Search found 5 matches
- 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.
- 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.
- 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...
- 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".
- 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...