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- I’m not aware of any incompatibilities, but every mod is different and the only way to test whether two mods work together is to test them.
- I don’t know why your reactor randomly goes on fire. There’s a half dozen things that could cause a reactor fire and you’ve specified none of them. Pay your engineer more, that might fix it.
- The Auxiliary Power Bus exists for a reason, hit that and get down to engineering to refuel.
- The reactor is interactable from the control room because the reactor control terminal is in the control room. When you link UI’s you link the machines themselves, and I wasn’t able to find a way around that. I’ll take another look at it.
while watching an assistant and mechanic get stuck on the ladder, going up and down and opening the adjaicent doors, opening the dorsal hatch allowed them to climb upward and fix the top most hatch, which they then went about normally
any fixes planned?
As for the reactor, you don't need a bot to manage it- ever, really. They're not smart enough to run more than one fuel rod, so power output is very limited, and you're better off just using automatic control for pretty much any sub.
Obviously you could prevent this by turning off the engines before entering the compartment, but engine fires aren't vanilla, and telegraphing the danger of a broken engine is difficult when it's normally harmless.
I tried a few solutions, adding a second override switch on the other side, motion detectors, etc, but I couldn't find a solution I was happy with, and I figured I'd let the player have agency over the door, and add extra wiring it as they see fit, according to the situation.
I was reading through the manual and using it in a campaign with my mates. I have *one* observation so far.
The fire door does not close automatically once a fire is detected. The wiring to the door points only to the override button, and the button points only to the door.
I believe this may be the Relay component under the OR component. OR sends signals to two alarms, the Relay and another OR.
The Relay receives this signal but does nothing with it.
I wired the relay to the door, and it keeps the door closed with no fire, and opens it when there is a fire. So this relay *is* the one responsible for the door control :) I was just debugging. Hope that helps!
Let me know what you think of the beefier docking hatch.
More on the DSRV, is there any way for you to implement a homing feature that allows the mothership to recall and dock it in the event that some of artie's cousins decide to die in the ocean?
In all seriousness, the DSRV is a docking-oriented rescue sub, you can absolutely use the airlock in open ocean, but you may want to find an outcropping to set down on, or just wait for the autopilot to raise the sub back up.
I'll take a look at the waypoints and have a frank conversation with Artie about why he's told the other bots to avoid the DSRV.
Husk Chimera navigation issues are still present, i'm unsure if it's the same with other hostile creatures
Additionally, is it intended that the DSRV sinks like a rock as soon as you open the airlock?
It looks like it's intended to use some form of moonpool system, but it simply does a suicide dive whenever you try to use either airlock for more than a microsecond
Performance remains unchanged before and after the update. I would take a look at the rest of your modlist to determine the cause.
They are not up-to-date, they are riddled with tons of issues and unintentional exploits due to being entirely pre-release version code vs 3 years post release and about to get a DLC.
2) Disable Dockyard, enable Prometheus.
3) Continue on your merry way onboard the Prometheus.
The above workaround takes far less time and effort then going back through and editing every EK identifier to be unique, and then dealing with the possible fallout of that change causing problems with existing campaigns.