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Some are a bit outdated and you even have to customize them yourself, these are often the ones that still mention “Deep Diver” as a class in the description.
Like navigation points, level, price, or a few other minor issues.
Because the game categorizes them somewhere, and some try to use them directly, although they no longer fit so well into the current game with their values, but often have designs and equipment that you want to use.
And so some adapt them and upload their own versions of them, some even of submarines that are not outdated, at all like the one this one is based on, because it has a good design.
Therefore, when uploading, specify what the original is, and also change something and not upload the same one to one.
Everywhere I have ever written, I am automatically notified by Steam, or what I have subscribed to.
Before I play or when I come out of a game and it lights up, I go through everything quickly, and for some I then write something. ( Even if I don't know who I'm replying to. )
And I always write detailed texts, and since some modders need longer until a problem is solved, and everyone can customize the submarines themselves, I then write info what you can do than having to wait days.
@Moon-Shadow how is it that each time I post on this ship - you're the first one to reply with a whole essay ready? :D
I don't know how it is with the modder but last time it always took a few days until a problem was fixed.
Take the submarine in the editor and look at the waypoints and recalculate them, and adjust if necessary, then save the submarine with any letter or word after the name again and a price of so low as possible it then automatically sets a price between 1'000 to 10'000 because of parts quantity and size I do not know how much it is with this, but should not actually reach 6'000.
Then you can swap it for the new one, with Buy.
And if you start over at some point and it has not yet been fixed then adjust the price on the submarine to the original and then play with it.
A value that you can see in the editor.
But the submarine should have a lot of power, because it actually charges everything directly into batteries, and it is not directly, and it is not divided like others.
I don't know if batteries have a charging speed limit, which would also limit high values from a reactor.
Of all the subs I've looked at in the editor, only looked at a couple to see what the reactor is like, but this is 1 of 2 or 3 I've seen that have the reactor directly to battery, and not directly to devices, haven't looked at what power batteries have.
If batteries have a charge speed limit, you need to have more batteries. / More than you normally have.
Quite simply, don't wait for the answer for something so simple that you can easily check yourself until someone has time to check or even the modder sees that there is a message give.
Subscribe to the submarine, drag it to the active list in the game, confirm, then load the submarine in the editor in the game, good is this one is also called in the editor like here.
Then click on reactor and see where the power for it is and how much it is.
And if it does not suit you, change the values and simply give the submarine an additional name when saving so that you can buy the right one.
Since you have to install sensors for air in the submarine, or other sensors can also take over this and were not set for this.
Now I'm also interested in how it works, so I'll have a look at it later.
Since I also customize one of the submarines that is like the “Wellerman” from the collection of “Doge Shipyard selection”.
The info would probably be important for the multiplayer, where players check the status to see if something is broken somewhere, as then you don't know when you suffocate, bots on the other hand repair everything immediately without having to see a status anywhere, the problem should probably be fixed if someone wants to use it in multiplayer.
i think it's a pretty minor issue since the air distribution itself is working just fine, but i thought you might still want to know, since i don't think i've seen anyone else report it ^^
Regardless thx for the fun T1!
Now it is connected normally, thank you.
I already played the new game update.
Since suitcases have their own places and nothing automatically ends up in suitcases, it is clearer, but according to the new system, it would be bad if everything just ends up in a cupboard because nothing ends up in suitcases. / Unless the cupboard is perhaps full, I still have to test that.
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Don't do anything that for some reason a weapon from a mod was created in the normal cabinet.
Either new error, or the cabinet was completely reset because connections did not go correctly to release, then fueling for the cabinet was not blocked.
But is not bad, just created a standard weapon that is otherwise also created as a coincidence in other cabinets, and in the form is still considered weak. / And normal to Build is.
Then reconnect the manufacturer to the large cabinet, and the normal one to the disassembly machine.
Then everything should work as everyone knows it and can cope with it.
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Currently you can still put suitcases in cupboards, so such a cupboard system only messes up the sorting because the disassembled things are sorted somewhere where there is space.
When the new update comes, where suitcases no longer go in the normal places, such a system will be less of a problem, but will lead to the large cupboard overflowing, and the normal one not fuel.
Yes, I also ran the update in the game.
I access the manufacturer and see the large cupboard with it, which is how it should be.
I access the disassembly machine and also see the large cupboard, which is not how it should be, unless you have 2 large cupboards.
If I look directly into the large cupboard, it shows me the disassembly machine, which should indicate the manufacturer.
If I look in the normal cupboard, I also see the disassembly machine, that is correct.
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Normal is: 1 big cupboard with manufacturer, and disassembling machine with a normal cupboard.
And a disassembling machine with a big one only if you have 2 big ones.
Don't mix them all, it's only confusing.
I have updated the ship and addressed the fabricator/deconstructor linkage issue (since last week I forgor to tell)
I also would like to point out that the cabinets in manufacturing are very confusing. I think you should consider having only 1 cabinet per machine, e.g. medium cabinet for deconstructor, and large for fabricator. As of now when you open fabricator - medium cabinet is shown, despite large being linked too.
Especially not one that you want to keep for a long time, and be made to keep for a long time can.
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I got as far as biome 4 with the original.
Only there I didn't get any further because the game means to create so many enemies at the same time that I had freeze frame, constantly because the single weapon down there couldn't keep up with the hordes.
No cargo mission, medicine cabinet full, and material cabinet of all only half quantity because I do not need so much.
While others have big and stuffed submarines and don't get any lags.
So if you don't get lags the original is also to keep till the end if you use the perk to upgrade subs like level 3.
Heya. Yeah, I just wanted to share my find so others will know of it. Took me 2 docking procedures, 1 wire, and 5 minutes in total to fix :)
In any case, this kinda fits for a T1 submarine. Tier 1 is supposed to be kinda rough around the edges, or outright garbage in some cases.
But that must have happened because of the rewiring, since the original submarine does not have the problem.
Cupboards and shelves, I never used shelves for my own boxes, only for cargo missions.
Meanwhile a mod that allows to get several missions offered at once, where I have to save at most and then load for more, for better selection.
Without having to pick up all the missions first, then save to the main menu, then load, then pick up new missions, and that again until you have 2 or 3 missions for cargo in one direction.
That's why it's not as important to me to have many shelves as it is for some others who also stuff material in there for themselves.
But either way, everyone needs a normally functioning make and break system, without looking in the cupboard to see what you can build.
Normally the disassembly machine puts everything in a normal cabinet if you don't have another big one, you take Manuel the material out and put it in the big cabinet, or in the one that is connected to the manufacturer if you have 2 big ones.
Since you also have between material in the big one like explosives and plastic and some other stuff.
Which would be too much for a normal cabinet, but you rarely have so many different ores that you don't have enough room for the types of material that comes out, or even the amount.
I store ore in the normal cupboard, because if 2 to 3 material comes out of one ore, then with 8 ore pieces there are also 16 to 24 material, ore is therefore worthwhile to store more effectively, and you don't have to sell important things too early.
Without having to stuff all the cabinets full of material because you have taken them all apart, especially a problem on small submarines.
Yes, the large one is supposed to be for material, but it is only available for the manufacturer when you look directly at the large cabinet, when you look at the manufacturer you only see the normal one.
The disassembly machine puts everything into the normal cabinet, but with your connection it doesn't even go into the big one, what you mean go from this two to Building.
If the manufacturer can pull it out of both, good, problem is you still have to get it out of the normal one because it will overflow at some point and then it will all be on the floor until bots start picking it up and throwing it into some cabinet where there is room.
Currently suitcases go everywhere in cupboards, next update only a limit of suitcases in cupboards, so the overview is less of a problem where bots throw something in, unless they throw it into the suitcases rather than the cupboard, then it's still horribly full when everything is thrown around because there was space somewhere.
And to go to the cabinets when you put something directly out or in, without the machine always jumping out at you, and depending on the submarine, is also displayed.
And it is awkward to use the large cabinet to use the manufacturer with the material from the large one.
Unfortunately, there is no function to connect everything together, and the player can then choose for himself how it is displayed to him, because it is not wired like other things, otherwise there would already be submarines with something like that that you could copy this Function.
But at least you can open the machines like cabinets and see how around what works.
That's why I don't know how the confused happens.
If this already came with the cabinets, and I overlooked a previous update.
Then it is now really messed up, should rather be disconnected again, and reconnected, it is important from which object it is connected to another, and which objects are set to show side by side.
Now the manufacturer and the disassembly machine are connected to the normal cabinet, if you select the machine, the normal cabinet is also displayed, but if you select the normal cabinet, the disassembly machine is always displayed.
If you select the large cabinet, the manufacturer is displayed, but selecting the manufacturer only shows the normal cabinet.
And the normal cabinet still has automatic filling on. / Half full with cables and plasma cutter.
The large cabinet remains empty, as it should be.
Since stacks are only 32 maximum, and suitcases have their own row in the closet, and suitcases can no longer be in normal closet compartments.
And closets get 1 row more, don't know for which type of closets.
Mod submarines that have cabinets with suitcases don't change anything, only that you can't put new ones anywhere except in the new compartments in cabinets, and if a player takes one out you can only put it in the extra compartments.
What I don't know is whether suitcases are automatically felt when the cabinet is connected to a dismantling machine when they are in these compartments, or whether it first feels the cabinet.
Normally, a large cupboard is connected to a manufacturer so that all the material is available for building.
And a disassembly machine with a normal to large cabinet, here a normal one, because the things from that are sorted into the large one as soon as possible.
You don't necessarily disassemble every ore in the same way, because more comes out of each ore than it occupies in space, so it often becomes 2 to 3 in more quantity, but it's no use if you can't find any more space for the final material and everything is already occupied in the normal cupboard.
So the problem is still there, I thought it was already fixed.
Now all that's left is to fix the little things from "Spanish Ladies".
However, it's starting to clog up the comment thread. So if you would like new sub ideas, I will put up a new discussion page to tidy things up
Normally, the manufacturer is connected to the large cabinet, and the cutting machine to a small one.
The problem with recipes is that sometimes raw material is needed, sometimes processed, and it is easier for many if everything is in the large cabinet that is connected to the manufacturer.
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The large cabinet also needs to be marked for side-by-side display when connected.
It doesn't have to be, but it should be, then it's easier when you have to move things around or put things down if someone fills everything up because you sort it.
If you are looking for submarines, rav2n has the R-series of submarines, a lot of them have been dormant since ~2020, 2021. Some, like the Indra, have really cool profiles. GL with any future retrofits, looking forward to them!
I am very sorry for the fact that you have no bitches
I also had issues with that during my own playthrough with the sub, and since have patched that problem
Sorry for the very late reply. I just found it under the pile of comments :D
Transport and Scout, ore sonar upgrade, but otherwise they are the same, as all submarines can be given cargo loading systems and racks.
Maybe a difference in speed.
But there are so many different ones that are built so differently together that really only the Ore Sonar and Turret Upgrade options stand out as differences.