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
Default NPC ships will have Oxygen systems added, and a Remote Control block.
Some of the ships in this mod will require more drastic changes than others.
Will slowly redo all the screenshots so they match.
I'll find something to work on for a while, until things return to normal around here.
Not sure yet about making a bulk oxygen ship, those tanks aren't ideal to build into a design.
Are you preparing oxygen supplier?
If you want to add even more challenge, same sensor can activate a terminal that randomly selects a behavior - initiate engines, rotate, throw out cargo, turn off beacon, self-destruct, surrender ownership if no engines/power down, send distress messages into chat/beacon name (additional scripts might even respond to those 'distress patterned messages' by posting message in chat and/or spawning combat ships on the way. May be activating invader-script analogue for distressed ship. Of course such script should be purely optional to install)
The Commercial Transport needs a rethink on the turret locations, I'm still stuck on how best to do that. It's almost as if you need to design the ship around the gun's fire arcs!
Started work on really huge Mining ship for the mining ship version of this mod.