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You want to you, worse case scenario might just have to just manually toss the randomized spawn items in a crate or two and yeet it out the airlock. Or you could go into sub editor and just delete all of the "container tags" in the container properties (as a side effect that might break bot item sorting though since bots storing items is also controlled by container tags not just autofill.)
The components aren't normally accessible, being inside the walls, and there's not alot of valid reasons to rewire doors during the middle of a campaign game so they were locked to prevent unwiring-griefing. In-game the yellow component at the top of the door does let the door's closing delay be edited, but that's all.
To re-enabling wiring is to just turn off structures & walls in editor and then drag select the components in the roof above the door, then just set them back to unlocked wiring. Or shift right-click a signal check component and hit "select matching items" but that could also affect other wiring.
Fixed on unstable build. The August update I added to temporarily fix it on Stable didn't publish correctly apparently, tried updating it again.
The one that says 'charging dock'? It toggles the direction of power flow from the docking ports.
When the green junction room monitor displays:
"In" this means it's set to intake mode - it will siphon power from anything docked to either port (such as when docked to an outpost).
"Out" means its set to output mode - it will pass power to the docked vessel (recharging a shuttle's batteries, or providing auxiliary power to a beacon station or derelict vessel).
Tossed something together over the weekend, and added a link to the description.
Funfact the Humpback is one of 2 vanilla subs (the other being the Camel) which doesn't have either discharge coils or depth charge. Never realized that at first.
Didn't really consider it at first since depth charges are extremely situational & basically only useful for decoys or bullying thalamuses with nuke charges. While electric discharge coils have been made somewhat obsolete over the years due to a bunch of changes with enemy AI & health resistances, and the shift in meta of vanilla & modded submarine designs with the addition of hardpoints.
BEST MODDER
Oh yeah my B, there's an issue with sonar transceivers on the current stable, its already fixed in next patch so I kind of forgot it was a thing.
( Normally the sub uses sonar transceivers instead of regular sonar so you can switch between "viewpoints" - which is what the buttons on the helm are supposed to do )
So I just disable that until the update comes out that has the bugfix.