05-06-2016, 10:43 AM
In response to a recent thread about how toxins isn't working to everyone's liking compared to cog1, I tried to change toxins around to make it function a bit more like predecessor.
Here's the changes I made:
I'm not the best bomb maker, but I did try some preliminary testing and it seems to get to blue burn very quickly, and the heat exchange get's extremely hot quite quickly as well. Therefore I'm not sure I solved the issue entirely without a more experienced person testing it, but it seemed work better than before (hopefully)!
Here's a picture of it, if you don't like using DM:
Here's the download link. It only contains the areas that I changed, so if you want to use it, it will simply be a case of copy and paste, and move into place.
Here's the changes I made:
- Both the combustion chambers are now 3x3, and the vent doors are also 3 wide.
- Tweaked the pipes for the heat exchange so that it acted more like cog1.
- Added passive gates to the exhaust so that there's only 1 vent still, but each chamber should be completely separated from each other.
- It's already been fixed, but for drag-and-drop's sake I made the igniters, pumps, and exhaust doors separate for each chamber.
I'm not the best bomb maker, but I did try some preliminary testing and it seems to get to blue burn very quickly, and the heat exchange get's extremely hot quite quickly as well. Therefore I'm not sure I solved the issue entirely without a more experienced person testing it, but it seemed work better than before (hopefully)!
Here's a picture of it, if you don't like using DM:
Here's the download link. It only contains the areas that I changed, so if you want to use it, it will simply be a case of copy and paste, and move into place.