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Pro-tip, armor panels are the same kind of block as more complex items like conveyors and so having lots of them in the world can slow it down.
You can also configure the x-ray through in game commands that you can list by using '/sr help'
1. Would it be possible to have a second key that only initiates the x-ray vision without highlighting reinforcement levels? Being able to see inside my ship is incredibly useful, but the green and yellow blocks hamper that a bit. I still want to be able to see reinforcement levels, but I often use it to look under the hood for other blocks
btw, does it work with custom GeneralDamageMultiplier(aka resistance) applied by other mod?
Just want to know if there is a way to let the "xray" enabled and didn't show the highlight?
Some times I just want to look behind the armor and if there is a blast door around the highlight blocks the view hahaha xD
But after getting this mod + a slight steel plate integrity buff I feel like I've found a sweetspot where the guns still feel impactful without negating all the effort you've put into building well armoured ships. Without blast door reinforcement the blocks will still get shredded under fire, so it actually makes sense to use it.
Now to play around with DynamicArmor so I can finetune it properly
Good stuff my dude.
Elsephire's Block Optimizer (Alpha 1.4 Fixed)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2330481547
A few other armor creators wanted to look into compatibility.
maybe you could put a small section into your mod discription for mods that are (made) compatible? 2 sofar as far i am aware of, but hopefully others still would catch on :)
@rkirk - if you desire that functionality, check out the discussion section BD made it so you can add beam blocks to the list of blocks that provide reinforcement via a config file
i would love the ability to have either a seperate hotkey for _just_ the x-ray mode without the reinforcement overlay. or a hotkey to toggle the overlay while xray is active.
If it were a completely separate feature, It would be somewhat different, so some context on what you want from such a mod would be helpful.
@Tiberius - This same update adds a config file that lets users/server admins add other blocks that provide support so if you want to add beams, have a look at the discussions section on how to do that.
On our paradiso server, we used DynamicArmor to buff the XL blocks instead, as they aren't covered by structural reinforcement at the moment.
sorry didn't come to test it yet, but i had still one question
Is only vanilla armor affected or also modded armor sets(light and heavy)?
Like i have armour slabs mods and "huge" armor blocks installed to cover larger areas while keeping low CPU load.
TrueWhiteKnight - POM XL blocks are currently not compatible, due to a technicality they do not work the same way as regular armour. Similar problem to the composite armour from industrial overhaul.
Folks looking to upgrade those, and who are somewhat technically savvy, should look at DynamicArmor and configure their own bonuses for now. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3107050431
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2369221906
Mikals - You might have a mod conflict if the x-ray isn't working, or the grids you're looking at aren't considered owned by you if do not have a block like a battery or a control seat on it.
Does this work for blocks that are not armor? Like things we often use to beef up armor f.e. refineries or gyros(no idear what the current meta is though)
Are other modded blocks compatible? Like thruster or armor blocks with longer length and other shapes as the vanilla? I love to safe up on PCU.
Are there longer sized blocks included, like 5x1 or 10x1, so safe up euqally on performances aswell on PCU? Even a 20x1 might be usefull for connecting beams in bigger builds.
Has this been used/tested on multiplayer servers?