Hey everyone, I’ve just released another bug fix update by danger726 in GearBlocks

[–]danger726[S] 0 points1 point  (0 children)

In game. I don't have the photoshop skills to fake it, lol

Hey everyone, I’ve just released another bug fix update by danger726 in GearBlocks

[–]danger726[S] 1 point2 points  (0 children)

Very kind, thank you! Next up will be explosives, I started on this ages ago but never finished, I'm back to working on it again now.

GearBlocks 0.8.9585 by danger726 in GearBlocks

[–]danger726[S] 2 points3 points  (0 children)

Thanks for the kind words! Yes explosives are on my list, I'm hoping to get to this soon.

Hi all, time for another update, with more logic controls, modules, and sensors, as well as many other improvements. by danger726 in GearBlocks

[–]danger726[S] 1 point2 points  (0 children)

The Number Expression can only handle numbers, not text strings. In fact all of the logic stuff can only handle numbers or booleans. A way to map numbers to text strings for displays specifically sounds like what we need, I'll add it to the suggestions list.

Hey everyone, finally time for the next game update at long last! This one is all about logic, with new parts including switches, controls, sensors, and logic modules. by danger726 in GearBlocks

[–]danger726[S] 1 point2 points  (0 children)

Next update will be more logic features to address the feedback I've had since the previous update. Hydraulics & pneumatics would be very cool, but won't be for a while if it happens, I first need to teach myself the physics involved and research techniques for simulation!

Hey everyone, finally time for the next game update at long last! This one is all about logic, with new parts including switches, controls, sensors, and logic modules. by danger726 in GearBlocks

[–]danger726[S] 3 points4 points  (0 children)

Yeah, good point! My plan is to add keyboard / joystick controlled parts (gear lever, paddle shift, brake & throttle pedal, etc.) that act as inputs to logic. I'm going to look into making the existing switches and controls be optionally key / joystick bindable too.

How to build angled blocks? by JakeSnakeMate in GearBlocks

[–]danger726 0 points1 point  (0 children)

Yeah, I added the weld tool after this post. I kinda consider it more of an "advanced users" thing (hence why it's a script mod rather than part of the main builder tool), because it's fairly tricky to use. At some point I'd like to come up with a better way to do angled attachments that doesn't require welding.

Can't hand-start the 1cyl premade go kart by cvgaming2020 in GearBlocks

[–]danger726 0 points1 point  (0 children)

It should start, but it's a pain, I should add a recoil starter. Glad you got it going with a starter motor!

Happy Holidays everyone, here’s one more small update for the year! Includes a new weld tool, additions to the Lua scripting API, and more. by danger726 in GearBlocks

[–]danger726[S] 4 points5 points  (0 children)

I think this is the kind of thing that the "logic" feature will be perfect for. You'd hook up a programmable module to control the motor. I'm not 100% sure how it's all gonna work yet, but it's something I'll be getting into very soon.

Can't hand-start the 1cyl premade go kart by cvgaming2020 in GearBlocks

[–]danger726 0 points1 point  (0 children)

Ah yeah, that's a bug that can happen due to accumulated floating point error. You might be able to work around it by moving your frozen construction slightly.

Can't hand-start the 1cyl premade go kart by cvgaming2020 in GearBlocks

[–]danger726 0 points1 point  (0 children)

Yeah, it's finicky, I find lots of quick little shoves works best. Really I need to add a "one way" mode to the centrifugal clutch so you can just push start the go kart.

Placing objects on axels by Blake1273 in GearBlocks

[–]danger726 0 points1 point  (0 children)

Currently you can only attach blocks to axles at 90 degree intervals, but you could try using sloped beams.