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New structures are spawning crazy fast.
Maybe even make it possible to get access to breeding pairs of animals not normally found in your location. ((Like finding a camel breeding pair on an expedition when you are on Saltu)
So I assigned 2-3 resources per species, and when a resource is consumed you get a X% chance to alert the species (Where X is the resource input of the recipe)
So a bunch of "small" 5x stone recipes will cause a lot less "aggression" (Because each has a 5% chance of angering the species)
But if you are starting to industrial and use 80+ stone in a single recipe.... that has an 80% chance of pissing off the species.
Easy/Medium difficulties get a 3:1/2:1 throttle where it takes 3 alerts before a species creates a nest or a nest is alerted to you.
What difficulty are you using?
Scissorhand nests do not like you using stone or ulfen meat (That is a passive trigger I set)
Are you using large amounts of either?
Asking because I do have code that throttles how often new nests spawn and how fast nests are alerted to your presence
I suspect my % chance was to high and will give it a swing with the nerf bat
2. I will add a one time popup to this mod when a nest "attacks" without knowing about the player. That should help others in the same place as you. (The nest tutorial is airway 6 pages long, otherwise i would put it there)
3. I forgot I hid their UIs behind observation..... that's most likely what's happening. Let me dev some improvements to discovering and add some shielding to the new uis to only inject when the unit is observed
If a nest has collected enough resources to create a brood, but isn't aware of the player it will just release a batch of angry insects that will just wander and look for stuff to kill. I need to make it not show a permanent aggressive insect alert.
2. Is definately a bug. The crawlers have a new ui section showing how much scrap they have (they use scrap to improve nearby robots armor). A screenshot of it would be great. Selecting and deselecting the crawler may cause it to go away.
It's my first foray into the UI, and it's it's own beast....
Along with safely handles situations where a nest cannot spawn a unit around itself.
(There were some difficulties picking a spot near a nest that the enemy unit could get to you as well)
300 of them no
I will check those functions and fix them
Took me so long because life and how it was essentially a re-build from the ground up
I just had 450+ of exactly these guys spawning in front of my base. No notification.
I wouldnt have noticed them if they didnt lag out the game.
It's hard to tell what exactly what causing the performance.... BUT I fixed some glaring issues.
And I added ways for me to tell if it happens again
2. I can only guarantee it works on new save games.
The mod literally takes the nest as defined in the code and adds a new class to it....
3. The nests will only evolve it's protectors when your base itself would be attacked by it's evolved form. So lower difficulties will not see the nests strengthen their defenders (Other than increasing max hp)
4. I'll double check to make sure I didn't stop nests from respawning it's defenders, iirc the time it takes for a nest to do so is.... loooonngggg
Thousands of final form Shriekers should not be a thing, but I must have left a bug in the code itself.....
The attacks should also spawn near the nest, not the base. So that's another thing I will look into.
I apologize in advance, I'm not very experiences in interacting with the map coordinates/system.
Standby
If so, the spawns shouldn't be that large and should instead trigger the smaller upgraded ones based off of that base spawn count.
This awakening can occur:
- When a human is near the hive for the first time
- A regular game attack is replaced with a single nest awakening
- the disaster wakes up all nests
The first 2 can happen at anytime, and I decided to not gate them because this would be singular nests waking up. Which can be managed easier.
The last disaster can only occur after the first year has passed
Do the attacks the nest(s) send out start from the beginning or is there a delay timer for you to prepare a few days, just as with normal attack spawns ?
Personally i would suggest using the endless expeditions mod from Jaggid Edge as well so that you have access to plenty of scrap metal in the long run for the constant repairs i reckon ?