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Small and Huge Fluid Pump
Large and Huge Impeller Pump
Small, Large, and Huge Desalinator (each having more or less flow rate)
Small Fluid Jet
Large and Huge Cryo Cooler
Small Electric Furnace with Max Temperature option
Electric Furnace with Max Temperature option
These are just extra random suggestions lol, i'm sure many can't be done
Fluid Filter
A fluid filter, simple as that.
It would be nice if it allowed you to select multiple fluids to allow through, but that likely isn't possible with the current scope of modding.
It should probably have an overflow for fluids that weren't accepted, so they don't just get deleted or sent to the void
It should accept all vanilla liquids and gases, maybe using a number input to select which one.
Flow Limiter
Something to limit the flow rate better than the vanilla fluid variable valve.
contact me on Discord (@echoless) for an example. I have no idea how to explain the feature.
Yeah, that sadly doesn't seem to work, even with the things they added in that update.
@Billy Herrington
I'll take a look, someone else had some problems with torque loss as well. I can probably fix it in the lua code of the component
I've also added a version of the driveshaft part that does not have any physics, which is useful for compact vehicles. Note that it is a bit glitchy, as parts are always supposed to have at least one physics voxel, but it most cases it works fine.
However, it seems that sub-bodies do need at least one physics voxel, otherwise the physics for that sub-body breaks down completely. For example, if you have a driveshaft that consists entirely of nonphys parts like this driveshaft part and the short version of the torque connector, then the sub-body cannot rotate at all.
I also tried to make a RPS powered pivot, but that doesn't seem to be possible yet.
The differential has 4 rps slots. Two are for the driveshaft, and two are for the axles.
The 'Driveshaft A' and 'Driveshaft B' slots are connected to each other at 100% strength. One driveshaft slot should be attached to your engine and gearing system. You can use the other driveshaft slot to pass through the RPS to another axle, or you can leave it unconnected.
The 'Axle A' and 'Axle B' slots are connected to each other as well, but the strength of the connection between those two can be adjusted via the number input slot.
When you use a value of 0 then the strength is 100%, which means 'Axle A' and 'Axle B' will always spin at the same speed.
When you use a value of 1 then the strength is 0% (slippy), which means 'Axle A' and 'Axle B' can spin independently from each other.
You can see how the axle slots work by connecting an electric motor to 'Axle A' and a wheel to 'Axle B'. With a input value of 0 the wheel will spin, with a value of 1 it won't spin.
I can try! Adding it to the to-do list.
That might be possible, but seems a bit unbalanced, so I likely won't add that to this mod.
@Rosie0619
Good idea! Adding it to the list.
@[spacebar]
I'll add the 7x7 and 9x9 wheels. I'm not sure if it's possible to also make thinner versions though, last time I checked it wasn't possible to change the wheel meshes.
I don't do a lot with steam, but I am planning to make a fluids parts mod soon, so I might add it to that.
@Robby J.R.N, @εïз PurpleStarNova εïз
A modular piston / set of better pistons is on my to-do list :)
@128 m/s gaming, @Echoless
That seems useful, I'll put those ideas on a space parts list
I made a new mod, it has a panel part with two variants. It can be used to enclose non-watertight parts, and can also be used on the underside of vehicles to cover up ugly parts: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3541463211
Hopefully that prevents the need for having multiple variants of the parts in this mod :)
I suppose it's a bit like a three-way clutch:
- The two driveshaft inputs are connected and fully pass through any RPS at 100% effect. (Group A)
- The two axles are also connected, but pass through the RPS to each other at the factor that is given via the number input. (Group B)
- Every tick the RPS of group A is then transferred to group B at a certain efficiency, and the RPS of group B is transferred back to group A.
It's all simulated in lua, and it's pretty naive right now. I mainly wanted to get rid of having to use lots of stock clutch parts between axles and the driveshaft. And I haven't done a lot of research on how to simulate differentials yet, but I'm sure it's possible to make a somewhat realistic one.
There are a few internal values I can easily tweak to make it perform better with high torque. Do you have an example vehicle that I can use to use for this?
Alternatively you could tweak the 'MASS' value in the mod file itself by editing the mpe_differential.bin file in the downloaded workshop content and reloading a savefile that uses the mod. Make sure to make a backup of the file though, and probably your vehicle too, just to be sure. If you do that and you do find a good value, let me know and I'll test it and update the value in the mod.
The 'MASS' value is 1.0 right now. Higher values do seem to transfer more torque but it also makes the differential act like a flywheel, which isn't really what we want. I can probably counteract that in the lua code of the component though.
I'm only experiencing one problem with the differential: it barely transfers any torque and immediately slips when power is applied.
This probably isn't a problem in cars, but I build heavy-duty equipment where transferring high torque is essential.
Is there anything I can do about this, or should I just skip the differentials in my equipment?
P.S., CVT!!!! Love it!
I've seen a few mods for smaller water jets on the workshop, so I'm not sure if I should also make one.
@Mitch-Mash
That is a good idea actually! I'll see what I can do.
@Echoless
Ah I see. I'd rather not have multiple versions of the same part though. But in that case maybe an offset block for covering up non-enclosed blocks might be a better alternative, or a kind of skid plate. I'll try to come up with something that works!
Enclosed versions of those parts as in like enclosed pipes, currently the bottoms of my vehicles have weight blocks all around, but the rps meter, cvt, brake and differential don't have an enclosed version so it looks kind of odd.
..but thanks for respond!
I haven't replied yet, was still figuring out how to respond :)
The only guide I know of is the official documentation, which can be found here: https://geometa.co.uk/wiki/stormworks/view/component_modding
I just followed those docs and it worked fine. The mod compiler is intended for use on Windows, but it also works correctly on my Steam Deck (and thus probably also on other Linux distros) after a bit of experimentation.
My development setup is very specific though, I do this on a Steam Deck. So unless you also use a Steam Deck or use Linux, I won't be able to help with the mod compiler specifically.
But for other things like the directory structure, I can probably help you (and others) out. As a first step I am going to put the source of my mods on GitHub. This will show the directory structure, the XML definition files, the asset files, etc. That'd be a good basis to start working from, I think.
I haven't found a way to make grippier wheels yet, but it should be possible.
Good idea! Adding it to the list, seems useful even though we already have a dual wheel option for the stock wheels.
@Mitch-Mash
Do you mean a multipart extendable piston, like the hydraulic piston? That one is already stackable, right? Or did you mean something else?
The weight bolt will definitely be added to that new mod, but for the hinge and pivot blocks I will have to make some adjustments/workarounds because it's currently not possible to use a custom part for the end piece. That seems like a bug in the modding tools that the devs will hopefully fix soon.
@Echoless
With enclosed versions, do you mean watertight ones, similar to the stock clutch and gearbox? I'm not sure if that'd be the best approach... if the only reason is to make things watertight, then maybe it'd be better to have a special external fuselage kind of part instead, which could be slapped on the exterior of vehicles to make them watertight. That'd be more versatile I think, as it could be used with stock parts as well. I'll see if I can come up with anything useful, and if that doesn't work I'll consider making enclosed versions of these parts instead.
I'd love to make springs and shock absorbers, and I do have some models for that already, but due to a problem with the mod tools they don't work yet. As soon as that's fixed I'll add them to the mod.
Regarding the paintable indicators, I'm not sure if that's possible right now, but I agree that it would be very useful. I'll give it a try!
@Tio99
A wind turbine seems useful, and might be possible with the current modding tools. I'll add it to the list!
I too have a suggestion, enclosed versions of the rps meter, clutch, cvt transmission, differential, brake, electric motors, thrusters and propellers would be insanely helpful.