Closed vitalii2011 closed 5 months ago
Um, yeah, actually. It'll still be potentially limited - but with the addition of the base game stuff, that covers all of those, and most mods will either reference base game or their own combinations, so, yeah, should work.
Lemme play with this today - great idea!
If it works, then it is very necessary that you can open “compatible objects” in a separate window and/or at least an item in the context menu: “~ All compatible” with the creation of a text file with links to basic objects and mods.
Getting somewhere. The image / brand image / title are clickable to open the details. The little orange guy is the compare button. I was gonna do a "compare all" button at the title. Opening in a new window is actually pretty difficult because of how I have to do window management, but I'll look into it.
Just trying to think this through, and I have a few other things to do today. But
Base Game browser
Mod Look Details
Sigh. Stupid amount of work pending.
It occurs to me that this will only list the specified combos - but lots of other equipment will work. I'd just need to parse the attacherJoints on each item. So, yeah, gonna do that too. So much for a release today :)
Fwiw @vitalii2011 - I have not yet added the bit to force refresh of the detail cache (orange button in the "Mod Cache" bit in user preferences) - but every time I add something to the parser that needs hit or these features are going to rest pretty wonky.
<attacherJoints>
<attacherJoint jointType="cutter" node="attacherJointCutter" jointPositionOffset="0 0 -2.277" lowerTransLimit="0 0 0" lowerRotLimit="0 0 15" lockDownRotLimit="true" moveTime="2.5" comboTime="0">
<distanceToGround lower="0.61" upper="2.12" />
<rotationNode node="attacherJointRot" lowerRotation="25 0 0" upperRotation="-14 0 0" startRotation="0 0 0"/>
<bottomArm rotationNode="feeder" referenceNode="attacherJointCutter" startRotation="0 0 0"/>
<schema position="1 0" rotation="0" invertX="true" />
<attachSound template="HEADER_ATTACH_01" linkNode="attacherJointCutter"/>
</attacherJoint>
<attacherJoint node="trailerAttacherJointBack" jointType="trailer" lowerRotLimit="25 75 50" upperRotationOffset="0" allowsJointLimitMovement="false" canTurnOnImplement="false" comboTime="1">
<schema position="1 0" rotation="0" invertX="false"/>
<attachSound template="ATTACH_01" linkNode="trailerAttacherJointBack"/>
</attacherJoint>
</attacherJoints>
<attachable>
<inputAttacherJoints>
<inputAttacherJoint node="attacherJoint" jointType="cutter" >
<heightNode node="heightNode01" />
<heightNode node="heightNode02" />
<heightNode node="heightNode03" />
<distanceToGround lower="0.15" upper="1.8" />
</inputAttacherJoint>
</inputAttacherJoints>
</attachable>
this will only list the specified combos - but lots of other equipment will work
For some reason, this is not done even by the game mechanics. Maybe it's very complicated and/or the Giants skipped/didn't work on it because of the difficulty.
My guess is they wanted the brand limitation, even though there isn't really one. I'm gonna run down this road, of course things are gonna get real interesting when I hit trailer
, trailerLow
and trailerHigh
- because there are a ton of them. I think I will also add which joints are available on a vehicle/implement in the info box.
So, this wasn't the real time consuming rabbit hole - the real time consumer is I started needing a few icons, so I pulled them in, but they were ugly, so I generated SVG versions for all of the game icons I use - including fill types. Hopefully I'll make some real progress on changing over the use of static files with the new SVG this weekend and get a release out.
Oh, I don't hate that at all - yeah, should be possible. I based my display off of the in-game store one, but adding it there should be no problem. Filtering might take a bit more, but I'll look into it
For combine harvesters, the determining factor is the capacity of the bunker (instead of ~speed?); Based on this, a trailer is selected, and a tractor is selected for the trailer. Of course, this is just about my playing style. Many people prefer to play realism and the price of transport and equipment is important to them.
No, I see what you mean. I am working my way through my incredibly convoluted code on a couple sections today - breaking things into reusable libraries - there is no reason when I get to the vehicle/implement items I can't add some additional logic to include the bits that matter. One of my major complaints on a few of the other options out there is they throw a massive amount of largely unimportant data in your face, I don't want to follow suit, I want to be better :)
something like this maybe? (still a ways to go, but getting prettier by the minute)
Yes. Certainly.
Maybe to save space, if in "
Sigh. Yes indeed. The brutal thing is I had this working earlier, and clearly messed something up during all the code refactoring and it reverted. Good catch.
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