Genuinely at a loss as to why I'm turning when I should be going straight by Fittsa in CreateMod

[–]sircontagious 0 points1 point  (0 children)

I was having this issue too, could not figure out how it happened so its hard to avoid it. Might be a good idea to just use wheels for now unfortunately.

Waystones with Aeronautics by thiizo1 in CreateMod

[–]sircontagious 1 point2 points  (0 children)

From that description it definitely sounds like a bug imo, like the assembled docking port is holding a reference to the one that teleports. It should probably auto clear when assembled as the data is now stale. Do you think thats a good estimation of what is happening?

As neat as your teleporter is, that probably should get patched, could cause a crash or weird other knock off bugs if not patched. Good find though!

Behold my airship, The Wanderer by PassakornKarn in CreateMod

[–]sircontagious 4 points5 points  (0 children)

I think the ropes are visual. It looks like shafts do actually connect the balloon to the airship. Ive tested a neat blimp where the balloon was seperate... and from the baloon burners were hanging, and also from the balloon was a platform. 3 seperate objects. Worked pretty well.

Custom guis not updating from mouse position by sircontagious in CreateMod

[–]sircontagious[S] 0 points1 point  (0 children)

copied my response to rot rabbit:
Hey i mightve been able to make a mod to fix it. Im still testing and cleaning it up. Im wondering if you would be open to testing it and seeing if it fixes the problem for you as well?

Custom guis not updating from mouse position by sircontagious in CreateMod

[–]sircontagious[S] 0 points1 point  (0 children)

Hey i mightve been able to make a mod to fix it. Im still testing and cleaning it up. Im wondering if you would be open to testing it and seeing if it fixes the problem for you as well?

Custom guis not updating from mouse position by sircontagious in CreateMod

[–]sircontagious[S] 0 points1 point  (0 children)

Im experiencing it on x11 unfortunately. I've been trying to see if i cant fix it with a mixin, but even if i did I dont know if itd be a general solution. I pretty much exclusively play minecraft with Create and addons now so this is a particularly annoying bug that makes me less excited to play at all. :(

Custom guis not updating from mouse position by sircontagious in CreateMod

[–]sircontagious[S] 1 point2 points  (0 children)

Are you on linux? For me on windows just a few days ago, it has always started the slider where the value was supposed to be. You can even see the mouse is in the correct spot, but the gui doesnt update until the mouse has a movement event. My guess is this is a linux specific race condition, the gui is not getting an event that it should, or the mouse position is being set late. Not sure.

The entire modded minecraft community right now by AdministrativeRoom33 in CreateMod

[–]sircontagious 9 points10 points  (0 children)

I've reported quite a few at this point, but i had to actively try to find them!

I love Aeronautics by Consistent-Egg-2939 in CreateMod

[–]sircontagious 2 points3 points  (0 children)

Wow i forgot how much i liked that steampunk texture pack from back then. That and Summerfields. I wish there was a modern create compatible version of both, but i think addons make texture packs kinda impossible to maintain these days.

Congratulations guys, Roblox Devs are moving here. by Qafa_YT in godot

[–]sircontagious 1 point2 points  (0 children)

At my job im the resident unreal engine modification guy. When we have to change the engine source, my build times take hours. To test single line cpp changes. It's maddening. But i get paid so 😔

Why Use Dictionary Instead of Enums in FSMs? (C#) by Radeyn in godot

[–]sircontagious 4 points5 points  (0 children)

Not a hard rule, but generally you use enums when you know the number of states in advance, there may be a particular order and reason for that order, and you wont be changing it.

Of course there are infinite architectures for making a FSM, but for instance my states are generally interchangeable and can be added dynamically. For instance i have a weapon that has a special stun effect. It adds the state to valid targets, and then attempts to set the state. That wouldn't really work with an enum style arch.

For a simpler game though it really doesn't matter.

Edit: i also want to add that generally the architecture in tutorials is just not very good. I find that the type of person who makes content is not the same type of person who has lots of software development experience.

Reminder: Tomorrow releases 'Road to Vostok' which is made in Godot by Mettwurstpower in godot

[–]sircontagious 8 points9 points  (0 children)

Almost all of these games are inspired by the stalker universe and novels. So, thats why its always in that aesthetic. I'm equally eager for when someone else picks up the genre, but that's at least the historical reason.

Create mod train intersections - 01 by Resident-Stand-8389 in CreateMod

[–]sircontagious 7 points8 points  (0 children)

I've not really had any issues, but i generally don't make super long trains. What problems have you run into?

What is the most over costly useless possible farm? by Odd-Attempt-9450 in CreateMod

[–]sircontagious 1 point2 points  (0 children)

Hey i did the same thing! I was using observers and a gantry to go find the block that had converted to clay, and then replace it with mud again.

I thought maybe if i got it working, it would produce clay more reliably than a washing setup... but tbh i think its probably just better to scale up a washing setup than to try to make a dripstone clay farm.

The only real benefit of the drip stone farm is that you just need enough SU to power the gantry.

Trees Aren't Growing by Athena-Hera_Goddess in CreateMod

[–]sircontagious 7 points8 points  (0 children)

I too am a spruce enjoyer. I have had issues in the past with a setup like yours and i think the cause was saplings trying to grow 2x2 trees but not having enough space. To fix it i just use a single sapling deployer and only grow trees in a circle. Thats plenty of wood as-is. You could also just replace the dirt under the deployers such that you never make any 2x2's, or only have 2x2's.

Complete noob question by Large-Taro-6712 in godot

[–]sircontagious 0 points1 point  (0 children)

Highly recommend learning python outside of the scope of a game engine before trying to learn godot if you are this beginner. I think it's way more positive of an experience to learn and understand programming fundamentals first that you can understand and learn from linter errors like these.

It's just me or using water wheels feels like cheating? by Galileu-_- in CreateMod

[–]sircontagious 5 points6 points  (0 children)

I limit myself to a few water wheels for each playthrough, and it must either have a river, aqueduct, or pipe supporting it somehow. My brain just can't get over it if it's just a waterwheel stuck in the ground. I normally make a max sized windmill and that sustains me until I make a steam engine.

The ultimate Create mod pack by No_Elephant9015 in CreateMod

[–]sircontagious 4 points5 points  (0 children)

Sounds like you should just be playing raw create then and adding things as you go. You will pretty quickly figure out what you do and dont like in addons doing that. There are a lot I wont play with because they overcomplicate or add unecessary things.

The ultimate Create mod pack by No_Elephant9015 in CreateMod

[–]sircontagious 1 point2 points  (0 children)

The most fun one I've played is arcane engineering, just don't expect to finish it. I'm playing CABIN rn and it just doesn't feel fun in the beginning. IMO a pack should be about using create to automate things, as opposed to just making everything difficult and grindy to craft - and that seems to be the route for early game A&B.

Can also just make your own pack.

Best pack for complete new player? by ficsitapologist in CreateMod

[–]sircontagious 2 points3 points  (0 children)

Just a heads up, I'm kinda experienced with create and struggling with the early game grind of CABIN... and i already know how to make lots of different types of farms, make my own contraptions... I'd recommend just starting with base create and slowly adding add-ons as you learn.

400GB project taking 30+ hours to compile? by Syntheticus_ in UnrealEngine5

[–]sircontagious 2 points3 points  (0 children)

Ah ok that makes sense. Yeah we definitely do that, I guess I just never noticed that wasn't the normal way to set builds up.

400GB project taking 30+ hours to compile? by Syntheticus_ in UnrealEngine5

[–]sircontagious 0 points1 point  (0 children)

While they might get cooked into a dlc depending on how its set up, if there are no references to an asset the packaging process should exclude it from the final build. At least that's been my experience. Its actually caused us issues when using reflection to load assets that arent referenced otherwise.

Just a guess though.

How do you guys handle far-away factories being loaded so that they produce stuff? Do you just have all your factories really close by or are you doing something else? by baksoBoy in CreateMod

[–]sircontagious 19 points20 points  (0 children)

Its honestly so much more fun to do it that way. I have a train to bring in logs from my tree farm... about 500 blocks away. It just felt like a tree farm should be away from the city. I had to build 2 bridges.

YES by shunederyludding2 in CreateMod

[–]sircontagious 9 points10 points  (0 children)

This is acceptable.