Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Whatever's left should be non-critical, you can pilot the sub without it, and even a moderately skilled engineer should be able to put things back to some sort of working order without you having to reload.
Some would argue that you shouldn't do this, trolls are your own responsibility etc, but I know from experience that it can ruin your campaign session, lose you good players, and leave you feeling angry at the game.
Alternatively, there are two anti-griefing wire settings in the server settings when you host, total lock and basic lock, the latter meaning that wiring can be added but not removed or changed from what was originally there. A downside of locking stuff in the sub editor is that those things will always be locked, the only way to unlock them is in the sub editor and then you need to buy the updated sub again.
I'm a fan of adding my own reactor controller to my custom subs, it's there and I know it works, there's no need for anyone to add another, so I would feel safe in locking that down. As an engineer player though, it can be very satisfying to find an unmodified reactor and work some component magic on it, so keep that in mind too for your players.
Thanks for the suggestions, and when I get into custom subs I may do as you say- leave critical components locked and everything else is fair game.
On the other hand, it's pretty sad to lock certain things down because it will take something away from legitimate players. I don't want any restrictions on these types of people, I want them to have full reign of the ship and be able to treat it as their own. I am just the guy piloting the ship, we are all in this together. At that point, the trolls win :(
A good solution would be to have an "undo wiring" button that doesn't reset the entire mission. You still run the risk of them getting their hands on explosives or whatever and killing your crew, but this is far more preventable than someone getting a screwdriver and approaching literally anything.
You want something rewired - you:
1. Shut down the server.
2. Copy your save file before rewiring. Even trusted engineers sometimes screw things up unintentionally. They will thank you later :)
3. Enable wiring and restart with only trusted people onboard. Engineers do their magic, the rest of the crew (if any) should be busy tidying the ship.
4. Check if everything is working as intended. Keep your save from step 2 for awhile even if everything seems perfect.
5. Disable wiring, restart and go kill stuff.
As a general rule i don't like to rewire mid-mission, because some important machinery have to be powered down or control lines cut temporarily. So enabling wiring on the server is mostly only useful for trolls.
One thing that hasn't been said is that if wires get changed mid-mission, you can just go back to lobby or suicide into the abyss and restart from the beginning, especially if they joined mid-mission.
If there was one thing I could agree needs to be locked, it would probably be the junction box connection wires, and the reactor wires. If you REALLY want something to just not change, even mid-campaign, just stuff it in the hull. Without bots/at station, you can just plasma cut open part of the hull and connect some relays throughout the ship for whatever you're trying to do, and they have to be disconnected at both ends to remove the wire.
Only other thing I want to say is the possibility for a mod to make wiring stuff harder, maybe you need a higher engineering (electrical) skill to do it, so most jobs that aren't engineer can't just unwire all the fun stuff.
Also, check the logs before you dock. And make sure new crew don't try and log off with all your fuel rods before you dock.
But what purpose would there be in rewiring the docking port if it's already wired for power? Admittedly I mostly run solo on my own custom subs so all of the wiring is working and done, but assuming that is the case then I'd just lock off wiring in the server settings if I didn't want the hassle of wiring trolls. Having said that, I have a complete wiring schematic on paper so I know exactly how to put any wire back. I have had someone unwire guns (completely) which I think puts off average players as most don't think it's possible to rewire them and start calling for a restart or just leave (I've been in servers that restart at almost the first sign of griefing, and others that were going to hell and the host apparently unaware or not doing anything about it), this is where my opinions are coming from on keeping essential things like that permanently locked. If an engineer wants to rig up some kind of auto firing gun, hmm, I'm not a fan of those as they deny security gunners the chance to gain weapon skill.
Implementing autodocking (for those who like to play drunk :)
Also, not all subs come with properly wired docking port. Most subscribed sub, Sweet Memory Pea, is an example.
Yeah, that's exactly what i suggest.
My point is, i don't rewire anything on the go. A hatch, a door or wetsuit lockers maybe, but not the stuff like guns or batteries, let alone the nav console. And those doors can definitely wait till the end of the round as well.