*looks in folder* Hmmm, seems I've only got 6 suggestions (and this is over several months that I've been waiting to making them).
Ok, here goes:
1) Adjustable pump-rate, controllable via Wire. Not sure which way would be the best to go with this; either, specifying % rate of original number specified at time of creation, or, allowing the user to put arbitrary number in whenever they want. The former is almost certainly more realistic.
2) Making the links look more "pipe-like".
3) Having textures for the links/pipes that make it look like something is actually flowing through them.
4) Resource depletion and resource hotspots. Would encourage people to go looking for new supplies.
5) More resource types - some needing to be manufactured.
Obvious ones I can think of:
Energy-sources: (Helium-3 :P, coal, plutonium, kerosene/aviation fuel),
Basic metals: (iron, uranium, aluminium, titanium, tungsten),
Other metals: (Steel)
Precious metals: (gold, paladium, silver, copper)
Misc: (silica, rubber, lead, wood/lumber, glass, plastic, water but in ice-form, diamond, cloth/fabrics?)
6) Foundries / mills. The idea here is a little like the ammo-fabrication in GCombat and would be closely integrated with #5. This could make for an interesting gamemode, or alteration to Spacebukd - for example; you want a bunch of those PHX metal 1x1 props for your new spaceship, base or whatever? OK, make them! With what? Steel! How? Find iron and coal deposits! Then what? Hook the iron and coal resources into somekind of mill SEnt that outputs steel (virtual steel of course). The steel would then be output to somekind of "fabricator" SEnt which allows you to manufacture (well, just spawning really) any kind of prop, SEnt, etc that looks like it would require steel. Perhaps for more complex items, you could setup an entire manufacturing chain for e.g.
* Steel for your base structure = coal, iron, mill
* Glass for it's windows = silica (I think), glassworks
* Plastic, Steel, Glass and Silica for the machines inside inc. Wire components = oil for plastic, refinery, fab (chip-fabrication plant) and other 2 already in the manufacturing chain.
It's use wouldn't have to be confined to space either, you could use it in all your building projects if you wanted.
Is anyone else interested? Would it be possible?
Andy.
5,6 don't apply to this mod. Resource distro only controls the movement of resources not what the resources are that more a LS,SB or new mod suggestion.
[QUOTE=Tomb332]Andy.
5,6 don't apply to this mod. Resource distro only controls the movement of resources not what the resources are that more a LS,SB or new mod suggestion.[/QUOTE]
Agree, 4,5&6 are up to the devs of other addons to do. You can have any resource you want.
1) Pumps still need to be redone. There is half finished code for them still that works better but has bugs.
2) Huh and why?
3) That material actually scrolls.
[QUOTE=Disarray]LS2 Errors.
[code]
Registering gamemode 'sandbox' derived from 'base'
sbox_maxls_res_mod -> 30
sbox_maxls_weapon_mod -> 30
weapons\gmod_tool\stools/energysystems.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/life_support.lua:7: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/receptacles.lua:6: attempt to call method 'GetInfo' (a nil value)[/code]
RD2 Errors.
[code]
weapons\gmod_tool\stools/cutoff_valve.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/dev_link.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/link_junction.lua:5: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/resdebug.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/sup_connector.lua:6: attempt to call method 'GetInfo' (a nil value)
Hook 'LSTab' Failed: autorun/LS_Tab.lua:16: attempt to call method 'GetInfo' (a nil value)[/code]
Got this from the console as I load my game up. I've been able to fix it by deleting the specified lines but there is no lifesupport tab as my Lua skills do not go that far. If you don't delete the lines then nothing shows up in the menus for the STools.
Just tested my "Hacky" fix on the spacebuild gamemode and it works but they are not on the Lifesupport tab. They are in sections in the tools menu.
I didn't get a menu for the link tool at first but then I restarted after I deleted some lines that came up with errors it came up fine. I am not sure whether it was restarting Gmod that solved it or the bit of editing I did.
The invisible links it true for me to some extent because when I use more than one link the links randomly disappear and reappear as I move around. When this happens I get [code]
CMaterial::DrawElements: No bound shader [/code]
spammed into console at an incredible rate.[/QUOTE]
That worked perfectly for me. I can now see the links and they don't lag me anymore.
[QUOTE=tad2020]Agree, 4,5&6 are up to the devs of other addons to do. You can have any resource you want.
2) Huh and why?[quote]
Purely for aesthetics, to make it as realistic looking as possible. :)
[QUOTE=andy1976uk]Purely for aesthetics, to make it as realistic looking as possible. :)[/QUOTE]
*Changes links to LOL material*
Ah, much better :v:
I don't have another materials to use, the black beam is the best available.
[QUOTE=tad2020]I know, I'm fixing it.[/QUOTE]
Can we have an ETA on the fix, please?
[QUOTE=Julz]Can we have an ETA on the fix, please?[/QUOTE]
Tonight-ish (15 minutues or 12 hours), check the svn in half an hour.
[QUOTE=tad2020]Tonight-ish (15 minutues or 12 hours), check the svn in half an hour.[/QUOTE]
Okay.
Will this fix both RD and LS, or just RD?
RD2 update committed. LS2 should already be fixed, I've been committing fixes for it all month.
[QUOTE=tad2020]RD2 update committed. LS2 should already be fixed, I've been committing fixes for it all month.[/QUOTE]
Awesome, downloading.
The new update works just as it's supposed to.
Since I have been gone for a long time I am reinstalling my server from scratch. RD2 SVN gives me the following error.
[code]
=== RD2 7 Installed ===
===============================
-- Error SENDING CLIENTSIDE file -------------------------
- File Not Found: autorun/LS_Tab.lua
----------------------------------------------------------
SERVER: =======================================================
[/code]
Addons installed: all SVN around 1:30am EST
Adv. Dupe
Life Support 2
RD2
Spacebuild 2
PHX
Wire, Wire model Pack.
Has something been added to the RD2 requirements since I was last on here?
[b]Edit:[/b]
Also, when I use a clean gmod install and connect to the server. The menu for RD2 is all messed up and on the tools tab. I'm guessing because it's missing the file above.
I forgot to change that line to point to the new filename; it's fixed now.
I was having the same problems as before with just the zip, but removing the bugged "if" line fixed all of them. Might wanna update the zip.
RD2 seems to work fine for me, but I haven't used it much.
How do I increase the length of the resource connector? it stays at 0 so when I pull it, it just flings back to the socket.
[QUOTE=Xplodzion]How do I increase the length of the resource connector? it stays at 0 so when I pull it, it just flings back to the socket.[/QUOTE]
It should become longer when you pull on it.
[QUOTE=tad2020]It should become longer when you pull on it.[/QUOTE]
It doesn't for me, the length just stays at 0 and no matter how far I pull the plug, it just flies back to the socket. :(
I only just yesterday clean installed steam and all it's games, my gmod has a couple of addons:
RD2
LS2
firebox
Laster Stool 1.2a
Stargate pack
Extra NPC's v2
Hound melon
Vortex melon
ZF1 gun
EDIT: here are some errors I get at startup
[code]weapons\gmod_tool\stools/cutoff_valve.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/dev_link.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/link_junction.lua:5: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/resdebug.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/sup_connector.lua:6: attempt to call method 'GetInfo' (a nil value)[/code]
But I think those are just to do with the player help at the top left of the screen.
EDIT 2: Wait, I don't need Wire mod do I? I don't like it because I don't know how to use the ruddy thing and it clutters up my tool menu.
[QUOTE=Xplodzion]EDIT: here are some errors I get at startup
[code]weapons\gmod_tool\stools/cutoff_valve.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/dev_link.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/link_junction.lua:5: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/resdebug.lua:6: attempt to call method 'GetInfo' (a nil value)
weapons\gmod_tool\stools/sup_connector.lua:6: attempt to call method 'GetInfo' (a nil value)[/code]
[/QUOTE]
Update from the svn link on the OP. I haven't updated the zip yet.
[QUOTE=tad2020]Update from the svn link on the OP. I haven't updated the zip yet.[/QUOTE]
Ok, I'll give that ago.
Edit: works fine now thanks.
Resource distribution still works with the update, but it makes the game run like Christopher Reeves whenever I use it making the game unplayable. I've read a few other people having the same problem. Any ideas?
[QUOTE=Xplodzion]EDIT 2: Wait, I don't need Wire mod do I? I don't like it because I don't know how to use the ruddy thing and it clutters up my tool menu.[/QUOTE]
No, you don't need wire for this, but it does help, also, you can activate a separate tab for wire so it won't clutter your tool menu at all.
[QUOTE=jesus17]Resource distribution still works with the update, but it makes the game run like Christopher Reeves whenever I use it making the game unplayable. I've read a few other people having the same problem. Any ideas?[/QUOTE]
Read previous posts, you need to update.
[QUOTE=shadowkeeper]No, you don't need wire for this, but it does help, also, you can activate a separate tab for wire so it won't clutter you tool menu at all.[/QUOTE]
I just found that out yesterday, I didn't know how good Wiremod is, so I've been teaching myself how to use it since my last post. I can make a timed explosive device with it already. :v:
Cheers. I have been updating everything with a tick on it with my SVN client, but I forgot that I got RD2 by downloading the zip, not the SVN. Hadn't been updating it.
I think I may have found a bug in sv_resource2.lua, when you use RD_AddResource to change the capacity of an entity that can already store the given type of resource. The code below appears to set net.max incorrectly.
[lua]
function RD_AddResource( ent, resname, capacity )
...
if (net) then
local oldcapacity = restab.capacity
local diff = oldcapacity - capacity
net.max = net.max + diff
if (diff < 0) then
net.amount = math.Clamp( net.amount, 0, net.max )
end
else
...
[/lua]
For example, lets say we have an entity 'ent1' which isn't linked to any other entities. If we do this:
[lua]
RD_AddResource(ent1, "energy", 50)
RD_SupplyResource(ent1, "energy", 50)
RD_AddResource(ent1, "energy", 100)
[/lua]
The third call will cause the code shown at the top to execute, which evaluates as follows:
[lua]
oldcapacity = 50
diff = 50 - 100 = -50
net.max = 50 + (-50) = 0
if(-50 < 0) then
net.amount = math.Clamp(50, 0, 0) = 0
end
[/lua]
This results in ent1 not being able to store any energy, even though the call should have resulted in it being able to store 100 energy. Can anyone confirm this?
If I switch around oldcapacity and capacity, it should work.
[lua]
--grow
capacity = 50
oldcapacity = 50
diff = 100 - 50 = 50
net.max = 50 + (50) = 100
if(50 < 0) then = false
net.amount = math.Clamp(50, 0, 100) = 50
end
[/lua]
[lua]
--shrink
capacity = 50
oldcapacity = 100
diff = 50 - 100 = -50
net.max = 100 + (-50) = 50
if(-50 < 0) then = true
net.amount = math.Clamp(50, 0, 50) = 50
end
[/lua]
Correct?
Yea looks good, should fix the problem. When do you think you'll be able to update the SVN version with that?
Now my [url=http://forums.facepunchstudios.com/showthread.php?t=483223]stargate overloader[/url] should work properly!
[QUOTE=PyroSpirit]When do you think you'll be able to update the SVN version with that?[/QUOTE]
Right now.
Thanks, especially for the credit :)
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