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These sound like worthwhile additions. I usually try to avoid features where someone else already has a mod for, but I think this fits quite well.
I'll have to think about how I can implement these features.
It will take some time, but maybe I'll feel like it during the upcoming holidays.
>Three, I'd add the functionality of targeting certain blocks for example: you be able to make all the conveyors on the grid be orange with the battered skin and windows have the retrofuture skin or just make the all conveyors on the grid be orange with no skin change.
>Four, I'd add the functionality of able to replace just the skins and not the color.
>Five, I'd add the functionality of being able to replace more then just one color and or skin for example: a grid is black with the scifi skin, red with the carbon fibre skin and yellow with the Retrofuture skin, then you'll be able to change the black, to white with the clean skin, red to blue with the weldless skin and yellow to orange with the glamour skin.
So if the functionality can be put in or not (or maybe made into a separate mod if it doesnt fit this one?) at least thanks for hearing me out.
>One it not needing a block to be placed on the grid to change the colors & skins.
>Two, in the mod it has the functionality of randomly placing of skins and colors but it does that at the same time but theres no way to just apply just random skins and not replace the color and the reverse.
"What's missing when using both mods?" Id say the ease of use. you having to place down the block to use its functions feels too rigid imo, also the "Color Replacer Blocks" mod you have to go thru muliple screens (the color picker screen and the terminal) to use while with this mod you just have to go thru one (just the color picker screen).
What's missing when using both mods?
How or what should be improved?
Heres the mod if you dont know the mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2110682720
I did not know it was in the Pluginhub that early.
https://github.com/StarCpt/PluginHub/commits/main/Plugins/Mods/BuildColors.xml
I submitted it with the dependency, but in my memory my mod was removed because of that by avaness
To be honest my mod works fine without the dependency. Sure the UI is not working but the console command work fine without.
server might be a different thing but i doubt that, otherwise we wouldnt be able to load it via Pulsar
but you can load approved mods client sided the same way you do with plugins.
so at the end you can make it work by also loading Rich HUD Master
Unfortunately, Rich HUD Master isn't available as a plugin. Glad you found out.
@serialjwalker It is on my todo list to create short yt videos for my mods.
duuuh of course it wont work if i dont add Rich HUD Master....
so yea, mod still works, make sure to load the dependency if using it client sided only.
Do you run it as a plugin or as a mod? When running as plugin you have to add
Rich Hud Master manually as mod.
Greetings from the Netherlands 🇳🇱
I am using Nanobot Build and repair which has two colors that you can paint a block. 1 for the grinding of a block and one for the Ignore grinding of a block. For this I have assigned the color value of (H)ue 0.0 (S)aturation 64.0 (V)alue 64.0 and for do not grind (H)ue 128.0 (S)aturation 64.0 (V)alue 64.0
I save this to the color set and when I restore them the values are wrong. The dont grind Hue is 0.0 Saturation is 63.8 and the Value is 63.9 additionally the grind color is now H 128.1 S 63.8 V 63.9
That wont work for me because Build and Repair is set for exact values. Also if you look at the other colors in the pallet they also have their decimal places wrongly assigned. Seems that this is a conversion error introduced when going from HSV to RGB.
Thanks for your time reading my report.
I improved the handling of my color picker, but the other issues are not solvable by me.
* I cannot update the the vanilla/default color picker
* I cannot reduce the delay before my UI is visible in the color picker screen
* I cannot fix the click animation. It is handled by RichHud. I will notify the creator about this. Once fixed, it is also fixed in this mod
* The "save" window is intentionally decoupled by the BuildColors UI/ColorPicker screen because of some other limitations we have when enter a name. There are not the right possibilities with the ModAPI of Space Engineers to handle it how it should be. So I will not fix this unless we get better support for custom UI/input handling.
when a color is "loaded" the colors do not visually update in the original color picker, rather i have to manually click on each one individually or close, reopen the picker
in color selector, if you slide the bar around a visual rubber banding of the slider is visible, if released on one of these rubber bands, it returns to its last position
in color selector, S is linked to V in that WHILE V = 0, S is set to 0 permanently
in color selector, you can manually type anything into the fields, and it stays
in save terminal, if you press esc, it will exit color picker, however the save window is not closed
when clicking any button, it goes bright, but stays bright until the button is clicked off of rather than on release
lastly, the ui often lags behind the opening of the color picker
dm me here, and i will give my discord to you for further details, steam limits comments to 1000 characters. thank you
In one such case, my mod failed to unload properly.
This is now fixed and in such a case the mod should unload as expected
Can you send me your world, tho i can test.
The logs alone do not reflect your described behavior. In logs it looks as if you left the world and then my mod crashed
The function executed where it is crashing is only called in UnloadData which is only called when the world exits. So there has to anything else which would trigger that the exit/crash.
Did you even interact with my mod when the crash happens?
Can you share your world?
Thats stange, it executes code that should only run when mutiplayer is active.
But it crashes when you exit the world right?
Sorry for the comment spam but heres my entire log pastebin limits to 512kb's