Scrap Mechanic

Scrap Mechanic

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New Legend Mod Continuation
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314.502 MB
Aug 15, 2024 @ 1:08am
Aug 6 @ 6:09pm
24 Change Notes ( view )

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New Legend Mod Continuation

Description
【Current Version】
New Legend Mod 4.1.0 Supplementary Update - 4
Detailed update list

【About the Mod】
This Mod is a continuation of the New Legend Mod, so all blueprints created with the New Legend Mod can be opened and used in this Mod. This Mod is still in its early stages, so please actively report any bugs you may encounter.


Welcome to all engineers who wish to subscribe to the legendary Mod created by the Chinese player team: Legendary Builders Team. This is a comprehensive Mod that can meet most of your daily building needs. The Mod includes: material blocks, various geometric shapes, various interactive parts, various vehicle tires, vehicle parts, powerful weapons, various decorations, natural scenery decorations, building parts, and unique legendary parts. English item descriptions are now supported!

【Special Thanks】
Special thanks to Durf, the author of Modpack, for his suggestions on optimizing the Mod size!
Also, thanks to the MJM Mod for providing the open-source seat script!

【Supported Languages】
  • Simplified Chinese
  • English

【Other Mods and Custom Games】
Destructible Legendary Mod 【Disabled】
Legendary Survival Custom Game
Legendary Terrain Assets Mod 【Deleted by the Original Author】
New Legendary Terrain Assets Mod
Legendary Terrain Assets Mod Backup
More Bombs Mod (Unofficial Reupload)

【Our QQ Groups】
Legendary Builders Team Group 1: 537532878
Legendary Builders Team Group 2: 158484814
Legendary Builders Team Group 3: 633703984

Originally posted by Nyako:

About Tracks (4.1.0)
  1. Note: The current track generation algorithm is still experimental. It is normal to encounter any unexpected behavior; please report it to the developers.
How to use tracks:
  1. First, connect the wheels in sequence to form a closed loop. If you have two 1x3 wheels placed in series, you can also connect them in a Z-pattern. The connected wheels are the ones used for the track calculation. If your tank has many return rollers, you can selectively skip the ones in the middle to reduce the computational load.
  2. Next, place a Track Controller and connect it to one of the wheels in the loop to generate the track. Note: The choice of which wheel to connect is important. The entire track's rotation and movement animation is based on the rotation of the connected wheel. It is recommended to connect it to a wheel that touches the ground; this simulates friction between the track and the ground, but the drive wheel will slip against the track. If you connect it to the drive wheel, it will prevent it from slipping against the track, but the track itself will slip against the ground.
  3. When connecting the wheels into a loop, it is recommended to connect them counter-clockwise by default. If you connect them clockwise, it will change the forward orientation of the track.
  4. If you want the tracks on both sides to face the same forward direction, simply connect them clockwise or counter-clockwise from your current perspective, whether you're on the left or right side of the tank. You don't need to worry about the overall connection direction for the vehicle as a whole.
  5. The track effect will be destroyed immediately if a wheel in the loop is destroyed, a connection in the loop is manually removed, or the controller is removed.
  6. Try to place the Track Controller on the vehicle's main body, not on parts that rotate or move (e.g., a tank turret), because the tracks will twitch rapidly when these parts move.
  7. The track is generated at the average center point of all wheels (e.g., if one wheel is positioned further in and another further out, the track will be rendered midway between them). This is important to be aware of for tanks with misaligned wheels.
  8. The "Tank Drive Sprocket 2" will not be included in the average center point calculation because it is a half-sided drive wheel.

Originally posted by APxiaosong:

About Laser Guidance:
  1. The transmitter needs a code to be set. To use it, connect and activate a switch, which then allows the Laser Guidance Module to have its code switched manually.
  2. When the Laser Guidance Module is connected by a Laser Coding Module, its code is controlled by the Laser Coding Module.
  3. A Laser Coding Module can pass its signal on to the next Laser Coding Module.
  4. The guidance capability of the Laser Guidance Module must be activated by connecting it to a switch or a logic gate.
  5. The guidance force is the same as the WASD mode of the standard Guidance Module.
Known Issues and Notes for This Version
  1. If you find that some functions are broken, first check if you have loaded a save from the old "Legend" Mod (saves from the old mod are not compatible with the new one).
  2. Please note that all cameras within a single world share one FOV value.
  3. If you find any new bugs, please report them to the developers.
Popular Discussions View All (2)
10
Dec 26, 2024 @ 4:46pm
New Legend Mod Continuation Q&A
喵子
6
1
Jan 4 @ 10:44pm
Anomaly in the Wing/Guidance Module"
Tomek
156 Comments
birdpaw 19 hours ago 
a small question, is there any way to increase or decrease the gearbox power by only 1%?

that would help soo much!
Xandan Aug 6 @ 2:27am 
@喵子
Thanks for the info! My stress test was based purely on spawning a large number of tanks. Yesterday, right after the update and before any bug fixes, I could spawn 3–4 tanks before lag set in (a constant 60 FPS, but drops to 30–40 FPS every 5 seconds while moving the character). After the first bug fix, I managed to place 14 tanks, but today I’m starting to experience frame drops again with just 9 tanks.
喵子  [author] Aug 6 @ 2:23am 
A simplified mode may be added later. When enabled, it will sacrifice visual quality to improve performance, but I’m not sure yet how much of a performance boost it will actually provide.
喵子  [author] Aug 6 @ 2:11am 
@Xandan
In my benchmark and stress test save, I have 6 tanks, each with 4 tracks, continuously moving. In version v4.1.0, the average FPS was 22, while in v4.1.0 Hotfix-3, the average FPS increased to 34. With only one tank, the average FPS went up from 130–150 to 180–190. So, theoretically, the newer hotfix version should be smoother.

Could you describe your testing scenario in more detail? Were the tanks moving? If the tanks are stationary, the track algorithm will pause calculations, which increases FPS.

If, after strict testing, you still feel that the FPS has dropped, would you mind sharing your save file with us for testing?
Xandan Aug 6 @ 1:45am 
Hi, I'm very grateful for the mod update and for adding the much-needed tank tracks. However, I feel that today's August 6th update has worsened the track optimization. Yesterday's bug fix allowed spawning up to 14 tanks with tracks without issues, but now lag starts appearing with just 8–9 tanks. Could you please improve the track optimization further?
Mrohoj Aug 5 @ 11:18pm 
Is it possible to somehow get coordinate information from a laser pointer using The Modpack Logic, or not?
喵子  [author] Aug 5 @ 10:34pm 
@Kop4eny
There should now be instructions on how to use the laser guidance feature in the description section of the mod on the Workshop page.

@Foxhell
Sorry, at the moment it seems that the development team doesn’t have the extra capacity to adapt mods for survival mode (including writing crafting recipes).
Foxhell Aug 5 @ 1:52pm 
not go have recipes for survival mode?
Kop4eny Aug 5 @ 12:42pm 
I'm really grateful that laser guidance was finally added, but I still haven't figured out how it works. Maybe you could explain in more detail how to make it work?
喵子  [author] Aug 5 @ 10:29am 
@Riotous Although I haven't figured out how to use the laser guidance myself, the bug where you couldn't connect the modulator to the receiver has already been fixed