1. Please be advised of a few specific rules and guidelines for this section.

Outdated XS Corporation Mechs 1.05

Adds more mech tech!

  1. SubliminalKitteh

    SubliminalKitteh Space Spelunker

    NOPE. you do NOT have to pay, when you start an account, DO NOT CHECK ANY OF THE BOXES, click continue, voila free account for downloading purposes. I don't know why NO ONE seems to be able to understand this. If you want to pay, you get the choice of faster downloads.

    EDIT, also he has a link to a different site on the OVERVIEW page for all of the people who freak out about Nexus.
     
  2. stardust7671

    stardust7671 Pangalactic Porcupine

    i think the creators for this mod should make a titanfall update with titanfall mechs and weapons
     
  3. Eskandare

    Eskandare Void-Bound Voyager

    I absolutly love this mod and I seriously love the Theta. I just pillaged an Avian tomb with it ! : D I was thinking maybe make an Elite version with gatling guns, and swarming micro missile massacre launchers. Also perhaps a pirate version with a Nuclear missile launcher knocking out many many blocks per hit, and gatling guns for small stuff.
     
  4. druid

    druid Scruffy Nerf-Herder

    How do i get the mech to turn around, its a little annoying to have to get out of it if i want to look the other way...
     
  5. HyperMan19680

    HyperMan19680 Pangalactic Porcupine

    Hm, did you try moving the mouse cursor towards the other side?
     
    SubliminalKitteh likes this.
  6. QShadow

    QShadow Scruffy Nerf-Herder

    It should work like with your normal character.
    The mech is supposed to turn left when your mouse is on the left side of the screen. If he doesnt do that something on your side isnt working correctly.
     
    Last edited: Feb 24, 2014
    SubliminalKitteh likes this.
  7. SoulOfSorin

    SoulOfSorin Phantasmal Quasar

    I really want to play with those mechs (far more fun han vanilla ones), but after installation all the mech appear to be "Perfectly generic item" ... Frustrating.
     
  8. QShadow

    QShadow Scruffy Nerf-Herder

    Akward. Do you use any other mods?
     
    Last edited: Feb 24, 2014
  9. SoulOfSorin

    SoulOfSorin Phantasmal Quasar

    Yes, a lot, but i never had this kind of problem before. Sometimes a broken recipe (quickly fixed by editing the item.recipe).
    Whatever this is fixed but ... strangely : I download the mod two times (by misclick) but the two rar were different, one of them do not contain the "tech" folder.
    I don't understand :confused:, as you say : Akward.
    I it can happen one time it can happen several times, at least the bug is report (the mod is not in cause, but a report is useful)

    I already had little bugs with the Nexus servers but ... An icomplete archive can't be oppenned generally.
    I'm losing my mind ... So, to forget i'm gonna destroy entires civilizations with a huge mech while drinking beer.
     
    QShadow likes this.
  10. Darklight

    Darklight Oxygen Tank

    Not sure if joking or just slow
     
  11. acidchalk

    acidchalk Subatomic Cosmonaut

    So is there any way to animate a mechs torso to twist when it punches? I'm wondering if that something that can be done without knowing much programming hehe.
     
  12. SubliminalKitteh

    SubliminalKitteh Space Spelunker

    Well you would need to create a image of the sprite change [whatever the term for it is idk] and place a couple lines of code within the file that refers to the punch [or whatever other attack you would be editing], and tell it to run said image while the script runs.
     
  13. acidchalk

    acidchalk Subatomic Cosmonaut

    Ok cool thank you!
     
  14. Juxtor

    Juxtor Phantasmal Quasar

    I have a question.

    First of all, however, I wanted to say I love what you've been able to do with this mod! You have professional-level skills with your sprites and coding them into the game! If I have any issue, it would be that the little mechs walking animation seems a little too fast... but I digress...

    Now, I believe that since the Enraged update, the ability to add scripting to objects was added, correct? If this is the case, would it be possible to make your (and hopefully eventually ALL) mechs and vehicles persistent objects instead of techs? So once a mech was crafted/built, it could be placed in the world as a full-sized object representing the un-piloted version of the mech. When activated, the player would enter the mech, and pilot it just as it is currently possible with the tech system. When exiting the mech, it would once again become the empty object that stays where you leave it.

    Possible? I think you would be a hero to a great many Starbound fans if this were made possible. I for one would LOVE it as I want to have a garage/hanger with my mechs, hover bikes, etc. parked and awaiting use. I very much dislike the whole "tech" system for vehicles that just pop in and out of existence.

    Now if it WERE possible to make vehicles persistent objects, what do you think about:

    1. A special tiered crafting station necessary for the construction of mechs and vehicles. Think something like a mechanics garage lift/crane with robotic arms. As you create higher tiered versions, it would get considerably taller as well allowing creation of very large mechs (like your bad-ass one with the rail gun). You would need a large area for these crafting stations (or could put outdoors of course) to accommodate their size.
    2. Once a mech/vehicle was crafted, the player would be given a key card with a unique code corresponding to the newly made mech/vehicle. This key card would have to be in the player's inventory in order to activate and use the vehicle. Without this card, the vehicle would be unusable (preventing other players from taking it without permission!)
    3. A key card duplicator device to allow duplication of a specific key card to be given to others we wish to give access to our mech/vehicle.
    4. A transportation pad that can be crafted at the robotic crafting table or the mech crafting station that can be placed and, when activated with a key card in hand, would transport the corresponding vehicle to the location of the pad. This would allow retrieval of your mech/vehicle when it has been left somewhere on a planet's surface (regardless of where that might be). Also, if placed onboard your ship, you could transport your mechs/vehicles onto your ship as well. Transport would only be possible if enough physical space exists for the vehicle to appear there.
    5. BONUS ideas would be utilization of Starfoundry's energy system for transport pads etc so it would make it a little more challenging to beam your mech to your location. You couldn't just throw down the pad, beam it in, and pick it back up. You would need to have power available as well so making outpost garages at various locations would be required.
    6. BONUS idea of customizable components for your mechs? Could it be done where weapon systems or other capabilities could be upgraded, changed to allow additional uses? Swap out a mech's grenade launcher for a gas emitter that damages enemies in the area around the mech for example. Or opt for a mining drill attachment allowing scaled-up digging (mech is 3x human sized so digging area is 9x9!) These are just quick possibilities I came up with. Could something like this even be done or would a separate vehicle be needed for each configuration?
    Again, GREAT WORK HERE. i hope to see these and more of your work in the core game. If some of the suggestions I mentioned above could also be implemented I think that the use of vehicles would reach a whole new level of amazing in the game.

    Any response to the above is appreciated!

    HUGE :up:!

    EDIT: Forgot to mention that making your mod work in multiplayer is also a MUST!
     
    Last edited: Feb 26, 2014
    TheTwlightZone likes this.
  15. Morphy

    Morphy Scruffy Nerf-Herder

    Bugs in latest patch.

    When you die in the Pirate Rho, the last sound you made (first was energy sword swing then later a tractor beam) were making follows you through death/regeneration and stuck in an infinite loop, this also prevents you from using any mech from then on. Only way to stop it is to quit and restart your character. Haven't tested if the sound bug effects the Sigma or Theta types.

    Still have not been able to use Rho. There's a strange 2-4 second delay between hitting [F] and the loading of the mech animation in the larger mechs. This prevents me from using them on any surface that's not flat and wide enough for it's footprint. The two smaller mechs almost instantly load and if I'm on a 1-block point, I can jump up and hit [F] to suit up. This is not possible in the Rho and larger mechs.

    I've also found a not-bug, but it's still rather dangerous; you can tractor beam a mob right on top of you so it can hit back. Been killed this way dragging a level 10 beast into my face so it can crew it off with a 1-shot because I'm still in level 7 armor on a level 10 planet. (Mining on a planet several levels above you is extremely dangerous but highly profitable as long as you wall off anything that moves)
     
  16. SubliminalKitteh

    SubliminalKitteh Space Spelunker

    The trick to the tractor beam is to create momentum and jump over the affected target so they fly past you underneath as your sword's lowest hit box can hit it. Think jump-rope with a rabid wolverine.
     
  17. Morphy

    Morphy Scruffy Nerf-Herder

    It's not terribly hard to hold it in front of myself and swat the critter. It's when the mouse twitches and because my craptop has such a low FPS that the held mob is suddenly behind me. Probably why I like high rate of fire weapons to make up for my lack of reaction time.

    Have to say I really like the two smaller mechs because I can hose down the mob(s) and keep it (them) at distance. A volley of grenades mops up the ones hiding behind outcroppings too.
     
  18. TShinzon

    TShinzon Subatomic Cosmonaut


    Thanks for the comments, I'm going to respond to each suggestion piecewise.
    1.) With persistent vehicles, a mech bay would make a lot of sense :)
    2.) I like the idea of some sort of player-lock for MP. Will have to investigate more into this after persistent vehicles become really viable.
    3.) Makes sense to go along with 2.)
    4.) Assuming the mechs don't just slide neatly into your inventory, transportation will be necessary
    5.) Modular mechs are something that I am interested in. Unfortunately for the moment, the way SB handles tech makes it technically very difficult to do so. Not to say it isn't possible right now (the Rho mechs are semi-modular in coding sense), just very inconvenient.
    6.) The MP issue is very bewildering actually; some users have been able to play in MP with each other with this mod while others (including me) have crashes. According to the devs, if the mod works in SP it *should* work in MP but there is a weird client/server communication error that seems to happen with some setups. The reason I put "MP not supported" is because I don't fully understand the problem; although I suspect it's an issue with SB's netcode. It seems to uniquely be a problem with highly animated techs.

    MP is a priority for me but at the moment there isn't much I can do.

    Thanks for the bug reports! I have a good idea of what might be causing the sound issues; I'll try to work in a fix for the next update.

    As far as not being able to use the Rho/other mechs, that may be a feature. You cannot get into the larger mechs unless you are 1.) on the ground and 2.) in an area with enough room on the sides at your level to spawn the mech (usually flat areas are good, hilltops also). The small mechs have as an advantage the ability to get in/out in the air.

    Melee is high risk/high reward ;) Or at least that's the intent.


    Update on what I'm working on:

    [​IMG]

    Complete WIP of course, everything subject to change.

    For the next update, I'd like to have this mech finished up and maybe a feature added for the Sigmas...we'll see.
     
    Zoba, GilNen, Juxtor and 5 others like this.
  19. Darklight

    Darklight Oxygen Tank

    Mother of god A BEAM MECH!!!
     
  20. Mrmii21

    Mrmii21 Pangalactic Porcupine

    I want
     

Share This Page