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The only "tool" I know would be to make use of the ingame error debugging window after loading, which also lists all errors from mods. Though the problem with that is, that some mods have "expected errors" and even if there is no error, that is still no guarantee that everything is working as intended.
This mod here should be easy to add and remove, since it only adds extra functionality to the projector block. And if you remove it again, well, that functionality is gone. Space Engineers handles this gracefully. The only dependency of this mod is to "Rich HUD Master" though if you use Build Vision, you have that any way and it never caused any problems for me.
ooh my god hrhr if i only knew hrhr, damn you made me chuckle. Look i dont have a clue ... in so many ways not ^^. I havent tried yours or the other mod, i just saw the pictures and that there might be a conflict as similar visualisations are being used to achiev yet different tasks. So before i ruin a safe or even a new game ^^ i made it my mission for any game i mod to screen the mods as much as possible , especially when i intend to run many mods.. as i do.
What use case do you have, that you would want to use both mods?
@Raynor Thank you, but I have not published any of my builds (yet).
https://steamcommunity.com/sharedfiles/filedetails/?id=2947081810
Discord: geraged
But this is nice too.
Moving forward- The blending of colors is a pain for some folks and shrinking the BB a bit does help for a majority of angles. Folks with a variety of settings in Post Processing will also experience drastically different colorations in-game.
I'd be up for adding an optional secondary particle if I ever do add a settings menu (via text hud API) so there isn't a harsh shock to existing users. Keeping it "deliberately light" and PluginLoader compliant means a full-fledged mod like yours has a lot of things still on the table to explore.
I'd suggest checking out around line 163: It's a functional but not very elegant check of nearby blocks to suppress showing a placeable block if all the neighbors aren't built yet. This was a high-demand feature that may be worth adopting.
And you should really try out using "particle_laser" instead of "GizmoDrawLine". The colors behave very strange with the later one, but with "particle_laser", everything works as you would except, giving you a much wider range of color options. You just have to tune down the linewidth and intensity with that one a bit. ;)
Thanks a lot for refering to my mod! I have also linked your mod in the description. :)
I totally agree with you that the chat-based toggle has its use-cases in a multiplayer environment. As a solo player myself, a simple On/Off toggle on a Button Panel has to suffice.
I've linked your mod on mine as it has some nice options for a higher level of detail and info output. Copying the grid directly into the projector (without damage) is one heck of a useful feature!
So there is one similar line of code / comment which mentions 3 possible input options for lineMaterials, defined by the base game? And we even did not settle down with the same option in the end? I am always open for discussions, but please not on ridiculous levels.
You pointed out yourself, that your implementation follows a very different approach and that you focused on different aspects - which is totally fine. For me it was important to have it configurable per projector and therefore integrate it more into the world / game logic (requires working projector), differentiate between more categories, don't show it on enemy/NPC grids, dynamically update of the custom info text and therefore the ability to automatically track with a LCD and have all of that working on a dedicated server as well.
And just as a heads-up: Yes, I am also planning to make the colors configurable. Something I like to do if you look at my other mod.
I'm not saying it's impossible to independently arrive at the same underlying mechanic, but sure looks odd when there's a familiar comment.
You may find that shrinking the BB by the linewidth (or half the linewidth) will help cases where overlapping colors wash eachother out. There are also some folks with color differentiation challenges; accessibility can be improved by letting users alter colors.
Another consideration (that I received a lot of inquiries toward) is a quick way for others to turn off the displays to fit their current preference. IE person welding the projection may want it on, but someone building nearby may not
I am sorry to hear that but looking at your code your implementation and mine have absolutely nothing in common. You have written 3 comments in your code in total, so I honestely have no idea, what you are talking about. If you think otherwise, please add me and point out the exact places.
Also the concept of highlighting a projected block is nothing new or can be associated to a certain person. For example I have seen a discussion from 2020 on the official KEEN discord server where someone talked about highlighting missing blocks with GPS signal and someone was suggesting to use BBoxes instead.
Thank you all for the postive comments and feedback so far. I am happy to hear, that you find this useful as well!
@BookBurner
You are refering to the Mutligrid Projector plugin? I have not tested that. I have just taken a quick look at its source code and from what I have seen, it changes the implementation of the projector quite drastically. If you made any experience with it, feel free to report back.