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2. blocks that are outside and touch ground rust more than block inside (Oxigen+heat).
Example Airlock
Blocks inside of base rust slover.
Blocks inside Airlock room rust based if on state of airlock IN/OUT.
Blocks outside of base + in front of airlock rust based on planet enviroment.
Hmm... Yes Flame can damage the paint. We know that Cars rust more in "cold and wet" enviroment. :)
Also if you have salt from roads, that damage paint and that is why people wash cars after winter to get rid of salt.
Painted metal in room temp will never rust until you so some electro-chemical process like eletrolysis on the metal.
Some mods add salt, so that should play a part perhaps? And, electrolosys? That's giving me the basis of an idea, I'll have to look into it.
And, being surrounded by voxels shouldn't count as air. That way, bases that are mostly burried won't rust, since all but one side is burried, and the other presurized!
Another suggestion would be to let powered grids be partially protected. Maybe something like below would be possible?
Add to RustConfig struct:
public double PoweredProtectionPercent; // Default value of f.ex 0.65
Then in ProcesssDamage do something like:
if (Config.rustconfig.PoweredProtectionPercent < Random().NextDouble())
continue;
make it so rust spreads from a "seed" and when the seed starts rust can spread FAST but the seed takes a while to pop up?
First of all great mod, love it, it's now going in my "all PvE games I play" list of mods.
The "only rust unpowered grids" feature is great, but I would like to request an update - can we please get a toggle-able feature to turn the rust mechanic on for textures, but not for damage / removal of blocks?
Or alternatively, can we have a 2nd set of integer paramaters added for damage or block removal, separate from texture rusting?
I love the texture rust - it adds an amazing immersive and gritty feel to my games, but it would be nice to be able to cut down on the maintenance a bit for games that are played only on worlds. Otherwise large bases / multiple ships / multiple supply bases etc become problematic for single player games.
new Planet { PlanetNameContains = "Earth", AverageMinutesToStartRusting = 300},
new Planet { PlanetNameContains = "Alien", AverageMinutesToStartRusting = 180},
new Planet { PlanetNameContains = "Pertam", AverageMinutesToStartRusting = 60},
new Planet { PlanetNameContains = "Venus", AverageMinutesToStartRusting = 10},
Change the value at the end for longer time between rusting. Also make sure you use only integers as I don't know how the script will behave with floats (ie 0.5 as a value instead of 1).
Configuring this isn't exactly "noob friendly" but it's there
I am loving the look of my flying "rust-buckets"!
Any possibility of adding a config option that allows us to set a limit on the overall damage done to blocks? Perhaps a percentage setting that is tied into the functional level of blocks. And now that I'm thinking about it... maybe another config setting that just stops the rust damage just before the Functional Hack level of blocks. When set, this config option should probably override the percentage setting.
I would love for my "rust-buckets" blocks to never degrade past the nonfunctioning point... may just right up to nonfunctioning :)
Thanks for the decay!
actively used parts of machinery rudt slower, so parts like thrusters on a ship would rust slower when actively used
Being able to add an exempt block as an admin on a server for server buildings (this is different than the powered/unpowered mechanic) would help a lot