Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Small and Huge Fluid Pump
Large and Huge Impeller Pump
Small, Large, and Huge Desalinator (each having more or less flow rate)
Small Fluid Jet
Large and Huge Cryo Cooler
Small Electric Furnace with Max Temperature option
Electric Furnace with Max Temperature option
These are just extra random suggestions lol, i'm sure many can't be done
Fluid Filter
A fluid filter, simple as that.
It would be nice if it allowed you to select multiple fluids to allow through, but that likely isn't possible with the current scope of modding.
It should probably have an overflow for fluids that weren't accepted, so they don't just get deleted or sent to the void
It should accept all vanilla liquids and gases, maybe using a number input to select which one.
Flow Limiter
Something to limit the flow rate better than the vanilla fluid variable valve.
contact me on Discord (@echoless) for an example. I have no idea how to explain the feature.
Yeah, that sadly doesn't seem to work, even with the things they added in that update.
@Billy Herrington
I'll take a look, someone else had some problems with torque loss as well. I can probably fix it in the lua code of the component
I've also added a version of the driveshaft part that does not have any physics, which is useful for compact vehicles. Note that it is a bit glitchy, as parts are always supposed to have at least one physics voxel, but it most cases it works fine.
However, it seems that sub-bodies do need at least one physics voxel, otherwise the physics for that sub-body breaks down completely. For example, if you have a driveshaft that consists entirely of nonphys parts like this driveshaft part and the short version of the torque connector, then the sub-body cannot rotate at all.
I also tried to make a RPS powered pivot, but that doesn't seem to be possible yet.
The differential has 4 rps slots. Two are for the driveshaft, and two are for the axles.
The 'Driveshaft A' and 'Driveshaft B' slots are connected to each other at 100% strength. One driveshaft slot should be attached to your engine and gearing system. You can use the other driveshaft slot to pass through the RPS to another axle, or you can leave it unconnected.
The 'Axle A' and 'Axle B' slots are connected to each other as well, but the strength of the connection between those two can be adjusted via the number input slot.
When you use a value of 0 then the strength is 100%, which means 'Axle A' and 'Axle B' will always spin at the same speed.
When you use a value of 1 then the strength is 0% (slippy), which means 'Axle A' and 'Axle B' can spin independently from each other.
You can see how the axle slots work by connecting an electric motor to 'Axle A' and a wheel to 'Axle B'. With a input value of 0 the wheel will spin, with a value of 1 it won't spin.