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Dockyard: https://steamcommunity.com/sharedfiles/filedetails/?id=3012187347
Utilities: https://steamcommunity.com/sharedfiles/filedetails/?id=3008781099
Gunnery: https://steamcommunity.com/sharedfiles/filedetails/?id=3000949045
Armory: https://steamcommunity.com/sharedfiles/filedetails/?id=2995424153
Please help
Hope you come back, man :(
Is there a way to reduce the performance impact of these sprinklers so either players can run them continuously or be told to design periodic watering circuits?
Does the game require the ekutility_sprinklerdrops to collide with the planter pots to register them being watered, or can this be simplified with less engine-taxing mechanisms?
Thank you for your time and care having revived this project. It is almost irreplaceable!
The two new ports don't appear on the EK turrets' connection panel: "Set_Auto_Operate" and "Toggle_Auto_Operate"
but I didn’t understand where it could be used, because it doesn’t want to become a pulsed laser, and I thought that it would be similar to the endless ammunition that is available for a magnetic gun, called a “laser radiation box for a magnetic gun.”
If it is possible to sign for which weapon this ammunition is used, I would brazenly ask you to do so.
Well, if possible, then some kind of crystal or capsule for a pulse laser so that not only do you shove magnets everywhere (
Because tecnically you can use 5x materials to make the condensed version then deconstruct it to get 10x of it... in this way, any material would be infinite. It just weird...
To keep this gem of a mod alive from this little niche game?
you're a good man sir.
if a fix exists, please do inform me as this is quite annoying you can guess, especially when you are dealing with barotraumatic monsters that you barely dent with vanilla nuclear railgun shells
Essentially, if it is turned off, the drone will shoot you too.