Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告










The thing I'm trying to do there is raise awareness (maybe "WARNING" is a bit too much? xD) about how the block's emissives (the colored glowing bits on the model) behave.
With both toolbar slots having actions, it will color the emissives with blue when it triggers one and cyan for the other (forgot which is which, I'm mentioning it in the toolbar GUI).
But if the slot doesn't have any actions (on any pages) then it will not color the block at all, and if someone were to rely on that coloring to debug things then they'd think it's broken or something, it's just bad behavior IMO.
No, but that does sound like an useful idea for creative tools/mode only.
Problem is, I haven't found a way to change the block's preview model in realtime so that's mainly why the construction models are all shown like that, but also that mode makes it harder to place things and I'd need some new key bind probably to cycle the selected construction stage...
I could make it a multitool instrument to set the construction stage for an existing block, but that's similar to using the welder after placing :/ it'd be way faster but still probably not what you had in mind?
Can you think of something more streamlined for player to do to tell the mod to place a specific build stage? Also if you want to chat about this more in realtime, I'd say ping me in KSH's discord in #modding-programming - DM would be fine too but in the public channel others can pitch in too, maybe someone has a better idea on the UX part... there's even a professional UX programmer lurking around there.
Not sure what you mean, this mod doesn't add any numbers to the inventory bar and vanilla doesn't have that either.
Sounds like you're using a specific HUD mod and then added another mod that also modifies the HUD definition and since they're not additive only one of them can work. You can tell which mod it is by the changes it made to the HUD (compare screenshots between that and vanilla).
dont think you can place down the build stage preview and need to place them down the normal way and then build them up far enough, building them fully and then grinding them back down has no use besides wasting time as the grinded down block cant take more hits before getting destroyed than the same block just welded up as far as you want it.
It's cool and all, but I'd like to include some of those models in my creative build without placing and grinding down a bunch of individual blocks.
https://gist.github.com/THDigi/4c59566005d0e1255ead543fdb90f16d#:~:text=Can%20preview%20all%20construction%20models%20too%20using%20Alt%2BCubeSizeMode%20(default%20Alt%2BR)%2C%20useful%20for%20builders%20that%20want%20to%20use%20those%20models%20for%20decorative%20purposes .
you mean the shadowblock you have when selecting for example a light armor block to place?
if thats the case thats part of vanilla and you should find the key you hava avaible to place that block inside your games keybinds.