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It also does not "jump" Them enough, it would be better if it was just a big shuttle battery and you could charge it via your own reactor and then move it to their shuttle that way instead of 3 battery slots. and like I said its coding is weird where the batteries power does not translate to power given to the shutter.
Good idea, I will do that. can you fix it so it only "use power it actually uses" instead of it seemingly self draining no matter what the actual draw rate is? also could you add a "Dock" for it or so it has a power in so we can recharge it from our own sub when not not in use?
Right now if you put the 3rd battery in it starts discharging even though nothing is connected.
I was very worried about it being an infinite source of electricity by having it power a charger to refill the batteries so I made it extremely bad on purpose. Despite what the content in this mod may make people believe I'm actually not that good at xml modding in barotrauma, hence why the jump starter is so clunky to use.
I'm not really planning on working too much on this mod anymore but if I get another burst of inspiration to work on it, I'll look into making the jump starter more user friendly.
You should be able to detach it, you need a crowbar. Unless it's broken currently
Yeah I used to be able to detach it? maybe its broken now.
If you ever work on it again it might make more sent to change the mission to "jump start shuttle"
So you just have to go in, hook up the jump starter to their batteries, fill their batteries with the jump starter and then that counts as mission complete and you can just leave them.
too true! someone would have to go into the code and fix the dam script!