Search found 3 matches

by archont
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: 13119

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 los...
by archont
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: 13119

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 remove...
by archont
Fri May 20, 2016 7:46 pm
Forum: Mods
Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
Replies: 28
Views: 30728

Re: [MOD 0.12.16] Displaying range of turrets [v1.1.2]

Image

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?

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