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The berilla downgrade is intentional (So you can buy it in the biomes that can matters).
Otherwise it would be the saddest tier 3 to ever exist.
You know what, I actually have no idea why this happened.
- There is a mission file only declaring cargo mission.
- None of the item inside the item file have item override that could have overrides any vanilla outpost events.
- There is an single upgrade override that overrides sub hull upgrade.
- There is an single talent override that added more shotgun shell recipes.
- All sub retains their spawnpoints as their vanilla counterparts,
So I have no idea how any one of them could have impacted the spawn of certain outpost NPCs, which should belongs to randomevents, something this mod did not have any overrides in.
By NPC, you mean which NPC, and specifically, have you accidentally murdered Subra?
In theory, shouldn't be the sub problem since it has the same 11 spawn points as the regular camel, with the 4 NPC spawnpoint in the same room as well.
Sorry for the late reply, which sub you are using right now?
Can you describe the issue (i.e. what problem you encountered that prevented the quest line)?
Sorry, it was removed as it was merged with Turret.
Electrical: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3294605884
Build 2.8.0:
Updated for 1.1.1X.0 update: Applied the rework changes to Orca, R29 and Berilla.
So the code is still there, just disabled for now, until I figure out a solution to this AI beheavior.
Then can you leave two cells? This is very convenient, since you can immediately hold ordinary and, for example, armor-piercing ammunition.
So some cabinets may looks skinny.
Cut out a whole mechanic instead of adjusting your code.
Factorio, Starbound, Zomboid, Terraria like whaaaaat?
And then there is the whole storage container thing going on.
Personally I am somewhat on the No Storage Container boat, GIVEN that the cabinets are much larger (Which they aren't, 35*32 + 5*11 vs 30*96, and so I make it larger in this mod).
The developer moved early from version 0.18 to version 1.0
Can you do:
a) that they fire simultaneously?
b) so that they can be switched by "hot button keyboard"?
I try to have it take two boxes but there is an small issue: The game doesn't know how to handle two boxes for anything outside of coilgun so it will take ammo from both boxes but only fires 1 bullet. The patch 2 hours ago also have 2 slot but the second slot is dummy and cannot be used by the turret. I though issue solved but then the AI didn't know that they have to swap boxes so then I tried the third method within that two hours, which is when the box reaches 0, it turned into a piece of aluminium and eject out of the loader so the AI will reload the turret. Nope, didn't work.
So I temporary removed this feature alltogether.
There is no issue if you save with 2 boxes and update, as the game will just throw the box onto the floor instead.
O? Double ammo for cannons? Did your mod do it?
It turns on itself even on other ships of other authors
Also the Berilia-EX is make to be the absolutely largest possible size in length that can still finishes the campaign. (down to subpixel) kinda as a benchmark to how large is just below too large.
Or else things will goes very wrong in 1.1.X.0 update.
2. They are cosmetic only.
3. No, I hope (I got bot to run around each and every submarines to iron out waypoint issues, there should not be any ai issue as far as I know).
4. I never turned it off. It starts with Outpost Cabinet, Medicine Cabinet that use the elongated UI, Then in Build 2.4.4 I changed every single cabinet UI to the elongated one. It was updated again on July 1st after the announcement of the removal of storage.
2. Blueprints. Is it only needed as a cosmetic?
3. Is there a sub with AI problems? I have 8 bots, and I'm agonizing with them on the old original Camel (about to change the sub).
4. I had elongated cells in my cabinets at first, but after a few days they were back to normal. Did you turn it off or did something happen in my game?
Yes, all golden guns are double gun and their replace price are usually 3x the price of normal but you get double the firepower per one of these turret. Berilia (All model), Dugong-E, R29, Remora, Vellamo and the Winterhalter got those golden double-large turret. Also if you got a double-large turret hard point please when fitting weapons on them, fits them with the same gun or you risk running into error.
The typhon 2 flak cannon is intentionally made "blind", that thing would be overwhelmingly overpower given it is the only real tier-3 sub that doesn't got hit with the 20% price increase.
Bot will get stuck on Orca2 Ballast A top left and Winterhalter Right ballast Top left corner when it is filled with water as they failed to pathfound their way back to the ladder/door.
It looks like when a bot is out of the pathfinding range they will just trying to get to the closest way point possible instead of the closest way to leave the said hullspace.
Fixed that for now.
This issue occurs in vanilla as well but not in Submarine Overhaul. I am trying a fix on it. (You never know, you fix one waypoint and 2 more issue come out. Also directly copying Submarine Overhaul is not a solution since the smaller hatch and platformed ladder/stair makes thing far more complicated and there is 30% chance that copying Submarine Overhaul waypoint will make things worse).