Author Topic: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development  (Read 1895 times)

PressureLine

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Re: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development
« Reply #75 on: March 24, 2016, 07:12:19 am »
Btw, what do people think of the new flux capacitor charge indicator lighting?
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MarvinMan

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Re: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development
« Reply #76 on: March 24, 2016, 09:32:54 am »
I was wondering about that, didn't they used to flash while charging? Having the brightness slowly ramp up looks better, but it does make it hard to know when the capacitor is charged, especially for higher capacitances.

PressureLine

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Re: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development
« Reply #77 on: March 24, 2016, 09:42:00 am »
They do glow significantly brighter when fully charged. It's harder to tell from the side, look into the hole to see it in action.
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z26

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Re: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development
« Reply #78 on: March 24, 2016, 10:44:03 am »
I like them being red when the capacitance isn't set.

With that said, if you set them to 20 cap, then back to only 1 cap they are incredibly glowy.

Also a more serious bug...  Capacitors are not needed anyway because any part whatsoever can be used an an energy source... the plasma cannon can even power itself.  Perpetual plasma cannon.
« Last Edit: March 24, 2016, 10:58:05 am by z26 »

PressureLine

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Re: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development
« Reply #79 on: March 24, 2016, 10:56:40 am »
Both of those things are technically bugs, but It's not worth the effort to fix them.

Code: [Select]
public void Update()
{
    this.energy = this.proxy.Energy();
    if (this.energy < this.topChargeForLevel)
    {
        this.maxIllumPower = 15f;
        float amount = Time.deltaTime * 100f;
        if ((this.energy + amount) >= this.topChargeForLevel)
        {
            amount = this.topChargeForLevel - this.energy;
        }
        this.proxy.EnergyRecharge(amount);
    }
    if (this.energy >= this.topChargeForLevel)
    {
        this.maxIllumPower = 25f;
    }
    this.coil.material.SetFloat("_IllumPower", Util.MapValue0X(this.energy, this.topChargeForLevel, 0f, this.maxIllumPower));
}

I suppose I could set the minimum illumination to 0.1f or something, that way it wouldn't be red when it is first spawned (and would fix the cause of another occasional non-critical bug) Fixing 'overbright when dropping capacitance level' would be a trickier fix, and almost definitely not worth my time to fix.
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PressureLine

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Re: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development
« Reply #80 on: March 24, 2016, 12:36:43 pm »
Been thinking about connection points, especially regarding this topic, and was thinking about adding another 2x connections to hovers (on the sides, 90 from the existing connection points) and another one on the grenade (on the opposite 'pole' to the existing connection point)
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MarvinMan

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Re: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development
« Reply #81 on: March 24, 2016, 02:25:15 pm »
It'll be interesting to see how that turns out, especially for grenades.

What sort of things is it feasible to do regarding adding/modifying connection points?

PressureLine

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Re: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development
« Reply #82 on: March 25, 2016, 04:59:41 am »
Adding new points on is pretty easy, just not something I want to do 'willy-nilly'
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MarvinMan

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Re: Rawbots 0.1.4 eXtended Functionality Mod (XFM) Development
« Reply #83 on: March 25, 2016, 10:18:17 am »
Doubling up the number of connection points on motors and the small end of elbows could be useful.

One other thing, where the VP screen has been made bigger, the grey box that appears as a layer to grey-out existing hexes when adding new hexes or I/O no longer covers the entire area. It's not exactly a game breaking problem, so it's probably not worth fixing if it's more than adjusting a couple of number.