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Thanks a lot for the models; they're a perfect fit for my mod APEX.Advanced!
Since my mod uses "HydroSolution" instead of regular water, I have a small request. It would be awesome if you could either adjust or remove the glowing "H2O" text—if you happen to have the time and are willing.
But there's no pressure at all! Thanks again for the great work!
I wish you much courage in your endeavor.
I hope you're doing well.
I'm working on a mod called APEX.Advanced!, which is the successor to "Eat. Drink. Sleep. Repeat. Advanced!". I'd like to ask if I have your permission to use the water tanks for my mod. They would be a perfect fit for the setting, but they would require specific modifications from my side. My goal is to integrate them to be fully functional without the need for a separate Mod Adjuster.
Thank you for your time and consideration.
and there's a water collector mod called "moisture vaporator" that generates ice from power as long as it's on a planet with a breathable atmosphere.
so... yeah, all one would need to do I think is to make a mod that generates ice whenever it's storming. (generating water itself though might be a bit of an issue unless you make a block that is similar to the oxygen farm but instead of generating oxygen from sunlight, it's generating water during specific weather events... but this is all highly theoretical. SE modding is fairly constrained in terms of what can and can't be done as far as I'm aware.)
For the engine I would still use h2 engine and just have a replacement o2h2 gen so the new o2h2 gen uses water to make o2h2 instead of ice directly. Then have script change the irrigation unit so it makes 2 or 3 x the water as current. This will make all blocks needed. I think ksh might be looking into making "water tanks" a vanilla thing so doing it this way would probably be better. For the new o2h2 gen just use script to change what the vanilla one uses from ice to water.
I almost never have issue with finding at least 1 asteroid with ice in space. My problem was always staying long enough to mine it without pirates attacking. I recommend using drones to defend ships with ai blocks to control them and use a beacon (purpose named and turned to minimum range to both save power and give something for them to track). When setting up "move" ai block have it set to "follow" the beacon of the ship you want it to protect. The other ai blocks (attack or defend) will control weapons and actions during combat so ai blocks need protecting as well.
SE modding is surprisingly rigid and so people will more than likely have to find some kind of hyper annoying workaround that's gonna take a week or a month to code. (this was something I found out via talking with Jeje farther below in the comments.)
that's not to say it won't happen, but it might take a while before it does.
that's rough and far more rigid than what I thought SE modding was. I appreciate the enlightenment.
Since engines in the game are already coded to burn hydrogen for power, flipping that logic feels like a feasible way, at least in my headcanon, to make water conversion possible.
If you wanted to skip that extra conversion step, you could always introduce a brand-new generator instead.
Imagine a hydro power plant designed specifically to process water into usable power — a cleaner, more direct solution that avoids retooling existing systems while still staying balanced. (You could even design moving parts for the model if you wanted it animated while running.)
That said, you’d still need to figure out the right balancing point to set it apart from hydrogen engines, since in theory you’d be burning both oxygen and hydrogen as fuel. At the very least, it should generate more power than a standard hydrogen engine.
So without in-block script this is not possible, I'll keep it pending :(
PS: Full capital letters do not necessarily make you want to reply to a comment ;)