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1.) That's so smart.
2.) I love you.
2: Looking at the ladders again, i do agree with your criticism and i will change that along with some of the waypoints, however i am gonna be busy in this and the following week so i currently don't have the patience or motivation to make the changes and then do rounds of testing to see if it didn't make the bots worse.
Eight "ticks" above floor/hatch/platform, not four. Of course, four doesn't let you climb high enough.
PS: Those large empty hallways could do well with glass window backgrounds. Would add a lot of atmosphere to otherwise boring rooms while not cluttering it in case people want to put things there.
I care more about points one and two. Hard to find enough people to man a ship this large without three, however.
Some points of improvement:
First, I felt the way the sub rises or sinks felt lopsided/unusual, so I looked into the ballasts and while the optimal neutral ballast level is at a great 0.5044, the navigation terminal has the neutral ballast level at 0.5733. Was this intentional?
1: The wires on the reactor were locked to avoid them being disconnected since some of the components are inside of walls, but hearing that it prevented your friend from making an auto-reactor, i have unlocked all of the wires on the sub. And as for the light junction boxes, this is my first sub so when making the electrical stuff i did not yet know of some of the tricks i could use to reduce the number of junction boxes i needed for the lights, so i might change stuff around if i ever decide that there are too many junction boxes, and i also properly wired the oxygen tank shelf on the captain's room so it refills them now.
https://i.imgur.com/4WCOrU1.png
@Cody thank you for your kind words. and the reasons why there is no door between reactor and electrical is in order to minimize flooding between the 2 rooms, and also to avoid having the layout potentially be too confusing for people.