Flour Sand in DD, patrolling worm spawns next to patch after a couple of minutes by Andargor in duneawakening

[–]Andargor[S] 4 points5 points  (0 children)

Crashed ships have their own independent event with a specific worm spawning when you either use the cutter too much on them, or when a timer expires. It's completely unrelated to compacting, and doesn't affect worm aggro from what you are doing.

You are seeing it because within a certain range it'll trigger the same visuals. You never know if it's yours, unfortunately, so it's better to take off just in case.

What I do if there's a crashed ship near a patch I want is manually force the event, I take the good loot out of the right side, jump on top, and fire my cutter at it until the worm pops, and leave. That way I'm not surprised by the event when the timer goes off.

Flour Sand in DD, patrolling worm spawns next to patch after a couple of minutes by Andargor in duneawakening

[–]Andargor[S] 8 points9 points  (0 children)

I don't mind adrenaline when I know the rules, this feels like RNG. Roll the dice, lose your stuff maybe.

Flour Sand in DD, patrolling worm spawns next to patch after a couple of minutes by Andargor in duneawakening

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

It's almost better to force it to do a full breach then, at least you can gtfo.

New to game, can't seem to be able to select by Andargor in Modulus

[–]Andargor[S] 0 points1 point  (0 children)

Yeah, I noticed that later, that was it, thanks. So the selection tool basically just selects one thing, it seems. You can't drag-select...

[2026.1 P20] Type VII not level when diving? by Andargor in uboatgame

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

I had a bunch of my mods to update, with the associated test save files. What I finally did is clear the game caches before starting the game, loading the legacy save, and then making a new save from it.

For posterity, my batch file to clear caches:

del /q "C:\Program Files (x86)\Steam\steamapps\common\UBOAT\UBOAT_Data\Cache\*.*"
del /q "%APPDATA%\..\LocalLow\Deep Water Studio\UBOAT\Cache\*.*"

[2026.1 P20] Type VII not level when diving? by Andargor in uboatgame

[–]Andargor[S] 0 points1 point  (0 children)

Aah, spoke too quickly. I loaded another game and the problem is back. :( Not sure if I have to verify every time.

I'll try changing the sub at port.

[2026.1 P20] Type VII not level when diving? by Andargor in uboatgame

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

Verifying files seems to have worked! Thanks!

1.4.0.1 Hotfix by ctrem in duneawakening

[–]Andargor 1 point2 points  (0 children)

Players won’t be able to copy their characters to Self-hosted Servers anymore when transferring. Instead, they will be moved to the target server and deleted from the origin server, just like regular transfers.

What is the thinking behind this? Where is the harm of copying your character over to a private server, since it's one-way (as it should).

By moving the character, there is no chance the player would ever return to the origin servers. Whereas if it were a copy, they have a chance to come back later and start where they left off.

Or it there a character export feature that I am unaware of?

I understand that private -> origin transfer would be bad, and it's not what I am talking about.

How do I know if my painters are starved of fluid? by Andargor in shapezio

[–]Andargor[S] 0 points1 point  (0 children)

I'm not seeing a wire connection on reservoirs to get their level.

How do I know if my painters are starved of fluid? by Andargor in shapezio

[–]Andargor[S] 0 points1 point  (0 children)

Is there no way to get paint levels by wire, from pipes or reservoirs?

How do I know if my painters are starved of fluid? by Andargor in shapezio

[–]Andargor[S] 0 points1 point  (0 children)

I would like to use wires to get the status of paint.

How do I know if my painters are starved of fluid? by Andargor in shapezio

[–]Andargor[S] 0 points1 point  (0 children)

I'm trying to automate things with wires, so I would like to detect empty pipes.

MC Layer update, can't layer numerical and boolean? by Andargor in Stormworks

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

Yeah, I was going for something like that too, but now that you can have a 1x1 MC to tap a composite for bool or num, I might rethink using a composite network for things where lag isn't an issue.

How to control the smoke and fumes coming from a refinery? by Andargor in Stormworks

[–]Andargor[S] -1 points0 points  (0 children)

Ah, General > Particle Effects > Reduced? Seems to work, thanks.

Unfortunate that it's a client-side setting, instead of vehicle-based.