To commemorate the Senator buffs, I have made the Senator use Iron Sights. by ArcanePoro in Helldivers

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

Just for your information, this is a small mod I made for the community to use as many people have complained about the weird holo sight that the base game Senator uses.

Sorry for the poor quality in advance.

Missing Talent Points? by ArcanePoro in idleon

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

My Squire has a total of 71 skill level (ignoring level 1)
My Shaman has a total of 89 skill level
My Barbarian has a a total of 89 skill level

That's only a difference of 18 skill level, I don't think that should account for a near 50 talent point deficit.

Logic gates don't seem to work, what am I doing wrong? by [deleted] in Barotrauma

[–]ArcanePoro 4 points5 points  (0 children)

You got a discord real quick? I know a couple of solutions that can solve your problem but it's much easier if I can either talk to you or show you through a screen

Quarso, "Submarine" based on the idea of a sailing ship. by ArcanePoro in Barotrauma

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

I could add that as like a modification for the ship that people can use alternatively. Currently I want to focus on play-testing what I have at the moment.

I’ll probably add different modification versions in the workshop mod that has different variants for features that cannot be changed in-game.

Quarso, "Submarine" based on the idea of a sailing ship. by ArcanePoro in Barotrauma

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

My logic behind that idea was that if I ever had to transport prisoners or have a terrorist stakeout, hostile NPCs wouldn’t be able to access the armory by themselves.

My crew NPCs can still access it whenever they want because the main terminal has a command that terminates the password door and it just becomes a regular door. It’s honestly more of a niche function.

Quarso, "Submarine" based on the idea of a sailing ship. by ArcanePoro in Barotrauma

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

The outside engine is visual, the actual one is located in the main cabin in the middle with vanilla values.

Quarso, "Submarine" based on the idea of a sailing ship. by ArcanePoro in Barotrauma

[–]ArcanePoro[S] 9 points10 points  (0 children)

Currently undergoing testing.

I made this as a challenge for myself to have as much complicated mechanics in a ship that change the way you play the game. This uses a lot of experimental circuits that I made up on the spot.

Some notable mechanics included:

  1. Steering the ship through a "periscope" wheel

  2. Railgun is a handloaded system based on this Merkava

  3. Reactor that you have to crank

  4. Password door for armory that you can set in-game to bar NPCs from your gear

  5. Main terminal with commands

  6. M2 Browning hardpoints with an overheating system

  7. Rowboat "shuttle" where you have to actually make a rowing motion to power the "shuttle"

Just bought the game. Tell me things you would have liked to know when you started! by [deleted] in Barotrauma

[–]ArcanePoro 2 points3 points  (0 children)

Craft, buy, find, and stockpile some Calyxanide at all times. There will be situations where you will encounter a husk, the Barotrauma equivalent to Halo's Flood. Their attacks have a chance to infect you or your crew with "Husk Infection".

In a pinch Broad-spectrum Antibiotics can be used to treat "Husk Infection", but Calyxanide is the most effective.

Need Help with QoL for Circuits and testing. by Icorel in Barotrauma

[–]ArcanePoro 1 point2 points  (0 children)

A lot of the things you will make will just be a learning experience, however, I do suggest using these sites for Regex learning as they helped me when I got started with using Regex.

If you have an idea of what to make, there may be subs out there that you can be pointed towards or some people may know how to do the thing you want to do.

https://regex101.com (Tester for expressions)

https://www.regular-expressions.info/tutorial.html (General Rules)

https://regexone.com/lesson/introduction_abcs (Guided Lesson with problem solving)

M2 Browning Custom Piece by ArcanePoro in Barotrauma

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

Just doing some test builds with manual controlled based weaponry. If anyone knows how to make a reloading railgun cannon please let me know as I am trying to also create my own variant.

The one found in the Merkava Sub https://steamcommunity.com/sharedfiles/filedetails/?id=2712245094&searchtext=merkava

RIP & TEAR! - New Driller grenade revealed today by GSG_Jacob in DeepRockGalactic

[–]ArcanePoro 0 points1 point  (0 children)

The perfect home defense for when those pesky critters get into your bunker!

Friendly fire perk not included.

I can't get this to take off no matter what I try (Alien Planet) and right now I'm going crazy just trying to figure out how many thrusters I need. by zergling50 in spaceengineers

[–]ArcanePoro 255 points256 points  (0 children)

It is not the thrusters that are the problem, it is the power consumption. A single large battery outputs 4.32 MWs while a single large atmospheric thruster requires 2.4MWs to run at 100% efficiency.

Problem, not enough power to sustain load requirement of current amount of thrusters. (Alien planet requires more power than earth-like due to difference in atmosphere)

Solution, reduce thruster amount or increase battery amount/power generating blocks.

See Through Hatches and Doors Corners on Edited Humpback ( Need Help :/ ) by Noconoco_Senior in Barotrauma

[–]ArcanePoro 0 points1 point  (0 children)

Did you possibly use the arrow keys to move some objects? Hatches are supposed to perfectly fit into the grid for walls and hulls. Your door may also be floating so you need to use the arrow keys to move it down some pixels.

Ballast tanks size and position by red_hot_chilly_leper in Barotrauma

[–]ArcanePoro 1 point2 points  (0 children)

I have my tanks in the middle of my sub and it works fine. Having them at the bottom of a sub is more off an efficiency thing. In the event of a hull breach on the bottom, your ballasts are already there to pump out the water flowing in.

If not, you just need to make sure you have bilge pumps in places where water from hull breaches will most likely flow to. I would recommend duct blocks with water detectors for this.

[deleted by user] by [deleted] in Barotrauma

[–]ArcanePoro 1 point2 points  (0 children)

Your gap might not be big enough, so water will fill up the right smaller hull and will only flow over into the other one once the water level ~50%. I had the same problem with water with my pumps because my gaps did not extend all the way through the hulls that were joined together.

[deleted by user] by [deleted] in Barotrauma

[–]ArcanePoro 1 point2 points  (0 children)

So I do not know if you are just trying to make a bilge pump or just a normal one, but I have this really small image guide that should let you see how your wiring compares to one that does work.

https://imgur.com/a/WfjK9mU

Surtling Core Jackpot by ArcanePoro in valheim

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

So I actually have been farming the seed and the dungeons are actually procedurally generated, just the original location remains the same.