhh Seth the reason he didn’t update the old one was that unity was being finicky and didn’t let them update or ad to the original
Vertu Sep 19, 2020 @ 10:29am 
So if anybody is wondering how good these armor blocks are... they can withstand 9 auto cannons worth of hell fire when being healed by 4 Ven repair bubbles. Note that kinetic weapons have a damage reduction against armor, idk if these blocks actually apply to that damage spreadsheet. For all I know, the auto cannons could of been doing 100% of damage instead of 75%.
Vertu Sep 19, 2020 @ 9:48am 
The hitboxes for the 4x2x2 and corner block versions are incorrect. They are filled in completely but you can still place blocks like normal. But if you place a BMB inside a corner block, the missiles will always render as "hitting" the block but still fly up and explode instead of showing physical collision. Makes me think they have a collision faculty of "box", meaning the grid volume of the block is the actual hitbox unlike the 1.0 blocks.
This explains why I have such a hard time anchoring on a flat surface when having these blocks on the same level of the anchor.
kevinlakecity5 Sep 19, 2020 @ 9:21am 
neat, you probably could've just updated the old one