Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Was testing it before I forked it. 0 errors, everything is as intended.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3294950875
I suggest either requiring 40 plasteel to make it, which would also make sense given how glittertech it looks, or, if you wish to keep it accessible in the early game, reduce its HP and require more steel to make.
The ultimate solution would be to make it partially stuffable.
However, after experimenting with them, I did feel the need to tweak the xml values a bit. At present, they are about 2x the health of plasteel autodoors (about 6x of steel), require about half of the ingredients, and provide beauty and meditation focus, which no other doors do (to my knowledge). So I changed the stats to match plasteel autodoors in cost and function, since it seems like these are intended to be used as alternatives once autodoors are researched, and it seems like plasteel is the ideal material for fancy looking futuristic doors.
Still a great mod as is, just thought I'd throw out my suggested tweaks in case anyone is similarly obsessed with balancing!
''He is here, the legend'' xD
kewl doors.