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Indomitus

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Posts posted by Indomitus


  1. 2 hours ago, Adam Snellgrove said:

    We'll review the strictness of the filter. The worry is, that people could write f * * k (with spaces) but I'll recommend to the designers to relax it with different words. Should be done in 1.2.

    There will always be ways around any filter, no matter how it's set up.  It should cover the basics only.  Variants with spaces or dashes, or whatever, should be optional at most, because there will always be alternate ways to spell them or type them to bypass the filter.

    Ultimately, the best way to deal with this is to give US better means to monitor and manage our own servers.  Until then, BI is going to waste a lot of energy micro-managing.

    • Upvote 1

  2. It hasn't really moved since that post.  I keep meaning to join in on a P1 party or something to see if a quick test could be organized, but I've missed nearly all of them over the past month.

    And in the meantime I've gotten distracted by other ideas.  Really need to get this tested, and see if anyone wants to contribute to the design work.

    • Like 1

  3. I haven't tried capturing new blueprints, but my older custom blueprints are not showing any preview when I'm placing them.  The downloaded blueprints do show it.  Once they're placed, the normal blue "hologram" shows up, but I'm basically having to place them blindly.

    I'll try making a newer blueprint tonight, see if that helps my issue, and if I encounter the same issue as above.

    • Thanks 1

  4. I'm inclined to agree.  It's fun to find a rare variant in some random encounter, but some of those encounters are a little too random for the level of items you find there.  Many times, I'll find a RE only to find out that anything they have there would be a downgrade for me at that point.  (Case in point:  Yesterday, I had iron armor already before finding the camps that had Raider Armor.  In a brand new map.)

    Personally, I prefer the rare finds to be a bit more special, equal to the achievement of the find.  Say, for example, a special sword that's been buffed and is stronger than anything I can craft.

    Meanwhile, regular arms and armor are better suited to either more common RE, or just unlockable recipes.

    • Upvote 2

  5. 47 minutes ago, bojo2736 said:

    Not a big fan of the limited planting to certain biomes. Each biome does not have what I want or need.  Ther is nothing edible that will be plantable on polar. And not much on taiga or arid. Bad move.

    I think that's where the collected dirt and sand comes into play.  We could place it down to create a gardening area for different plant types.  That's what I expect, at least.  We'll have to give it a try.

    I am a little concerned about restricting some to "grass" unless the dirt we place counts as grass.


  6. It will be unusual for me, not being able to stack when planting, but we've needed improvements to the farming mechanics for quite a long time.  And the restrictions for terrain types for different kinds of plants makes a lot of sense, as well as giving us a use for all the soil and sand we end up collecting.  Does it restrict us from placing plants on bare building materials?  Might have to re-think my stone gardens.  ?

    Looking forward to trying that out.

    Does it "preview" where the plant will go or will we still have to guess that?  I'm hoping for some type of indicator, as a small arrow or hologram preview, so we know exactly where we're placing it before we plant it.  And is it able to "lock on" to the small planter boxes, so we can plant in them and make it look good?

     

    Of course, you would introduce and interesting new biome as I'm knee-deep in digging an ambitiously huge underground base in my current save (spanning almost the entire size of the barrier).  This is one reason why I never finish things.  (heavy sigh)

    • Haha 2

  7. I will try changing it to a block.  Spawning a zone for every piece would be too demanding on resources, and also complicate the algorithm I plan to build to generate the play area, which already has to take into account different kinds of labels for different behaviours.

    A capsule shape would be better for player collision.  Maybe I can give the player 2 zones:  a block for play area items, and a capsule for player interaction.


  8. In a game mode I'm working on, I have an animated trigger zone that follows the player.  It is configured to trigger when it encounters anything with a ZoneInteractable label.  It then hands off the trigger entity to the player's storage to decide what action to apply based on other labels that object has.  The zone is capsule shaped around the player.

    The idea is that other players will have the label, as well as certain blocks and items that make up the play area.  One type of block, for example, is "lava" and should kill the player on contact.  This should be true no matter what type or size of block I use, as long as it has the LavaDeath label in addition to the ZoneInteractable label.  The play area is supposed to be dynamic, able to change between rounds for various fast and simple mini-games, so it's critical that the zone is able to trigger on any entity that has that label, no matter what.

    The problem is that blocks will not trigger the zone at all unless the player contacts a CORNER of the block.  If I run up the side of a labeled 4x1x4 block, or jump on it from above, nothing happens.  The zone is not triggered.  But it is if I hit a corner.

    I can use 1x1x1 blocks, but that could hurt performance, and if I weld them the trigger zone doesn't react to them no matter what.

    I'm attaching some video, logs, and the scenario...  (The video is not exciting at all, but shows what the problem is.)

     

     

     

    output_log.txt

    output_log_clean.txt

    MULTI-MODE PARTY.zip


  9. Could we at least push for a special widget to allow us to display entity icons?  (I'm pretty sure this was already requested elsewhere, though I can't remember where.)  Those images are already in the game, and it would be nice to be able to add them to a custom HUD or window.  Add a tile to set the image through script (using the Entity Type enumerator) and we could do a lot with that.

    • Upvote 1

  10. I tried this.  (I had not noticed that tile because I don't use much animation.  I really need to explore more in the Editor.)  I think that it should work fine.

    I would worry about performance only IF they were animated manually.  The FOLLOW TO command works in a different way, and should not have that problem.  As long as Speed and Acceleration are high enough, and Distance Start and Distance End are both 0, it should follow the player perfectly.


  11. 9 hours ago, NaruTheHuman said:

    Collision detection between two entities is sadly not possible right now, and is not planned in foreseeable future.. :/ 

    Could we request something else in its place?  We could create our own collision detection with Trigger Zones, but making them follow a player close enough to work would require animation techniques that could have bad side effects.  (Putting timers or loops at 0.03 seconds gives a smooth animation but can cause performance drops.)

    Would it be possible to have a tool or command to make an entity or logic automatically lock onto and follow a player, maybe with an optional position and rotation offset?

    (Of course, I might have missed something that's already there.  I haven't done much with the animation scripting yet.)


  12. I might be missing something here, but I have a water world that I created for a game mode idea, and every time I test it, the water is perfectly still.  I would prefer that it have waves to make the game mode a little more challenging, and I've tried changing the weather to get the effect, but that hasn't worked yet.

    Am I missing something or is this not an option with the Water World type of map?


  13. I had a thought about mod features.  (I would have responded in Discord but I'm at work.)  You might already have something that does this, and since I haven't run a server myself (yet) I'm just guessing at how useful it would be.

    So the admins would already have a creator cube they can use to spawn items as needed, which covers most needs.  How about a command to randomly spawn resources in bulk?  I'm thinking they could go to a location, set a distance from their position (radius), choose a resource (such as sticks, rocks, flint, or certain plants) and set an amount, then the script would use Raycast to spawn that many randomly within that area all at once.  To prevent it from spawning in water, it could restrict to only Y>0.

    • Thanks 1

  14. To kind of backtrack a little, if you only want to detect PvP damage, you can set both to "Any Player".  (I got a little caught up in my specific settings, since I'm detecting all damage.)

     

    ...this is mostly for the sake of other players who need to learn how to do it, and find this thread.

    • Like 1

  15. 1.  Set your Event Listener to "Interaction Between 2 Entities."  Set Trigger Object to "Any Entity" and Target Object to "Any Player".  You can now select ON DAMAGE as the event.

    Ylands_200107_192939.png.ec6cdb1cad6578c57c2902429f6252a6.png

     

    2.  In the On Damage event, my system checks if the Target Entity (damaged player) has a specific Entity Storage, then passes the info to that for the calculations.

    Ylands_200107_192958.png.40278f5d07c8666aa862fc78bd4a2cd6.png

     

    3.  The first thing to check is the Trigger Entity.  You can use the "Is Entity" tile to verify it's an object (and not the ground) which will narrow it down to other players or animals (and maybe cars?)...  OR check it against an array such as the list of players in a Role or Label.  My system adjusts for all damage, depending on what caused it, so I have script for both.

    Ylands_200107_193549.png.0fb0ba56220f1861b93fcad2eb18c8be.png

     

     

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