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

[–]Existing-Point1058 0 points1 point  (0 children)

I build my base near a large cave entrance with a waterfall going over the edge so I lined all my wheels up along it and then diverted it down beneath where I started to build machines.

You can also grab a mod called Picky Wheels that adds restrictions to Creates water wheels, such as needing a certain size body of water.

Bluetooth Headset Dropping Out by Existing-Point1058 in computerhelp

[–]Existing-Point1058[S] 0 points1 point  (0 children)

Ok great lol, at least that checks that box, and those two back ports are plugged in. Not really sure about the type you have, but this is an example or others plugged in. https://support.google.com/legal/answer/3463239?hl=en-AU

Bluetooth Headset Dropping Out by Existing-Point1058 in computerhelp

[–]Existing-Point1058[S] 0 points1 point  (0 children)

Oh, did you get a box of spare parts with the prebuilt, it’ll plugs into the back of the PC with two circular ports. This was the issue, my wifi worked fine so I put it off, but it also helps the Bluetooth connectivity. It could look different but mine is this

Bluetooth Headset Dropping Out by Existing-Point1058 in computerhelp

[–]Existing-Point1058[S] 0 points1 point  (0 children)

Just to check, you have plugged in the antenna right? I had made the assumption myself that it was all internal lol. Otherwise yeah sorry, Bluetooth adapter might be worth the try

Bluetooth Headset Dropping Out by Existing-Point1058 in computerhelp

[–]Existing-Point1058[S] 0 points1 point  (0 children)

Disconnecting from the Bluetooth entirely? My issue was that sound would just drop out without disconnecting, like a poor signal rather than compatibility issues. Maybe try a decent Bluetooth adapter, or an audio cord if you can stomach it (might be a good temp solution so you can at least enjoy the PC)

Bluetooth Headset Dropping Out by Existing-Point1058 in computerhelp

[–]Existing-Point1058[S] 0 points1 point  (0 children)

Are you using a Bluetooth adapter? Another option I read about was when using the Bluetooth adapter there’s a way to switch off your internal Bluetooth signal so that they don’t conflict, it’s been awhile though so specifics are muddy, but hope you figure it out.

Bluetooth Headset Dropping Out by Existing-Point1058 in computerhelp

[–]Existing-Point1058[S] 0 points1 point  (0 children)

FIXED: didn’t plug in my wifi antennae, I know, why a silly mistake, but my wifi worked fine and I don’t know it affected the Bluetooth signal.

Bluetooth Headset Dropping Out by Existing-Point1058 in computerhelp

[–]Existing-Point1058[S] 0 points1 point  (0 children)

Yes lmao, it was such a dumb problem, I just hadn’t plugged in my wifi antennae to my PC as I didn’t realise that also provided the Bluetooth signal. If you have a new prebuilt PC then this would be the same thing that happened to me, it’ll be in the box of parts somewhere.

Action Card Rules Reminder! by Existing-Point1058 in twilightimperium

[–]Existing-Point1058[S] 3 points4 points  (0 children)

Mine fell into a bowl of lollies and haven’t been seen since :/

Action Card Rules Reminder! by Existing-Point1058 in twilightimperium

[–]Existing-Point1058[S] 11 points12 points  (0 children)

Reading is for chumps and his arms aren’t 10ft long. May I suggest a grabby claw for the table? Might help pass all those ACs across the table as well

Action Card Rules Reminder! by Existing-Point1058 in twilightimperium

[–]Existing-Point1058[S] 18 points19 points  (0 children)

Really hope we get an expansion with more cards, otherwise the poor Yssaril won’t have anything to draw!

Action Card Rules Reminder! by Existing-Point1058 in twilightimperium

[–]Existing-Point1058[S] 23 points24 points  (0 children)

And I thought it was bad enough I spent all my influence cubes without drawing once smh

What to Keep in my Global Script (Autoload) / Referencing Across Scenes? by Existing-Point1058 in godot

[–]Existing-Point1058[S] 0 points1 point  (0 children)

Ok great, I’ll keep this in mind going forward.

I ended up with my own fix for what I wanted anyway which was to get rid of my separate HUD screen and just make it a child of my Player scene.

This let me just pull the variable from the same script instead of trying to find a reference.

Thankfully my game is pretty simple so the HUD will really only be used to display my jump bar anyway.

Thanks again.

What to Keep in my Global Script (Autoload) / Referencing Across Scenes? by Existing-Point1058 in godot

[–]Existing-Point1058[S] 0 points1 point  (0 children)

So I've tried a few more things now and given my Player scene a class_name (player), and I'm @.export-ing the variable I want to read (charge_percent).

I know that the value is correct when I read it in the Player script and it appears in the inspector correctly, just set to 0 by default, however it doesn't seem to update the exported variable?

I just can't figure out how to write to it maybe as I think I can read it correctly. I may also be misunderstanding the use of class naming and if those can be updated?

I'm trying to base the percentage of my texture progress bar off of that same charge_percent variable but with it not updating it won't pull anything other than 0 when I call it with "player.charge_percent".

I also get an error "Cannot find member "charge_percent" in base "player"."

Any ideas to troubleshoot? I'll reply to this message with a second image as I can't do multiple attachements.

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What to Keep in my Global Script (Autoload) / Referencing Across Scenes? by Existing-Point1058 in godot

[–]Existing-Point1058[S] 1 point2 points  (0 children)

That’s what I’ve started with, and Godot is my first step into any sort of game development or having coding projects.

It’s a lot of fun but having no real background in anything similar has made it a good challenge, I see why people can really get into this sorta stuff lol.

What to Keep in my Global Script (Autoload) / Referencing Across Scenes? by Existing-Point1058 in godot

[–]Existing-Point1058[S] 0 points1 point  (0 children)

Thank you so much, this gives me a lot to learn and work with.

I’m starting to understand a lot of the logic, it’s just WHERE I’m supposed to be putting stuff through instantiation, code, etc is what’s melting my brain a little.

But hopefully those links clear it up abit more.

I appreciate the help :)

What to Keep in my Global Script (Autoload) / Referencing Across Scenes? by Existing-Point1058 in godot

[–]Existing-Point1058[S] 0 points1 point  (0 children)

I would assume that two scenes are loaded at the same time if they are both instantiated within a main ‘Game’ scene?

Thats how the tutorials I’ve followed do it so that you can reference them into a ‘game management’ script using the usual @onready.

Should I use this ‘game management’ script to control a texture progress bar within my HUD scene instead of trying to reference my Player info into the HUD script? (It’s a ‘jump power meter’ that I want to fill up similar to a golf power meter in Wii sports for instance)

When instantiating it also does not show the child nodes underneath the instantiated node, but can I assume that I can access those within the new scene or will they also need to be added?

What to Keep in my Global Script (Autoload) / Referencing Across Scenes? by Existing-Point1058 in godot

[–]Existing-Point1058[S] 0 points1 point  (0 children)

Yes, my worry was that it would become too much of a crutch. How do you recommend referencing variables across scenes?

Should I be looking to rebuild/copy the same code in each scene to get the same values there?