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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2091059429
atleast he made the public mods instead of just flat out shutting them down or taking them off the workshop
I'd like to point out that with the last update, this mod is breaking systems loot. :(
All systems are droppping as "Nameless" systems, with no effects or value.
Automated nanite damage control system.
- Alows hull HP to regenerate even during combat.
- Increases hull regeneration rate if ship has required mechanics
- Increases hull total HP based on rarity (5% - 30%)
Pocket Dimension Shield Booster
- Allows shields to regenerate at their usual rate even during combat.
- Energy requirements for this system is exponentially based on total base shield volume (small shield volume doesnt require much energy where a large shield volume requires an enormous amount of energy. Something like 100k shields = 50GW and 1M shields = 15 TW)
(Hopefully this will help small ships tougher)
2. not off hand I'd hafta look at the mod and try to diagnose where its having issues. I'll try and take a look tomorrow when I have time.
1. Have you considered making an extension card of a cargo module or something similar?
2. I have the systems factory on my server, and it allows us to make only four or five of the new systems, any ideas why that might be?
Made the Aegis module expensive power wise, the power cost goes down drastically with better versions but the idea was by the time you truly need the extra turret slots your starting to get into the ship size to handle the power cost
the power usage tho, can only mount it on my 15 slot dreadnaught.
Teleporters/barrier gateway: just found out they aren't xsotan artifacts so they won't power the gateway.
The Aegis module doubles all the turret slots on your ship, so if you have 5, 9 slot modules for example that single aegis module allows you to mount an additional 47 turrets on your ship.
Do what trigger teleporters?