Subscribe
 Post #1
 28th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
Updated info: 28-12-2007
If you got a question please contact snake_1_1 or anyone else of the DevTeam, this account is only used to update post if needed)
Code:
Got any problems(Gmod 2007)?
Interested in knowing what's coming next?
Got any suggestions?

Then go to this forum:
http://snakesvx.blogdns.com/forum/viewforum.php?f=34

SnakeSVx
Previous info
Hi

Official website: http://snakesvx.blogdns.com/

The release for this has finally come.

What's new compared to Life Support1:
  • Improved performance
  • Added Ability to make custom Air and Heat Exchangers
  • Climate Regulator is an Artificial Environment now and it's radius will decrease when running out of resources(check Spacebuild 2)
  • Added new entities: Terraformer (need mining addon for it), Water-based sents, Heavy water(required for making the Fusion reactor give 100% output), sents needed for the terraformer.
  • Some other stuff I probably forgot

Required(for optimal use)
Recommended
  • Spacebuild Chapter 2:

The team:Please rate all of these the same
  • snake_1_1 (aka SnakeSVx)
  • TAD2020
  • Spacetech
  • LuaPineapple
  • Thresher
  • Field_Medic (fixed some small bugs and is going to make a tutorial video)

Changelog
Code:
  • Version 1.0 first release
  • Version 1.0.1: fixes bugs found in the original release and updates the hud(changes made by kyzer)
Download
Remove Life support 1 to prevent problems!
SVN: http://tools.assembla.com/svn/LifeSupport2
Download link: (recomended!)

How Does SVN work?
gilly_54 posted:
1. Download TortoiseSVN from here: http://tortoisesvn.tigris.org/
2. Install it
3. Go to your addons folder and create a folder called lifesupport(if you want to use svn for lifesupport 2 for example)
4. Right click on the folder you created and select SVN Checkout
5. Paste the SVN link above into the "URL Repository" box
6. Let the program download all the files
7. ???
8. PROFIT!

You're done, when the team releases an update, just right click on your folder and select SVN Update.
FAQ:

Q: Can't find the tools...

A: Check the life support TAB on the upper right!

Addons made for use with this
Made an addon for this? Let me know and I'll add it to the list ;)

Info
This mod brings back the old drowning effect for players who stay underwater too long, but now you can survive a bit longer if you use a personal respirator(up to 7 minutes without surfacing.) The larger tanks can be welded into submarines or underwater bases and hooked up to atmospheric exchangers to create a breathable space in which air is distributed among nearby players drawing from a storage tank. You can refill empty tanks by hooking them up to an Air Compressor. You can hook these devices up in pretty much any way you want, like temporarily attaching a sub to a floating air compressor farm to refill before a long deep sea voyage, or take a fresh supply down to a base camp. The Atmospheric Exchanger unit will emit a warning sound when its supply is exhausted, so keep an eye on pressure levels or you might find yourself stranded and suffocating in some remote corner of abyss...

Spacebuild gamemode:

Survive in the vacuum of space with Exchangers and Respirators. Air Compressors won't work without a breathable atmosphere so they just shut down(as opposed to blowing up if run underwater!) Heat Exchagners prevent you from freezing or burning to death in hostile environments, they draw an amount of Energy or Coolant proportional to the temperature difference. Also, Air Exchangers are absolutely necessary to survival on planets like Venus with a heavy atmosphere that would crush you instantly! As long as you're within the range of an Air Exchanger your atmospheric pressure will be stabilized. All temperature and pressure-related features are removed for non-spacebuild gameplay, so you'll have only the air and energy related systems when you play in Sandbox to avoid cluttering the list with devices that are not needed.

Unit Maintenance
All Life Support Devices can be damaged, and when their health falls below a certain point they become defective. For example, an air tank can take a slight beating, but eventually it'll start leaking and at last explode alltogether. Same with coolant tanks. The energy cells fail in a different way. When they are damaged to the point of defectiveness, they occasionally discharge a random amount of energy while in air, but if they are underwater they will short out and dump the full contents of one battery into the surrounding water, hurting nearby players. The pumps and exchangers will randomly turn off if already on when damaged while in a defective state, and energy generators will provide diminished or erratic output.

Pod Link
If you just want to make a small fighter, there's no need for bulky Air and Heat Exchangers, you can link a pod directly to the Air, Energy and Coolant receptacles and receive life support at its most efficient(totally contained within a small space, your suit makes the best use of resources, the pod link capitalizes on this.)

Storage Units
Receptacles to store and transport resources. They come in Large or Small sizes. The Resource Cache is a consolidated storage unit, Small and Large containers for all 3 resource types(Air, Energy and Coolant.)

Solar Panel
Works well as long as it has direct sunlight, its output is diminished by the atmospheric density. On Earth you'll get maybe 10 units per second, while in space you'll get 20. On Venus though you'll be lucky to get 2 units per second.. They will not function underwater.

Wind Turbine
Works well in dense atmosphere, and not at all in space. The weather is random so you'll get sporradic output ranging from 1 unit per second to 60 on Earth, and nearly 10x that on Venus due to its extreme atmospheric density. Wind Generators will fail catastrophically if immersed in water!

Hydro Generator
Only works under water, provides a steady 80 units per second.

Fusion Reactor
The output will vary per tick (If it has heavy water then the output will be 100%, otherwise the output will only be about 20-80%), but it requires a constant flow of coolant to keep from overheating. If it does not have coolant, a warning signal will beep and it will start to smoke, losing health every tick. If the reactor becomes defective while a large amount of energy is stored in the circuit, it will go into a critical state, blaring a loud siren and occasionally shooting off massive arcs. This is a bad sign, if it is destroyed in this state, it will have devastating consequences for your ship/base and nearby objects.

Coolant Compressor
This device maintains the pressure of a refrigerant as it is recycled through your system.Supports Overdrive

Air Compressor
This device rapidly refills air tanks with gas taken directly from breathable atmosphere. The compressor will shut off when run in a vacuum, though if it is run underwater it will overload and break down. Supports Overdrive

Oxygen Scrubber
This device actively absorbs trace amounts of Oxygen from any gas or liquid medium. It works a bit like the Air Compressor, only it's smaller and gives much less air. Its main advantage is that it will run anywhere there is atmosphere, even if it's unbreathable.

Hydroponics
These are plants that work in conjunction with O2 Scrubbers and the presence of players providing carbon dioxide. One plant will provide 1 unit of oxygen per tick, which is absorbed by the O2 Scrubber and transferred to your tanks. You'll need at least 5 of them near a scrubber to support 1 player, and also the plants will stop producing and begin to die if there is nobody around to produce Co2 for them to use.

Suit Dispenser
This will link to Air Tanks, Energy Cells and Coolant Tanks to provide an access port for you to refill your Suit Systems. With enough Air, Energy and Coolant you can survive inhospitable environments to a varying degree. Keep an eye on your Temperature Indicator and Air Gauge. The Temperature Indicator has a small box with a frame around it, the frame indicates external temperature and the inner box shows your body temperature. The white halo around the inner box is the amount of juice left in your suit systems to protect you. When they run out, the box in the middle becomes the same color/temperature as the frame on the outside, indicating you're beginning to suffer the effects(along with health loss!)

Air Exchagner
While active and sufficiently supplied with air, this device creates a breathable space within its radius of effect. It also stabilizes atmospheric pressure to protect players from compression damage.

Heat Exchanger
While active and sufficiently supplied with Energy or Refrigerant, this device sustains a habitable temperature within its radius of effect. Due to the need to regulate conditions in a large area, it is quite inefficient while immersed in atmosphere; However this is not the case in a vacuum, as the only heat losses are due to black-body radiation emanating from the ship hull.

Climate Regulator
This acts like a large version of the Air and Heat Exchanger combined into one unit, simplifies your Heating, Ventilation and AC layout for stations and large vessels.

Gravity Plates
This is designed to provide a walkable surface under any gravitational conditions. As long as a prop covered in gravity plating is at most 8 player-heights below your feet you'll feel normal gravity. Great for space stations and large ships with traversible interiors.

Atmospheric Probe
Since all these environments pretty much guarantee death to the unprepared, you'll probably want to know what to bring before venturing onto the surface. To gather information about atmospheric conditions you can launch an Atmospheric Probe and use a Wired Radio to relay information back to your safe location on a ship in orbit or HQ back on Earth.

*Overdrive Mode
To activate this mode, either press "Use" again immediately after activation of the compressor, or use the "Overdrive" Wire Input(recommended.) This mode will boost the output and energy consumption, but will slowly wear down the system. Best used only in emergencies.

New things

Water pump
This new entitie is used to pump water for use in certain other new devices like the HeavyWater Electrolyzer, to create terrajuice, another possible way to create air (in emergencies) or just to make steam

Heavy Water Electrolyzer
Used to make Heavy water for use with the Fusion Reactor.

Water Air Extractor
This device will allow you to procude air from water, it requires a certain amount of water and energy to do this, so it's better to use this only in emergencies.

Water Heater
This device produces steam from water, it won't instantly start doing when you turn it but has a heat up time of a couple of seconds (steam will convert back to water after a while)

For the moment steam isn't used yet, but it will in the future (Steam powered thrusters made by Syncaidius and maybe some other things)

Terra Juice Generator: Requires the mining addon
Used to make Terrajuice for use with the Terraformer

Terraformer
This device will be able to make an entire planet habitable.
It will require energy and terrajuice. But can't run forever, after a while the device will break (this is random) and will need to be fixed then. There are also side-effects that can happen if the terraformer is damaged while it's terraformer: it could make the planet even more unhabitable then!.
 Post #2
 28th September 2007
MythBuster's Avatar
August 2007
309 Posts
Thank you very much

nevermind link didn't copy right dam xp lol
 Post #3
 28th September 2007
gilly_54's Avatar
June 2006
932 Posts
Yay for Life Support 2 and SVN!
 Post #4
 28th September 2007
PuddlePirate's Avatar
June 2007
282 Posts
Oh Me God Amazing!
 Post #5
 28th September 2007
Razot's Avatar
April 2007
61 Posts
where do i get svn and how do i use it
 Post #6
 28th September 2007
gilly_54's Avatar
June 2006
932 Posts
Razot, I answered your question here:
http://forums.facepunchstudios.com/s...9&postcount=20
 Post #7
 28th September 2007
Gold Member
nVidia's Avatar
February 2006
5,480 Posts
YAY!!!!?
 Post #8
 28th September 2007
Omnimmotus's Avatar
August 2006
1,985 Posts
I think I'm in love.
 Post #9
 28th September 2007
Quantuam VTX's Avatar
July 2006
1,225 Posts
Oh My God :excited:

No more for me :D:
 Post #10
 28th September 2007
labalicious's Avatar
March 2006
158 Posts
Awesome. Kings for all of you. Can't wait to try it out.
 Post #11
 28th September 2007
Dennab
June 2005
1,373 Posts
Official Download: http://www.garrysmod.org/downloads/?a=view&id=22346
 Post #12
 28th September 2007
007SILVERTOE's Avatar
June 2006
1,601 Posts
Yay!
 Post #13
 28th September 2007
Gold Member
tad2020's Avatar
December 2006
1,656 Posts
That's was a big project. One of the biggest changes is how the overlay texts are done, network traffic should be exponentially smaller now.

Any LUA Kings appreciated.
 Post #14
 28th September 2007
007SILVERTOE's Avatar
June 2006
1,601 Posts
tad2020 posted:
That's was a big project. One of the biggest changes is how the overlay texts are done, network traffic should be exponentially smaller now.

Any LUA Kings appreciated.
If i had the money i'd send you a truckful

Edit:

All we really need (all i really need) is a definition of the new tools. in the RD2 thread it looks like there are new ones.
 Post #15
 28th September 2007
Gold Member
Sodisna's Avatar
May 2007
2,827 Posts
Do we need to get rid of the old Life Support?
 Post #16
 28th September 2007
Spacetech's Avatar
January 2006
813 Posts
Sodisna posted:
Do we need to get rid of the old Life Support?
Yes. The old life support will mess this new one up.
 Post #17
 28th September 2007
Gold Member
Sodisna's Avatar
May 2007
2,827 Posts
Same goes for RD2 aswell?
 Post #18
 28th September 2007
Spacetech's Avatar
January 2006
813 Posts
Sodisna posted:
Same goes for RD2 aswell?
Yea :)
 Post #19
 28th September 2007
drkangel650's Avatar
January 2005
22 Posts
The headers are there but none of the LS items are in them. I thought the new LS was featured in a tab? At least on the servers for testing it was.

I'm having the issues with CDS also

EDIT:: also, I did erase the old Life Support and Resource Distribution folders as stated.
 Post #20
 28th September 2007
007SILVERTOE's Avatar
June 2006
1,601 Posts
Ok, i downloaded EVERYTHING required, even QCCombat or whatever, and nothing happens (i put everything in my addons, exept for spacebuild witch went in gamemodes.) I don't get any entities/stools or ANTYHING. I was exited for this to finally be released but now I'm just pissed. I've reinstalled like 4 times.
 Post #21
 29th September 2007
Gold Member
Sodisna's Avatar
May 2007
2,827 Posts
You guys rock harder than diamonds. And diamonds is the hardest substance on Earth, so that's like, wow.
 Post #22
 29th September 2007
nagachief's Avatar
June 2007
1,146 Posts
007SILVERTOE posted:
Ok, i downloaded EVERYTHING required, even QCCombat or whatever, and nothing happens (i put everything in my addons, exept for spacebuild witch went in gamemodes.) I don't get any entities/stools or ANTYHING. I was exited for this to finally be released but now I'm just pissed. I've reinstalled like 4 times.
Relax, do you know if Gmod is even detecting it? Check the Gmod options in the main menu of Gmod.
 Post #23
 29th September 2007
PuddlePirate's Avatar
June 2007
282 Posts
LS has its own tab like utilities and options, a lot of people are missing it on my server and think its broken until someone says something.
 Post #24
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
007SILVERTOE posted:
Ok, i downloaded EVERYTHING required, even QCCombat or whatever, and nothing happens (i put everything in my addons, exept for spacebuild witch went in gamemodes.) I don't get any entities/stools or ANTYHING. I was exited for this to finally be released but now I'm just pissed. I've reinstalled like 4 times.
drkangel650 posted:
The headers are there but none of the LS items are in them. I thought the new LS was featured in a tab? At least on the servers for testing it was.

I'm having the issues with CDS also

EDIT:: also, I did erase the old Life Support and Resource Distribution folders as stated.
It's Combat Damage System
Also all stools are in the Life Support TAB
You need to fully exit and restart gmod after you install the addons.
 Post #25
 29th September 2007
drkangel650's Avatar
January 2005
22 Posts
The game is picking up on it and I know about the tabs (played a bit on the test servers) however, there are no tabs. The LS headers appear just as before, but now they are alphabetical rather than grouped together how they used to be and there is nothing under the headers (such as under generators etc.)
 Post #26
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
drkangel650 posted:
The game is picking up on it and I know about the tabs (played a bit on the test servers) however, there are no tabs. The LS headers appear just as before, but now they are alphabetical rather than grouped together how they used to be and there is nothing under the headers (such as under generators etc.)
Can you take a picture of it for me.
 Post #27
 29th September 2007
Keeshond dog's Avatar
September 2006
1,679 Posts
Can you give me the link to mining mod please? and do i have to delete spacebuild 1?
 Post #28
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
Keeshond dog posted:
Can you give me the link to mining mod please? and do i have to delete spacebuild 1?
Mining addon isn't available yet.

Going to update the first post in the morning with some more detailed info about everything.
 Post #29
 29th September 2007
Keeshond dog's Avatar
September 2006
1,679 Posts
ok, thanks! lua king'd
 Post #30
 29th September 2007
Gold Member
Benie's Avatar
September 2007
10,338 Posts
SB2DevTeam posted:
[*] Climate Regulator is an Artificial Environment now
What does this mean? Will it behave the same as the current Climate Regulator, except it's range will drop when low on resources?

Also, another question. Will your current LS equipment on my ships have to be replaced, or will I be able to keep them the way they are now with new features?
 Post #31
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
Benie posted:
What does this mean? Will it behave the same as the current Climate Regulator, except it's range will drop when low on resources?
Yes. If it has low resources it's range will become smaller.
 Post #32
 29th September 2007
Gold Member
jordguitar's Avatar
July 2007
2,900 Posts
Hurray for the new life support mod!
 Post #33
 29th September 2007
striker121's Avatar
January 2006
96 Posts
I can't get it working. The tab doesn't show up. I've already tired restarting GMOD and I made sure that all the earlier things were deleted.
 Post #34
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
striker121 posted:
I can't get it working. The tab doesn't show up. I've already tired restarting GMOD and I made sure that all the earlier things were deleted.
Did you get any errors in console?
 Post #35
 29th September 2007
Kyzer's Avatar
May 2007
346 Posts
Finally, i was waiting for this since the gmod update :D


But i THINK there is a bug:

When you link, say, wind generators to ,say, a large resource cache, it seems that it adds air for each generator...let me explain better :)

In LS1, tanks were filled every seconds, as a global fill for all connected things. It was like: tic...tic...tic, no matter how many things were connected

Now in LS2 it's filled every seconds but for EACH connected things. So say, you connect 2 wind generators to the resource cache it will do tic tac...tic tac..., now connect another wind generator and it will do tic tac toc...tic tac toc...

Like if each things have their own timers instead of a global one, which is probably more inefficient than it was with LS1.

I hope you see what i mean ;)
 Post #36
 29th September 2007
drkangel650's Avatar
January 2005
22 Posts
Ok. Let me make a recap of everything.

First I used the SVN versions. took those off.

Next I used the links provided. Posted about it, then took those back off.

Finally I went and clicked the links again to make sure I had things in order and all of a sudden it worked. Was there an update?

Sorry I can't provide anything more specific to those having the same problems. Just make sure LS1 and RD1 are removed, then place the .zip files or LS2 and RD2 in you add-on folder.

Plays smooth now.

Thanks to all the guys, this really does run a great deal smoother than previous versions. From a college student who can't upgrade his rig, much appreciated.

EDIT. Let me also add that I closed Steam in between the last two steps. More attempts than steps actually. But closing Steam may have been an important thing or maybe not, but it wouldn't hurt to try so.
 Post #37
 29th September 2007
striker121's Avatar
January 2006
96 Posts
Actually I think there was just an update literally minutes ago. I SVN updated it and there was one new file. Guess I should test it out now.

Edit:

Never Mind I just realized I was looking in the wrong place.
 Post #38
 29th September 2007
Gold Member
greasemunky's Avatar
March 2007
3,438 Posts
Hmm, i don't see the heat regulators or environmental controler, and yes i am running Spacebuild.

hah, just realised my problem a second after posting.
 Post #39
 29th September 2007
Gold Member
Benie's Avatar
September 2007
10,338 Posts
Kyzer posted:
But i THINK there is a bug:

When you link, say, wind generators to ,say, a large resource cache, it seems that it adds air for each generator...let me explain better :)

In LS1, tanks were filled every seconds, as a global fill for all connected things. It was like: tic...tic...tic, no matter how many things were connected

Now in LS2 it's filled every seconds but for EACH connected things. So say, you connect 2 wind generators to the resource cache it will do tic tac...tic tac..., now connect another wind generator and it will do tic tac toc...tic tac toc...

Like if each things have their own timers instead of a global one, which is probably more inefficient than it was with LS1.

I hope you see what i mean ;)
I understand that, but I think your doing it wrong.
I normally link all of my resource caches before linking Energy/Coolant/Air to them, with 1 link per LS system. Do you do that?

Also in LS1, sometimes if I use Wire Screens for HUD of Coolant/Energy, and accidentally link 1 to 1 cache and the other to another, they both show different readings.

Say like Screen 1 says;
ENERGY: 13475 / COOLANT: 24000
The other 1 shows;
ENERGY: 13441 / COOLANT: 23990

EDIT:
Disagree? ... For what reason?
 Post #40
 29th September 2007
hedhunta95's Avatar
July 2007
943 Posts
Well, I think i've found a glitch! When running the climate regulator, and the air compressors, you have an infinite AIR loop. I don't know if its supposed to do that.
 Post #41
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
Some videos please? I don't know how to make Heavy Water. :(
 Post #42
 29th September 2007
coolme's Avatar
October 2006
742 Posts
I was confused when i heard about heavy water.

Nice work guy's - Although I might wait for some improvement's before testing. :)
 Post #43
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
It's heavy water. Not hard water.
 Post #44
 29th September 2007
SuperU's Avatar
June 2007
403 Posts
YaY!!! Its out!!!

Edit: Hey are that gas thingy and asteroid mining thingy is it going to come out?
 Post #45
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
Benie posted:
What does this mean? Will it behave the same as the current Climate Regulator, except it's range will drop when low on resources?

Also, another question. Will your current LS equipment on my ships have to be replaced, or will I be able to keep them the way they are now with new features?
The climate reg works about the same as before with the only major change being the range.

Edit:

hedhunta95 posted:
Well, I think i've found a glitch! When running the climate regulator, and the air compressors, you have an infinite AIR loop. I don't know if its supposed to do that.
It won't produce as much air as on a planet for exemple, but yea I'm aware of. I first made it so it didn't work, but some people of de the dev team wanted it this way. (If enough people want it I can easily make it nor work again).

Edit:

Going to upload version 1.0.1 later on (contains some small bug fixes).

What do you think of the info hud? Should it stay like this or like someone suggested in the SB2 thread make it so that the text is on the left and the values are on the right inside of the box instead of it being all in the center?
 Post #46
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
Ummm... There should be only the Air Exchanger and Suit Dispenser?
 Post #47
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
mankind_me posted:
Ummm... There should be only the Air Exchanger and Suit Dispenser?
Are you in the SB2 gamemode?
 Post #48
 29th September 2007
Kyzer's Avatar
May 2007
346 Posts
Electrolyze normal water and you obtain heavy water.

REQUEST: The resource caches should store water and heavy water, as well as steam! Please do that ;)
 Post #49
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
Kyzer posted:
Electrolyze normal water and you obtain heavy water.

REQUEST: The resource caches should store water and heavy water, as well as steam! Please do that ;)
I'll see what I can do;)

For future use: There is a bugtracker and FAQ on the official website.

You can post requests and bugs in there. And the FAQ will be filled in during the next couple of days together with some more detailed info on the first post of this and the other threads
 Post #50
 29th September 2007
Gold Member
Sodisna's Avatar
May 2007
2,827 Posts
Oddest thing, my game frozen when I turned on an Climate regulator.
 Post #51
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
SB2DevTeam posted:
Are you in the SB2 gamemode?


Ohh fuck. Thanks! Forgot about that. :D

Edit:

Kyzer posted:
Electrolyze normal water and you obtain heavy water.

REQUEST: The resource caches should store water and heavy water, as well as steam! Please do that ;)

Ohh thanks for that too!
 Post #52
 29th September 2007
ThePlague2's Avatar
August 2007
152 Posts
Does this include oilmod?
 Post #53
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
ThePlague2 posted:
Does this include oilmod?
I'm sorry but no. :)
 Post #54
 29th September 2007
jiggu's Avatar
July 2007
1,186 Posts
What mod does this comflict with? beacuse if i spawn the heavy water tank it's frozen and i can't move it :( also if i use a water pump or something like it and turn it on i don't get any water into the water tanks.
 Post #55
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
The water pump must not be welded. And bout the heavy water tank.... Maybe it's welded.
 Post #56
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
coolme posted:
I was confused when i heard about hard water.

Nice work guy's - Although I might wait for some improvement's before testing. :)
mankind_me posted:
It's heavy water. Not hard water.
Water is created from water pumps (they have to be in water. After you have water you can use water air extractor to create air from water or a heavy water electrolyzer to create heavy water that a fusion reactor can use if you want want to have coolant. You also need to have water tanks and heavy water tanks. They can't go into the resource cache yet.

SuperU posted:
YaY!!! Its out!!!

Edit: Hey are that gas thingy and asteroid mining thingy is it going to come out?
ThePlague2 posted:
Does this include oilmod?
Gas and oilmod is not involved with the SB2DevTeam. Asteriod addon is still being worked on.

jiggu posted:
What mod does this comflict with? beacuse if i spawn the heavy water tank it's frozen and i can't move it :( also if i use a water pump or something like it and turn it on i don't get any water into the water tanks.
I don't believe this conflicts with anything. What mods do you have and are their any errors in console?

mankind_me posted:
The water pump must not be welded. And bout the heavy water tank.... Maybe it's welded.
Sometimes when the water pumps gets welded to water it doesn't work. It can't be RIGHT on the bottom on the water

My hands hurt
 Post #57
 29th September 2007
SuperU's Avatar
June 2007
403 Posts
Oh. When will the Asteroid mning come out?
 Post #58
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
SuperU posted:
Oh. When will the Asteroid mning come out?
Not exactly sure. Wait till snake comes online, he'll probably have an answer.
 Post #59
 29th September 2007
Gold Member
nVidia's Avatar
February 2006
5,480 Posts
Make Ùber large cache that can store everything up to 1000000 units and uses "models/props/cs_militia/silo_01.mdl" model.
 Post #60
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
Funny. But USE A SMALLER MODEL!
 Post #61
 29th September 2007
Gold Member
nVidia's Avatar
February 2006
5,480 Posts
mankind_me posted:
Funny. But USE A SMALLER MODEL!
It's supposed to be a badass device. :)
 Post #62
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
Or better make a device that makes 9999999999 units of every resource per second! :D
 Post #63
 29th September 2007
Gold Member
nVidia's Avatar
February 2006
5,480 Posts
mankind_me posted:
Or better make a device that makes 9999999999 units of every resource per second! :D
That would be cheating :(
 Post #64
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
But your Ùber large cache??? Isn't that a cheat??
 Post #65
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
Version 1.0.1 will be released in a couple of hours(waiting for the RD2 update)
 Post #66
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
Yay!
 Post #67
 29th September 2007
Gold Member
Sodisna's Avatar
May 2007
2,827 Posts
I can update when I get home from college!
 Post #68
 29th September 2007
Gold Member
nVidia's Avatar
February 2006
5,480 Posts
mankind_me posted:
But your Ùber large cache??? Isn't that a cheat??
It's FUCKING HUGE, also i would like to have this when i'm making whole planet habitable, instead of spawning dozens of large resource caches.
 Post #69
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
nVidia posted:
It's FUCKING HUGE, also i would like to have this when i'm making whole planet habitable, instead of spawning dozens of large resource caches.
Well to make a planet habitable you'll only need lots of energy and 'terrajuice' (needs asteroid mining addon)
 Post #70
 29th September 2007
Gold Member
nVidia's Avatar
February 2006
5,480 Posts
SB2DevTeam posted:
Well to make a planet habitable you'll only need lots of energy and 'terrajuice' (needs asteroid mining addon)
But i want my ÙBER cache so bad. :(
(i would do it my self, but i'm an idiot when it comes to lua.)
 Post #71
 29th September 2007
Thunderhat!'s Avatar
June 2007
913 Posts
I might be able to make this wondrous silo of goodies.
I suck at lua so I look for small projects like these to keep me going
now I want to make a water tower too!
 Post #72
 29th September 2007
Dennab
April 2006
3,056 Posts
nVidia posted:
Make Ùber large cache that can store everything up to 1000000 units and uses "models/props/cs_militia/silo_01.mdl" model.
I see no point. Just use the Link Junction thing. Link all your resource storage devices to one junction and there you go, Uber Cache.

Edit:

I have found a problem with Supply Connectors. When "Uses a pump" is checked, it brings up errors when there are resources to transfer.

autorun/server/sv_resource2.lua:496: attempt to perform arithmetic on a nil value
 Post #73
 29th September 2007
Roktarok's Avatar
July 2007
402 Posts
i'm suspecting that drkangel650 is using a pirated version of garry's mod as it sounds like some bug with the tabs and stuff added in the new update and seeing as pirated versions don't have the newest updates it could give that bug.
Don't flame me for being wrong please

[Darn i hate me for always typing i'm without the ' , costs me massive amounts of smartness errr]
 Post #74
 29th September 2007
Kyzer's Avatar
May 2007
346 Posts
The point of having a big is to avoid spawning many small...gain of place, performance (it's less laggy to have 1 ent instead of 10), easier to link..many advantages to have a huge tank. And yea it will not be that hard to do it, just change model and capacity, rename the file and it's done :D
 Post #75
 29th September 2007
Dr Smashy's Avatar
September 2007
1,392 Posts
Kyzer posted:
Electrolyze normal water and you obtain heavy water.

REQUEST: The resource caches should store water and heavy water, as well as steam! Please do that ;)
I can't make anything involving heavy water whenever I try to make one A error pops up. do I need CS:S models or something?,

i want fusions to work :(
 Post #76
 29th September 2007
SuperU's Avatar
June 2007
403 Posts
SB2DevTeam posted:
Version 1.0.1 will be released in a couple of hours(waiting for the RD2 update)
Of what?
 Post #77
 29th September 2007
Gold Member
nVidia's Avatar
February 2006
5,480 Posts
IceWarrior98 posted:
I see no point. Just use the Link Junction thing. Link all your resource storage devices to one junction and there you go, Uber Cache.

As i said above.

It's FUCKING HUGE, also i would like to have this when i'm making whole planet habitable, instead of spawning dozens of large resource caches.
 Post #78
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
SuperU posted:
Of what?
CDS, LS2, SB2 and probably RD2
 Post #79
 29th September 2007
Gold Member
KrAzY_nikomo's Avatar
October 2006
9,222 Posts
How does one make stuff for use with CDS weaponry?
I mean, there's Fuel and Basic but I have no idea how to actually make them.
 Post #80
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
KrAzY_nikomo posted:
How does one make stuff for use with CDS weaponry?
I mean, there's Fuel and Basic but I have no idea how to actually make them.
There are 2 ways you can do this:

1) make a normal weapon that does damage (a swep for exemple)
2) make a weapon and make it call some of the CDS Attack functions.

Both of these will work, although the second one is recommended.

Going to add more things to the first post later today or tomorow.
Reply


All times are GMT. The time now is 03:09PM.

Facepunch Studios 2009 - Server 'Softlayer 2.0'