Space Engineers

Space Engineers

[Obsolete] Arachnophobia - Sabiroids on All Default Planets
21 comentarios
Moltike 20 MAR 2022 a las 16:37 
this makes turbine dont work, and uh made the critter un-target-able by any turrets.
NightShift 24 AGO 2019 a las 19:42 
yes it does wind turbines dont work
Salty Dog 6 ABR 2019 a las 4:31 
This mod, unfortunately, breaks vanilla Wind turbines.
(confirmed through tedious trial and error from my mod list.)
Oswald 15 MAR 2019 a las 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 FEB 2019 a las 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 MAY 2018 a las 23:58 
doesnt work spiders just spawn then stay in place then disappear to just spawn again.
Tanus11 7 ABR 2018 a las 4:42 
@Meridius_IX
Hey does this mod work since the vanilla wolves and spiders have an issue with attacking?
Hedrox 1 ABR 2018 a las 15:53 
spiders dont move just teleport bugged
callme-jk 10 FEB 2018 a las 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 FEB 2018 a las 9:43 
anyway to reduce spawn rate of attacks... they appear so often (like each 1 minute) and it turned anoying
callme-jk 6 FEB 2018 a las 23:49 
Hmm, a cyberdog-version needed. xD
whitepawrolls 28 SEP 2017 a las 2:20 
Any possibility of making a wolf version of this?
Meridius_IX / Lucas  [autor] 17 ENE 2017 a las 6:46 
@Tom - Glad it worked!
Braus 16 ENE 2017 a las 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 ENE 2017 a las 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 ENE 2017 a las 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 NOV 2016 a las 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 NOV 2016 a las 10:09 
is this mod compatable with the starship troopers bug mod?
Ω Spriggan Ω 17 OCT 2016 a las 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 OCT 2016 a las 23:00 
I don't see why not, this probably just changes one or two parameters on those celestial bodies.
Genocidal_Jawa 14 OCT 2016 a las 20:26 
is this mod compatable with the starship troopers bug mod?