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These are the files on the server: http://prntscr.com/rpa4ny
By the way, is the zip file in the mod folder required or a possible archived duplicate?, it's downloaded when one subscribes to the mod and contains a dll of the same name but with a date of 3/3/2019.
cheers
looks like your not using the default HUD, so you'll not see the bug i'm talking about.
HUD stands for Heads Up Display. change back to the default HUD for a bit and you'll see the bug.
if you use a sound in the list that comes with the mod, it stays with it once you exit the game, but if you use a sound in the list that you added, the sound used resets to the 1ST one in the list once you exit the game. so to keed using a sound you added, you have to set it each time you start a world. can you look into it pls? it is going to get old fast.
Attaks paths are along the 4 diagonals from the CPH so expand underground or along the X or Z only to avoid them. Excess obstructions along the attack path will result in a top down attack over the CPH which isn't fun as the SpiderBot isn't as effective against.
"pick up what you want, and the sounds of each can be different." - Mid-late game you're gonna have every bug type on every attack always and the types that spawn isn't fully determined until AFTER the attack begins which is where the alarm sounds.
the Enhanced Threat Scanner MK2 can be programed to pick up what you want, and the sounds of each can be different.
can you do that?
https://youtu.be/pbiKqXqHBBc
https://forum.industrial-craft.net/thread/5915-addon-v1-118-ssp-smp-nuclear-control-v-1-6-2b-e/?postID=67801#post67801
Just a personal preference: Long alarms could be longer imho.