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Really was not a fan of wire grifing back in the days when locked wire option was not in the game yet, so it became a thing in my works,which eventually i got stuck into at the point where it will take a hard time grind to unlock all the stuff on all my works, but i did thought about modded items that require power to run (such as brewery, or blood station) by adding power sockets which you can hotwire to.
Here is a configuration allowing them to do so:
Top search light angle -160/+20
Signal check value 1->20 Else -> -160
Oscillator frenquency 0.05Hz
Bottom search light angle -15/+125
Signal check value 1->125 Else -> -20
Oscillator frenquency 0.07Hz
Having different travel distance and frequency desinchronize their movements which I find more natural.
Your buttons switch the state of the door and the hatch so that when one is open the other is closed.
However the hatch state can also be set by the docking logic. As a result you can end up with both doors opening nd closing together instead of having opposite state.
To fix that simply I would suggest to change only the state of the hatch with your buttons and use the state-out value of the hatch to set the state of the door (with something inbetween to invert the signal of course)
The coilguns are loaded with physicorium ammunition making the ship really overpowered. Physicorum ammo use the same sprite as regular ammo so i guess it's a mistake.
However I think that giving peircing and explosive ammo by default is also too powerfull for a starter submarine.
I would either give 3/4 regular ammo boxes or let the autofil do its work in the ammo shelf to create some randomness.
The hatch of the medbay requires a specific ID.
This is cool for multiplayer with traitors but will cause problems with AI to repair the fabricator or fix the hull.
The compromise I usually do is to make the toxic cabinet non interactible and hide an invisible secured cabinet behind it to let AI move around wile keeping a safe place for poisons.
In my opinion the next sub you should update is the Salut11. Bulky shapes match very well with your rusty style in my opinion.
That would make a series with a small/medium/big sub in this style.
I'll take a look at it.
Then for a newer style it will require to start from a blank page in my opinion and develop something based on a general concept:
- Stealth submarines with sharp angles to bounce sonar waves (Stealth plane style)
- Mining subs (giant driller and mining transport trucks style)
- Military sub with explosive reactive armor, sensors and computers everywhere
...
That's how I work.
There is one big problem:
The engine green box sticks our of the hull, the engine is considered in the water and get destroyed after a few seconds.
Visual:
- The mining machine that you use to represent engine exhaust should be moved one grid unit down to be centered with the tail.
- The nuclear symbol labels next to the reactor are mixed with the texture of the supplies cabinet.
Inserting an empty text label between them with a color [160;145;110] would work well.
- waypoints around the exterior of the sub must be manually moved to avoid phasing through some hull elements to the front and back. (In case AIs become useful ourside of the sub one day!)
- The engine propeller position should be move outside the sub. I suggest X=-375 Y=-22 once you've moved the engine back inside and to realign with the tail as suggested above.
- I would suggest increasing the price to 6000 to keep it a starting sub without giving an advantage compared to the Dugong that do not feature fabricators. This sub is in fact superior to the duggong so its price should go higher but we need more starting subs !