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That sounds like a good idea thank you!
As Buggy Boy alluded to, it's kind of hard to make a compact ship without also making it functionally redundant/inferior.
My best effort was to design the ships layout to be as practical and consolidated as possible. Or in the case of singleplayer, have most things centralized for easy access.
It works, but at the same time it doesn't. What you gain in accessibility, you lose with functionality or scope of utility.
The only workaround seems to be reducing ship componentry sprite sizes to ridiculously small levels, which I'm not really a fan of as it feels less authentic/feasible.
If you do give it a try, let me know if you has any issues :3
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3010951718&searchtext=Maui
I will definitelz give this submarine a try thanks Emily!
:) will let you know on your workshop page as soon as I get to test it - probably later today or tomorrow
BTW does the sub really need the mods you say are needed or are those just cosmetic add-ons? Or something else?
Without them, the background and walls would be missing in many places :P But other than that theyll have no affect on gameplay, unlike the optional mods Armaments Enhanced and Fuel for the Fire. If that makes sense?
Alrighty, am trying out the sub now ^-^
I did a bit of that (shrinking sprites) in one of my subs but I do agree that it doesn't always work that well. I tend to prefer my Tardis concept, which entails the use of standard size sprites that might be 'smaller' alternatives to the usual ones, or creative representations, e.g. some mining equipment as the reactor, with a real 'invisible' reactor overlaid on top of it (so that it's the invisible reactor you interact with and not the static sprite visible behind it), same concept can be used to add a lot more storage space, e.g. the standard medical cabinet can have several smaller cabinets added over the top of the visible drawers and doors on it.
As soon as we start to move away from just using the standard sub component sprites it tends to open up much more creativity, I find.
Its just a thing i always keep in mind for my stuff.
But there are some neat things you can do as well, like overlaying containers and such like mentioned, but this also comes with caveats as well, as sometimes it can be very difficult to click on certain overlayed things rather than the big thing that the stuffs overlayed over. This could potentially be circumvented though with clever usage of background walls, and various other non-intractable objects. Like for example, in my Maui, theres junction boxes and all sorts of other things over the engine block, but theres also lots of walls and such that prevent interacting with it instead of your intended target.