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TESTING THE BETA UPDATE V1.10

12.6k Flippos  4.2 years ago
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    12.6k Flippos

    @Rodrigo110 Ω τρελέ μουυυυυ, έλληνας, επιτέλους! Ναι ρε, πες μου οτι έχεις discord και γίναμε, κάνουμε και βίντεο μαζί αν γουστάρεις.

    3.6 years ago
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    15.1k Rodrigo110

    μπορείς να μιλήσεις ελληνικά;

    3.6 years ago
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    Dev WNP78

    @StavinairCaeruleum 1.8

    4.2 years ago
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    @WNP78 Darn...ok. If that's the case I guess I should roll back to a prior version that had mod support. Which was the last version that had it?

    4.2 years ago
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    Dev WNP78

    @StavinairCaeruleum the line has always been the same that for technical reasons (having to support ARM64 and therefore not being able to use Mono), scripted mods are not going to be available on Android. The mods menu is still there because:

    • There are some mods (Overload and Fine Tuner) that are bundled with the game and thus will work on any platform out of the box
    • Mods without scripts (some maps, map plugins, designer plugins) can also work on Android as they are just content and do not execute code.
    4.2 years ago
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    @WNP78 Meanwhile us mobile users are left in the dark in regards to mods. If mods for mobile aren't ever going to.be fixed again why not do everyone a favor and just remove that menu entirely from the start screen?

    4.2 years ago
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    Dev WNP78

    @FlipposMC yeah, I put FT support in most activationGroup inputs but didn't bother with the beacon lights since they have the input field already there.

    +1 4.2 years ago
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    6,332 Sarin

    based

    +1 4.2 years ago
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    12.6k Flippos

    @WNP78 Yeah I figured it was MP that was acting up. Also yeah my bad with the beacon light, haven't touched the game in too long so I confused the beacon light with other parts that don't have an input controller (I thought activation groups took FT expressions as booleans?). I gotta get back into it. You could say I lost my funk...

    4.2 years ago
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    2,639 switdog08

    Nice boat too

    +1 4.2 years ago
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    Dev WNP78

    Sorry about the bugs. The thing with those TypeLoadExceptions was a Unity migration issue with the multiplayer mod that was compiled with Unity 2018. I'm working on that now. And the for beacon light thing, put FT stuff in the input field, instead of activationGroup.

    4.2 years ago