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Limited controls on the Slipdrive
2) is it normal that the micro slipdrive require 1.3 GW for 2000km jump but the normal version need 500 kw for a 6000km jump? should that be reverse ( unless the normal slipdrive as power effeciency added ???
Hs Cockpits are having the same issue as you can see from this pic my physical position but reality is that i have sitted inside for a control but i kept seeing my body
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2256411707
can anyone else verified this please
I can't seem to find the midnight batteries for bases. I love them on my small grid builds. Am I just being blind? If they don't exist, any plans to add them once all your work with weapon core is done?
Thanks again for all you do.
HS Refinery & Assembler, are old units, originally were more effective than Keen systems prior to the Survival revamp.
HSR units are a lot faster, and for the Assembler, can handle an extended blueprint list.
What are the differences from the HS refinery/assembler and the HSR Refinery/Assembly?
This gas is currently broken however.
For Reactors & Batteries, it just runs like normal.
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Slots are on the bar for Refinery
And on one of the large faces for the Assembler
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From an old choice, I originally made a Pink emissive.
This was not my brightest idea, and it appears the old glass needed an update, making it slight bit more so a bad idea. lol
I will switch it eventually, a lot of large projects at moment.
I'm trying to get some friends to try it but they are doubtful due to the lack of a description.
Are assemblers really only supposed to work in co-op mode with adjacent assemblers? For me an assembler would always spread it's workload to any assemblers in cooperative mode on the same grid and conveyor network.
Regardless, I guess I need to try to mess around with this behavior more and see if I can further narrow it down.
If I made the components build-able by the vanilla assembler..
Then the assemblers are pointless, removing half their resource cost, and all tab usage \ sorting is gone.. also meaning Any upgrade modules then affect their crafting time.
It also means, any expansion will flood the regular assembler, with none of my abilities to sort, or clean it up.
IE, I intentionally split them off, so I could completely control their production, costs, and similar.
And of course, lets me also lock the technology behind select build costs. (Or Keen's progression)
Rather than any machine, or mass upgrade systems.
Thanks for all the hard work!
So, you never asked to re-upload my mod but did; Which is why I didn't find that notion sane.
Why don't you get on Keen discord's Modding Art, or ARMCO at least.
Rather than flood my mod's comment section, to learn about How making models work.
As it requires several example videos, and exact names.
And this section is for my mod, not for "How to do your own shit, with parts of my files"
As you aren't helping me in the slightest with my workload.
I have stated exactly why you can't adjust it.
I have stated the only solution you can actually do, as you're not me.
That is since, you can't actually open or alter the model.
And I've also now had to now point-blank write out a massive section about Steam's own legal code in regards to the workshop.
Keen also does not own or have any rights to my Assets.
And I've spoken to them directly, as have many; They don't own our assets at all.
Legal code is quite clear: I own my assets, no one else does.
The reason, the refinery isn't superior, inferior or similar, as per stated originally:
Keen overhauled their refinery, assembler, and similar when they released the Survival-kit.
I have been busy repairing mods, and similar, to re-balance a refinery's stats in relative comparison to theirs.
which can't be done with an MWM file.
Hence why I haven't bothered, as you physically can't open it.
And I'm not giving you my raw file, for you to modify it.
I have told you exactly this.
I have told you how to alter the stats,
With the stats you can make that 200% apply to a much greater value.
I have not yet redone my systems for this yet.
I have literally thousands of models to work on.
I literally give people tutorial example files.
I don't however give them my own model files, to re-upload my content.
Understand, the reason I am not telling how to make or remove nodes..
Is that you do not have the ability to apply that knowledge as the fucking model is an MWM file for you.
Which can't be opened.
It is my model.
I'm not handing it around.
Your problem is self-induced.
I learned the trick to handling slots personally as well.
They are model-side nodes, that control what can connect.
200%x2.0 is far better than Vanilla's 200%x1.0
IE change the stats, and it doesn't matter.
I made the model myself, which is how I controlled the slot number.
It's the same thing with conveyor ports.
It's model-level, and only I, have my raw models.
Hence why I told you how to change baseline stats.
As those are what the %'s change.