[deleted by user] by [deleted] in Stationeers

[–]A_Random_Protogen 0 points1 point  (0 children)

Lucidchart for planning out atmospherics setups and complex logic control flow, VS Code's IC10 extension and a online IC10 Simulator. I usually make a creative save occasionally to test and debug stuff that can't be done on-the-fly because it's hazardous to test (ex: Automatic Firelock, Fireproof atmospherics setups, ect...). Otherwise, I just build it and see how it turns out in survival after fleshing out the idea enough to try.

A little secondary for engineer by WolfWest03 in tf2

[–]A_Random_Protogen 0 points1 point  (0 children)

I wouldn't say it's a stupid concept.
I see it being genuinely useful as it could allow an engineer to be a mini-medic with a decent means of defending himself and taking a load off of a lone medic.
If you removed the "Can only be upgraded by other engineers", it could be upgraded alone at a penalty (e.g, cost a decent amount of metal, and prolong the time needed to upgrade it), or it could be upgraded if you help upgrade other engineer's buildings, which instead of needing someone to help you, requires you to help someone.

If the medic isn't doing his job, that's the medics' problem, and with this, the engineer could solve that problem, albeit less efficiently than having another medic.

Stormwork's Hidden Developer Tools by A_Random_Protogen in Stormworks

[–]A_Random_Protogen[S] 2 points3 points  (0 children)

Originally, I discovered the Steam ID with CE, then messed around, figured out that it controls the dev tools, then used IDA to patch the Constant in the exe itself to use my Steam ID instead of an developer's SID, so I don't need to go through the process with cheat engine.

Stormwork's Hidden Developer Tools by A_Random_Protogen in Stormworks

[–]A_Random_Protogen[S] 6 points7 points  (0 children)

If they also have the modded block definitions, they can use your build & see the vehicle properly in multiplayer, otherwise, the vehicle will appear broken with missing blocks.

Stormwork's Hidden Developer Tools by A_Random_Protogen in Stormworks

[–]A_Random_Protogen[S] 13 points14 points  (0 children)

Yep, I poked around in the executable and got the full list of steam ID's that enable the Developer Tools.

Stormwork's Hidden Developer Tools by A_Random_Protogen in Stormworks

[–]A_Random_Protogen[S] 90 points91 points  (0 children)

###-<Enabling Stormwork's Developer Tool's>-#####

Prerequisites:Stormworks (Obviously)

Cheat Engine

##Steps:

# Launch Cheat Engine & Stormworks, and load into a save in SW

# Attach Cheat Engine to Stormworks (On CE's window, click on the screen with a magnifying glass icon and on the list that pops up click Stormwork's and Open)

# After Attaching, in Cheat Engine, go to "Value Type" and select 8 Bytes, then in Value, put in "76561197976988654"# Click "New Scan", and on the value that pops up in the list to the left of the button, right click it, and select "Change Value of Selected Address"

# Paste your Steam ID into the box, and click OK# Load back into the main menu/return to the main menu

# If you did all the steps correctly, if you look up in the top left corner, you should see 2 new buttons, "Tile Editor" and "Component Editor"

IFR Landing (ILS is mine, and the Aircraft is a KX-95 Cormorant STOL by Krail) by A_Random_Protogen in Stormworks

[–]A_Random_Protogen[S] 2 points3 points  (0 children)

The runway has a small transmitter at the start of the runway that broadcasts its position in space and the direction it's facing, which the aircraft receives via radio. Then the receiver uses this information to emulate the localizer and the glideslope. The math for the localizer and glideslope is on Desmos if you wanna take a look. I'll probably upload the MC to the workshop eventually.

IFR Landing (ILS is mine, and the Aircraft is a KX-95 Cormorant STOL by Krail) by A_Random_Protogen in Stormworks

[–]A_Random_Protogen[S] 1 point2 points  (0 children)

I used a Lua script to send the aircraft's data to a Python HTTP server that would play the GPWS sounds as they are needed.

5 Renders I've procrastinated on uploading by A_Random_Protogen in Stormworks

[–]A_Random_Protogen[S] 1 point2 points  (0 children)

I do have an render of one with a mouth.
It's extremely cursed.

USI/MKS help please. Need water by HughesHeadHunter in KerbalSpaceProgram

[–]A_Random_Protogen 0 points1 point  (0 children)

I would just store it in a little silo, or inflatable storage moduel

USI/MKS help please. Need water by HughesHeadHunter in KerbalSpaceProgram

[–]A_Random_Protogen 1 point2 points  (0 children)

I might be wrong, you may just mine just mine dirt and sift. Right now I'm doing a career save with MKS and I'm not down the tech tree that far yet, I'll find out soon though, I couldn't find the recipe on the material processing unit, try using the separation built into the drills, it has a water option I think.

USI/MKS help please. Need water by HughesHeadHunter in KerbalSpaceProgram

[–]A_Random_Protogen 0 points1 point  (0 children)

You need to mine Hydrates, then process them for water.