activation

    1. Coyote27

      Individual chambers/effects toggleable by hotbar and logic.

      This is a smallish suggestion and should not be that difficult to implement, but it'd really add so much to the game as it is right now. We need a way to toggle individual chambers and the effects thereof, firstly on the hotbar - so we can swap between different defensive effects, toggle jam and...
    2. JinM

      How to toggle a turret on or off via remote - my solution

      Okay I just found out that you can prevent a turret from moving with a door. So if you have the door closed it is basically "deactivated", and if the door is open the turret is "activated". Even though it still fires if there are targets in its sight angle. Not totally reliable and might get...
    3. D

      Read by Council Step on transporterpads

      as long as a transporter has only one destination assigned it can be triggerd by an activation module therefore triggerable with areatrigger. e.g ship docks transporter picks up the stations transporter establishes single connection and is useable this is my first time posting here :> be nice
    4. V

      Undocking Logic - Turrets don't work

      Need some help: When I dock a turret to a turret axis, with an adjacent activation module, the activation module "turns on", but when I undock said turret, the activation module remains on, and won't turn off. I have no problems with normal rails. Is this a known bug, expected behaviour, or...
    5. thekingdinoco

      Activation gate with gravity don't works

      i try to link the activation gate to gravity but don't works.