Scrap Mechanic

Scrap Mechanic

Naval Parts Pack
53 条留言
Kototop_CMB 11 月 4 日 上午 1:47 
берешь счетчик(логик гейт у которого на экране точка посередине), ставишь его, нажимаешь U и вводишь нужное значенин времени в тиках, потом тыкаешь write, присоединяешь к глубинным бомбам, всë
Fast_tony 11 月 3 日 下午 8:34 
Kototop_CMB помоги пожалуйста я ваще не понимаю в логике
Fast_tony 11 月 3 日 下午 8:30 
Guys I’m very confused about the timer and number block, pls help me, how to make my own timer on the depth charge
Kototop_CMB 11 月 3 日 上午 1:50 
modpack
Fast_tony 11 月 2 日 下午 3:56 
Where do I get the number logic?
Laci 2024 年 12 月 5 日 下午 11:28 
sadly its bugged
nicholasashbaker 2022 年 9 月 29 日 下午 1:22 
This is the best mod!
ocelotbuilder 2022 年 4 月 21 日 上午 10:30 
pretty neat! do you think you could add torpedo launchers that have unlimited ammo?
BraveCaperCat 2022 年 4 月 8 日 上午 9:00 
What if you add a torpedo launcher, you could put torpedoes on it and they would be disconnected and activated
Lobo 2021 年 12 月 14 日 上午 2:53 
Cant wait for a tracking missile mod
Rightraoedhelontidae 2021 年 9 月 20 日 下午 1:42 
would be a good block as it's a bit hard with the bubble blocks
Cigarette 2021 年 9 月 20 日 上午 11:03 
Could you add a Float block?

This block should be extremely boyant, making heavier boats much easier to float without the cost of hundreds of blocks, and FPS drops.
MiniMonsterV 2021 年 6 月 8 日 上午 3:41 
For me, I can't even do a scratch to the Armor Blocks (And Metal 3 Block's for that matter) with the Mark 48 torpedoes.
Rightraoedhelontidae 2021 年 5 月 29 日 上午 4:26 
There's already water in creative
You just have to create a new world ( don't use a world already created before the survival update)
MiniMonsterV 2021 年 5 月 29 日 上午 3:57 
Is their water in this mod, so we can use it in creative, or do we have to use it in survival?
Szturmowiec Bojowy 2021 年 5 月 21 日 上午 11:59 
good mode
Trendederde 2021 年 4 月 12 日 上午 1:00 
Ok, take your time. The mod is great so far!!
Izar  [作者] 2021 年 4 月 11 日 上午 10:54 
Trendederde i planned this but didn't have time for this yet
Kototop_CMB 2021 年 4 月 11 日 上午 10:36 
use new legend mod
Trendederde 2021 年 4 月 11 日 上午 10:36 
could you make some sort of propeller. If you would rotate it with an engine, it would create thrust.
Rightraoedhelontidae 2021 年 4 月 6 日 上午 10:16 
Ok my bad I didn't see it work with the logic gate
Thanks.
BTW it's a great mod:steamthumbsup:
Kototop_CMB 2021 年 4 月 6 日 上午 9:30 
ok
Izar  [作者] 2021 年 4 月 6 日 上午 9:29 
@Kototop_CMB if you mean number signal i can't really measure depth with way i currently detect it and you can always do it with X-o-meter from modpack and substracting height of water surface
Izar  [作者] 2021 年 4 月 6 日 上午 9:27 
@righty i'll look into it but i remember turning on logic gate with it during testing
Izar  [作者] 2021 年 4 月 6 日 上午 9:26 
@danger that's actually a good idea
Izar  [作者] 2021 年 4 月 6 日 上午 9:26 
@xander i'll do if i find time and make decent looking textures
Kototop_CMB 2021 年 4 月 6 日 上午 8:58 
derph sensor, send modpack signal from derph
Rightraoedhelontidae 2021 年 4 月 6 日 上午 8:57 
Please make that the water detector can activate all logic. Cuz it only activates lights for me
Pur Pur Purred P.P. Bizoon 2021 年 4 月 4 日 上午 1:53 
Could you make the dissapearing pipes differently colored from the normal ones?
Xander 2021 年 4 月 2 日 下午 10:49 
yo can you make something as strong as metal or concrete but has high buoyancy? That'd make building battleships alot better
The real Koishi Komeiji 2021 年 3 月 25 日 上午 1:55 
is it possible to make the torpedo stay level with the water? they work really well if their dropped in the water, like if you made a pt boat.
Izar  [作者] 2021 年 3 月 24 日 下午 12:27 
Kototop_CMB, Marshal Cutie in cases both of you brought up it's just due to how physics work in this game and i can't affect really that, but i'll see what i can do. Irl they made top off the tube longer to prevent that and if torpedo rotated it would just propel downwards as they were well balanced and neutrally buoyant
Kototop_CMB 2021 年 3 月 24 日 上午 5:05 
torpedo can rolling after start, for example after start with potato gun or piston
The real Koishi Komeiji 2021 年 3 月 24 日 上午 4:52 
one thing i noticed is the torpedoes dont really float, so if you push them into the water with a piston for example, they might continue to push themselves into the water, i think it would be cool if they stayed on the surface of the water. you could also make deepwater torpedoes, that are slower and ride deeper in the water but do more damage, but im not too smart and i dont know the logistics of modding, anyways just a suggestion, the mod is really good tho! :nekoheart:
RocketBoy9_9 2021 年 3 月 23 日 上午 4:14 
noice :steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup:
Izar  [作者] 2021 年 3 月 22 日 下午 11:08 
it is not a feature yet, but may come in future
Kototop_CMB 2021 年 3 月 22 日 下午 4:21 
but how set buoyancy on torpedos?
Kototop_CMB 2021 年 3 月 22 日 下午 4:20 
wery good mod!
AshTank 2021 年 3 月 22 日 上午 4:49 
thanks
Izar  [作者] 2021 年 3 月 22 日 上午 2:40 
you just need to set counter from the modpack using tick buttons and connect them to the charges. Any other part will also work
AshTank 2021 年 3 月 22 日 上午 2:36 
I don't know how to set up the number logic thing so I can set a depth for detonation on the depth charge
00Fant 2021 年 3 月 22 日 上午 1:41 
if u need more tips / infos. feel free to ask =) i´m in my discord.
Izar  [作者] 2021 年 3 月 21 日 下午 10:43 
Thanks, 00fant. Due to how "well" documentation is written i didn't realise AreaTigger is viable result time for other AreaTriggers and tried few things out of which only this worked
00Fant 2021 年 3 月 21 日 下午 8:43 
This is a Bad way of Detecting Water!
"if self.shape.getWorldPosition(self.shape).z < -2 then"

here the Propper way:


function CLASSNAME.IsInWater( self )
if not self.areaTrigger then
self.areaTrigger = sm.areaTrigger.createAttachedBox( self.shape:getInteractable(), sm.vec3.new( 0.5, 0.5, 0.5 ), sm.vec3.new(0.0, 0, 0.0), sm.quat.identity(), sm.areaTrigger.filter.all )
end
for _, result in ipairs( self.areaTrigger:getContents() ) do
if sm.exists( result ) then
if type( result ) == "AreaTrigger" then
local userData = result:getUserData()
if userData and userData.water == true then
return true
end
end
end
end
return false
end
Izar  [作者] 2021 年 3 月 21 日 下午 1:41 
IMAM P90, that's how they work. To explode they need to either get caught in radius of other explosion or activated with logic and thrown into water which will make them propel themselves like torpedoes should do
IMAM P90 2021 年 3 月 21 日 下午 12:50 

Bombs are not exploding. When ı hit with sledgehammer it wont, and when i connect button and pressed connection is gone but it wont exploded(on 0.5. idk other version)
Izar  [作者] 2021 年 3 月 21 日 上午 8:17 
What's the issue?
AshTank 2021 年 3 月 21 日 上午 7:23 
I need help hith the number logic
stre90 2021 年 3 月 20 日 上午 7:18 
cool
racerbest 2021 年 3 月 19 日 上午 4:01 
Cool mod, I thing in next projects (like Y345) I will use it...