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
1) Adding a bunch of micro bases around doesn't make sense and it can cause more lag, especially in the long run. The medic base between Miki's Scrap and the Hangar base was plenty imo.
2) "Creating a few blueprints" means getting projectors soon, which can have blocks on your projections which you haven't unlocked yet. Also from playing Super Engineers Adventures mod where you start off with a projector, I found myself spending more time building my projections than playing the game. Meanwhile on EFM I'm spending time making cheap ships and using them. Like in this picture https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=974007971
I made a sprue (Yes I added a gun mod, it's all the same "keeping distance" and it doesn't defend well against Drones defending convoys etc)
Not really a mod breaking problem but I hope you see what I mean. Maybe if the player doesn't have access to add their own projections and can only use preset projections by modder, that would be epic.
3) I completely Agree, like in Comms or something and it stays after rejoining game.
4) Not sure if you're asking for that or reporting a bug
5) This is asking for too much modding, I'm surprised Duck even made the mod as complex as it is.
6) Why would you want more Power Cells? For your friends that joins to build a car or for a base? You might be on to something but I had no problems with supplies and a friend and using an assembler while scrapping to make other items worked well.
7) The Ice Mines definitely need more detailed work but somethings you said I'm not sure what you're saying. Setting off what turret? Evading what turret? Aren't there like 3 or 4 turrets down there? Isn't the point stealing parts from the Ice Mines? I do remember a turret was buggy.
8) Yeah after noticing the first one, they're hard to miss
9) Report it...
2) He can give the player a starting blueprint that doesn't contain locked blocks, its up to him to decide what BP he wants to give. I'm rather bad at making rovers, so I had hoped there was something in that would let me make one without having to make a crappy design instead with a lot of guess work.
4) Sort of a suggestion. I mean you can't call for help if you have no communication equipment.
5) This isn't asking too much, you add a mod, add a few blocks from that mod to your mission, then upload the mission without those two mods inside it. The player loads the map and if those mods don't exist, then the blocks added by those mods simply don't spawn with ships or stations.
6) More? You don't start out with any at all. Thus, you can't make a battery at all unless you deconstruct a lot of components of another base you destroy.
7) The turrets down there self destruct if you destroy their guns, but you can bypass that by destroying their sensors making them incapable of firing. There's multiple ways to fix this really, like not having the sensor in the front would be the simplest.