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1. I suppose it's some gameplay restrictions, to not only use a big CV to do everything on planet surface. You can mod it tho
2. Yeah, you only have a small HUD icon that indicates gravity or not, a toggle in the N menu to have vision like when setting sensor would be neat
3. Again, it's gameplay feature, you can just put a load of fuel tanks so you'll recharge less often
4. Yeah, would be great that when a room is airtight, water disapears. But water being very still and not dynamic at all it, it is a technical restriction and probably not worth the dev's time to do a workaround
2. I feel your pain. I built a giant capital ship with 13 grav gens and had to actually build my own tool outside of the game to manage it.
3. Fuel consumption is just a game mechanic that keeps you churning your harvesters in the background. Would be nice if there were belts that let you setup automated production chains though. It feels a bit grindy and manual to convert ores to fuel, as opposed to setting up a mining operation with a refinery so the output from an auto-miner just gets converted to fuel.
4. They just prohibit underwater flying and base building because managing the water clipping is hard. At least... it's hard for whatever internal mechanics they've setup in their Unity game engine implementation.
Thing about large ships and gravity gens; they eat-up energy. So not only did I have to figure out where to locate the 13 generators on my ship, I had to build all the logic to only have one on at a time. Which required me to place sensor logic all over the ship to track my whereabouts and enable gravity as I moved from one location to another.
So this spreadsheet gadget I built allowed me to see not only the gravity radius of each generator, but the coverage for each of my motion sensors that toggled each of them.
I have no idea how anyone else would be able to figure it out given the tools (or complete lack thereof) that exist in the game. If you do happen to take on another large CV project, give me a shout. I can help you figure out where to put your grav gens and motion detectors.
2: Yeah, it's really annoying. There should be a debug overlay for it, like they have for O2 and structural integrity. This also applies to the new Dark Field Nullifiers
3: Well, one thing to keep in mind is that all the vessels in Empyrion other than the smallest of HVs require thrusters for propulsion, and thrusters require an actual combustible fuel, not just a power supply, so I assume the prometheum is used for both. Even if you had a nuclear powered vessel, you'd still need some kind of rocket fuel for the thrusters.
4: Breathable oxygen is just a state that can be toggled on and off. Moving water blocks would be a lot more costly. Maybe they could 'hide' them while in an oxygen space, but even that might be weird and leave awkward obvious block-shaped holes in the water or something. Not sure if the water uses voxels or not.
2. I think something similar to what they did for the sensors would be enough. Also, XLjedi's solution using sensors logic to run a single gravity gen depending on your location is genius.
3. Yes, in the end, you can't just magically produce energy without fuel. However in RE there is some radioisotope generator that consume negative energy, it does't replenish your fuel reserve but doesn't consume any of it either. Another thing is you need two different types of fuel, one for running everything and the other for warping, and I really hate that. I think they made collecting fuel so hardcore that I lost the interest of exploring a whole galaxy, even though it's pretty much the same everywhere.
4. It's an idea, but hiding the water effect will only do little, because you'd find yourself diving in invisible water inside an airtight structure, even weirder.