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
Is there actually a way to put trader npc's into the shops? Or quest givers even?
But outstanding as always, between you and Crazy Z I'm never short of great stuff to use in my playthroughs. I'm gonna go try it in Stargate Atlantis, Lost Mia, and Star Salvage. We need a higher mod cap dammit. So much good stuff...Woof
Not having solar panels on CVs in vanilla also isnt ridiculous, because its a /massive/ processing overhead to have them function like actual solar panels. And empyrion is not well known for good optimization.
I love that I can walk around and find crew rooms just haphazardly squirreled away, sometimes in disrepaired ductwork.
The dancing poles in the one bar was a nice touch, as was making the captain's quarters a real mad max "ship king's quarters".
I'm loving the innovation to achieve the functions you were looking for, from the fight pits to the treads to the brig cells. I also love that the farming areas are basically barren-- Can't find soil under all that sand!
This ship could be so easily used to roleplay without even leaving a planet. Just amazing work!