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Make sure you don't have anything else running in the suit before trying to refine the ice in to fuel.
If you have ore in the refinery, for example, it will be taking all the power that the RTG provides, preventing the fuel generator from refining, thus everything stops.
You need the special fuel the ice conversion thing makes in order to run it.
If you try to run the refinery before doing that, then you won't have the power to make the fuel, and nothing will happen.
Try turning everything else in the suit off, to make sure the generator has enough power to convert ice in to fuel.
You should be able to affect the storage capacity of stuff like the refinery, generator, assembler, through that. If you mean the actual player suit capacity, that's defined elsewhere, and could be adjusted through the world settings. It's separate from this system, which in technical terms is just a grid spawned far away that you press hotkeys to remotely interact with.
I tried to change the suit's inventory volume by edit <InventoryMaxVolume> in CubeBlocks_IndependentSurvivalModule.sbc but it didn't work. Is there any way to do that?
It operates like a ship you always have direct access to, with some basic processing capabilities.
You do need to start with at least a drill in order to gather resources, unless you plan to raid installations or something.
The RTG reactor can't power everything on its own, so it's probably just too much for it to handle running the fuel generator, too.
Keen could have changed some things. There's one thing that I really hope they didn't, though, because it might finally break the workaround I did to have the mod work again, without completely reimagining it.
i have a sick idea for a game
That would be a pretty cool thing for the future of the mod, customizable suit backpacks with different modules, buuuut I'd still need to learn how to properly do it (Which might be more possible nowadays that I'm better with programming in general).
Last I tried, the med bay was able to charge your suit, but it might have required the extra power from the fuel generator.
I don't believe it's supposed to heal you, though; that may be a little overpowered. At most, it might be able to heal you to 50%? Probably not at all, though.
Is it normal that the medicalbay component of your suit doesn't increase the life/damage value of your body? Does it only recharge and fill you with O2 and H2?
I don't know exactly what could be causing that, maybe some LOS check the game is doing vs the backpack going through all the voxels?
I'm right there with matachusets2. I use the nanobots regularly and it's a bit annoying when I forget to set the owner to myself. They make a really annoying noise when they get stuck trying to grind the "grid" that the backpack belongs to.
It would need to know the player it's spawning for, and while I don't think it's impossible, I remember it being quite difficult to understand when I first tried.
I might be able to go back and give it a go at this point, though. I still need to get them serialized properly so they don't despawn, and stuff.
For some reason only when I looked in that approximate direction the sim speed dropped. I switched on debug view, but there was nothing in that direction (or anywhere for that matter).
If it is a standard medical bay you can set it to share with faction (or with everyone) and then people can actually select that as respawn location. But you have to manually set it to those values.
People aren't meant to be able to respawn at it. If they can, that's a bug.
That simspeed drop is weird, but what's 'SSW'?
What I was trying to figure out was how to keep it linked to players even when they go offline. When I tried, it would either lose the link or just crash the game, which is probably why the original author just deleted them.
What my update did was update the security distance when trying to interact with the grid, otherwise it would instantly disconnect you from the terminal and the mod appeared broken.