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CAMP will not use them.
https://steamcommunity.com/sharedfiles/filedetails/?id=3501213246
Other upcoming changed:
Refined better visually appealing bounding area.
Optimized scanning
Toggle for local grid only, connected grids and help other grids.May turn into dropdown.
Inventory mapping optimizations with a new available parts list.
To Do:
Look into automatic assembler queueing for missing comps.
* For sure you need a setting to allow best effort welding of blocks/projections. If components aren't available maybe just check for them with exponential back-off up to a point.
* It would be nice if there was an Admin setting for bigger build radius, maybe there is an I just need to go into `storage` to find the config?
* Along the same lines, having an admin setting for power usage, I typically have BaR use over 120 M/W to keep it balanced, but this is just a preference, it should ideally be adjustable
* Also, allowing people to somehow change the parts required to build would be amazing. Right now I have to use a custom version of BaR to do that, but IMHO it should be expensive like Nanites, not an early game item
But I guess in-summary my opinion is just that this mod needs a lot of adjustability, because people opinions on balance vary, and also other mods/scripts effect balance. Otherwise this is awesome, BaR is long in the tooth and Nanites is dead, so super excited to see where this goes! Thanks for the hard work!
A switch to allow CAMP to build what it can no matter what's available would be nice in those early spawns when you have limited supplies and need stuff built asap. Tho, it would need a way to let the player know it's missing specific stuff.
It does have custom info but I forgot how to put build info as a requirement
All mods trying to replace BaR are garbage.
Not welding like BaR does. Without all the components avaible, it will not weld anything. Also not grinding because the script is stuck waiting components.
Also no indicators, no visually offering what is the block doing or how much power is using.
OmniCorp is visually superior but still garbage.
BaR is the only real automatic system.
If you can, that would be amazing. One of the best things about using BaR with the optional script is the ability to freely build and let the mod handle the production once you've got a good supply of raw materials established. It lets end-game building feel more like building in creative without having to manage keeping large amounts of components on hand.
Something similar, where CAMP might have a list of required components to complete welding jobs, and maybe a check box to automatically 'send to assemblers' or a button to manually do so would be a big feature for the mod. Having something like that built-in to the mod rather than a separate script like with BaR would be nice.
I also tried to change the logic of welding projections so that it welds projections into no one, but I didn't fully figure out where the owner checks were conflicting (I stopped cooking after the first check). I hope the author will tell me)