Space Engineers

Space Engineers

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BalCorp - Carpets (New door parts - now 134)
   
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Type: Mod
Mod category: Block, Other
文件大小
发表于
更新日期
34.499 MB
2019 年 3 月 8 日 下午 10:22
2019 年 4 月 6 日 下午 7:02
9 项改动说明 ( 查看 )

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BalCorp - Carpets (New door parts - now 134)

描述
Colorable and Survival ready.

Included:

16x 1x1 Basic Parts (with Borders/Corners)
103x 2x1 Basic Parts*
1x 1x1 Special SE Logo Parts
2x Door Parts
12x Slope (2x1) Parts (6 down & 6 up)

*you can place any Part on the upper part of the 2x1 block

More and very special Carpets are planned.

If some Carpet Pattern is missing, please write it on the comments.

I recommend a mod like this to remove the armor edges: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1465048468

Maybe this general Audio bug in SE, that happen also on vanilla blocks and for all players, keeps me away from adding changed Footstep Sounds. The Bug was added to Keens bug list, upvoting helps for faster fixing: https://support.keenswh.com/spaceengineers/general/topic/footsteps-audio-bug

Known Issues:
- Sometimes in survival mode a actually placed Carpet is invisible but placed (reloading Map/SE or Grinding down/up fix it). (SE Bug?)
- Mirroring didn't work right now. (soon)
- Didn't test it on Dedicated Server right now. (soon)
- MipMaps (Texture LoD) on lower Texture Resolutions could be better. (soon)

Thread at Keen Forum: https://forum.keenswh.com/threads/released-wip-balcorp-carpets.7402737/
40 条留言
Balmung  [作者] 2020 年 6 月 4 日 上午 7:52 
Yeah, you can only change one color on a block, badly. It would explode fast with the number of blocks, if you want to do more second colors.
BlackRedDead 2020 年 6 月 4 日 上午 4:35 
@Bulmung i first wanted to agree, but apparently it would require even more blocks! - think of half blocks ;-)
also how to change the color of said blocks, afaik there is only 1 primary color of a block and no secondary color option?
(haven't played the game for years, so sorry if i miss something! - but without an engine rewrite they won't be able to fix darn old issues with the engine itself!)
Balmung  [作者] 2020 年 4 月 17 日 下午 1:42 
it get fast way too much blocks and there are still missing some variant in this. One reason why i stopped this mod. Make such a version add another bunch of blocks to it. I think the best solution would be to make armor blocks with one side carpet on it, that way it should end with much less blocks.
Netherspark 2020 年 4 月 17 日 下午 1:30 
Hey Balmung, could we convice you to make a version with a 'z-offset', so that the carpet sits at the top of the block instead of the bottom? This way we would be able to build on top of it.
Balmung  [作者] 2019 年 11 月 1 日 下午 7:55 
Aou already define that when you convert the model to an SE model. So normally you didn't need to use that offset in the sbc file when you did it right on the model conversion.
BlackRedDead 2019 年 11 月 1 日 下午 5:08 
so you did it with an invisible reference part in the model or how you did it? :-)
Balmung  [作者] 2019 年 11 月 1 日 上午 10:15 
There is still an offset value, but this mod didn't use it at all.
BlackRedDead 2019 年 10 月 30 日 下午 9:00 
there is an "offset" value iirc, wich controls the actual position of the model inside the "block" (idk if they might have changed it?)
Balmung  [作者] 2019 年 10 月 29 日 下午 12:00 
Depend on what you mean with "offset", yes.

Yeah, I wish there would be a better support for such things. Maybe for Space Engineers 2.
BlackRedDead 2019 年 10 月 28 日 下午 8:29 
so basicly it still uses offset - but thx for the indept answer, despite i know all of this anyone else might find it interesting&usefull to know :-) - sad that KeenSWH doesn't solve that engine limitation xP
(As it's mostly their selfmade engine they could change how it handles decorations without register them as blocks - but attach them to blocks!)