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: 5865

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: 2110

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: 2110

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/colonist...
by Tree Puncher
Thu Nov 22, 2018 1:25 am
Forum: Ideas and Requests For Mods
Topic: Construction Site Delay
Replies: 2
Views: 1262

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: 2110

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 require...

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