Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
- Some sort of proximity sensor that checks via airflow instead of walkable terrain (meaning it can pass through embrasures, vents, etc) would be fantastic. Why is this needed? Having to constantly put sensors somewhere directly accessable to enemy basing because they can't pass through doors or walls means a constant need to replace them, which is a pain.
- Wide remote doors or shutters. Why is this needed? Well, raider AI will attempt to avoid killboxes by detecting turret line-of-sight, so I use remote doors to temporarily block line-of-sight until after they enter the killzone. However, requiring a separate door for each turret means having to build and maintain lots of doors. If there were some wide doors or shutters instead of one-cell remote doors that could be used, it would make the process universally better: Less computer resource usage due to fewer active receivers, less time wasted setting macros for each door, and it might even look better visually as well.
On wall proximity sensor.
What I'm trying to do is set up an automated circuit inside my incinerator, so that the furnace will turn on when the storage gets full, but will wait until my colonists leave the room before turning it on.
Well I guess that idea is out the window. All the electronics aside from the temp sensor are flammable so it wouldn't work anyway.