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For some reason, the sprite of the door buttons received a separate depth offset, so objects nearby should get a much closer depth.
If I start changing this on all submarines, then the sprite depth will begin to intersect with other backgrounds and objects everywhere, it will be a domino effect.
Apparently it's really broken and I'd rather wait for the next update and check after so as not to do double work.
Hey.
Nope i think, since such buttons simply remove this enemy from the game.
Hmm, this is a bug.
The sprite depth of doors and their buttons is broken, it works strangely and overlaps if it is not in the foreground (more than 0.5). The buttons have an offset of ~0.241.
Something definitely broke in one of the latest patches.
Ahh, yes, sorry I forgot to put that in the description after the last update.
There is a start button on the nav terminal that toggles the engine, fabricators/deconstructors, and sonar/status monitor.
Thank you, it's great that you're enjoying it.
This isn't really a problem, I originally did it intentionally so the crew would refill the tanks from time to time, but also added extra shelves next to the oxygen generator so that more tanks could be refilled at the same time so it didn't get tedious.
Perhaps this was annoying, so I thought about your comment and decided to update it a bit. Although with the latest update, you can now stack incomplete tanks into one, so this has become less annoying.
Cheers
Updated :)
- Oxygen shelves and suit lockers are connected to an oxygen generator.
- Now all junction boxes are connected to one main box next to the reactor.
- Increased lighting brightness.
- In the navigation terminal, the reactor shutdown button has been replaced with an Auto Doors button.
- The Start button on the navigation terminal now starts the engine, fabricators/deconstructors and sonar/status monitor (steering doesn't require power, so it's still possible to hold position with pumps).
"Bots friendly, but still keep an eye on them, and they also like to throw the second rod out of the reactor"
Ye, it should work
Nope, each weapon has its own loader, but there is only one supercapacitor.
Hope this hidden wiring didn't greatly reduce your fun! Cheers
As for storage always going into containers, what my friends and I have found (we actually made a mod for this, although not a very good one) is that the more item entities in your boxes, the worse the lag. In very long modded campaigns, it can get crazy. So we modded the EK utilities item crates to combine raw ingredients into crates that stack into better intervals, reducing our item count by like 60%.
Either way, thanks for looking into it so speedily! Always a pleasure
Try to resubscribe and redownload it? Sometimes it happens that something breaks, it started after the update that redid the modding.
Yes, a large storage space is made specifically so as not to store everything in case containers, because everything always goes to this. I will change this when the devs rework the inventory system )
About cargo crates, I planned to use only 10 in a large container, and the remaining 4 for looting and extra junk.
Wiring.. I just tried to make hidden components instead of locked ones, so that the crew would not try to change the original circuits, as if it were an integral part of the submarine.
I don’t know if I will have time, I also wanted to update Kasatka, but I'm currently releasing another boat, most likely the last one (and also the first one, because I abandoned it at the very beginning when I started making crocodile), so I don’t know when I can start updating all my boats :D
-A lot of your devices that you can toggle on/off go to a relay that is hidden in-game. As a wire junky, I'd greatly appreciate instead hiding them behind hull pieces so I can dock and rewire to my hearts content. As it stands, we just have hanging/sparking wires littered throughout the sub since I rewired some things but cant remove wires.
All in all, great little ship! Definitely a go-to on spur campaigns. If you'd like some help in tweaking the interior, I'd gladly pitch in.
-The Helm doesn't get oxygen and the door to the room next to it is set up with a motion detector. So either the captain needs a mask/suit or you immediately need to unwire the door for O2 flow. Perhaps have a duct between the rooms, or the room below the helm, for O2 transfer.
-The bottom airlock seems to confuse AI. We've had some mudraptors just sit inside there, so lifeless we thought they were dead.
-There is so much storage! Definitely too much storage, but also too many small containers. The fuel rod storage is neat, but I'm referring to manufacturing and all the storage near diving lockers and the armory. I'd more appreciate setting the diving locker containers to non-interactable and placing a single, invisible storage locker superseding them.
-14 crate shelves is arguably too many for a ship this size, but probably not easy to change without a large redesign.
And I had a feeling that was the case with ammo loaders, that's understandable.
Hey!
Thanks for the feedback.
-Placing loaders next to guns is a concept of my designs, I don't accept teleporting ammo and try to load the crew with a variety of situations.
-I'm thinking of moving the airlock's lockdown button to the captain's cockpit with a slight rewiring, but I'm practically out of time right now.
-The power button for the oxygen generator is needed to completely remove the load on the power grid.
Maybe later I will improve it a little.
Suggestions:
- The ammo loaders should be in a centralised spot, having them spread throughout the ship causes a bit of a headache for crew
- The fuel storage is creative! Though I would remove the Fulgarium Fuel rod as starter gear.
- The top airlock should automatically open when docked, even when the ship is locked. One of the main issues I have with this ship is that if I accidentally leave the ship locked no one can board it without a plasma cutter
- Remove power button for O2 generator
- Medbay's stock could be reduced a little bit, I feel like it makes any medical doctor very well stocked when starting things off
(NOTE: All of these opinions are in relation to the CAMPAIGN gamemode, if this submarine is set for the standard missions mode then most of what I said falls flat.)
hmm, they have slightly similar tails, yep
@hUbert
Tried to make it the best looking one I have at the moment, and it seems to be achieved hehe