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Apart from that, I still haven't tried it completely and I don't know when or who is going to invade me but hey... thanks for the mod.
I too have always found it dumb that you can sit in a literal pool of lava or poison and not be affected solely because "it's my ship, you have no power here", so thank you for the fix
1) Touch the "Core" (very bottom of the world) in non-admin mode.
This normally is impossible simply because of the fact that the MM simply can not destroy the ship. I only found this fact out because of your Shipyards Rebuilt mod. (Special thanks to bk3000 for making the mod.)
2) Drown while in bed in healing water.
I found out the hard way that a level 4 ship with a medic, Regeneration 1 (healing water), and a Titanium bed isn't enough to cancel the health loss from lack of oxygen.
Why anyone would ever do these things is beyond me, but then again, I did them, so, who knows?
I don't use this, but keep up the good work, bk3k!
Normally, if you managed to acquire said beneficial trap things and set them on your ship, they wouldn't work. This mod makes them work.
I can think about making an ship invasion mod.
For example: [random monster name] will land in your spaceship after five minutes.
If the player's defense fails, the intruder will plunder the player's resources. This will be better :)
Thanks.
[{
"op" : "replace",
"path" : "/outpost/worldProperties/nonCombat",
"value" : false
}]
That isn't built in. The modified function I use would also affect the Outpost if not for the fact I test if you're in a shipworld first thing and run the regular function if not in a ship.
If they're completely replacing something like /stats/player_primary.lua then they could break this mod... if their mod loaded after mine. It could break a lot of mods if they do that because a lot of mods hook the player scripts.
Now supposing you report back that you're using both and this doesn't work... I'd want to know what mod so I can resolve the matter. The fix would be easy - I can set this mod to always load after their mod (when present).
The next thing I guess would be showing them how to hook their scripts (if they aren't already doing so).
where you having some?
I think I might having some very minor update for this on my PC, but it doesn't amount to much besides minor tinkering of code.
I might consider checking for that mod being present(I do this already in another mod) and run some of his functions if so. But it would seem more natural for them to add that to their mod directly(pending them liking the idea).
Also noteworthy is there is a mod for NPCs taking fall damage, and that apparently has also been incorporated into FU as well. But they don't add suffocation damage.
A shield generator etc would be better. I don't know why they don't have such an option to simply turn such a thing on in S.A.I.L anyhow. Only let you change it when this is your ship(easy to determine BTW). After all griefers can do more than simply making your ship dangerous. Shielding + locked doors can prevent all of it.
Perhaps I should fix that oversight as well(as a separate mod of course).
Out of all the mods that will be broken by 1.2.0, my mods should not be among them. Now all my my mods(on the workshop anyhow) are compatible with 1.2.0. This was the only one that needed adjustment.
I'm not going to use it myself. If anything, I'd want to add damage from any collision at high speed(not just downward).
Based upon the code saw, they definitely intended to nullify all damage. It was an intentional design decision, but one I don't agree with. Well it is their game, (not mine) but that's what modding is for.
The fall damage thing is more obvious with ship mods that give you large shipworlds like my own Shiyard, but notably also Uros IV. I think Uros IV actually has lava, but their is no danger to it at all. If he wanted a boss you could uncover there... pointless with no damage.
Likewise if I wanted at station invasion event... pointless without damage. Of course I get this mod isn't for everyone and that's fine.
I mean, I'm not going to get this because I already have a no fall damage mod (unpredictable as ever), but I could see it being used in a hardcore pack situation.
I admit this mod doesn't DO much on its own. You simply loose the invincibility you otherwise had while on ship. So that means your ship's lava bath is less of a good idea. As is jumping from heights.
Actually I like that idea. A lava bath on a ship... it would make a good picture to drive the point.
The main point is - being invincible on ship is silly and immersion breaking. But more so this opens up the possibility of modders adding events in space. Or I should say... events with real danger.
For now you'd mostly notice this on larger ships - especially modded ships like my Shipyard, Uros IV, possibly something you built with Mad Tulip's ship mod(and they added ways to die in vacuum), etc.
Thanks. But I don't intend to have a flame war here. Not that he needed any help in that area.
You misread a description which was written in plain English but rather than accept that and move on you must double/triple/quadruple down.
Goodbye.