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
As I already know all racial ship doors and hatches recipes I was expecting the thin versions were going to be learnt directly. My fault. Their respective blueprints could be found at the Hatch Hammer station provided by Platform Hatches mod.
Conclussion: everything works fine, It was just me looking for them in the wrong place.
Just one last detail, not really important. As a Glitch, the only racial ship door/hatch that I learned upon suscribing was the Small Glitch Ship Hatch with Platforms. I believe the Small Glitch Ship Door and Small Glitch Ship Hatch should also be learnt without blueprint as they are racial... and I'm of that race.
Could there be avali race mod support?
"openMaterialSpaces" : [
[[-2,0],"metamaterial:objectplatform"],
[[-1,0],"metamaterial:objectplatform"],
[[0,0],"metamaterial:objectplatform"],
[[1,0],"metamaterial:objectplatform"],
[[2,0],"metamaterial:objectplatform"]
],
where as you have the relative space coordinate, and what material you want.
1. The actual platform hatches mod adds art to look like there is a platform there and uses "metamaterial:objectplatform" which is invisible but has the platform collision.
2. I made one of my doors just use an actual platform tile "lunarbaseplatform" instead of the metamaterial and I didn't add any art but the platforms match the existing door(rather the door was supposed to match that set anyhow).
Either way you add "openMaterialSpaces" [ ] to your objects.