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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.
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.
But yes we 100% need that
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.
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.
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".
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
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.
as you said, the problem is displayed values, it doesn't display the right length when using 500+mm
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?
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
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).
But I will still keep this mod up-to-date with each new FtD release.
cheeky
It hasn't yet been updated for the current devtest version (FtD v2.17).
It looks like Nick at the heyday.
thank you very much!!
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.
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?
If one is ever found, it is likely to be implemented directly in FtD.
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.
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.
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.
Some guy has reposted both your mods on the workshop.
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.