From The Depths

From The Depths

ProtecTech Industries (down until we figure out what parts will be integrated in vanilla FtD)
91 Comments
Gladyon  [author] 16 Jan, 2022 @ 10:04am 
Of course you can try to salvage as much as you want from my mods.
But you will have to re-write it to use Harmony instead of PTT, because PTT would require a lot of work to compile again.

My advice would be to look at how I modified the APS, and write a brand new mod from scrath using Harmony and applying the same trick I used.
It would probably be easier than trying to make PTI to compile again.
pudy248 16 Jan, 2022 @ 1:58am 
Having looked at the codebase and suddenly remembered that at the entirety of the GUI code was rewritten between the last update of this mod and now, this may be more complex than expected...
pudy248 16 Jan, 2022 @ 1:28am 
With your permission, I might be able to update some of the less intensive parts of the mod and upload them myself. I don't know much about the AI or ACB codebase but I could probably fix the APS functionality and maybe the LCD screen.
Gladyon  [author] 16 Jan, 2022 @ 1:14am 
No.
Some parts of this mod have been included directly in FtD.

Considering the major changes in FtD, this mod would require a complete re-write to be operational again.
Loliboat_Senpai 15 Jan, 2022 @ 9:48am 
any update on this mod?
pudy248 16 Nov, 2019 @ 11:23am 
wish i knew enough about ftd modding to at least maintain the enhanced aps bits, since thats the part i really want. Sadly, i can't even get it to compile :/
anrew10 7 Nov, 2019 @ 11:33am 
hmm, thought it was 3mm to 5000mm for the enhanced APS
But yes we 100% need that
Missing N-umbreon 6 Apr, 2019 @ 2:55pm 
Yeah the larger range of calibers would be more than welcome if nothing but for the fun of it but larger APS is great for battleships for those of us who don't like the CRAM system.
Dysthymaeon 20 Mar, 2019 @ 1:52pm 
Enhanced APS (from 3mm to 4000mm) needs to be in Vanilla FtD it's just too awesome and cool to stay an unstable MOD
ArchFlameAx7 25 Feb, 2019 @ 7:54am 
gotcha
Gladyon  [author] 25 Feb, 2019 @ 7:36am 
For now this mod is not working, this is due to massive changes in FtD over the last year (including the integration of some parts of this mod in vanilla FtD)..
I will have to find out what other parts of this mod will be included in vanilla FtD before completely overhauling this mod.

It will take a ong time as there are a lot of more important tasks to do on FtD before integrating parts of this mod.
ArchFlameAx7 25 Feb, 2019 @ 7:09am 
says im missing key in plugin.json
Gladyon  [author] 26 Oct, 2018 @ 1:56am 
I'm afraid not.
There has been a lot of modification in FtD, breaking a lot of parts of this mod.
I intend to check if something is salvageable, but for now FtD is evolving too fast and I have very little time for this mod.

Some features of this mod have been more or less integrated in the base game, and I hope to be able to implement more of them in FtD itself.
Unfortunately, I'm pretty sure the ALB will not be one of them, let's hope the toolbox will find its way in the game.
Tecnos 25 Oct, 2018 @ 1:56pm 
its working again?
RandomNOOBY 10 Jul, 2018 @ 3:22pm 
wow just wow
Gladyon  [author] 12 May, 2018 @ 2:08am 
The v2.15 compatible version of the mod should work with FtD v2.16.
It will not work with the v2.17 version of FtD (currently in devtest).

You may have to update the mod's 'plugin.json' file in oder to specify the correct version of FtD:
{
name: "ProtecTech Industries",
version: "3.5.4",
FtD_version: "v2.16",
filename: "Protectech.dll",
depends: ["ProtecTechTools"],
conflicts: []
}

Of course you will also have to modify the same file in ProtecTechTools in order to specify "v2.16".
NTSFMagellan 11 May, 2018 @ 8:23pm 
This is broke. It won't load. Either that, or Protec Tools needs to be updated to V 2.16.
Busts-A-Nut 10 May, 2018 @ 6:11pm 
Oh god i need this in vanilla, it's just so good
Box Admiral 5 May, 2018 @ 1:09am 
I am dumb yes, it still computes correctly in terms of loading the shell, but the shell length number does not budge after going past 500mm. a 4000mm shell with 8 components is apparentl...

just realised I could use direct feed for 60 components 4000mm shells :>

but as i was saying, it'll show the length for a 500mm shell in the customiser, calculated correctly iirc, but when going to load the 4000mm shell it'll use the actual length and tell you that the shell's too long with the notification that goes with it. Also the load times for >500mm on the inputs are just wack, it bounces off the 'time since last shell loaded where it should load another one' for a random amount of time then loads the shell, then after a few minutes they disappear
Gladyon  [author] 4 May, 2018 @ 5:06am 
What I meant is that the problem may be only visual, the actual shell length may be computed correctly.
The problem is that FtD may have a limitation to its display.

If it is only a visual problem, then the shell length displayed will be wrong (4m for example), but the real length of the shell will be over 4m, so it will not be able to fit in a 4m autoloader.
Box Admiral 4 May, 2018 @ 2:48am 
any blueprint does this, if you preview a shell with a calibre over 500mm in the enhanced customiser the shell length does not display correctly, it'll display the length if the shell was 500mm. confused me a bunch until I had to do some external research and discover that individual shell component length is equal to calibre of shell (with the exception of length limited components e.g. base bleeder).

as you said, the problem is displayed values, it doesn't display the right length when using 500+mm
Gladyon  [author] 29 Apr, 2018 @ 4:08am 
I'm not sure I really understand the problem.
There may be some problems with the displayed values, but normally the lengths of the shells parts should increase along with their gauge.

Can you provide a blueprint demonstrating your problem?
Box Admiral 29 Apr, 2018 @ 3:39am 
gladyon pls fix
Box Admiral 29 Apr, 2018 @ 3:39am 
also keep in mind that the 500+mm shells are broken in the customiser
it will show the length as if you're customising a 500mm shell but keep in mind that all components are the same length as the calibre of the gun, other than those limited in length such as the base bleeder
Gladyon  [author] 29 Apr, 2018 @ 1:48am 
The v2.15 version of the mod should work with FtD v2.16.
It will not work with the v2.17 version of FtD (currently in devtest).

You may have to update the mod's 'plugin.json' file in oder to specify the correct version of FtD:
{
name: "ProtecTech Industries",
version: "3.5.4",
FtD_version: "v2.16",
filename: "Protectech.dll",
depends: ["ProtecTechTools"],
conflicts: []
}
Ensure that the 'FtD_version' field is correct.
You also have to do the same for the ProtecTechTools mod.
And you also have to ensure that the mods are enabled (in FtD's modding GUI you can see disabled mods, and enable them back, which then requires to restart FtD).
NTSFMagellan 28 Apr, 2018 @ 11:20am 
Is there a 2.16 Version
NTSFMagellan 28 Apr, 2018 @ 11:11am 
The Enhanced Firing Peice doesnt Work. I cant make my Mega Howitzer Now. How Do I fix this.
Gladyon  [author] 12 Apr, 2018 @ 11:43pm 
Yes I am, it also explains why this mod do not have any new features, I add them directly in FtD now.

But I will still keep this mod up-to-date with each new FtD release.
Box Admiral 12 Apr, 2018 @ 10:46pm 
if so now I know why you suggested this mod
cheeky
Box Admiral 12 Apr, 2018 @ 10:42pm 
wait are you the Gladyon that is on the Discord server
Gladyon  [author] 11 Apr, 2018 @ 5:53am 
FtD v2.16 displays a warning as this mod had been compiled for FtD v2.15, but it's only a warning.

It hasn't yet been updated for the current devtest version (FtD v2.17).
Box Admiral 11 Apr, 2018 @ 4:32am 
does this mod still work or
Zombieeeeeee 23 Feb, 2018 @ 5:03am 
your work speed is too fast ... lol
It looks like Nick at the heyday.
Zombieeeeeee 23 Feb, 2018 @ 4:31am 
I confirmed that the problem was solved
thank you very much!!:steamhappy:
Gladyon  [author] 22 Feb, 2018 @ 10:39am 
@Zombieeeeeee:
The bug was in fact in FtD.
As I can release a new version for this mod faster than a new FtD version, I've 'avoided' the problem thanks to a tiny modification in the mod itself.

I tried your incredible sea-snake and it now works fine.
Zombieeeeeee 22 Feb, 2018 @ 6:46am 
Hello Gladyon
Thanks to you!! I have made wonderful things

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1308830655

But there is a little bug
pull this vehicle out of play or deleting the vehicle will cause the FTD to crash
The cause seems to be an ALB block on a subobject
Can you solve it?
Gladyon  [author] 19 Jan, 2018 @ 3:24am 
Some possible solutions are being discussed with the creator of FtD, but for now no viable technical solution has been found.
If one is ever found, it is likely to be implemented directly in FtD.
BeneVivere 18 Jan, 2018 @ 6:11pm 
Could a rayscan be used instead of an actual collision to create an anchor point? Or is it impossible to apply a phisics update to the whole vehicle through a subobject?
BeneVivere 18 Jan, 2018 @ 6:08pm 
ow, that sucks. Even so, could it not still be done with buggy/laggy behavior?
Gladyon  [author] 18 Jan, 2018 @ 12:50am 
It wouldn't work, because spinBlocks and Pistons aren't using normal physics.
They aren't updated in the same timeframe and with the same algorithms so they aren't compatible with the standard physics which is used in FtD to find out collisions.

It's an engine problem, not a block problem.
BeneVivere 17 Jan, 2018 @ 2:26pm 
It would be totally possible if there were toggleable sticky blocks, sliding down slopes and bouncing around would no longer be a problem. They would prevent it. They "stick" to terrain when toggeled on. With some clever programming completly functional walkers would enter the scean. I dont think such a block would be useless once friction is implemented either because they also allow for climbing mountains and sticking to the sea floor.
Gladyon  [author] 17 Jan, 2018 @ 2:34am 
FtD physics do not allow walkers, they bounce too much on the ground.
That's due to the way pistons and spinblocks are moving, there's not much that can be done...

As to adding new feature to this mod, I'm afraid that I do not have the time anymore.
I will keep it in working order when new FtD versions are out, but that will be all I'll do on it for some time.
BeneVivere 16 Jan, 2018 @ 11:51pm 
This mod is great. It would be better if it also provided a way to get the position of a block on a vehicle or its subcontruct relative to the vehicles coordinates. That would be super helpfull for mountain climbing walkers. If there were also an analoug range finder(terrain detection specifically) block which could output its information that would be great. Then it would theoretically be possible to make a fully functional mountain climbing walker. It would be even better if there were a toggalable sticky block but that is a topic for a different place.
BRH0208 15 Dec, 2017 @ 10:07pm 
Fun
Gladyon  [author] 21 Jul, 2017 @ 1:39am 
In the latest version, you can see that the blocks outlining feature has been removed.
It is because the outlining feature in FtD has been removed from FtD, and it is not possible for a mod to add such a feature.
If FtD re-integrate this feature then it will be re-integrated in this mod.

Note that if you use the 'Important blocks only' view, the blocks that should be outlined will be displayed, even if they aren't important ones.
And the list of blocks that have a problem has been untouched, so you still have a complete list of the blocks that have a problem.
Gladyon  [author] 19 May, 2017 @ 12:21am 
Thanks for the report, will see what I can do.
Kellen 18 May, 2017 @ 2:30pm 
http://gtm.steamproxy.vip/profiles/76561198326621475/myworkshopfiles/
Some guy has reposted both your mods on the workshop.
Gladyon  [author] 9 May, 2017 @ 10:23pm 
The problem is probably coming from another mod that is crashing and stoppingthe mod's lodaing process of FtD.
FtD error log should contains the relevant information.
if you do not know how to read the log then post it to the mod's thread of the FtD forum:
http://www.fromthedepthsgame.com/forum/showthread.php?tid=19543

The 'output_log.txt' file is located in the '\Steam\steamapps\common\From The Depths\From_The_Depths_Data\' directory.
CarnivorousPanda 9 May, 2017 @ 1:06am 
Can't place toolbox block - when i try, block silouette are green, but it just dont react on click. Also same problem with other modded blocks. What i do wrong?:steamsad:
Gladyon  [author] 11 Mar, 2017 @ 8:44am 
No problem, the important thing is that you can now use the mod without any glitch.