Garry's Mod Spacebuild Project - 2016 General Thread
108 replies, posted
[QUOTE=kernalk;50755280]Build an extraction station on the planetoid, they can be more or less self sustaining without draining the atmo in my experience, as long as you extract from a body of natural water. Wind gen, water pump, H2O splitter and some tanks, and you've got all you need to go into space. You could be clever and build a tenuous tower into low orbit with nodes all the way up so that you've got a space refuelling point, but I personally like to build self contained tanks out of the resource caches with a node on top. Either rig up a way to get these into space kinetically or use a weld latch to grapple them onto your ship and manually connect the nodes.[/QUOTE]
I had a similar setup at one point but the effort required to transport resources to the space station was immense, as I would retrieve supplies via Resource Pumps (Which severely limits the rate at which it pumps) and I'd pump them into my ship. I tried to circumvent the slow rate with some clever wiring, E2 management (is the ship sending or receiving resources?) and extra pumps but in the end it became such a bloody pain that I just coded in a resource node with a maximum range of 300,000 and directly connected space station to planetoid.
I know, the lazy solution isn't the right solution.
Oh, and Oxygen generation was too slow for my large space station, couldn't keep all sections filled with oxygen without running out.
There was an addon for SB3 that let you package resources and fire them out of a rail gun that could be "caught" by another rail gun it was a real pain to use but when you got them working it was a pretty neat way to transport resources from a planets surface to space.
Unfortunatly i cant remember the name of that particular addon.
[QUOTE=yodaman888;50760634]There was an addon for SB3 that let you package resources and fire them out of a rail gun that could be "caught" by another rail gun it was a real pain to use but when you got them working it was a pretty neat way to transport resources from a planets surface to space.
Unfortunatly i cant remember the name of that particular addon.[/QUOTE]
Resource Transit System, I believe.
Pretty great mod. I remember creating automated Wire satellites that would aim on their own and transfer resources between planets. It was also fun to weaponize the cannons. You'd wait an hour for a 10,000,000 unit slug to load and then fire it at an unsuspecting base.
[QUOTE=Nevec;50760860]Resource Transit System, I believe.
Pretty great mod. I remember creating automated Wire satellites that would aim on their own and transfer resources between planets. It was also fun to weaponize the cannons. You'd wait an hour for a 10,000,000 unit slug to load and then fire it at an unsuspecting base.[/QUOTE]
Remind me never to ask you for Oxygen.
I was playing around on a spacebuild server and I had the idea: why isn't there moisture in the gamemode? I mean as an atmospheric component. Let me explain:
-Venting steam adds O2 and H separately to the atmosphere, obviously unrealistic
-Air hydrophonics consume water and it's simply gone, unrealistic as well
So, why not add Moisture as a new atmospheric comonent? Venting steam could increase it, hydrophonics could also release it to the atmosphere (speaking of hydrophonics, wouldn't it be better if they just released O2 and absorbed CO2 on their own directly to and from the atmosphere, rather than having to take and feed these substances respectively throught LS?). There could be a new device, call it "Moisture Collector", it would collect moisture from the air and condense it to water at the cost of energy and perhaps coolant. I see there's already a star wars inspired prop in the addon that looks like a moisture collector, so I guess the idea is not new.
Also, about SBEP habitable modules... when they use water as coolant on a hot planet, I think it evaporates into nothing instead of steam... not sure about this one tho.
What about gravity plating?
It has incompatibility problems with ACF tho.
EDIT:
I saw gravity plating is already in the addon, but apparently requires a gravity generator or some fancy shit like that.
Also...the seats are fukd up. You can see the player when sitting in 1st person view, which is rotated to the left btw.
In some seats it's not a big issue, but mostly it blinds 30% of your view.
The rest is k so far.
[QUOTE=Barglab;50779122]What about gravity plating?
It has incompatibility problems with ACF tho.
EDIT:
I saw gravity plating is already in the addon, but apparently [B]requires a gravity generator[/B] or some fancy shit like that.
Also...the seats are fukd up. You can see the player when sitting in 1st person view, which is rotated to the left btw.
In some seats it's not a big issue, but mostly it blinds 30% of your view.
The rest is k so far.[/QUOTE]
As someone who is currently running Sb3 on his sandbox server, I can tell you that you are wrong. I've applied gravity plating to random things in space with literally no resources and they work.
[QUOTE=Barglab;50779122]What about gravity plating?
It has incompatibility problems with ACF tho.
EDIT:
I saw gravity plating is already in the addon, but apparently requires a gravity generator or some fancy shit like that.
Also...the seats are fukd up. You can see the player when sitting in 1st person view, which is rotated to the left btw.
In some seats it's not a big issue, but mostly it blinds 30% of your view.
The rest is k so far.[/QUOTE]
What kind of incompatibility are we talking about here?
And to all others: going to see if I can make a small list with all the suggestions here and then we can see what everyone wants, if everyone likes the suggestions/changes and so on.
Regarding the moisture, maybe this is something we can add to the "realistic" version of spacebuild, but the base of it we're trying to simplify at the moment. So depending on what everyone thinks, it might be something we add, but if it gets added it will be an option, not on by default.
He is confusing gravity plating with gravhull designator. Gravity plates just have players check for objects underneath with gravity plates set and has no problems with acf.
Gravhull designator creates a static environment and uses camera fuckery
The gravity plating I tried was in the CAF tools list. And doesn't work for me.
Keep in mind I tried this in SP cos didn't find any server to test shit on.
The problems with seats where just my fault. I fixed them by removing some shitty addon.
Question: I want to create custom doors with invisible SBEP doors, by parenting holos to their moving parts, so when the doors open/close, the holos would move along their moving parts. How can it be done? As I see the door doesn't have bones nor attachments that could be used.
[QUOTE=Ibram Gaunt;50785384]Question: I want to create custom doors with invisible SBEP doors, by parenting holos to their moving parts, so when the doors open/close, the holos would move along their moving parts. How can it be done? As I see the door doesn't have bones nor attachments that could be used.[/QUOTE]
Well you kinda answered yourself already.
You can try with moving holos. The doors btw have an other model you can use apart from the default one. I don't remember how to change it, should be on the tool instructions on top left.
[QUOTE=Barglab;50795507]Well you kinda answered yourself already.
You can try with moving holos. The doors btw have an other model you can use apart from the default one. I don't remember how to change it, should be on the tool instructions on top left.[/QUOTE]
I believe the key is Reload.
[QUOTE=Barglab;50795507]Well you kinda answered yourself already.
You can try with moving holos. The doors btw have an other model you can use apart from the default one. I don't remember how to change it, should be on the tool instructions on top left.[/QUOTE]
Ok let me rephrase the question: I want to recreate the doors from Portal by parenting holos of door pieces (holos because their models are actually effects, not props) to invisible SBEP doors. But how do I do it in a way that when the SBEP door opens it parts the holographic door pieces? As I see the animated part of the SBEP door is a single prop. I looked for bones or attachments, but didn't find anything. Obviously I could make it by just creating my own door with let's say, 2 phx props, but it would be a waste of code and ops if I can just somehow make it with a SBEP door.
Why do these Spacebuild revivals always end up going silent?
[QUOTE=DrunkenGMan;51130106]Why do these Spacebuild revivals always end up going silent?[/QUOTE]
Cuz it isn't too offical?
[QUOTE=DrunkenGMan;51130106]Why do these Spacebuild revivals always end up going silent?[/QUOTE]
The build community in GMod is becoming this way :(. 2.5k Hours in misc build servers in gmod and I've moved on to Space Engineers and other similar games.
Hey, so i want to create a spacebuild entity in my addon, but everything i have tried does not work. I had a look at the resources_api.lua file but could not find out where to put the functions on it in the entity code. So then i copied the generator_energy_solar entity and the base_rd3_entity to the addon, i tried to modify these and it just gave me errors, So can someone please give me a full breakdown on how to make my own entities for spacebuild.
Spacebuild now has its own forums, check it out and do things!
[url]https://spacebuildmod.com/forum/[/url]
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