#reactor power on signal
93 messages · Page 1 of 1 (latest)
You mean signal out?
no theres a shutdown signal but not a turn on signal
I doubt developers want fully automated reactors
Honestly I can see some very interesting wiring designs coming out of this, such as the reactor switching off automatically when load is very low and letting the batteries take over, turning back on again when load begins to pick back up. You could make some really nice fuel efficient reactors this way
Skilled engineers can already min-max the fuck out of the reactor despite the nerfs, so why not a little more
How would it handle auto-control and would having that pin benefit the game as a whole?
First question isn't a "gotcha" thing, more so a matter of how you'd want that feature to work.
But as for the second part, I think the fact that we can't turn on the reactor remotely feels very intentional.
It makes the idea of shutting down the reactor remotely more risky. You can do it if you're afraid of a meltdown happening, but you can't instantly change your mind afterwards. It's a commitment.
That's true.
The only thing it doesn't prevent is a meltdown from reaching 0 condition, right?
Tbh turbine doesn't matter in shutting down the reactor
Probably cant say I know for sure
In fact the quickest way to shut it down is setting turbine to 100 and fission to 0
Tho it might overvoltage
I don't think I've experienced a reactor meltdown from it breaking once in my 700 or so hours.
Same
Does the meltdown delay stat apply to when it reaches 0 condition?
Because if it does, then I've never even been close to witnessing it.
Likewise
But yeah to summarise I think you are right that its an intentional limitation.
However you can already bypass it in game anyway 
Also shutting down reactor instantly nullifies turbine noise - imba for stealth
I don't mind that aspect of it, because stealth is only a barely viable strategy.
The meltdown happens when reactor rapidly reaches 0% condition through explosion or smth like that
Can it reach 0% naturally from water damage?
That's stupid.
I mean i wouldn't want the reactor to blow up in the middle of reparing the ship after fighting with abbysal monster
Tho it could leak radiation
Well, EK shipyard has such feature on at least one reactor and its literally a status effect that says "pin is used, reactor ison = true
Its just that shrimple.
Neither would I, which is why I repair it regularly.
Reactor explosions are a complete non-issue as is. It should be an actual threat.
Now, answering the good questions beyond me want reactor turn on pin.
I feel that the reactor should keep track of whenever the auto-control is off or on, and just keep it when the reactor is turned on, and the why...
Well, automation, or depending on the sub in particular integration into the wiring systems tbh
I do imagine that someone out there, has a concept for a submarine who relinquishes the control of the reactor to a logic system, and would benefit by being able to turn it on when relevant.
Perhaps, a delay on start-up in general could discourage players from turning it off in the first place.
I mean, it does have a delay before it starts producing enough power, though that's only due to auto-control taking its time adjsuting the values.
Yeah, people love not playing the game.
To be fairrr
Its not that people dont like playing the game, but, that coming up with whack logic systems is a game of its own, oftentimes at odds with the "manual" players.
While it is fun to make logic systems there is something to be said for people optimizing the gameplay out of the game
So many people use op automated subs and then get bored after an hour
And after a while such people leave community, it gets smaller and in the end there are only devs left
The devs dont play the game 
But they feed themselves from it
They feed on the lost souls. Those who lose their purpose in the game, drowning in the sea of circuits, eventually become food for Hex.
This is why circuit boxes were added.
I think it was something along the lines of the devs' job being to protect the player from themselves
players unfortunately don't understand what's good for them almost all of the time
myself included
People are still complaining that deconstructing was nerfed (these people likely still use reversal mods)
Engaging spending 3 hours in fabrication gameplay
I think the deconstruction change was overall good for campaign
but it did have effects on other modes where the only way to fabricate was deconstructing
It would be too confusing to have them be different though
mission mode should probably spawn some materials
it could be modded the other way but then I lose the right to say I play vanilla
😔
there is actually already a feature for spawning autofilled stuff differently outside of campaign
exactly
but it is not used much
Yeah
think it's only for armory guns
And some other items but mostly armory
Just compare mission mode secure cabinet to campaign lol
should really be a thing for virtually everything that autofills
more meds, mats, supplies etc out of campaign
mission mode provides you with an entire arsenal
Campaign has a revolver and a harpoon
and you get to burn the whole thing in one mission
that's why I love it
ye
Only vanilla item are affected, the decon result is part of the item code, not the decon one
I know
Doesn't matter though
I prefer vanilla
Have no idea why everyone assumes my gripes are fine and dandy because I clearly play modded
You are simply insufficient in your skills