MoCombat
0.9.4: 'forcefield-post' throws two errors, charge/discharge animation with 0 frames now should not be specified at all instead.
Search found 204 matches
- Fri Mar 21, 2014 1:16 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 174377
- Fri Mar 21, 2014 10:45 am
- Forum: Ideas and Suggestions
- Topic: Transport pollution via pipe and barrels
- Replies: 6
- Views: 3051
Re: Transport pollution via pipe and barrels
Dytech (a mod) has something similar to that idea, but not quite the same: Pollution related modules (enhancing or reducing pollution) and pollution related machines (one that produces pollution, the other cleaning it). If I were you, I'd go to his suggestion thread and ask if the pollution cleaning...
- Fri Mar 21, 2014 12:05 am
- Forum: Implemented Suggestions
- Topic: Doors and Gates
- Replies: 19
- Views: 9132
Re: gate
If you don't mind mods, then F-mod adds, among other things, a gate for your walls.
- Fri Mar 21, 2014 12:02 am
- Forum: General discussion
- Topic: biters NEVER attacking makes for some depressing gameplay
- Replies: 47
- Views: 27472
Re: biters NEVER attacking makes for some depressing gamepla
I'm not saying achievers should stay out, because it is such an addictive game, an there is potential for them in there too (the simple facts that there is a victory screen and that death does have consequence point that way). What I'm saying is that, from what I see on the forums, youtube, and othe...
- Thu Mar 20, 2014 8:53 pm
- Forum: General discussion
- Topic: biters NEVER attacking makes for some depressing gameplay
- Replies: 47
- Views: 27472
Re: biters NEVER attacking makes for some depressing gamepla
Once again though, this game does have a victory screen, but the main aim of it is as a sandbox, giving us a lot of tools to create cool contraptions, mostly useless as a whole. Not aiming to clear the "victory" screen has nothing to do with taking the game "seriously", really, b...
- Thu Mar 20, 2014 11:20 am
- Forum: General discussion
- Topic: Something I recently realised...
- Replies: 32
- Views: 10714
Re: Something I recently realised...
Just because you never encounter one :D . And yes, at high evolutionfactor it should be the whole planet fighting. However, I can not imagine a situation in which an untouched planet would evolve anti-space weaponry. Even if we assume its whole biosphere is effectively a single organism. You can tu...
- Thu Mar 20, 2014 2:46 am
- Forum: Modding help
- Topic: Noise & Peaks Guide?
- Replies: 27
- Views: 9804
Re: Noise & Peaks Guide?
I would like to second that, because I would love to tune some resources to my needs (mainly stone, dytech uses so much of it), but I don't want to do it the wrong way around.
- Thu Mar 20, 2014 2:42 am
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 122045
Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0
That's great to hear, this mod might become a must have really fast when it covers all cases.
- Thu Mar 20, 2014 2:30 am
- Forum: General discussion
- Topic: Punished for lowering difficulty!
- Replies: 7
- Views: 3814
Re: Punished for lowering difficulty!
Well, if your island has enough resources, you could envision installing a mod (from the MoMods thread) that adds a "boat". It also permits to walk on the light blue water, usually allowing you to get to the ground with the starting pocket islands, but makes it harder to defend against bit...
- Thu Mar 20, 2014 2:26 am
- Forum: General discussion
- Topic: biters NEVER attacking makes for some depressing gameplay
- Replies: 47
- Views: 27472
Re: biters NEVER attacking makes for some depressing gamepla
Well, in that case, you should be able to mod the game to suit your tastes. The pollution part, at least, seems relatively easy to change, as it's all about changing base pollution and/or effectivity modules. Changing the aggression mechanisms is going to be a lot harder, but a skilled modder should...
- Wed Mar 19, 2014 5:20 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 122045
Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0
Sadly, it seems to not recognize the gem deposits correctly. It does work, but it only takes into account the gems that touch the one clicked, and they tend to spawn with 1-2 tiles between them, so your tool only counts one deposit at a time, and not the whole 'vein'. Still, it's an impressive tool,...
- Wed Mar 19, 2014 4:40 pm
- Forum: General discussion
- Topic: biters NEVER attacking makes for some depressing gameplay
- Replies: 47
- Views: 27472
Re: biters NEVER attacking makes for some depressing gamepla
Not bad, except that maze should have other things than just mazing along the way. I am not just making things complicated for the sake of it being complicated, I just make use of all the tools the game gives me to pass the time in an entertaining way, and eventually reaching the "win". Ou...
- Wed Mar 19, 2014 10:10 am
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 122045
Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0
Gems are not category='basic-solid', if that's what you meant.
But from what I found in your code, it should be just fine, because it's still a normal deposit, it just needs a specific miner.
But from what I found in your code, it should be just fine, because it's still a normal deposit, it just needs a specific miner.
- Wed Mar 19, 2014 9:59 am
- Forum: General discussion
- Topic: biters NEVER attacking makes for some depressing gameplay
- Replies: 47
- Views: 27472
Re: biters NEVER attacking makes for some depressing gamepla
I really don't understand playing a sandbox with the only aim being to win. Well, I am one of those that try to automate everything, build massive contraptions, and research (and use) everything. Still, I am usually not attacked, because I go out of my way to eradicate the camps before pollution rea...
- Wed Mar 19, 2014 12:24 am
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 122045
Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0
Does this actually work natively with mod-added resources too? (dytech sand and gems for me). If it does, then it's really something I want. Playing with 'very rich', I tend to only clear stone and oil from the standard resources, but I always need to keep an eye on the gems, and sometimes on the sand
- Tue Mar 18, 2014 10:54 pm
- Forum: Ideas and Suggestions
- Topic: A Bulldozer
- Replies: 20
- Views: 10194
Re: A Bulldozer
Sooner than rails?
Aren't they both at the beginning of tier 2 researches?
Not to mention that poison capsules do cost quite a bit for early game, where shotgun shells are pretty easy to get, comparatively.
Aren't they both at the beginning of tier 2 researches?
Not to mention that poison capsules do cost quite a bit for early game, where shotgun shells are pretty easy to get, comparatively.
- Tue Mar 18, 2014 10:51 pm
- Forum: General discussion
- Topic: Punished for lowering difficulty!
- Replies: 7
- Views: 3814
Re: Punished for lowering difficulty!
Yeah, screw the colonists, you can stay there, and live off the tree and fishes.
Not much of a game, but at least you don't die from being bitten by creatures multiple times your size.
Not much of a game, but at least you don't die from being bitten by creatures multiple times your size.
- Tue Mar 18, 2014 12:43 pm
- Forum: Ideas and Suggestions
- Topic: A Bulldozer
- Replies: 20
- Views: 10194
Re: A Bulldozer
Or use shotguns/flame throwers, they are very decent at cleaning trees in mass too.
But sure, a vehicle that destroys the trees (you don't get the wood) could do.
But sure, a vehicle that destroys the trees (you don't get the wood) could do.
- Mon Mar 17, 2014 4:14 pm
- Forum: Ideas and Suggestions
- Topic: Possible recipes in different menu.
- Replies: 9
- Views: 2846
Re: Possible recipes in different menu.
On the other hand, having all the recipes in one place makes it easier to plan ahead a bit, when trying to build factories for the first time(s)
- Mon Mar 17, 2014 1:50 pm
- Forum: General discussion
- Topic: Something I recently realised...
- Replies: 32
- Views: 10714
Re: Something I recently realised...
Well, Bitters seems to be intelligent enough to build shelters, to identify the source(s) of threats and are usually not attacking without reasons to, rather than just hunting like animals. As this is a game, you can think this however you want, but we are playing with the goal to permanently invade...