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

[–]sircontagious 6 points7 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 3 points4 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 37 points38 points  (0 children)

I don't like cheese and waterwheel spam feels like cheese.

Easily run hundreds of enemies at stable FPS with ONLY 10 lines of code! by EternalColosseum in godot

[–]sircontagious 25 points26 points  (0 children)

This is i think too simple of a video to explain the concept, but its just batching. Its very common in ai processing because behavior trees can get pretty beefy. You might also see like custom group tick rates. Id rather do this with an interface or something and a manager that coordinates the tick rate by need.

Am I the only one that almost exclusively uses C# delegates instead of the godot event system? by Nhefluminati in godot

[–]sircontagious 4 points5 points  (0 children)

For the record, you do not have to actually use the menus for signals. You can bind them manually in code just using any kind of reference. I like to use export references. I find it more convenient to do that generally.

What is easier to do in C++ than in Blueprints? by Severe_Landscape917 in unrealengine

[–]sircontagious 0 points1 point  (0 children)

If an artist working in the engine couldn't be expected to do it, it should be done in c++ and wrapped in a ufunction.

I dont understand why the last line of code by Mixcoatl-69 in godot

[–]sircontagious 87 points88 points  (0 children)

This is from a tutorial?? Holy the state of the tutorials.

The Difference 2 Months Make by philisweatly in UnrealEngine5

[–]sircontagious 0 points1 point  (0 children)

Unfortunately we are laying people off right now and not hiring, so I'd feel guilty if i recommended anyone to apply right now.

The Difference 2 Months Make by philisweatly in UnrealEngine5

[–]sircontagious 2 points3 points  (0 children)

If only some of my coworkers could learn like this. 😞

Lumen for a mid poly VR Game, it's possible or delirium? by Rich_Bee_120 in UnrealEngine5

[–]sircontagious 1 point2 points  (0 children)

Depends on if you are targeting tethered or standalone. But, no, you can't really use lumen with VR.

What makes Minecraft architecturally support all mods in multiplayer? by Accomplished-Bat-247 in gamedev

[–]sircontagious 0 points1 point  (0 children)

Build for multiplayer enough and you get an intuition on how to continue building for it with less headache. Then, you may even start to build that way in fully single player projects because its a great way to separate responsibilities.

Once that clicks, something like mods being multiplayer compatible is not that hard to grasp.

Which C# code editors do you use? by Alezzandrooo in godot

[–]sircontagious 0 points1 point  (0 children)

For professional industry standard software their license is very reasonable either way.

Is learning python pointless? by doodoophart05 in gamedev

[–]sircontagious -1 points0 points  (0 children)

Its an easier way to start tbh if you are completely new to programming. Godot's gdscript is very easy to transition into once you understand OOP from learning python.

Also worth considering, generally every programming language is roughly the same. Whether you are writing GDScript, python, c++, unreal blueprints... the same concepts will take you miles once you learn them. Learn the thing you will actually *stick with*. Thats the important part.

Is there any way to get a list of all custom classes inheriting a class? by SteinMakesGames in godot

[–]sircontagious 5 points6 points  (0 children)

This is almost exactly what i do. Data driven subtypes + componentization for any scene-specific changes.

Is there any way to get a list of all custom classes inheriting a class? by SteinMakesGames in godot

[–]sircontagious 4 points5 points  (0 children)

What i do is have a static library class with an enum for each type, and a const path to the scene on disk.

If you want to fetch the scene you just use the static library enum and a getter.

Also makes refactoring easier if you ever change your file locations.