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Also, to weigh in on the tube ladder conversation -> I would suggest that it doesn't have to be a single piece. You can start with an "I-converter" that is just an I-junction with a conveyor port on top and bottom. The ladder could be placed in the block next to it.
For the parts that can have a conveyor, you'd also need "ladder access" pieces, which would just have a hole (missing top or bottom). Then you could place your ladder shaft above/below. The player would have to jump or crouch to reach the ladder placed in an adjacent block. X ladder access, L ladder access, I ladder access, etc.
You could also make a terminal block (i.e., blocked off on 5 sides, like the Jefferies Tube Converter) that has an actual ladder in it - because it's a dead end anyway, and wouldn't need to have a conveyor. That version could also have a hole in the top and bottom without breaking realism, because there would be no conveyor to get in the way.
Regarding the ramp suggestion > This is only about the tall ramp.
If you use the tall ramp, then it will convert between "space on the top" (for example, X Junction) on the bottom level to "space on the bottom" (for example, X Junction 2) on the top level. Rotating doesn't change that.
My suggestion was to add the missing tall ramps:
- Converts between "crawl area on the bottom" on the bottom level, to "crawl area on the top" on the top level
- Goes from "crawl area on the bottom" on the bottom level, to "crawl area on the bottom" on the top level
- Goes from "crawl area on the top" on the bottom level, to "crawl area on the top" on the top level
Depending on how you do the texture, the bottom two mentioned are the same piece (because of rotation)
Does not work: [I-Junction2]->[Long Ramp]->[Short Ramp]->[[several more junctions]]->[Converter2]->[Cargo Box]
Does work: [I-Junction2]->[Long Ramp]->[[several more junctions]]->[Converter]->[Cargo Box]
Confirmed that the section after the short ramp works on its own, but is somehow being blocked by the short ramp.
---
Also, a suggestion: a ramp that doesn't convert between upper and lower.
state one (dfeault): walkthrough but airtight for regular use with the forccfield showing transparent thinly
state two (anti-boarding): closed (only openable by faction memebers) and still airtight maybe with a more light intense shine marking the difference visually
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2783691448
flythrough forcfields within jefry tubes that give airtight into two directions
This allows a denser clustering of function blocks but repair and reprogram access, especially prior to renaming.
Am i able to reach surrounding blocks from within to weld or gind those? If so, do i have to open up any panels ?
Oh and
@RandomGuy0400 the docking connector door you are thinking of was probably VCZ's, that was actually 2 parts, a connector (hollow to walk thru) and a door you attach to the end of it, thats how they made that work, clever trick and I still use it on some things now.
I say you would need to be able to stand in these vertical transition sections as you cant crouch with a jetpack active, so upon reaching the target floor you would need to have some area to stand on, even if just the area around the hole you came thru, once they are standing on that lip they can crouch again, so you could then just taper the ceiling or floor to the crouch-height level of the rest of the tubes, depending if the vertical connection joins a lower or upper set tube, you can have 2 versions to fit this perhaps (1 tapers down to the bottom half of the block, meeting the right side of the your 2nd image, 1 tapers up to the top half, meeting the left side of image 2)
I seem to remember there being a docking connector door mod a while back... is it specific to the passages/ducts?
Container 1->converter->t-intersection->1x2x2 ramp->1x1 ramp->10ish tubes->t-intersection->converter->container 2.
I could pull from container 1 to container 2 but could not move items from 2 to 1