Space Engineers

Space Engineers

[Obsolete] Arachnophobia - Sabiroids on All Default Planets
Počet komentářů: 21
Moltike 20. bře. 2022 v 16.37 
this makes turbine dont work, and uh made the critter un-target-able by any turrets.
NightShift 24. srp. 2019 v 19.42 
yes it does wind turbines dont work
Salty Dog 6. dub. 2019 v 4.31 
This mod, unfortunately, breaks vanilla Wind turbines.
(confirmed through tedious trial and error from my mod list.)
Oswald 15. bře. 2019 v 4.13 
So en how do you prevent them from spawning? can i just lay a layer of heavy armor around on the ground to stop them or?
Calaban 23. úno. 2019 v 12.07 
Now if only this could replicate a nightmare I had (mayyybe I play too much Space Engineers):

When tunneling too far into a large asteroid.. yup. they come out of the tunnel walls. D8
VelxraTV 4. kvě. 2018 v 23.58 
doesnt work spiders just spawn then stay in place then disappear to just spawn again.
Tanus11 7. dub. 2018 v 4.42 
@Meridius_IX
Hey does this mod work since the vanilla wolves and spiders have an issue with attacking?
Hedrox 1. dub. 2018 v 15.53 
spiders dont move just teleport bugged
callme-jk 10. úno. 2018 v 17.26 
I´m not sure, but I think this is more a direction into KSH.... of course spawn-rate and spawn-area need a complete rework.... but without any npcs/targets its boring, too.... and only earth/alien planet spawn isnt good, too...
Amarillo 10. úno. 2018 v 9.43 
anyway to reduce spawn rate of attacks... they appear so often (like each 1 minute) and it turned anoying
callme-jk 6. úno. 2018 v 23.49 
Hmm, a cyberdog-version needed. xD
whitepawrolls 28. zář. 2017 v 2.20 
Any possibility of making a wolf version of this?
Meridius_IX / Lucas  [autor] 17. led. 2017 v 6.46 
@Tom - Glad it worked!
Braus 16. led. 2017 v 17.15 
thanks for the reply, I tested your idea and it works perfectly, so now I can have spider attacks from time to time too :)
Meridius_IX / Lucas  [autor] 16. led. 2017 v 13.36 
@Tom - I've never heard of that happening before, so that's a bit concerning... I would think that once the mod is removed, the game would use vanilla logic instead..

I wonder if removing the mod, and turning off Spiders / Wolves and then letting the game run for a while would reset the internal timers it uses to spawn critters. Maybe after doing that, the wolves can be reenabled safely.

But if that doesn't work, you may want to leave a bug report on the Keen Forum since the vanilla functionality is breaking for you without the mod. I'll try testing it as well when I get some time.
Braus 16. led. 2017 v 13.17 
This works great, however because the Sabiroids appear inside my base (which is a Keen bug, I didn't realise it would happen) I decided to remove the mod and go back to just wolves - and now my game crashes every time it tries to spawn creatures. I can stop it crashing by leaving the mod in - and I can turn off the Sabiroids in the menu to stop them spawning entirely, but then I don't get wolves.

Is there a way of fixing this?
Meridius_IX / Lucas  [autor] 23. lis. 2016 v 11.35 
@MAMPF(GER) I've been asked this a couple times now, so I decided to test it. You'll be pleased to know the two mods are compatable!

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=804991916
MAMPF(GER) 23. lis. 2016 v 10.09 
is this mod compatable with the starship troopers bug mod?
Ω Spriggan Ω 17. říj. 2016 v 16.24 
ughhh i bloody hate this spiders.... :>

but the parts dropped can be useful!

also....if you land on their head...they can't attack you and you can happily saw into their skull. ^^
rapid fire rifle also works just as well.
Darian Stephens 14. říj. 2016 v 23.00 
I don't see why not, this probably just changes one or two parameters on those celestial bodies.
Genocidal_Jawa 14. říj. 2016 v 20.26 
is this mod compatable with the starship troopers bug mod?