five--three
Skeletron
No, no no, that's awesome. You're putting things into words that I (and probably a few others) couldn'tYeah, sorry, I honestly don't set out to be verbose, it just happens naturally . And sorry about any turbulence in the wake of all that too.
Forwarding to @stefnocth ...It didn't crash the game outright until I selected the whole world and attempted to copy it over a few tiles to the right. At the very least I think the maximum selectable size of area to be copied should be restricted. Possibly selecting copy area using map view should not be an option at all (as clever as this feature is). But code stability (and loosing progress in a crash) isn't my worry with this feature, it's making major undesirable changes to one's world file, when there is no undo option, and no backup o fall back to (once you exit out with save).
Using the same area select system as for camera mode is reasonable, but I've found that camera selection tool very clumsey as it is. Then, since one can't see exactly where what you've copied is going to land until you've committed to pasting, it's already too late once you've done it. I'm thinking you would need to add a *lot* more original coding to make this feature comfortably usable (to my liking). I don't know if a block silhouette preview would be fairly do-able, or how much it would help in all situations. Maybe just continuing to highlight the area being copied and pre-highlighting the area to be copied to would help a lot...? Regardless of this, there's still all the issues with select copying you get in TEdit: contents of chests, item frames, etc are not copied over, so can easily loose all your precious items. A half copied (over) chest also makes an infinite chest glitch, and all kinda of other edge effects I've not experimented properly with it as yet. Like I've said, an exciting feature, but seemingly not ready for mass consumption at the moment.
I mean ... no, I wouldn't bet my life on it, but that is a good point.Yeah, you have re-assured me a little, and I wasn't expecting any unintentional changes, particularly. It's just one of those things that I imagine would be virtually impossible to bet your life on that no one little thing somewhere hasn't gone a little bit weird when there's no good reason... But then, this is just a game, not the control software for a fighter jet that has to be provably sound. So I'll shut up about this.
It makes a difference to me but that's because it takes my computer >10 seconds to load a worldYou mean, to avoid needing to quit out of a world before Tediting it? Would that then have to disable auto-save? Is that strictly worth while, I mean, what would be the benefit over exiting out, a couple of seconds?
It worked suprisingly well! I was able to open a world, change it, save it, open it in TEdit, change it again, then load it again. It's a pretty good difference of 20 seconds to 5 seconds for me. I encourage you to try it out (but if you want to or are paranoid at all, go for the manual option)
That's a pretty neat idea! I might play around with it. I'm just worried about making it too complicated ... do you think a persistent watermark is nessecary? I don't mind either way, but currently if you turn the hotbar off there's no visual indication of the mod.Ok, sounds good. I am keen to see this in action! I'm currently imagining a Mechmod cog in the bottom right corner, with the shortcuts expanding out to the left of it... I imagine the cog always being visible there, but a faint watermark when it (and all features) are disabled (just to remind that the game exe is the modified one). Then have it brightly visible when enabled, with the default shortcuts besides it, but collapse-able/expandable. The screen-lock button would double as an indicator, (forcibly) appearing when screen is locked, so you can easily click it off/away. The slow-mo button/indicator would display the currently selected frame rate (or is it divide ratio?), and again pop-up/highlight when on. Pause might be integrated into/over the slow-mo control....? All easy to just spout on about, but coding custom UI is, i expect, another matter!
That's a good idea for the screen-lock indicator. If the hotbar is enabled, the screenlock (or any other toggleable) button will be slightly more highlighted than the rest, but if it's disabled, there's nothing.
The hotbar is already completely ground-up custom UI, so adding ti wouldn't be too hard.
Who else likes the idea of keeping wire highlighting permanantly on? I don't mind too much myself, but to be honest I'd probably find it annoying. That is a good point though; if it isn't removed it'l be squashed into one color-wide option :/If we're talking about cutting down on options/streamlining, then wire visibility is, perhaps an obvious choice to try simplifying... I might suggest that wire highlighting is just on whenever mechmod is enabled. Being able to quickly see where wires go through dark areas is just a handy convenience, not especially cheaty.
Currently wrenches only highlight wire when they're hovering over it. I'll look at the possibility at making it subtly but passively highlight all wires of that color. That would further invalidate the necessity of individual wire opacities ... I like it!Then, perhaps, make holding each colour wrench highlight all the wires of that colour (making the other colour wires 50% transparent), unless you hover a specific wire, in which case it highlights just that length. Have cutters fully illuminate everything cuttable, until you hover a wire, and then just highlight the length of the wire you have selected (so at over-lap points, that would be green first, blue, then red on successive cuts...). I don't know if other people would still want the option menu sliders, for making single wire colour screenshots? But if wrench-holding for colour highlighting isn't sufficient, then maybe a 3 (or 7) way toggle (each colour all the way on or off) would be sufficient...?
So do you mean wire cutters having the same functionality as the Mechanical Ruler?
I just think these enhancements would be cool integrated right into the game experience as far as possible, totally circumventing menu usage. We may have to see if basic 1.3.1 has overhauled anything like this already, though... Like a multi-wrench for all 4 colour wires, or something. A colour selectable cutter might be handy, if not added, especially in combination with smart-cursor (if that wouldn't be too tricky to code in, and use).
As for adding features, I was thinking of something that might indicate a few things, perhaps a special custom item, like a MecMod PDA (or integrated into the exisint Cell phone), a kind of 'tri-corder' diagnostic tool, that gives a (continual) read-out of your current biome(s!), fishing biome, active spawn rate...Other stuff....? I'll stop there for now.
I like youre ideas alot Thanks! Yeah, 1.3.1 will probably be out relatively soon, so I'm interested to see what happens with it. A color selectable cutter (inc. smart cursor) should definitely be possible.
Ooh, like an Engineer's Cell Phone? That's a great idea! Adding new items is kinda hard (I haven't actually tried though, due to the reasons ahead), but also brings a few other problems (e.g. incompatibility with vanilla saves, stuff overwritten by updates etc.), so we'll look for something to use for this. What else would this item display?
@stefnotch and @thejaxster: Godmode would still be an option, just hidden (most of the other cheat options would be killed completely though) There is merit in an idea of a 'quiet' mode (e.g. Skyrim's Become Ethereal shout that made you invulnerable but unable to do damage)
I dunno. There's no mac version yet, but I said a while ago that I was going to contact the author of tModLoader about Mac support. I might as well see about that nowQuestion: what are the odds of a steam-on-Mac compatible version of mech-mod?
(or a pointer to the instructions I missed for Mac, without too much laughing is also cool.)