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The DK cargo overhaul is nice, but I prefer my local version with vanilla like numbers and more sane build requirements.
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# ? Apr 21, 2016 21:11 |
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# ? Jun 5, 2024 03:46 |
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Neddy Seagoon posted:I should really update the mod list anyway, because the OKI weapon set's been abandoned iirc, and there's probably some new mods worth adding to it. Not entirely. It's here and fixed to be usable with the latest reload changes. https://steamcommunity.com/sharedfiles/filedetails/?id=655819449&searchtext=oki The Tank and Mech weapons set still works.
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# ? Apr 21, 2016 21:50 |
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Anyone able to see blocks when you check "Show on HUD"? Ever since the update I can't get the game to show things on my HUD when I want to tweak them.
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# ? Apr 22, 2016 01:28 |
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Patch Time! And it's not another round of bug fixes for a change!quote:Summary lilspooky posted:Not entirely. It's here and fixed to be usable with the latest reload changes. Actually all the affected weapon packs (Riders cannons had it too) were fixed by the patch a week or two back, because it was affecting some vanilla weapons too. Also the Tank and Mech weapon sets don't have DX11 versions in the original mod. I'll try to track down versions with them though.
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# ? Apr 22, 2016 02:14 |
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So I guess nobody plays Medieval Engineers
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# ? Apr 22, 2016 02:25 |
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lilspooky posted:Anyone able to see blocks when you check "Show on HUD"? Ever since the update I can't get the game to show things on my HUD when I want to tweak them. The block in question must be on the same grid as a broadcast-enabled Antenna.
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# ? Apr 22, 2016 02:25 |
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That's what I was thinking, and I turned around to add an antenna and saw................an antenna on the ship. Even spawned in multiple random blueprint vessels with antennas. No dice. built a whole new station and ship from scratch. With antennas. No dice.
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# ? Apr 22, 2016 02:35 |
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lilspooky posted:That's what I was thinking, and I turned around to add an antenna and saw................an antenna on the ship. When in doubt; wait for the hotfix.
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# ? Apr 22, 2016 02:41 |
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Hrm, all of a sudden when I hold down LAlt in 3rd person view it locks the camera in place (while controlling a ship or myself in a suit. I have no clue whats going on, checked my config and it's still says LALT is free view. I'm pretty sure I've not subscribed to any mods that would alter that. Then again, which my subscribed workshop items list approaching 300 entries (Before starting my subscriptions from scratch I was approaching 500 items... so I think shaving off nearly 200 items was a good start.) there might be something wrong. Oh, speaking of more mods, whats everyones opinion on speed limit mods and what speeds should I be looking for. (Looking at Midspace's speed mods and there's just so many to choose from.) Robzilla fucked around with this message at 03:56 on Apr 22, 2016 |
# ? Apr 22, 2016 03:45 |
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What mods are absolutely necessary or cool should get them?
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# ? Apr 22, 2016 04:00 |
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Phi230 posted:What mods are absolutely necessary or cool should get them? I just asked this last page... Neddy Seagoon posted:Right in the OP, down the bottom .
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# ? Apr 22, 2016 04:12 |
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The explosion in that video thumbnail makes me wish explosions in the game were better.
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# ? Apr 22, 2016 04:17 |
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Robzilla posted:I just asked this last page... I thought those were all copy/paste jobs of other people's creations rather than like, features and content.
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# ? Apr 22, 2016 04:19 |
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Rhjamiz posted:The explosion in that video thumbnail makes me wish explosions in the game were better. Watch the teaser at the end of this week's video . Phi230 posted:I thought those were all copy/paste jobs of other people's creations rather than like, features and content. Right above the creations list, the section marked "Goon-Recommended Mods" .
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# ? Apr 22, 2016 04:53 |
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Phi230 posted:So I guess nobody plays Medieval Engineers Sometimes I dick around and make a cart, then break it while building a keep and call it a day.
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# ? Apr 22, 2016 04:54 |
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Geez how do you guys play with planets, it barely functions its so intensive.
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# ? Apr 22, 2016 05:43 |
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Phi230 posted:Geez how do you guys play with planets, it barely functions its so intensive. Personally I keep my rig overclocked at 6.66Ghz and liquid-cooled with the blood of the innocent just to get a tolerable framerate. What are your PC specs like?
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# ? Apr 22, 2016 06:16 |
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Neddy Seagoon posted:Personally I keep my rig overclocked at 6.66Ghz and liquid-cooled with the blood of the innocent just to get a tolerable framerate. What are your PC specs like? AMD 7900, 8 gigs ram, quad 3.4 ghz i5
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# ? Apr 22, 2016 09:51 |
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Phi230 posted:AMD 7900, 8 gigs ram, quad 3.4 ghz i5 What settings are you trying to run the game on?
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# ? Apr 22, 2016 16:48 |
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Neddy Seagoon posted:What settings are you trying to run the game on? I was trying for high but it seems to work well with medium
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# ? Apr 23, 2016 00:49 |
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Planets feel much more stable with more memory. Is it still a problem if you try to drill through a planet more than 7km deep without 32GB ram? I could never get much deeper on my old rig before ships and tools would just vanish.
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# ? Apr 23, 2016 04:04 |
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That's because the game is designed to just destroy / vanish anything that gets below a certain depth on planets or moons.
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# ? Apr 23, 2016 06:21 |
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Seeing as people like'em, I did a cutaway on the new version of the Avalon. The pipeline under the lower hangar deck actually has walkable space on either side, they dip under the horizontal connections in little periodic ditches. There's also gonna be regular pressure doors in the long corridors so you don't lose the entire goddamn deck in the event of depressurization once they're filled in a bit more and I have an idea of where all the doors are. Every weapon emplacement also has a Welder behind it for automatic repair work. And this time, I didn't forget the important part of a cutaway diagram; A (space)man on a toilet . It's the little gap in the corridor wall in the picture of the forward sections. Also it's a good thing I checked, as Deck 4's corridor is actually where the bottom layer of the upper gravity cannon barrel should be .
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# ? Apr 23, 2016 14:34 |
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So I was testing out my Atmospheric Miner Mk II and the LCDs and forgot I had thrown up and bunch of images to cycle through while I fiddle... After a few hours of fiddling (I dunno how many iterations I've gone through) I feel someone watching me.....
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# ? Apr 24, 2016 03:46 |
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How did you get those panels like that.
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# ? Apr 24, 2016 12:31 |
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Firos posted:How did you get those panels like that. Also, anyone know of a script that will automatically adjust my thrust based on the weight/mass of my vessel? I am finding that with an empty payload in my miner, once I unlock the landing gears I fly up a meter or so since I have so many thrusters to compensate for a full load. Robzilla fucked around with this message at 13:57 on Apr 24, 2016 |
# ? Apr 24, 2016 12:34 |
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Robzilla posted:With SlopeLCDPanels also the Configurable Automatic LCDs script. You know, I could've sworn I put the Slope LCD's in the OP list. They're there now, at any rate . Also swapped the Deadtech decorative collections for Eikester's much better ones. Also my ship now has a nice decorative briefing/tac-ops room and a brig. I'll leave you to work out which is which . Due to them being stuck right under the upper Gravity Cannon (I managed to fit them on either side of where the central corridor should've been anyway before it got replaced with cannon barrel), they've both got little blue warning lights. Basically they mean you should either stay in your seat/cell bunk or get the hell out of the room if you don't want to get smeared into the far wall in the immediate future . Incidentally the deck below, which has the forward section's toilets, is not in the field of influence for either cannon's gravity generators ..
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# ? Apr 24, 2016 15:04 |
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Have the ship empty its waste containers into the gravity cannon during firing. For that extra touch.
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# ? Apr 24, 2016 20:40 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=672198306 Fleet command script, have fun neddy
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# ? Apr 25, 2016 11:51 |
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Spookydonut posted:http://steamcommunity.com/sharedfiles/filedetails/?id=672198306 I saw that, it looks really neat and I might try it with some of my smaller ships.
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# ? Apr 25, 2016 12:01 |
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Is it me or are Earthbreaker Drills really fragile?
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# ? Apr 26, 2016 02:39 |
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Yeah, they're super fragile. I use these now instead. They're bigger, and have a higher resource cost, but they're a great drill.
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# ? Apr 26, 2016 02:50 |
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Firos posted:Yeah, they're super fragile. I use these now instead. They're bigger, and have a higher resource cost, but they're a great drill. I might look into those, my mining probes need a better drillhead.
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# ? Apr 26, 2016 05:18 |
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Are rotors completely bugged in this game? I've not been playing long, but I found a cool-looking spawned ship that used rotors to switch twin arms between grinders and welders. (I think it was this one). While I was piggy-backing it back to my base it spontaneously exploded, which I wrote off as a glitch. Later I tried making a ship of my own using much the same idea, and it worked fine until I left it alone for a while, only for me to return to find it destroyed (along with a bunch of ships parked nearby). Reverting to a save, it does the same thing immediately, it's difficult to see but it seems the rotor arms fling themselves off the ship and smash into everything nearby. This is all in single player. I've seen discussions that say pistons and rotors are glitchy in MP but no mention of them being buggy in SP. Should I give them up as a bad job?
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# ? Apr 27, 2016 00:51 |
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Hobnob posted:Are rotors completely bugged in this game? I've not been playing long, but I found a cool-looking spawned ship that used rotors to switch twin arms between grinders and welders. (I think it was this one). While I was piggy-backing it back to my base it spontaneously exploded, which I wrote off as a glitch. Later I tried making a ship of my own using much the same idea, and it worked fine until I left it alone for a while, only for me to return to find it destroyed (along with a bunch of ships parked nearby). Reverting to a save, it does the same thing immediately, it's difficult to see but it seems the rotor arms fling themselves off the ship and smash into everything nearby. I was able to fix this by setting the rotor displacement out. At least it's been fine for a few hours. It'll explode right after I post this.
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# ? Apr 27, 2016 01:07 |
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Bondematt posted:I was able to fix this by setting the rotor displacement out. At least it's been fine for a few hours. Setting them out a millimeter or two generally does the trick. It's only fully closed that rotors and pistons tend to have... issues. Also, you want a non-laggy fancy big(-ish) ship? Have a Narwhal Frigate. Even works in atmosphere... so long as the Hydrogen Thrusters don't run out of fuel. Then it tends to be a bit of a brick in gravity. Finally got around to ripping off the LCD script text from my original half-assed Battlecarrier, so I can now insert/edit it much quicker into other ships instead of tediously doing it from scratch. Also comes with a Kestrel rigged with protective armor for a sweet tacticool boarding craft, and the new version of my Hawk starfighter that I'm still fiddling with (it has an LCD-mounted cockpit with fancy displays now). Firos posted:Yeah, they're super fragile. I use these now instead. They're bigger, and have a higher resource cost, but they're a great drill. I gave the MexPex Heavy Drills a try. I think they may be a tad large for my mining probes...
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# ? Apr 27, 2016 13:20 |
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Neddy Seagoon posted:I gave the MexPex Heavy Drills a try. Or perhaps it's your mining drones that are too small. Hmm? Hmmmm?
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# ? Apr 27, 2016 14:17 |
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Yeah I was using the Earthbreaker drills on my atmospheric mining ship. The MexPax drills are WAAAAAAAAAAAAY to large.
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# ? Apr 27, 2016 15:36 |
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I'm trying to make an elevator using a piston, I have managed to set up a sensor so that when you step onto the piston it rises up, but when you're at the top of the elevator it stays up and won't go down. Is there a way to make it so that sensors can make it go up and down when the player is in different places? IE at the top vs the bottom of the piston
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# ? Apr 27, 2016 15:39 |
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# ? Jun 5, 2024 03:46 |
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Phi230 posted:I'm trying to make an elevator using a piston, I have managed to set up a sensor so that when you step onto the piston it rises up, but when you're at the top of the elevator it stays up and won't go down. Is there a way to make it so that sensors can make it go up and down when the player is in different places? IE at the top vs the bottom of the piston Set it to reverse the piston's direction when it senses a person.
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# ? Apr 27, 2016 15:42 |