Zoopables!

Drone Port & Nuclear Power Plant need Heat Sinks Is that intended? -- edit -- I also couldn't change the Spacings
34 Replies
Muppet Burrito
Muppet Burrito3mo ago
Baba says: no, not intended if that isnt the right build cost, they'll fix that up and get that out asap, thanks for letting us know!
Amar
AmarOP3mo ago
and the Spacings?
Muppet Burrito
Muppet Burrito3mo ago
Baba says they'll see what's up with that with at the sme time! 😄
Amar
AmarOP3mo ago
ok thank you very much
Muppet Burrito
Muppet Burrito3mo ago
All good; they hate inconsistency as much as anyone lol It must be something internally changed with the update to 1.1 as they were all working as intended before that, but they'll have it all fixed back up the way it should be asap 😄
Amar
AmarOP3mo ago
ty
Bababooie
Bababooie3mo ago
I must have been a little out of it when setting the recipes; internally the aclad sheets and heat sinks are AluminumPlate and AluminumPlateReinforced so yeah just accidentally set the wrong ones, ty for bringing it to my attention. As for the spacing changing, that should be working, just make sure you are in "zoop" build mode Update comin now Alright fix is live n__n
Amar
AmarOP3mo ago
TY
Bababooie
Bababooie3mo ago
Don't forget to mark this as the solution 🙂
Amar
AmarOP3mo ago
@Baba_booie {Class::👍} i am holding f6 or f7 and nothing happens idk if i am doing it wrong
Bababooie
Bababooie3mo ago
Since I haven't gotten around to changing it to a a proper widget, the stuff to show that it's changing is rendered in world space, so you may be too close to to the hologram to see it, but you also need to make sure you've got a zoopable ready to build in "Zoop" build mode, it won't work if it's just default I don't know what else could be going wrong with it otherwise I tested it out when changing the recipes to the right ones just earlier and it still seemed to work fine for me
Amar
AmarOP3mo ago
ok i know now the building rotates and thats why i didn't see ir
Bababooie
Bababooie3mo ago
Ah, right, yes, I also didn't set the world position offset quite right so when not building on a foundation the text ends up doing rotating with the buildable; that won't be a problem when I refactor it for a widget. Sorry for that confusion
Amar
AmarOP3mo ago
np just a last thing i saw, in blueprints the zoopable don't work
Bababooie
Bababooie3mo ago
Huh, okies did not know about that, I'll see what I can do about fixing that too if possible, ty ty
Amar
AmarOP3mo ago
@Baba_booie {Class::👍} just found another thing idk if you realy wanna fix everything but the water extractors can be placed everywehere and therefore in water they are placed at the buttom of the water
Bababooie
Bababooie3mo ago
Not sure that's something I can fix with the way I have it set up; technically all the zoopable building are foundations that are just being used as a proxy for spawning in the real things, so they don't have the code set up in the hologram class to do the thing water extractors do; I should add it to the mod page but the solution is to place some foundations down first that you want them to snap to or make sure you start building them from on the shoreline - as long as they're submerged enough they'll work properly, you'll know if you started too high if they have "ghost" nuclear waste in them instead of producing water I might be able to give them their own hologram class that mimics what they normally do but that'll be a later change since I have to figure out how to even recreate that behaviour
Amar
AmarOP3mo ago
can i ask whz it isn|t possible with the normal ones
Bababooie
Bababooie3mo ago
What do you mean exactly?
Amar
AmarOP3mo ago
why the zoopable are extra ones
Bababooie
Bababooie3mo ago
Basically any buildable but the ones you can zoop in vanilla don't have the code in their holograms needed to allow them to zoop; Zoopables gets around this by using the foundation as a base class for the buildable and hologram as a proxy to spawn the actual buildables. So if I want them do anything in their hologram that isn't already coded for foundations, I have to add that functionality to them myself, without a reference cos we are provided very little actual code to go off from the modding project which is fair.
Amar
AmarOP3mo ago
thats why curved mod works with them
Bababooie
Bababooie3mo ago
Precisely Any mod that'll effect or work with foundations will have an effect on zoopables. I hadn't actually thought about that use but honestly it's pretty neat that that's the case
Amar
AmarOP3mo ago
that's what i did with it
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Muppet Burrito
Muppet Burrito3mo ago
That looks so freaking awesome and you've given me so many ideas now for my next playthrough 😄
Amar
AmarOP3mo ago
ahahah i've used curved mod with -10° to make a circle of 36 if you wanna know that
Bababooie
Bababooie3mo ago
Very slick stuff, love it Might have to add a mention of that compatibility on the mod page
Amar
AmarOP3mo ago
would be nice
Bababooie
Bababooie3mo ago
So that's curve builder right? Cos I imagine they'll work with perfect circles as well
Amar
AmarOP3mo ago
mod isn't updated
Bababooie
Bababooie3mo ago
True; well, when it is :3c
Amar
AmarOP3mo ago
then maybe but for example https://ficsit.app/mod/SimpleZoopMachines doesn't work with curves
Muppet Burrito
Muppet Burrito3mo ago
If you're feeling up to it make a thread in #screenshots with that pic and any other buildables you've zooped in a curve that you want to share! It just looks so good & I'm sure other people would love to see how they work together as well 😄
Bababooie
Bababooie3mo ago
Yeah, not sure how Andre's one is doing its things but mustn't be in the same manner mine does

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