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Original file line number Diff line number Diff line change
Expand Up @@ -171,7 +171,7 @@ internal class PointAdditions : MySessionComponentBase
["PSP"] = 500,
["MagnaPulse_Gen"] = 400,
["SolHyp_Magnetic_Coilgun"] = 450,
["WCSentry_Hangar"] = 650,
["WCSentry_Hangar"] = 350,



Expand Down Expand Up @@ -648,8 +648,8 @@ internal class PointAdditions : MySessionComponentBase
["Thagomizer_Angled_Flipped"] = 635,

["Cat_Strikecraft"] = 23,
["HeavyFighterBay"] = 230,
["longsword"] = 625,
["HeavyFighterBay"] = 250,
["longsword"] = 600,
["TaiidanSingleHangar"] = 100,
["TaiidanRailFighter"] = 700,
["TaiidanHangarFighter"] = 800,
Expand Down Expand Up @@ -939,14 +939,14 @@ private static MyTuple<string, float> ClimbingCostRename(string blockDisplayName
blockDisplayName = "[MID] Bonfire Turret";
costMultiplier = 0.2f;
break;
case "[FLAW] Warp Beacon - Longsword":
blockDisplayName = "[FLAW] Longsword Bomber";
costMultiplier = 0.2f;
break;
case "[FLAW] Phoenix Snubfighter Launch Bay":
blockDisplayName = "[FLAW] Snubfighters";
costMultiplier = 0.1f;
break;
//case "[FLAW] Warp Beacon - Longsword":
// blockDisplayName = "[FLAW] Longsword Bomber";
// costMultiplier = 0.2f;
// break;
//case "[FLAW] Phoenix Snubfighter Launch Bay":
// blockDisplayName = "[FLAW] Snubfighters";
// costMultiplier = 0.1f;
// break;
case "[FLAW] Hadean Superheavy Plasma Blastguns":
blockDisplayName = "[FLAW] Plasma Blastgun";
costMultiplier = 0.121f;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -201,10 +201,10 @@ partial class Parts
AgyuSentry,
HeavyArtillery,


OrszemLauncher,
OrszemSentry,
PointDroneShot,
// Sentry Drone - Temp Depreciated
//OrszemLauncher,
//OrszemSentry,
//PointDroneShot,


},
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -23,15 +23,15 @@
<ModelOffset x="0" y="0" z="0"/>
<Model>Models\Strike_Craft\HeavyFighterPad.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="2000" />
<Component Subtype="SteelPlate" Count="17500" />
<Component Subtype="Construction" Count="400" />
<Component Subtype="SmallTube" Count="80" />
<Component Subtype="Motor" Count="150" />
<Component Subtype="LargeTube" Count="80" />
<Component Subtype="Computer" Count="60" />
<Component Subtype="InteriorPlate" Count="120" />
<Component Subtype="Construction" Count="140" />
<Component Subtype="SteelPlate" Count="600" />
<Component Subtype="SteelPlate" Count="5000" />
</Components>
<CriticalComponent Index="0" Subtype="Computer"/>
<MountPoints>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -143,7 +143,7 @@ partial class Parts {
DisableLosCheck = false, // Do not perform LOS checks at all... not advised for self tracking weapons
NoVoxelLosCheck = false, // If set to true this ignores voxels for LOS checking.. which means weapons will fire at targets behind voxels. However, this can save cpu in some situations, use with caution.
Debug = false, // Force enables debug mode.
RestrictionRadius = 3, // Prevents other blocks of this type from being placed within this distance of the centre of the block.
RestrictionRadius = 1, // Prevents other blocks of this type from being placed within this distance of the centre of the block.
CheckInflatedBox = true, // If true, the above distance check is performed from the edge of the block instead of the centre.
CheckForAnyWeapon = false, // If true, the check will fail if ANY weapon is present, not just weapons of the same subtype.
},
Expand Down