Furthermore, scanning is distributed across several ticks (hence the charging time when using the scanner), so even on the client using the scanner there should be no noticeable impact. The server does none of the actual scanning computation, so using the scanner cannot lag servers (clients will always respect server settings though). Here's a quick video demonstrating the mod.Ī few words on performance: it is great. Last but not least, there's - you guessed it - eye candy. The scanner can be recharged in any charger mod block that is compatible with the Forge energy API. The energy consumed for each scan depends on the modules installed in the scanner. Unless disabled in the config, the scanner will act as a chargeable item, using the Forge energy API. block detection (configurable to a specific block). entity detection (configurable to a specific entity).Up to three modules may be installed at the same time. Did I mention eye candy yet? What results are shown depends on the modules in the scanner. Scan results are visualized for a short while in a clean and readable manner, either as in-world highlights or appropriately positioned overlays. It provides a scanner item that can survey the nearby area for points of interest. Each survival pod you explore, each base now has little bits of voiced story, to give you more detail, and, in a couple of cases, some mild bemusement at how the heck you managed to survive when your compatriots have done things like wave thermite flares around fuel tanks, or overclock their Seaglides (No, really, both of these things happen, and the results apparently weren’t pretty.Scannable is a small addition to the smart explorer's (as in your) tool-belt. Oxygen limits exploration somewhat, but as you get further in the game, more options exist, such as mech suits, minisubs, the big Cyclops mobile base/submarine. Survival, the default, however… Really isn’t bad. Conversely, you can ironman the game, with one life, and no oxygen warnings from your friendly computer. The game is, for the most part, pretty accessible, with story being largely a choice at the present time, and you can, if you wish, just tootle around the planet, exploring without having to worry about mean ol’ food, or even, at the cost of story, oxygen. I don’t particularly want to spoil things for you, because this game comes highly recommended in the survival genre for an interesting, balanced, and well realised watery world (Itself uncommon), but… Leaving is definitely not an option until you clean up, both after yourself and the ancient, possibly extinct aliens that didn’t exactly do great things themselves. Now? Well, very early on, you get some signs that… Perhaps not all is well. Last time, I asked if you really want to leave this un-named blue planet, with its intriguing mysteries, fascinating, and sometimes deadly life forms, extinct aliens, and, of course, your crashed starship, which is likely going to kill large swathes of that aforementioned life if you don’t fix the reactor anytime soon. But it’s been a few updates since I last covered the game, so let’s get into the meat of it. Oh, it’s come a long way indeed, and, at the present time? Things are largely in the cleanup phase, with prettifications and bug fixes abound in the “Eye Candy” update. Echoes of Lost In Space here… We wanted to rescue these folks, but… Well…
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