Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告






Also @Popeye why'd you have to do so much work on lights?
I highly recommend this carrier. I have created scripted versions of most of Fiberfarmers modules.
Very sexy carrier and very useful for one that does not need any extra cores.
I know of at least one person that uses it for planet hopping and its been working well for the so far. With all 6 drive thrusters installed if you can angle up the nose enough to push off the ground with the main thrusters alone it could probably handle a lot, but that's not always the most practical approach...
thank you for your reply
yet again you have managed to create something that blows me away.
For some reason though the Solar doesn't want to work, any ideas?
Yes i have a lvl 12 upgradeable starter module, a lvl 15 unlock 2x bay upgradeable carrier, an Autominer tender module, cargo module, and deployable base-camp module yet to be released (just trying not to spam the workshop too hard all at once)
Also I just made a hybrid farm/cargo module with 4 cargo systems and 18 growplots so you can get the best of both if you use the 2 bay smaller carrier leaving room to still dock the starter module :)