[QUOTE=snake_1_1]Both, SB3 is still able to use the old ones.
[b]Edit:[/b]
Once it's released yes, there will be zips.[/QUOTE]
Oh good, Thanks.
how the fuck did it beak your warmelons? it didn't break mine, warmelons has nothing to do with sb3, ls3 and rd3
It uses the RD2 link tool <.<
Is the mining addon some extra SVN?
Hey snake, a few questions.
Q1: Will Space build 3 have orbiting physics?
Q2: Is there going to be air tight code that makes a interior breathable without a suit dispenser?
Q3: Will Spacebuild feature the ability to spacewalk upside down instead of having a player always standing straight in zero gravity?
Thanks.
Can you post download link to SB_Forlorn? For some reason when i join servers it says that my version of map differs from server's one.
[QUOTE=Rixil]Hey snake, a few questions.
Q1: Will Space build 3 have orbiting physics?
Q2: Is there going to be air tight code that makes a interior breathable without a suit dispenser?
Q3: Will Spacebuild feature the ability to spacewalk upside down instead of having a player always standing straight in zero gravity?
Thanks.[/QUOTE]
Q1: This would be quite possible, but it would be more annoying than useful. A good orbit requires one of the following:
A) A lucky shot with the physgun
B) A ton of calculations
B2) Wire
Q2: I think this would be possible. I have a reason to think it's possible. If you really want to know how I would do that, I will tell you. If not, I'm not going to write a so long description (Not to mention hard to understand) It has something to do with the SBMP and each of the props checking whether there's a another prop connected to the exits of it or not.
Q3: This is already being made, you can grab the beta/alpha at the thread for it (I don't remember the name :S)
i want you to explain Q2, and i think it would be good if i were to come to pass.
Ok. I'll just explain how it would work. I thought a little more about it this time.
1. You spawn a SBMP prop (Must be SBMP props since it would requires it to be coded.) from your tool. Let's say you spawn a straight corridor
- The prop you just spawned has 2 "exits" which is open. meaning there's nothing touching the corridor.
2. You spawn another corridor and touch one of the exits to the other corridors exit. The corridors will then on touch connect to each other at the points you decided.
3. You spawn 2 corridors "walls" (The props that make the corridors a dead end) and touch one to each corridor, so the 2 corridors will be a closed environment.
- The corridors will now recieve an input from the wall blocks that their exits are closed. The prop will now have air inside it (Just like with the already made SBMP habitable modules tool have air and heat)
4. You put it into space and noclip inside it.
- The corridors will now share how much air they have left and adds it together, giving you (Not on the hud) how much time you have left with air.
- If you add resources to the corridors, it will act just like the climate regulater inside each corridor.
5. Lets say you remove one of the walls on your corridors.
- The air which is in the corridor you just removed the wall from will start to deplete (Very fast) And after a short while the corridor will send a message to the next corridor that it should start depleting too.
- If you have any resources connected to your corridors, they won't be able to withstand the pull of space, they will either implode or just loose all of their resources (Depletion style!) Ofcause the energy won't get sucked out though.
Alternative 6. Lets say you fix the problem before all your resources has been pulled out in space. The corridor will then recieve the message from the wall (The message about being a closed environment) and as fast as possible tell the other corridor that it should stop depleting the air value of it.
I don't know about pulling objects out, but I think that this would possibly work.
Note: The reason I didn't make each corridor check every second for any exits is because of the lag that would make. They should rather send messages to each other when a change happened or is happening.
Please correct any mistakes i've made in my theory. All I want to do is let the coders know so that they might make it. (If it's not too hard.)
Note 2: You don't need to code every single prop. Just make a base of the script and make a small script for each prop, telling how many exits there is on it and where they are.
[b]Edit:[/b]
You can't make it work with water.
makes more sense now,i didn't know what you meant at first, but now you have explained what you men't it's simpler, and i know you can't make it with water, no dynamic water in source (yet)
I saw servers with something like SpaceBuild 3, where to download it all?
[url]www.glua.net[/url]
Whats the svn, i know glua.net has it but i want an svn, not a zip.
[QUOTE=phreeck]So are there any external add on we need to play correctly on the test servers?
And could someone tell me how to get the resource nodes working?
I try wiring them to caches and generators and I can't tell if they are or aren't and some wires randomly disappear either at a certain viewing angle or altogether.
And does anyone Else's tab say "Custom Framework" or something?
Though what I have been able to properly experience is great
Keep up the awesome work guys[/QUOTE]
ya that's the new system to keep it organized
Never mind.
I keep getting console spam when I place a solar panel, saying something about "sunangle2".
It works fine online, just not in singleplayer.
Can anyone help?
I think I've found a bug.
On SB2 linking a seat/cockpit to a resouce cache would keep you alive as long as you are sitting in it and you have enough resources. In sb3 it keeps you alive in space but you die if you go to a deadly planet (like the venus-ish one in gooniverse).
I haven't seen anybody mention it so far but I would have thought people would notice.
you can't link seats to caches in LS3, maybe that's why you die? because it's not linked, you have to link it to the node.
[QUOTE=pl0xinat0r]you can't link seats to caches in LS3, maybe that's why you die? because it's not linked, you have to link it to the node.[/QUOTE]
if you read my post again you will see that I said it keeps you alive in space. Yes I used a node, and yes the resources go down when you are in space. I flew into the planet and died.
so does anybody else have this problem?
i know you said it keepsyou alive in space, but maybe you linked other things to the node that wre [I]actually[/I] keeping you alive. oh well.
[QUOTE=More Trolley]I keep getting console spam when I place a solar panel, saying something about "sunangle2".
It works fine online, just not in singleplayer.
Can anyone help?[/QUOTE]
Scratch that, now I'm not getting any special effects in space. Like, there is no zero gravity, and I can breathe.
[QUOTE=st0rmforce]I think I've found a bug.
On SB2 linking a seat/cockpit to a resouce cache would keep you alive as long as you are sitting in it and you have enough resources. In sb3 it keeps you alive in space but you die if you go to a deadly planet (like the venus-ish one in gooniverse).
I haven't seen anybody mention it so far but I would have thought people would notice.[/QUOTE]
I'll test it out once I get the time for it. Might be a small bug somewhere.
I have a suggestion and a bugreport.
Firstly, the nitrogen compressors doesn't work, just spams Lua errors about "gassystems".
Secondly, why does the Fusion generator require Nitrogen to work?
Although Nitrogen isn't very heavy, I can't see why the fusion generators can't use Hydrogen. Hydrogen is, from what I've learned, easier to process than Nitrogen.
The energy output would of course be smaller, but I don't think that should matter, since they're ridiculously overpowered as it is.
Not to sound grumpy or anything, I just want to help.
Is there any way to make a setup which will provide everything you need to survive in space? I mean a setup which works in space too ofcourse..
Oh I am not sure if anyone noticed but the heat exchanger system doesen't seem to work properly. I had it hooked up with both energy and water but when turned on the only resource it consumed was energy and I got fried when flying through a hot planet. I would have post this on the main spacebuild 3 thread but there doesen't seem to be one. can someone point me there.
You are there.
[b]Edit:[/b]
Oh, sorry, I forgot to post something useful. I think the heat exchanger might only help you survive cold environments.
[b]Edit:[/b]
Like space.
For the fusion generator, the nitrogen is used as coolant. Heavy water is the fuel (water that contains an isotope of hydrogen, if I'm not mistaken.) Though it works fine without heavy water, and getting heavy water is a painfully slow process.
As for the heat exchanger, it uses energy to heat you up, and water to cool you down.
[quote=mu ha ha]Is there any way to make a setup which will provide everything you need to survive in space? I mean a setup which works in space too ofcourse.. [/quote]
Not to my knowledge, but you can survive for a very long time if you have water. You can recycle C02 from air exchangers with plants (which is broken right now.) The only thing the plants need is water. Solar panels can be used or free energy. You'll eventually run out of CO2, and then Oxygen if you aren't breathing from the air exchanger, so I'd recommend that you only turn it on when you're using it.
[QUOTE=awinnarisme]For the fusion generator, the nitrogen is used as coolant. Heavy water is the fuel (water that contains an isotope of hydrogen, if I'm not mistaken.) Though it works fine without heavy water, and getting heavy water is a painfully slow process.[/quote]
Oh yes, Deuterium. I forgot that. I'm just wondering: Didn't the fusion generator run on pure Hydrogen in SB1? I wasn't around back then, but I've seen some videos.
No, it's always needed coolant, it's just called nitrogen now.
The hydrogen mod, however, made it use hydrogen and coolant.
I heard there would be a plugin interface of some kind, with Asteroid Mining as a demo plugin. Does the gamemode provide a function to allocate random regions of space that are unoccupied, and ensure that no further allocations overlap?
[QUOTE=mu ha ha]I don't know about pulling objects out, but I think that this would possibly work.[/QUOTE]
I know this was posted a week ago but I would suggest that if a corridor is open the it applies force to all props in the direction of the opening (if both ends are open then there would be eqaul force in both directions). Walls could just push props away from them, that way the any object inside would eventually find the opening, also breakable welds might break (if enough force is applied) creating an explosive decompression effect. I have not really had any experience in programming lua this way though so I don't know if it's possible to apply force to props like that.
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