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0)Settings like saturation, light, etc. Sometimes HUD is overshadowed by ingame effects
1)Need a framework to add information to the screens/add more screens
2)Need a way to display some crucial info like block selection
This is very easy. Next step would be modelling the HUD to display all the important information, so the player can play the game without vanilla HUD, it would introduce immense feeling of realism and immersion
I would like to obscure the sparks when wielding and drilling.
There's probably a way to turn the GPS popup off entirely if you wish, in the config.
Something about glass-type materials no longer able to be emissive, I think?
So there won't be a server config xD
Additionally, maybe a flag in the config to let people shift them around as they desire ?
Thanks
though i could be completely wrong
showing what i have in slots 1-9
Thank you Digi.
Yeah it's fine :P
Lack of ore markers is because there's no way for me to access them, whitelist is a mess in SE.
And scanning voxels manually for ore is kinda the only option, but needs a lot of work to do fast enough so it doesn't cripple performance.
and i would like to increase the saturation of the hud some more. is there a way to do it?
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at VRage.Game.MyMeshHelper.GenerateSphere(MatrixD& worldMatrix, Single radius, Int32 steps, List`1 vertices)
at VRage.Game.MySimpleObjectDraw.DrawTransparentSphere(MatrixD& worldMatrix, Single radius, Color& color, MySimpleObjectRasterizer rasterization, Int32 wireDivideRatio, Nullable`1 faceMaterial, Nullable`1 lineMaterial, Single lineThickness, Int32 customViewProjectionMatrix, List`1 persistentBillboards, BlendTypeEnum blendType, Single intensity)
at Digi.Helmet.Helmet.DrawElement(Vector3D headPos, Int32 id, Boolean show)
at Digi.Helmet.Helmet.DrawHelmet()
at Digi.Helmet.Helmet.Draw()
at ParallelTasks.WorkItem.ThrowExceptionsInternal(Int32 runId)
at ParallelTasks.Task.WaitOrExecute(Boolean blocking)
at Sandbox.Game.Gui.MyGuiScreenGamePlay.ScreenManagerOnEndOfDraw()
at Sandbox.Graphics.GUI.MyScreenManager.Draw()
at Sandbox.Graphics.GUI.MyDX9Gui.Draw()
at Sandbox.Graphics.GUI.MyGuiSandbox.Draw()
at Sandbox.MySandboxGame.PrepareForDraw()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)