RocketCommands Mod
ByteWolfGaming
Netherlands Join Date: 2018-02-01 Member: 236491Members
Hello everybody,
I made a mod that adds 4 extra commands for the rocket:
"rocketfinish" finishes the rocket.
"rocketadvance" advances the rocket to the next stage.
"rocketstage NUMBER" replace NUMBER with a number from 0 - 4. This will set the current rocketstage to that number.
0 = base only
1 = base and elevator
2 = base, elevator and boosters (stage 1)
3 = base, elevator, boosters and fuel reserve (stage 2)
4 = base, elevator, booster, fuel reserve and cockpit (stage 3)
"rocketsize X Y Z" replace X Y Z with numbers. This will set the size of the rocket to X, Y, Z.
X = horizontal
Y = vertical
Z = depth
If you wan't to install it here's the link: https://github.com/bytewolfgaming2/RocketCommands-Mod/releases
Tutorial is on the github page
Have fun
-ByteWolf
I made a mod that adds 4 extra commands for the rocket:
"rocketfinish" finishes the rocket.
"rocketadvance" advances the rocket to the next stage.
"rocketstage NUMBER" replace NUMBER with a number from 0 - 4. This will set the current rocketstage to that number.
0 = base only
1 = base and elevator
2 = base, elevator and boosters (stage 1)
3 = base, elevator, boosters and fuel reserve (stage 2)
4 = base, elevator, booster, fuel reserve and cockpit (stage 3)
"rocketsize X Y Z" replace X Y Z with numbers. This will set the size of the rocket to X, Y, Z.
X = horizontal
Y = vertical
Z = depth
If you wan't to install it here's the link: https://github.com/bytewolfgaming2/RocketCommands-Mod/releases
Tutorial is on the github page
Have fun
-ByteWolf
Comments
Link: https://github.com/bytewolfgaming2/TameableReaper-Mod/releases/
https://forums.unknownworlds.com/discussion/153209/mod-suspensions-railways-modding-emporium/p1
Also, modding Discord:
https://discord.gg/9MfKs2s
Ah, maybe I'm confused. I thought he had a framework for easy mod install / uninstall that all modders could use. (I might be wrong.)
Can you please make a mod which removes any building restrictions (no red) via console command?
How do you think, maybe better for builders flexibility do commands like this:
nored - toggles restrictions on/off
noclip - toggles objects clipping between themselves and terrain
nosnap - toggles snapping objects to each other on/off
nodep - toggles object dependencies (for example you can remove foundation and leave above objects untouched)
Would need a temp location \slot00xx\temp\compiledoctreescache to store \ load changes until they are committed by saving (check and wipe temp on game load in case of previous crash, or prompt maybe?)
This is made much better with an SSD. Perhaps file compression could be used as well (as the CPU and memory can probably decompress the terrain in time and the HDD will be able to feed it faster if there's more data under the heads at a time).
But yeah, as with the render distance mod, this would be high-performance or meticulous / patient players only.
There was also a mechanic that allowed bases to terraform when placed. For that, you'd have to go back further, maybe another half year.
I didn't say you had to. If you don't wanna, that's completely fine! Was just mentioning possible workarounds in case you wanted to is all. (:
It is very easy to do this for this loader:
Create your mod DLL. It doesn't have to reference anything in QMods or any of its DLLs.
Create a file named "mod.json" with the following format:
{
"Id": "<ModName>",
"DisplayName": "...",
"Author": "...",
"Version": "1.0.0",
"Enable": true,
"AssemblyName": "<ModName>.dll",
"EntryMethod": "<Your.Entry.Point>",
"Config": {
...
}
}
Where <ModName> is the name of your mod and your DLL. Feel free to fill out the author, version, etc.
Interesting Mod support tool. Thanks for the link. I can see the benefit of multiple mods running through one tool.
WOO!
SSD CREW!
WOOO!