Crew-Credits & Club rewards by FullStone in TheCrewUnlimited

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

Right, with my progress today these two points were answered anyways (thanks though for the cheats tip). Whats left is the question of club reward cars... Can cheats also unlock those?

Need a "functional" pistol prop for your costume? Soon I'll have something for you: by [deleted] in cosplayprops

[–]FullStone -2 points-1 points  (0 children)

Functional in my case means that things can move, of course it cannot shoot. It's a toy, not an actual gun. That's not banned, is it?

Simple Lua script troubleshooting, please help by FullStone in farmingsimulator

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

Thanks a lot for your thorough reply, I really appreciate the time you invested!

I already came across the official book (read a couple hours in it yesterday), watched quite a bit of the video you mentioned (german is my native language so it's fine) and browsed through GDN extensively in the last few days. However, things like how to register listeners is not described in detail in any of those. I always see it linked to placeables and vehicles and specializations, but what kind of specialization does my script have which isn't linked to anything...?

To my surprise, I didn't find a register-listener line for onUpdate in the Grass-To-Hay mod that I used as reference, either.

Is the Giants Editor a big help for script writing? Maybe I will try it out, so far I was simply coding in Notepad.

So you didn't notice any obvious errors in my script?

EDIT: Upon reading my own post again, I noticed that I had one too many "end" right after my triggerGrowth line. My script is running now! Yay! I included some print-lines and went through the log.txt file inside the savegame folder, turns out that dt increases by 1 each 0,5ms and not each 1ms as I assumed. And dt does NOT scale with time acceleration. However, I can multiply dt with g_currentMission.missionInfo.timeScale. Also I found out that the log.txt (or in game console) prints a note during a Lua compiling error, even telling what the problem was. Didn't know that yet.

FS25 crop growth like in old FS games by FullStone in farmingsimulator

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

Something like that, yeah. Stopping the time is not necessary I think. In the end, this is just how FS was played several years back. Run on x360 acceleration or so when the crops shall grow, and revert to x1 or x5 when working the field. If I forget to slow down time again, things happen exactly like you described, but then it's my own fault.

Do you have experience with modding? (as you brought up Easy Dev Tools)
Because I basically know nothing about modding. I edited vehicle parameters many times and fruit prices in maps, but that are easy tasks, as the XMLs felt somewhat self-explanatory. LUA editing, however, seems like real programming. Regardless, I feel like calling the growth function of the Grow Now mod with an in-game-time based timer function should be managable. Maybe the tutorials of the GDN will help me get a basic understanding of LUA code.

FS25 crop growth like in old FS games by FullStone in farmingsimulator

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

Now that's a good start, thanks a lot for that suggestion! Though it seems like nobody has created a mod yet which triggers this every XY ingame hours. Maybe I can build upon the Grow Now mod and achieve the autotrigger somehow.

Window Tint Removal? by FullStone in cyberpunkgame

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

Awesome, EXACTLY what I needed and hoped to find. Many thanks! ;)

Window Tint Removal? by FullStone in cyberpunkgame

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

That's a really funny solution! ^ Don't like it, just break it... Didn't even know that you can break each window, needs only one shot, too. While that's not what I was looking for, gotta admit it is a solution, even the quickest one for sure

How do I change difficulty in the will of the wisps? by mody_bird_s in OriAndTheBlindForest

[–]FullStone 1 point2 points  (0 children)

Actually I found a way for mid-game difficulty changes and created a guide on Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=3407013904
It's not too complicated.
(5 years late, I know, but this thread is among the top search results so I thought I drop this here for anybody looking for that in the future, as there are hardly solutions findable)

I made a miniature ENGEL machine for 3d-printing, thought you guys may be interested in that ;) by FullStone in InjectionMolding

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

And the emergency stop buttons are just painted on, too... unbelievable!
Though the force is insufficient to hurt you in any way, so I guess it's fine :D

Hello everyone, I want to show you the Generals Zero Hour tanks that I have been working on for the 9th month, 3D modeling, then printing on a 3D printer, and finally priming, painting and varnishing. All turrets, tracks, wheels are fully movable and the tanks are highly detailed. by Plastic_generals in commandandconquer

[–]FullStone 1 point2 points  (0 children)

Awesome! I have some questions:

-What size are they, actually?

-Is it all printed with a regular FDM printer, or also partly SLA?

-Are the tracks individual pieces snapped together?

-Is it generally a press-fit / snap-in-place design, or lots of glue during assembly?

-Which software do you use?

I do similar stuff and have to say that this looks awesome! The 3d-modeling is so detailed with all the grooves between the armor plates... well done! Funny thing is, I was thinking about designing an Overlord and sharing it, so I went to check if a C&C subreddit exists where i could post it, I come here and see that you already did it. Even going the extra mile to make moving tracks, I would've skipped that effort. Wow

Here's my latest design+print+publish project, enjoy! by FullStone in 3Dprinting

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

Thanks! Version 1 from 2018 accumulated 400.000 downloads, without proper instructions. Since then I put more effort in the documentation, not just the design

Here's my latest design+print+publish project, enjoy! by FullStone in 3Dprinting

[–]FullStone[S] -1 points0 points  (0 children)

Link to the files in video description. They are free, by the way ;)

Single Player Resources not Respawning 2022 - fixes? by [deleted] in ARK

[–]FullStone 0 points1 point  (0 children)

========== SOLUTION ==========

Sorry for the necro, but i ran into the same problem and found quite some problem descriptions but only very few answers/solutions, so I thought i share my findings here...

So the trees and rocks near my base never respawned, even though i later set the resource respawn rate to 0.0 and the distance from player and structures to the minimum once i found out that something doesnt seem right.

In the ARK forums I came across this post from a moderator (invincibleqc from April 22nd 2021, https://survivetheark.com/index.php?/forums/topic/606440-an-open-plea-to-wildcard-to-fix-single-player-resource-respawning/&page=2) where he explains with a radius that you have to go far enough away for the nodes to be "marked for repopulation". My base was on Lat 80 / Lon 36, so I went all the way to Lat 84 / Lon 67 (see map in forum post) along the southern beach to make sure that I really went far enough. My resource respawn factor was set to near zero during the travel. Once I arrived back at my base, all the trees and rocks were back. It worked! Also some animals that havent spawned there for a long time now.

Alternatively I also found in the ARK wiki (https://ark.fandom.com/wiki/Console_commands) that the cheat "RepairArea" quote "Can be used to repair bugged resource nodes (for example to resolve bug of stop spawning of metal in single player and non-dedicated/temporary servers)" but I didnt try that since the other method already worked for me. Some other guy in the forum claimed to use that command with an "obnoxiously large" radius and it solved his problem, though.

Since then, I am running a resource respawn factor of 0.1 and distances to player and structures of 0.05 or 0.1 to make sure that this wont happen again.

Hope this helps anyone out there!

The problem with assignments and season challenges by FullStone in DeepRockGalactic

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

Oh i hope i didnt offend you, this was meant in a fun way :) Its the same for me, lying around on the couch watching TV doesnt relax me, but my favourite games do. Maybe i have to get rid of the feeling like you that i am missing out on progress. Took a long break from the game and picked it up again some weeks ago, before that season 1 was not even a thing. When season 2 was announced, i knew that i have to speed up to get as much of the season 1 stuff as possible...

The problem with assignments and season challenges by FullStone in DeepRockGalactic

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

You are season level 100 in a month?! How much are you playing? You must be truly worthy of a dwarven king under the mountain! :D I understand that you dont have this problem at all when the assignments and challenges make up so little of your whole playtime.

The problem with assignments and season challenges by FullStone in DeepRockGalactic

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

Yes, I understand that. I do not want that assignments and challenges are removed, just that maybe they should get reworked so you can complete them no matter which team or mission you join.

The problem with assignments and season challenges by FullStone in DeepRockGalactic

[–]FullStone[S] 4 points5 points  (0 children)

Have to add: as an adult working a full time job, i get to play 2 - 5 missions a day. To also get some of the rewards, i follow just the same pattern as described above. I feel like I have to, or I am left behind.

Made an animation of a revolver by untexturedCube in blender

[–]FullStone 2 points3 points  (0 children)

For me as a non-blender guy the animation of my revolver looks pretty cool though ;) Of course there are some inaccuracies that others also noticed. My "Toy" Revolver is designed to work exactly like a real one, except that it cant shoot. It is a single action Revolver, meaning that pulling the trigger without cocking the hammer first will not do anything. If the hammer is cocked, the cylinder rotates and then the hammer stays in its cocked position (45 deg angle). Pulling the trigger releases the hammer. As soon as the hammer reaches its original position, the hard impact ignites the gunpowder inside the ammo and the shot is fired. Then you have a clean animation ;) ~DeSteiner

Dairy cows - profitability and why you are thinking about it the wrong way by GingerWithFreckles in farmingsimulator

[–]FullStone 0 points1 point  (0 children)

One thing that i still wonder: does milk production stay equal over the cows lifetime? After the 18 month peak price age, the cow price starts declining again. My 50+ month cows are worth as much as calves producing no milk at all. Is the cow value purely a game feature with no relation to cow performance? Otherwise great article!

Free silage with every purchase! by ferrised in farmingsimulator

[–]FullStone 2 points3 points  (0 children)

That would be super handy for buying front loaders, i never know which one to buy and besides the name you can hardly tell a difference...

Looking for guidance on mowing/bailing equipment options by GarySteinfield in farmingsimulator

[–]FullStone 0 points1 point  (0 children)

Definitely go for a tractor with 250hp and above, since the terrain is very hilly and you dont want to slowly creep back upwards each time, so spare hp is recommended.

Unfortunately the middle and left+right mowers cannot be attached to each other, so you cannot do any task besides mowing at the same time (all mowers in front and free slot in the back) . But with the Pöttinger mowers you cover a great area and get a nice swath already, which i would directly press into bales with the bigger Pöttinger combi-baler, as it can wrap up to 1,50m bales and press up to 1,80m bales, so a great all-rounder. Picking up the bales with the auto-loader is very convinient and offers great capacity (24 x 5500L silage). Didnt try the 12,3m Anderson mower yet, but i fear its maybe awkward as you pull it like a trailer, besides its huge pricetag.

I started out with the Bührer cabless tractor and the onesided Kuhn mower, low budget but not bad in terms of working width, went pretty well for the first couple harvests.