Search found 5 matches

by Tree Puncher
Sat Nov 24, 2018 12:17 pm
Forum: Ideas and Requests For Mods
Topic: belt act as electric pole mod request
Replies: 14
Views: 6494

Re: belt act as electric pole mod request

Conveyer belts should consume electricity.
by Tree Puncher
Sat Nov 24, 2018 12:08 pm
Forum: Ideas and Requests For Mods
Topic: Non Robot Workers
Replies: 4
Views: 2386

Re: Non Robot Workers

There was something called Stone Age Mod that did pre robot industries but it seems to be gone. I could imagine a mine with sprites of little characters swinging pickaxes.
by Tree Puncher
Fri Nov 23, 2018 1:12 am
Forum: Ideas and Requests For Mods
Topic: Non Robot Workers
Replies: 4
Views: 2386

Re: Non Robot Workers

I don't have any problem with flying.

For the early game you could have workers/colonists that could perform the role of starter tier 1 buildings so you don't need magic buildings like automatic ore crushers made from only stone and steampunk gun turrets that don't need electricity.
Workers ...
by Tree Puncher
Thu Nov 22, 2018 1:25 am
Forum: Ideas and Requests For Mods
Topic: Construction Site Delay
Replies: 2
Views: 1494

Construction Site Delay

Placed buildings have a timer countdown while they are "under construction".
by Tree Puncher
Thu Nov 22, 2018 1:21 am
Forum: Ideas and Requests For Mods
Topic: Non Robot Workers
Replies: 4
Views: 2386

Non Robot Workers

Workers that are needed to make various buildings. Low tech buildings need more, automated buildings need less.

Workers are made in a house building and require food from Angel's bio mod. The lowest tier assembly building needs many workers. Higher tier assembly buildings have automation and ...

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