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Fair warning from someone who's played a 1.0 campaign up until the final(?) mission: My campaign is now basically softlocked because the endgame is impossible if you're unprepared for it. The game also doesn't tell you what you need to prepare for. But after a certain point, you can't go back to resupply, and there's no resources for you to make turret ammo and such from, either (or if there is, we couldn't find it). And by Jove, you're going to need that ammo (and medical supplies, welding fuel, and everything else). So when it looks like you're heading for the endgame, stock the gently caress up.
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# ¿ Apr 6, 2023 16:19 |
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# ¿ May 21, 2024 05:37 |
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Let's talk mods. I'm super picky about which mods I'll play with because I don't want them be jank, or broken, or not in the spirit of the game, or break the game balance (which rules out most of them). Also, many of the mods which were popular pre-1.0 haven't been updated post-release. So I'm currently rolling with these: - Stations from beyond to add variety to outposts - Shipwrecks Extended to add variety to shipwrecks - New Wrecks For Barotrauma (with sellable wrecks) + Movable and Sellable Wrecks + Lua For Barotrauma to add even more variety to wrecks - Beacons Extended to add variety to beacon stations - ADV Beacon Stations for the same reason - Auto-Doors for Vanilla Subs because some of the vanilla ships don't have their fabricators linked to cabinets and that's just gross and this mod fixes that - Storage Icons because I like to keep things organized I'm somewhat tempted to play with Real Sonar, too, but I mostly play with random pubbies and I think it'd probably be a disaster.
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# ¿ Apr 10, 2023 11:11 |
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Most popular subs on the workshop have a Chinese-only description, which makes me a bit wary of using them tbh.
Siliziumleben fucked around with this message at 23:47 on Apr 11, 2023 |
# ¿ Apr 11, 2023 18:52 |