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400
|
[
"just give up on learning because you have a lot of stupid questions?",
"No I'm just saying I'm probably annoying enough that I'd actively stall progress on anything instead of actually contributing."
] |
401
|
[
"basically i had the idea, because vs2 is supposed to be compatible with imersive portals, each time you want to teleport you just open a portal and go there with no loading screens",
"Yeah but I'm also questioning why the shipyard can't be it's own dimension instead of just a faroff section of the dimension the ship is made in"
] |
402
|
[
"what do you mean? for planets?",
"Yeah, world borders."
] |
403
|
[
"can't you just use portals",
"Not for massive ships. Or, you know, anything going to/from the end."
] |
404
|
[
"what's the max size for portals?",
"Idfk"
] |
405
|
[
"whats the point of this whole conversation anyways",
"That I'm both impatient for mods and can't make them myself also I'd probably be annoying to any dev team"
] |
406
|
[
"big ships can use portals",
"Define big though, I have one that is pretty massive (5 floors or so)"
] |
407
|
[
"ship.velocity",
"but is it relative to the world, with \"moves up/down, moves north/south, moves east/west\", relative to the ship with \"moves up/down, moves forward/backward, moves left/right\", or \"moves W blocks in direction XYZ\"?"
] |
408
|
[
"> It's given in meters per second, in world-space",
"So, it's relative to the world. Is it a single speed variable with 3 variables representing the direction of movement (independent from the physical heading of the ship), or is it three variables showing how fast the ship is moving on all 3 axis?"
] |
409
|
[
"Isn't that just the principle of newton",
"I mean, yeah"
] |
410
|
[
"yoinky sploinky\nhttps://cdn.discordapp.com/attachments/1148964303223926854/1163905301947363458/2023-10-17_21-22-30.mp4?ex=65414648&is=652ed148&hm=c205848597f7e063e7ed6b76f85471ee40722918075cfd435f17a9398564f2f4&",
"but i'm trying to show what this mod is trying to do, ships with this aren't supposed to stop on their own."
] |
411
|
[
"pretty sure ships in space engineers care about the atmosphere",
"only for breathing and how effective different thrusters are"
] |
412
|
[
"i doubt that space engineers doesn't have drag in atmosphere",
"It... doesn't."
] |
413
|
[
"Atmospheric thrusters:",
"...They apply thrust in an atmosphere, and all they do is check to see if there is oxygen I'm pretty sure. The propellers inside are just animated textures."
] |
414
|
[
"@CSperson read this simple statement and watch your foolish argument crumble and fall through your horrified hands.",
"And? I'm not saying that means it should be the case here. I'm only using it as an example of \"using thrusters on all 6 sides to slow down\""
] |
415
|
[
"eureka is not free of bugs",
"It's the closest thing we've got, unless you have something I don't know about"
] |
416
|
[
"they are very ready for survival (they have been used in survival) and what kind of bugs would they have???",
"User-programmed ones."
] |
417
|
[
"i'm just saying eureka isn't the only option like you think",
"It seems to be the only option for people who aren't nerds."
] |
418
|
[
"ai blocks",
"Shouldn't you, uh... make inertial damping work first? Otherwise, drones and stuff are really going to suffer from not knowing what gravity is."
] |
419
|
[
"Doesn't work on windows because it's feeling like a silly goofy goofy goofball",
"How tf does it not work on windows"
] |
420
|
[
"After sleeping i have decided to make it use the com thingy 👍",
"Center of mass? I mean... again, probably better as a config option. It provides a challenge for those who want it."
] |
421
|
[
"ghuh",
"What are these supposed to be"
] |
422
|
[
"ghuh",
"why does it look goofy"
] |
423
|
[
"thats the default blockbench texture",
"why"
] |
424
|
[
"https://cdn.discordapp.com/attachments/984435947741532170/1041905464373411901/t.PNG",
"The naming scheme bothers me"
] |
425
|
[
"Jesus thruster powered by god",
"*Klang"
] |
426
|
[
"With this you literally make them infinite",
"Yeah but they're bland squares"
] |
427
|
[
"Then you have inconsistent pixel density",
"Good point ig"
] |
428
|
[
"No im changing it because hydrogen is dirt cheap",
"Just make them consume a decent amount. Hydrogen can run out quick."
] |
429
|
[
"compile it",
"I have zero clue how to do that"
] |
430
|
[
"also disclaimer, this is a jar provided on discord illuc take no responisbilty what illucs sharing here use at your own risk",
"fair enough"
] |
431
|
[
"zip bomb",
"Oh ok I didn't realize that was an older version of the vs2 jar"
] |
432
|
[
"rn it doesn't follow camera but i do want that",
"How tf else is it supposed to work?"
] |
433
|
[
"in eureka it stops rotation",
"I mean... shouldn't it do the same in Kontraption?"
] |
434
|
[
"well yhea obv something is wrong with my math idk what do",
"I mean, I'm not sure SE takes the same approach to moving a ship as youve done here. It seems to be \"if the mouse is moved, rotate\" not \"if the mouse is moved, modify a variable which is where the ship is supposed to face and will always move towards, even if the mouse stops moving\""
] |
435
|
[
"https://cdn.discordapp.com/attachments/1122478607273558027/1175467588738875392/g1.png?ex=656b5680&is=6558e180&hm=4fadca2b8414ae3342fba54ad596fc3ff517ae696d334ec10c4600a79964fe0c&",
"I should probably try to specify more, \"on\" as in \"turned on\""
] |
436
|
[
"those are ion thrusters",
"Yeah but like in SE, Ion thrusters are weak. You use them for moving in space, but in gravity they aren't great at moving"
] |
437
|
[
"",
"What about this though"
] |
438
|
[
"this is when you place it single block, and the block is on",
"I figured, but what do multiple blocks connected look like when they're on?"
] |
439
|
[
"https://cdn.discordapp.com/attachments/999276934741626950/1041911419102306375/thruster_middle_connection.png?ex=656558a0&is=6552e3a0&hm=68d72f5ae3709d3aa39163dcb707dcac91c2d8e08e327827ffed035072d34266&",
"Koap has already made stuff work like this. It's not the same as create casings."
] |
440
|
[
"cuz how would the code destinguish texture sides",
"UV mapping. Which is a basic thing for texturing and modeling in general"
] |
441
|
[
"",
"There's this but"
] |
442
|
[
"it worked",
"Yeah well its not the most incredible thing as is. No gyros = no turning, also no gravity/momentum counteraction"
] |
443
|
[
"how do gyros work",
"They dont"
] |
444
|
[
"@ewoudje",
"Ok look if you want it that bad build it yourself. Gyros even right now aren't done though. And honestly there's lots that still needs to be done, it's very early in development currently and as is the devs are just doing this as a hobby"
] |
445
|
[
"it being relative to the ship makes the most sense since you will always know how it will rotate",
"I guess, but my idea would basically make it sort of like the player camera. If you look down, then look left you still turn on the y axis. Instead of suddenly falling on your right side or something."
] |
446
|
[
"Like an airship",
"True, but what if someone pitches down to try and drill or something?"
] |
447
|
[
"Mouse controls :GREG:",
"It's literally a feature in space engineers, which this mod is inspired by."
] |
448
|
[
"In the context of minecraft...",
"Flans mod."
] |
449
|
[
"Its still alive?",
"On 1.12"
] |
450
|
[
"run this in cmd\nbash ./gradlew build",
"\"'bash' is not recognized as an internal or external command\""
] |
451
|
[
"control interface, gyros, larger than 3x3x3 thruster multiblocks",
"I see. Any reason why specifically 3x3 dont work?"
] |
452
|
[
"most of the issues i get usually resolve when adding a gyro",
"I didn't have any issues related to rotating the ship whatsoever. I simply wanted to get a thruster to move a fairly heavy ship."
] |
453
|
[
"and they are only as powereful even now as they are because there is litterally no space and illuc assuimingly wanted something simple to start with",
"Atmospheric thrusters."
] |
454
|
[
"As soon as the people who are testing it test it and make sure no bugs exist 👍",
"Well, there's the one with the thrusters turning on randomly if a grid has blocks placed or destroyed."
] |
455
|
[
"load fabric to forge",
"Huh?"
] |
456
|
[
"alr locked the player view",
"^"
] |
457
|
[
"it (probably) doesn't exist yet",
"I mean the phrasing seems to suggest otherwise. Maybe I'm misunderstanding though."
] |
458
|
[
"I really don't think that they are *that* fast",
"I mean, in unity engine (which i tried out a good while ago) the command for locking/unlocking the mouse cursor to the center of the screen was a single line of code"
] |
459
|
[
"view sensitivity to 0",
"That's one way of doing it, does it reset after though?"
] |
460
|
[
"we are talking about mc though",
"Yes, but Mc still runs on a computer, and has first person controls, so I feel like it'd still be just one line of code."
] |
461
|
[
"and reconnect",
"Good point. Potentially also, crashing. Or, what if the player changes their mouse sensitivity in the options menu while seated?"
] |
462
|
[
"In SE when you move mouse you can \"feel\" how heavy the ship is",
"Exactly. More mass, the less sensitive the mouse. The more gyros, the more mass is counteracted."
] |
463
|
[
"Or you could just lock the view :clueless:",
"This would still be helpful math even if the view is locked"
] |
464
|
[
"(or at least have a \"force\" return it to facing front)",
"Yeah"
] |
465
|
[
"Like base MC doesn't need that functionality",
"Beds, horses(?)"
] |
466
|
[
"Also thats like not a problem",
"...if you're to the right of the ship control thing, face towards it, and sit in it, you'd be facing the left wall of your cockpit/bridge/ship if your view doesn't reset to \"look forward\""
] |
467
|
[
"similart to plasma lamps of futurepack",
"Ah. That... mess. I mean, I like the concept of a space/spaceship thing for modern Mc but... it falls short."
] |
468
|
[
"cyan looks prettier",
"Very"
] |
469
|
[
"Wood is like 1k right",
"Closer to 750"
] |
470
|
[
"i'm pretty sure all modded blocks are 100kg or 1000kg i'm not sure",
"Anything that isn't defined is 1000kg I believe"
] |
471
|
[
"planks are way denser?",
"How the hell would that work though?"
] |
472
|
[
"(almost said kontent ☠️)",
"Lol"
] |
473
|
[
"nms/ed controls feel better imo",
"I mean, I personally would rather SE controls. With NMS/ED I usually change the control style to something like that anyways. So, at least having a config option or something would be nice."
] |
474
|
[
"neither nms or ed have options to change the control style to something like se controls",
"They do? \"Pilot mode\" off I think"
] |
475
|
[
"god we need this in the game",
"It already exists, I'm pretty sure so anyways."
] |
476
|
[
"battles would be torture if they weren't",
"Ah OK I'm not the only one who thinks this"
] |
477
|
[
"flans mod was wack doe",
"I mean, it functioned."
] |
478
|
[
"i mean kontraption also \"functions\"",
"True ig"
] |
479
|
[
"idk if devs of those relics still are active",
"I mean, I'm sure at least some of them are still alive. Just, maybe not actively working on their mods. Or MC mods in general."
] |
480
|
[
"For some reason",
"So, 5x5 thrusters will work but not 3x3 thrusters afaik. Which seems really weird."
] |
481
|
[
"also fun thing: thargoids are invading",
"Technically. Only because humans literally commited genocide against them."
] |
482
|
[
"i mean internals aren't meant to look nice",
"Many people would disagree. Just because the SE community always says \"ship interiors are shit so don't even try\" doesn't mean those same principles apply to other games/mods"
] |
483
|
[
"doesn't mean it has to be a brick tho",
"Yeah I'm aware. I'm not saying ships always are, I'm just parroting what the SE community says."
] |
484
|
[
"rate the SE base",
"Not on wheels but I appreciate the effort to make good wind power"
] |
485
|
[
"all it takes is for the batteries to run out...",
"That's why you make onboard energy production."
] |
486
|
[
"sky trains :)",
"Again it doesn't work I've tried. The hinges just freak out."
] |
487
|
[
"just because i is a placeholder doesn't mean you can't do a negative power :3drevenge:",
"Power is something completely different?"
] |
488
|
[
"we aren't discussing cube roots :3drevenge:",
"What's -3 times -3 times -3"
] |
489
|
[
"~~nothing~~",
"Actually do your math homework, right now"
] |
490
|
[
"wait no",
"It's a cube not a square, *i* doesn't factor in"
] |
491
|
[
"",
"For a split second I thought that was roblox. I don't know why."
] |
492
|
[
"keep in mind this isn't completely inspired by se and not everything will work the same",
"Yeah but this is an extreme example. Usually something is just... well, here's this example. I *tried* to land it as level as possible, but..."
] |
493
|
[
"either that or making the gyro automatically level onto the surface it lands on",
"I mean sure, that's one way to do it. But personally I feel like it'd just be better for it to act as though there's no gyro if nobody's sending inputs. Or, alternatively, just make gyros not work if there's nobody in a seat."
] |
494
|
[
"imagine framed ion thrusters",
"...The point of that being?"
] |
495
|
[
"steel blocks don't have a custom weight set",
"Correct. But I'd like a 500kg block or lighter to build ships with."
] |
496
|
[
"illuc, when we be able to float?",
"ig that's a way to phrase it"
] |
497
|
[
"ship control interface",
"...wasd? That's just a normal thing."
] |
498
|
[
"I dont mind lack of mouse control so much",
"the way it is currently, you have to awkwardly reach over to the arrow keys."
] |
499
|
[
"yeah thats why I switched it to numpad",
"Same issue though, having to reach over."
] |
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