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1) It will now remember whatever you have set inside of them (Because of that controllers which existed before this change will have random settings, it will remember mob despawning/counting too)
2) Controllers don't share the buttons anymore (Different controllers can display different page for you now)
3) I have added option to spawn "Calm Hivemind"
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2269456419
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1726867359
I have managed to do it in separate mod, I guess that adding it as button in machine would be rather hard ;d
If you use despawner to automatically despawn hiveminds then every now and then it will despawn 2 hiveminds that were generated.
Also it can't despawn not loaded hiveminds. (You have explored far far away, some hivemind spawned there, you restart game, machine can't destroy this certain hivemind until you visit this one so it loads up, well hiveminds don't grow if they aren't loaded so it doesn't matter much :P)
the hardened resin stays tho
I have added options to spawn and despawn hiveminds.
Also now machines will tell you coordinates of "mob despawner" and "mob controller despawning Ship Wreckage" when you try to make new one with their powers when one is already in the world.
I have added the new ones tho.
Feel free to give ideas or something.
Bigger list of mobs that are constantly despawned?
Should the machines save their state? (that they have Mob Counter enabled or Mob Despawner enabled and which mobs it despawns)
Currently only ship despawning is saved :D
And a way to wipe certain mobs every 5s too.
Sadly, I didn't manage to make it "any of the machines is in world = keep despawning"
Only the machine where you pressed the button works.
And I had to limit amount of such machines. (performance and bugs stuff)
1 machine to constantly despawn ship.
1 machine to constantly despawn mobs.
Any amount of machines which despawn/spawn with buttons.
Any amount of machines which have mob counter enabled.
I have also added special effects to distinquish machines at least a little ;D
You are very persistent!!!
Respect.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1667720580
This test failed ;D
In the next test I will mix soft resin ablator's code for finding hopper and marking hopper to mark CPH and basing on that try to check if the ship is there or isn;t.
If it works then I will be able to make despawning ship as long as there is at least one mob controller in the world without crashing the game or breaking performance :D
+ I will save this setting so you don't have to press button each time you restart game.
I wonder if I should save the fact that people enabled mob counter on some of their machines or not. Does anyone even use this feature :D?
Also later I'm gonna add option for "Mob Despawner", it will just check every now and then for mobs (chosen by player) and despawn them.
For sure ship is connected to CPH, you relocate CPH, the ship follows up.
But the CPH has only the code for the stuff I mentioned earlier.
Still no idea if code responsible for spawning is edittable.
I could make button which would force my machine to despawn certain mob every now and then.
But it would affect performance, the more often it despawns the higher impact would be.
Checked code again...
After 2H it disables fires+smoke+dmg, but leaves ship behind (I thought that ship goes away because code for ship and dmg is very similar)
Under 2H it slowly decreases intensify of the fires+smoke.
The strange part is... I don't know where is code responsible for spawning the ship o-o
It's not in the code I have found...
"World older than 2 hours = remove ship + other crap and don't spawn it anymore"
But for me it doesn't work o-O
I have tried to add it into my mod -> my mod constantly removes ship + other crap and game constantly spawns everything... (the other mod was just constantly changing size of ship to 0)
My game starts to lag very hard until it simply crashes because of this machineVSgame fight.
I have used this mod as help ;D
The mod itself removed only ship, I have upgraded it to remove ship, fires and dmg. (code for dmg and code for 4 types of fire are separated)
The mod was constantly removing the ship, exactly what I would have to do with my machine.
In theory I can make it so you press button in the machine and mod will keep removing the ship, but again -> it will work only if you have mod enabled ;D
It either leaves me with saving info that someone pressed button and forcing my machine to keep despawning the ship as soon as it spawns ;D
Or try to modify playtime... And basically you press button and your world has 2H playtime, which would be odd (no idea if it's even possible)
I have managed to... Spawn player bodies... But I can't despawn them ;c
They appear in the location you stand, sadly the game forces them to look into certain direction.
And I have found out that rotating doesn't work on my machine at all!
Both this and quadrant controller o-O
Also found out that bodies despawn naturally after 1H!
That hurts ;d
- I didn't find a way to despawn player's body and those strange things left by the worms. (maybe I should look for a way to despawn ship too?)
- If you spawn more than 1x slimes then all spawned in the same moment move into the same directions, just like controlled by something.
Also could anyone with adventures pack/patreon dlc test if the despawning of constructobots and freighters works? I don't have DLC and I can't test it ;D
It also applies to the normal minecarts placed in the freightcart system, does the button for minecarts despawn them? (they are considered different things so I can make different buttons for this)
For this test you need at least 20+ constructobots different types and 20+ random freighters and minecarts in freight system.