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medfabcab and toxcab for medicine cabinet
divingcab for airlock access cabinet
Also remove harpoon gun from weapon holder airlock access as it will get auto filled with it anyway. Avoids harpoon gun spawning in a crate.
Something also messed up sprite depth it seems. Specifically door buttons. They don't look like your previews and are instead drawn behind other objects.
and doenst need fuel rods
I use it more as a backup power that in using, disrupts that ballast tank, so essentially you can't manoeuvre effectively while its doing its thing.
For reference to mine, you might wanna balance the power of the pump or rebuild it with a water detector like I did.
Or else when you flood the ship it breaks immersion being able to still generate power with out the proper flow like when its empty.
Cute design would be nice to have access to that middle deck space for secrets or panic room etc.
1. The submarine powering system is very unique
2. Less risky than an actual reactor
3. Allows use of Fissile Accelerator without hindering the submarine power supply
4. Less money on fuel rods
Cons
1. "Unique" powering system is tedious at worst.
2. Not AI friendly- expect the code to buckle and cry at your feet
3. External ballast
4. Guns are awkwardly placed, with blind spots aplenty
5. The water generator needs to be repaired from the outside if damaged, which adds to tedium and effectively dooms the submarine
6. Given how the pumps are placed, all doors need to be opened in certain rooms to pump out all of the water.
Verdict: I find the idea of a hydroelectric submarine intriguing. I look forward to one actually being designed.
@Heisenberg its actually from a vanilla beacon station. technically its just an alien generator with a infinite durability power cell that only provides power under certain conditions
i made it in about 2 days so i haven't had alot of time to test out myself. what i'll do for now is make the discharge coil larger and capable of encompassing the entirety of the shell when triggered. would certainly help give atleast a little bit of lee-way for hostile entities that happen across the upper corner of the submarine. we'll see how that works out
with that being said, i would still highly recommend staying near the ceiling of the cavern when traversing between outposts