Stormworks: Build and Rescue

Stormworks: Build and Rescue

Mechanical Parts Expanded
76 条留言
Jepster 10 月 10 日 下午 10:20 
Ok i see, well thats to bad then. Thx for the answer still! :)
sprk  [作者] 10 月 10 日 下午 12:38 
@Jepster
The wheels can be compiled like any other component, it's just a XML change with a custom mesh for the base and then compiled to a .bin. The wheel mesh is the same as the stock part, I only modified the base mesh. Modifying the wheel mesh is indeed not possible as far as I know
Jepster 9 月 23 日 上午 5:32 
hey how did u compile the wheels? from what i have heard its not possible atm?
sprk  [作者] 9 月 7 日 上午 7:50 
@Voltaire5482
I think that's a bug with the new component modding. Components that are added via the old modding method do show up as modded parts.
Verika5482 9 月 7 日 上午 6:11 
in my game they are showing up as vanilla parts.
Verika5482 9 月 7 日 上午 6:11 
is there any reason the parts dont show up as modded?
sprk  [作者] 9 月 7 日 上午 5:45 
@Svendo Bendo
That is a good idea. I'll add that to the differential part. Not sure if it'd be very useful for other parts, and besides, it'd only be possible for lua parts such as the diff and CVT transmission.
Svendo Bendo 9 月 7 日 上午 5:15 
@sprk
Would it be possible to add a composite output on items like the differential so you can see the RPS values it is giving/getting?
sprk  [作者] 9 月 7 日 上午 5:10 
@Echoless
Thanks for the suggestions! I've sent you a message on Discord regarding the flow limiter. And I've created a new GitHub project for a fluid parts mod and created some issues in that project for some of your suggestions. I've been wanting to make some fluid parts for a while, but have some extra motivation now. :)
Echoless 9 月 1 日 上午 11:47 
Small, Medium, Large, and Huge Gas Tanks with an extra port just like the fluid tanks
Small and Huge Fluid Pump
Large and Huge Impeller Pump
Small, Large, and Huge Desalinator (each having more or less flow rate)
Small Fluid Jet
Large and Huge Cryo Cooler
Small Electric Furnace with Max Temperature option
Electric Furnace with Max Temperature option

These are just extra random suggestions lol, i'm sure many can't be done
Echoless 9 月 1 日 上午 11:47 
Hey sprk, just forwarding a suggestion for a fluid parts expanded that I posted on github in case you don't check there

Fluid Filter
A fluid filter, simple as that.
It would be nice if it allowed you to select multiple fluids to allow through, but that likely isn't possible with the current scope of modding.
It should probably have an overflow for fluids that weren't accepted, so they don't just get deleted or sent to the void
It should accept all vanilla liquids and gases, maybe using a number input to select which one.

Flow Limiter
Something to limit the flow rate better than the vanilla fluid variable valve.
contact me on Discord (@echoless) for an example. I have no idea how to explain the feature.
sprk  [作者] 9 月 1 日 上午 10:24 
@Svendo Bendo
Yeah, that sadly doesn't seem to work, even with the things they added in that update.

@Billy Herrington
I'll take a look, someone else had some problems with torque loss as well. I can probably fix it in the lua code of the component
Billy Herrington 8 月 28 日 上午 6:55 
If I put 3 differentials (1st between forward and rear axles, 2nd and 3rd ones between the wheels), there appears a torque loss. Engine starts revving like I have 0.4 clutch max
Svendo Bendo 8 月 27 日 上午 5:39 
@sprk can't you create passthrough wheels and such with what hey added in the V1.15.0 update? or am I misunderstanding what you can create with what they added
sprk  [作者] 8 月 24 日 上午 7:25 
I've added compact versions of the 7x7 and 9x9 wheels. I also tried to make wheels that can passthrough RPS, but sadly that didn't work.

I've also added a version of the driveshaft part that does not have any physics, which is useful for compact vehicles. Note that it is a bit glitchy, as parts are always supposed to have at least one physics voxel, but it most cases it works fine.

However, it seems that sub-bodies do need at least one physics voxel, otherwise the physics for that sub-body breaks down completely. For example, if you have a driveshaft that consists entirely of nonphys parts like this driveshaft part and the short version of the torque connector, then the sub-body cannot rotate at all.

I also tried to make a RPS powered pivot, but that doesn't seem to be possible yet.
sprk  [作者] 8 月 20 日 上午 1:52 
@johnyboy
The differential has 4 rps slots. Two are for the driveshaft, and two are for the axles.
The 'Driveshaft A' and 'Driveshaft B' slots are connected to each other at 100% strength. One driveshaft slot should be attached to your engine and gearing system. You can use the other driveshaft slot to pass through the RPS to another axle, or you can leave it unconnected.

The 'Axle A' and 'Axle B' slots are connected to each other as well, but the strength of the connection between those two can be adjusted via the number input slot.

When you use a value of 0 then the strength is 100%, which means 'Axle A' and 'Axle B' will always spin at the same speed.

When you use a value of 1 then the strength is 0% (slippy), which means 'Axle A' and 'Axle B' can spin independently from each other.

You can see how the axle slots work by connecting an electric motor to 'Axle A' and a wheel to 'Axle B'. With a input value of 0 the wheel will spin, with a value of 1 it won't spin.
johnyboy 8 月 18 日 上午 5:13 
@sprk the differential dont work I test it with a car that only 1 site is on the ground other site in the sky and still it is the same speed on both site than I tink I palce it rong than I place it the other way and still the same as before
Echoless 8 月 10 日 下午 1:53 
Can you make a pivot rotation to rps thing?
Svendo Bendo 8 月 8 日 下午 4:45 
Has anybody made a MC that works with the CVT yet?
sprk  [作者] 8 月 8 日 上午 4:47 
@Adbice1
I can try! Adding it to the to-do list.
Adbice1 8 月 7 日 下午 4:49 
Any chance we could get some small tank tracks without the stubby part like the compact wheels are?
sprk  [作者] 8 月 7 日 下午 12:41 
@Gamernico7777
That might be possible, but seems a bit unbalanced, so I likely won't add that to this mod.

@Rosie0619
Good idea! Adding it to the list.

@[spacebar]
I'll add the 7x7 and 9x9 wheels. I'm not sure if it's possible to also make thinner versions though, last time I checked it wasn't possible to change the wheel meshes.
[spacebar] 8 月 6 日 下午 3:34 
it would be cool to have compact versions of the 7x7 and 9x9 wheels too, and also maybe thinner versions of the larger wheels.
Rosie0619 8 月 5 日 下午 9:13 
Is it possible to make a transfer case part that is toggled by a simple boolean node?
Gamernico7777 8 月 5 日 下午 6:46 
is there a way to make cylinders for a 1x1 modular engine that need no cooling at any given rps?
sprk  [作者] 8 月 5 日 下午 2:03 
@Jake4159
I don't do a lot with steam, but I am planning to make a fluids parts mod soon, so I might add it to that.

@Robby J.R.N, @εïз PurpleStarNova εïз
A modular piston / set of better pistons is on my to-do list :)

@128 m/s gaming, @Echoless
That seems useful, I'll put those ideas on a space parts list
Echoless 8 月 4 日 下午 12:57 
a small medium and large electric rocket engine would be cool, insane efficiency but low thrust
128 m/s gaming 8 月 4 日 上午 10:33 
can you make some type of ION thruster (small electric powered rocket engine) for space DCL
εïз PurpleStarNova εïз 8 月 4 日 上午 8:59 
i wish there to be more pistons of different length's
Robby J.R.N 8 月 4 日 上午 7:21 
can you make like an modulair actuators/pistons and with more strengt than the base piston?Because it's verry weak and only in one size and strenght thx!
Jake4159 8 月 3 日 下午 9:28 
Hey, is it possible to make a steam turbine that is not rps locked? No matter how much steam I push into it, it's capped.
sprk  [作者] 8 月 3 日 下午 1:21 
@Echoless
I made a new mod, it has a panel part with two variants. It can be used to enclose non-watertight parts, and can also be used on the underside of vehicles to cover up ugly parts: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3541463211

Hopefully that prevents the need for having multiple variants of the parts in this mod :)
Currenté Residenté 8 月 3 日 上午 11:38 
<3
Dumify 8 月 3 日 上午 3:18 
Can you add like an pivot that gets powered like wheels? Would be very cool and should be in the base game.:steamhappy:
sprk  [作者] 8 月 2 日 下午 1:15 
@[spacebar]
I suppose it's a bit like a three-way clutch:
- The two driveshaft inputs are connected and fully pass through any RPS at 100% effect. (Group A)
- The two axles are also connected, but pass through the RPS to each other at the factor that is given via the number input. (Group B)
- Every tick the RPS of group A is then transferred to group B at a certain efficiency, and the RPS of group B is transferred back to group A.

It's all simulated in lua, and it's pretty naive right now. I mainly wanted to get rid of having to use lots of stock clutch parts between axles and the driveshaft. And I haven't done a lot of research on how to simulate differentials yet, but I'm sure it's possible to make a somewhat realistic one.
[spacebar] 8 月 2 日 上午 11:52 
does the differential work like an actual differential based on rps of the inputs and outputs and hard gearing, or does it work like a clutch, lowering the overall torque to the outputs? wondering because there are certain uses that an actual differential would be good for, such as realistic tank drives.
sprk  [作者] 8 月 2 日 上午 11:20 
@MisterUnimog
There are a few internal values I can easily tweak to make it perform better with high torque. Do you have an example vehicle that I can use to use for this?

Alternatively you could tweak the 'MASS' value in the mod file itself by editing the mpe_differential.bin file in the downloaded workshop content and reloading a savefile that uses the mod. Make sure to make a backup of the file though, and probably your vehicle too, just to be sure. If you do that and you do find a good value, let me know and I'll test it and update the value in the mod.

The 'MASS' value is 1.0 right now. Higher values do seem to transfer more torque but it also makes the differential act like a flywheel, which isn't really what we want. I can probably counteract that in the lua code of the component though.
MisterUnimog 8 月 2 日 上午 11:02 
Hey, awesome mod, this is exactly what I've been waiting for!

I'm only experiencing one problem with the differential: it barely transfers any torque and immediately slips when power is applied.
This probably isn't a problem in cars, but I build heavy-duty equipment where transferring high torque is essential.:greasemonkey:

Is there anything I can do about this, or should I just skip the differentials in my equipment?

P.S., CVT!!!! Love it!:104:
sprk  [作者] 8 月 2 日 上午 1:31 
@Eira Fader
I've seen a few mods for smaller water jets on the workshop, so I'm not sure if I should also make one.

@Mitch-Mash
That is a good idea actually! I'll see what I can do.

@Echoless
Ah I see. I'd rather not have multiple versions of the same part though. But in that case maybe an offset block for covering up non-enclosed blocks might be a better alternative, or a kind of skid plate. I'll try to come up with something that works!
Eira Fader 8 月 2 日 上午 12:16 
you should as a suggestion to try and add a smaller jetski sized water jet
Mitch-Mash 8 月 1 日 下午 9:46 
my idea was essentially a piston part that had an adjustable stroke length based on how many extension parts attached to the bottom (like how the solid rockets work)
Echoless 8 月 1 日 上午 11:57 
@sprk
Enclosed versions of those parts as in like enclosed pipes, currently the bottoms of my vehicles have weight blocks all around, but the rps meter, cvt, brake and differential don't have an enclosed version so it looks kind of odd.
MattyMartian15 8 月 1 日 上午 11:21 
I have a brilliant idea! What if you can add a compact pump that works like a normal automatic pump but is only 1x1 blocks in size!
ХаНОшкА 8 月 1 日 上午 9:01 
Eh... unfortunately, the only important and the most crazy thing is a new bin format ;w;
..but thanks for respond!
sprk  [作者] 8 月 1 日 上午 8:14 
@ХаНОшкА
I haven't replied yet, was still figuring out how to respond :)

The only guide I know of is the official documentation, which can be found here: https://geometa.co.uk/wiki/stormworks/view/component_modding

I just followed those docs and it worked fine. The mod compiler is intended for use on Windows, but it also works correctly on my Steam Deck (and thus probably also on other Linux distros) after a bit of experimentation.

My development setup is very specific though, I do this on a Steam Deck. So unless you also use a Steam Deck or use Linux, I won't be able to help with the mod compiler specifically.

But for other things like the directory structure, I can probably help you (and others) out. As a first step I am going to put the source of my mods on GitHub. This will show the directory structure, the XML definition files, the asset files, etc. That'd be a good basis to start working from, I think.
ХаНОшкА 8 月 1 日 上午 7:52 
Hi once again. Seems like you replied to me but suddenly erased it. All ok?..
sprk  [作者] 8 月 1 日 上午 7:46 
@Aaron Bearl
I haven't found a way to make grippier wheels yet, but it should be possible.
Aaron Bearl 8 月 1 日 上午 7:39 
can we get big wheels with better traction for large and heavy vehicles
sprk  [作者] 8 月 1 日 上午 7:32 
@rtm_1870
Good idea! Adding it to the list, seems useful even though we already have a dual wheel option for the stock wheels.

@Mitch-Mash
Do you mean a multipart extendable piston, like the hydraulic piston? That one is already stackable, right? Or did you mean something else?
sprk  [作者] 8 月 1 日 上午 7:31 
@ZetX
The weight bolt will definitely be added to that new mod, but for the hinge and pivot blocks I will have to make some adjustments/workarounds because it's currently not possible to use a custom part for the end piece. That seems like a bug in the modding tools that the devs will hopefully fix soon.

@Echoless
With enclosed versions, do you mean watertight ones, similar to the stock clutch and gearbox? I'm not sure if that'd be the best approach... if the only reason is to make things watertight, then maybe it'd be better to have a special external fuselage kind of part instead, which could be slapped on the exterior of vehicles to make them watertight. That'd be more versatile I think, as it could be used with stock parts as well. I'll see if I can come up with anything useful, and if that doesn't work I'll consider making enclosed versions of these parts instead.