Beef
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
It turns out I'm a big dumb and there were at least a couple issues
1. My identifier from spawning wasn't propogating back to the struct I store it in so he was not properly finding the resource nodes to begin with :sadalpaca: .
2. I wasn't ensuring that I ignored self-raycasts, so when it did work everything was wonky, especially since there was a small chance it was moving a node from elsewhere on the map on top 😅
23 replies
SMSatisfactory Modding
•Created by Niggolo on 11/14/2024 in #help-using-mods
SCIM unknown building
Likely theyre going to alter SCIM to display them properly or perhaps to ignore them
13 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
I appreciate it
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
:hypers:
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
thanks! I think I have enough to figure it out 🙂
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
Even if you don't or my shitcode goes over your head, I appreciate the ideas as its something else to investigate :hypers:
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
This 2nd method is where the SetActorLocation/Rotation and SetWorldLocation/Rotation don't update
I think something related to tick is probably the culprit
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
https://pastebin.com/MrxxZ67b This is where I update the mesh locations based on the results of CalculateLocationAndRotationForNode which handles the raycasting/finding average elevation/rotation
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
https://pastebin.com/puaFwfme is the original spawning logic, which spawns the meshes with the extra rotation/location information if it has been raycast within the save before
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
ah! tick is certainly not enabled ... at least for my code anyways
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
It's spread across a couple files, but I'll give more context
The meshes set to moveable, but about firing an event ... maybe?
The set transform is also a clever idea
23 replies
SMSatisfactory Modding
•Created by Beef on 11/15/2024 in #help-developing-mods
Moving Meshes at Runtime
23 replies
SMSatisfactory Modding
•Created by Niggolo on 11/14/2024 in #help-using-mods
SCIM unknown building
Its resource node manager mod
13 replies
SMSatisfactory Modding
•Created by Beef on 11/14/2024 in #help-developing-mods
Randomization Logic
I like the idea though, theres certainly a way to implement it and ill figure something out :interesting:
12 replies
SMSatisfactory Modding
•Created by Beef on 11/14/2024 in #help-developing-mods
Randomization Logic
Ah I see what you're suggesting
The only issue is I now have to hardcode locations or at least regions to some degree to spawn resources in, vs right now its flexible to handle modded resources
12 replies
SMSatisfactory Modding
•Created by Beef on 11/14/2024 in #help-developing-mods
Randomization Logic
I already have the list of the properties of vanilla and modded resource nodes and their locations, which are stored in NotProcessedResourceNodes (sorted by class and then by purity from pure->impure) and NotProcessedPossibleLocations (this is already in a pseudorandom order based on seed)
12 replies
SMSatisfactory Modding
•Created by Beef on 11/14/2024 in #help-developing-mods
Randomization Logic
no matter what there'll be a chance all the sulfur ends up behind explosive barriers, if not literally then proverbially, but it should be a low chance. I'll have an option to re-roll resources but that may be a a idea to allow re-rolling selectively (e.g. re-roll only sulfur/uranium) :interesting: but that adds complexity as i'll need to have nested seeds so that's a down the road one
12 replies
SMSatisfactory Modding
•Created by Beef on 11/14/2024 in #help-developing-mods
Randomization Logic
for now I have more or less random randomization and its "ok" but not great
12 replies
SMSatisfactory Modding
•Created by Beef on 11/14/2024 in #help-developing-mods
Randomization Logic
that's correct
I just am trying to ensure like-resources are grouped (aside from optional exceptions like uranium/sam etc) and then we go through the remaining single ones, and leave a couple outliers to toss around randomly
12 replies