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-230 FPS
Thanks for your help
Your hypothesis is wrong. The levers are functionally buttons on this ship (they send simple pulses of 1 every time they are activated), and they're connected to the toggle_state pins on two different relays. Both relays need to be "on" at the same time within a 5-second window to activate the Battleshort. There is no other mechanism by which to set the relays to "on", and by default they are "off".
I have one inkling of what might be wrong and to confirm it I need you to try activating the Battleshort (I understand it starts "on" but humor me) and then subsequently turning it off and reporting what happens.
Can you give me some more info? What game modes are you launching the ship in? How many players are involved? Are you able to shut off the battleshort and restore it to normal operation or is it permanently set on? What happens if you just rapidly mash either of the levers?
I did a very minor update to some lights to make them non-interactable but as far as I can tell, she's as functional (and laggy) as ever.
thx for the idea⁽⁽٩(๑˃̶͈̀ ᗨ ˂̶͈́)۶⁾⁾ i just make a ship like urs~~
(´・ω・`)/ how did you upload that blueprint picture on workshop?
@SquidNeko No, it is an attack submarine. The deep diver bonus is stupid anyway. It shouldn't be an arbitrary tag with a bonus.
I do not want to imagine how long this took to make (the guide lights etc.; sure you can use item assemblies or copy/paste but still...)
I had an issue though:
The bottom engine room got in a state where it reported a flood although there was none.
Had to ditch the flood warn alarm for good then.
@SPEED RUNNER - Z There's nothing to update unless you want me to add a research station for the gene stuff. Everything still works.