THIS SUCKS
Rationale:
1) No good way to visually communicate item quality
Whether it's dots or an item glow, the game needs to communicate that a Common item is different from a Legendary item. The current dots are UI leaking into the game world, which is a design hack.
I realize this is with ...
Search found 4 matches
- Wed Sep 13, 2023 5:04 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 255242
- Sat Jun 18, 2016 4:19 pm
- Forum: Mods
- Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 36
- Views: 23168
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
As per landfill idea - the interesting solution would for it to work like treefarm, in that it occupies increasing land area, depending on how much input went in. When the counter for input items rolls over, it spawns a Waste object in the nearest free space - essentially an extreme HP rock that ...
- Sat Jun 18, 2016 3:04 pm
- Forum: Mods
- Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 36
- Views: 23168
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
First, rebalancing the endgame for bobs mods is a GREAT idea. I've won the game before I knew it, all the fancy materials were just filler and now there's an actual reason to build them.
A couple of points:
- Anything to tone down god modules or are they still game-breakingly OP?
- Any way to ...
A couple of points:
- Anything to tone down god modules or are they still game-breakingly OP?
- Any way to ...
- Fri May 20, 2016 7:46 pm
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 42789
Re: [MOD 0.12.16] Displaying range of turrets [v1.1.2]

Seems to happen when paving over turret range indicators - some get paved over, some don't. The concrete is still there over the yellow tiles, but trying to reset them crashes the game.
Must get rid of yellow squares. Any ideas?