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Thank you to offer this to the community ❤️ And thanks a lot for keeping this mod up to date ❤️
Hmm, looking at my code I have a check for if the player is in a safe zone / restricted use area (intended for grenades), which might be the root cause. I'll look into it, thanks for the info!
I isolated the mod list to these two.
The bug in question: Eating food in a bed's seats, flight seats fills hunger and thirst bar but does not consume the item.
Just curious if it is related to a conflict in mechanics.
If you say yes, then the only file that I would publish is a modded version of your "HandGrenade_Particles.sbc".
I modded it only for myself, but I would share it if you allow.
This doesn't have a flare gun, though, just flares - or are those vanilla now, too?
No these are just grenades that I've added :)
The recipes are all done via SBC. You can just copy the HandGrenade_Blueprints.sbc file and add what you want to the Prerequisite section and stick it in another mod. Just make sure you load that mod *after* this one :)
That's a new one.. if you test in a fresh world with just this mod, is it populated?
I'm not sure I can fix that issue without knowing which mod is conflicting
Should be fixed now, give it another try and let me know if you still have issues
I fired up an earth-like start with just this mod, left it on default survival settings, flipped on admin creative and made some grenades, made a chunk of 4 large blocks and dropped it on the ground, threw a grenade at those blocks, they slowly start rotating and floating off the ground. Easier to see the effect when there are no inertial dampeners at play.
I have been using the mod since it was posted and this started a good while ago, but i haven't played in a few months. It was after plasma was introduced and before C4 I believe. I can post a video later if you can't reproduce it.
Interesting... is this in single player or DS? Can you link the world so I can test? Assuming it's reliably reproducible?
I suggest changing the model for the sake of copyright.
https://www.renderhub.com/zurel/land-mine-sci-fi-v-1
Totally understand, the shape charges give me a good republic commando feel. This just pairs well with so many other mods!
Hey, thanks for the feedback! I purposefully made the regular grenades not do a ton of damage to anything but players - shape charges are for blowing holes in walls :P
I tried those steps and it did not produce an error state for me. You also can’t spam click grenades due to the consume effect. If you have a world where the issue is present I’ll need that.
And as for uranium, to make them a bit harder to create a ton of them early on :)
1. get a bunch of proximity mines and MK2 nades in your inventory in survival and place them on your hotbar.
2. then spam click mines until you placed say 3 of them.
3. immediately spam click nades and you should see mines being thrown without animation.
4. eventually your character should start throwing nades like normal again.
I wanted that as well, but it would require custom code when Keen's api has a ready built method to give them their defined damage effect. Maybe one day I'll write something up, but not really a priority
Okay I think I see the issue with moving grids, will have it fixed up soon
@jushdrug
I'm not seeing the issue with #3 with the wrong type being spawned - tried in offline and on my DS
It should be placed where your character is pointing when you press the button, not where you are pointing after the short delay
1. They are all just blocks at the end of the day, that is true of all placed / thrown explosives. I'll look into a way to prevent it, though, thanks
2. Proximity charges only go off for *enemies* - it won't trigger for the one that placed it or their allies
3. I'll check this out, thanks!
4. All explosives are just telling SE to generate an explosion at the given location, they are not using any custom logic.. that could be an issue with vanilla explosions if that's the case
1. the white smoke (possibly others too) can be ground down or welded once thrown. You just have to get really close to them. i used a jetpack.
2. proximity charges don't trigger on approaching them after placement or after shooting them. They do seem to go off from explosions though.
3. trying to lay several proximity charges in quick succession and then throwing some grenades has caused more proximity charges to be placed instead, I think even more then i had in my inventory.
4. explosives don't damage subgrids but kick them around after detaching them.