I will have to check out this new update too. You didn't have to put the blast doors back in I was only asking. If you didn't add them because I was asking. Then why did you add them back in? Musical doors?
The whole purpose for the build is to play around in A12. I tried 3 different configurations for the blast doors and I think I finally found one that works.
Another unsuccessful test while trying to modify Drone speeds using a different method. This is trial 12, so i'm gonna give up until I find wherever the devs hid the AI drone controls. I did discover a few interesting occurences though against normal troops in the last test. Firstly, I gave shotgun zirax a slightly faster sprint speed than the others so they could get close faster while out in the field. Subsequently, It was too much of a buff. I was standing on a hill looking for a drone when I spotted a shotgun zirax running at me like Usain Bolt with shotgun. I pulled my T3 Assault Rifle and realized I had no ammo for it and while I could've opened the item menu and given myself some ammo I had the Flamethrower in the next slot. By the time i'd switched to it the shotgunner had gotten close enough to decide he could start opening fire. At this distance, my flamethrower and his shotgun are about equal, but it's night and i've never used the flamethrower on the ground at night. So I learned that the flamethrower is insanely bright and lights up about 50 meters of grassland when it fires and completely blinds the wielder to what's in front of them with the glare and smoke. Which is awesome. The shotgunner was promptly incinerated. So yeah, I reduced the shotgun zirax's sprint speed so it's only a little bit above the regular zirax. As comical as it is to watch Usain Bolt with a shotgun, it's somewhat too dangerous if they see you before you see them in forested terrain. My next observation was that ground troops with the improved detection are awesome and also terrifying as a fresh Flak Tower POI nearby, which I use for testing weapons and troop spawns put out a full set of enemies. Which decided to spot me in the air (god mode) and take offense to my presence, lighting up the sky with anti-aircraft fire. So it's nice to see the zirax using their weapons to their maximum range. I think i'll see if I can improve Turret AI when I get the chance. Those ones are turned off by default, there's levers inside the tower for enabling them individually. I think it might be possible to also get Troop Transports identified as SVs instead of Drones too for turret targeting.
Well this whole day I spent playing with @Khazul ships and bases. He has a few! I have been most impressed. Today was just about getting use to what was there! Tomorrow I plan on seeing how they kill. Even brought in @Robot Shark 's latest Frogtree update and see how it does as well. My old hv's there look so old compared to. What all these baby's look like they can do! I can't wait to try out this fancy tank off in the corner. So with a good night sleep I will see what happens tomorrow.
No. I get mad because i'm getting crashes. PS: Nice capital vessel but a little waste of empty space.
@Vermillion - very nice! BTW - have you come across a way to make the laser drills excavate without returning anything they dig up? It was just a thought I had and not looked into yet to perhaps take the digging stats of the CV version of the fixed laser drill and apply to a variant of the HV version to make a pure planetary base excavating drill (think SE drill in bore mode - ie not capable of mining, just massive amounts of digging). Its another SE thing that I miss having massive special purpose base excavators with lots of drills on them
Thanks - yes I found it It seems with the drill the child modes 0 and 1 result in left click mode and right click modes respectively without a menu popping up. (Probably another setting for menu popup I guess?). Normal left click drilling mode (normal depth): And now right click non-mining excavation mode (huge long tunnel - currently 100m depth): Which after not too long with some shuffling around results in this: The mining SV used for this: Looks like I need to tame some parameters to smooth the drilling out a bit as it is skipping some voxels, but even if I cant make it smooth, just having the initial dig done really quickly before spawning a blueprint is a massive help as you can always go and tidy up with the hand drill. But basically that is space engineers style left click mine/ right click bore modes working. Ill tweak it a bit and send the changed over if you like.
It's amazing how much modding people are already doing with this. Hopefully this opens the way to eventual workshop mods down the road (probably a beta feature if it's ever added).
Let's see... I did a bit more work on the AI settings, which you can see in my last post. Overhauled the loot tables and containers. Found a few bugs in the dev's configs (shame on you guys!) which has resulted in many happy and unhappy players over the years that they've been there. Made a workaround for one, fixed another and reported them all. People have unknowingly been abusing a broken loot system. And a few minutes ago I found that the tag method I was using to add notes to some things can be used on any block or item to give it a custom description. So i'll be adding useful information and tips on how to use systems and mechanics to relevant items and blocks tomorrow (e.g. Thrusters will display how much weight they can lift, which items can be melted down in a furnace, etc...) Damn, I forgot to test those dumb trees again. I'm still trying to make those dead trees destructible to ramming, but I keep forgetting to test my results. I wish I knew how the devs accidentally managed it in A10 for some trees on the first iteration of the ocean planet.
Body radiation was getting high while I scavenged a space wreck, so I placed a shower. And I showered. In space. No gravity. -192 degrees F.
So at first I thought this just should not be possible, but then I remembered an old old ooooooooold game called Space quest that made dying in the stupidest ways so much fun. So instead of removing the possibility of space showers, make it fatal and make the death cut scene thing a naked body encased in ice floating away.
IMHO, Bug Report Worthy... & including that Screenie along with it is recommended. *Points to the pre-existing Dumbfire Rocket Launchers...*
Awhile back I built an Alien Cruiser CV. I had a vision in my mind of what I wanted it to be but I wasn't able to fully realize that vision.....until now. Until jrandall's Kriel showed me the way. THAT is what I had envisioned for my Alien Cruiser. Thus it was. Thus it shall be. Alien Cruiser....shades of yesterday. In the process of being rebuilt. It's slow going. I was stuck for a little bit on what I wanted to do with the engine nacelles but I had a bit of inspiration. There are a number of sci fi ship designs that resemble rifles so I went looking. You see, sci fi rifle designs can also make good designs for ships....or engine nacelles. I'm sorting through a bunch of pics picking out the elements I might want to use and letting the concepts seep into my brain. When I've had enough time to wrap my brain around them and I'm not so bloody tired I'll get to work again.