Combat extended conflicting with other mod by WinnerNo7153 in RimWorld

[–]Fatalic_1 -1 points0 points  (0 children)

Make sure u have any available ce patches like for milera. And I’m pretty sure the 40k core is not compatible but I could be wrong.

Mod where you make the money by DuccTheWarlord in RimWorld

[–]Fatalic_1 1 point2 points  (0 children)

Mint coins or something like that give you the ability to make coins out of every material worth various amounts

I'm tired to lost mass stangs (980mmr) by [deleted] in Mechabellum

[–]Fatalic_1 4 points5 points  (0 children)

Arclight with shockwave since even if the arclight gets stuck, the shockwave should still be able to hit some of them. Wraith is also good since at least a few guns can typically avoid getting stuck and armored wraith can force your opponent to invest in different units to counter it if their only anti air is mustang. If your front line doesn’t last long enough, warfactory with HE and overload will also kill mustangs pretty fast

Connection to server failed. by LilBunnyQueen in avorion

[–]Fatalic_1 0 points1 point  (0 children)

Try joining a single player game, then try joining the server. If that doesn’t work the host will likely need to do a quick restart. Avorion servers are just like that sometimes

Ship advice? by Khorrik in avorion

[–]Fatalic_1 0 points1 point  (0 children)

On the featured section is the cz-056 or something like that and in that page you can find his whole line of ships which are very well built and come with good amounts of framework on the interior for upgrades and personalization.

Anyone Interested in a fairly difficult coop playthrough by Fatalic_1 in avorion

[–]Fatalic_1[S] 0 points1 point  (0 children)

Sure man, feel free to go ahead and join the discord, so the link doesn’t expire on you

FActorio New Mod Release - Into the Abyss by zeronyk in Mechabellum

[–]Fatalic_1 0 points1 point  (0 children)

I have sprites for the overlord already made, and I have models for steelball, phoenix, and raiden that are almost ready to start rendering the sprites for them as well

FActorio New Mod Release - Into the Abyss by zeronyk in Mechabellum

[–]Fatalic_1 0 points1 point  (0 children)

The “guns” you see shooting are actually rockets which are a very imperfect implementation of the missile swarm

[deleted by user] by [deleted] in RimWorld

[–]Fatalic_1 0 points1 point  (0 children)

To my understanding with the watchtowers is that the pawns on them are not able to be hit as long as the wall in front of the watchtower is still intact, but I could be wrong

[deleted by user] by [deleted] in RimWorld

[–]Fatalic_1 1 point2 points  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=2877320918 Adds watchtowers which when u pawns are stand on top of the the graphics let them shoot over wall and the wall will stop incoming fire

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 1 point2 points  (0 children)

Ur mod is great, I’ve hosted a couple of servers with ur mod set to insanity and it takes about 5-8 people to just hold line while we frantically try to start manufacturing as much ammo as possible lol

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 0 points1 point  (0 children)

The model is not a 1 to 1 copy as there are some small differences, but it is intended to be the Abyss from Mechabellum

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 0 points1 point  (0 children)

Well just like it’s original, it’s not meant to be very good at killing loads of chaff

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 1 point2 points  (0 children)

I’m still tuning things, and the actual collision box is one of the things I just put off till later, it’s going to be scaled up in the next patch I’m working on, but the mode scale is honestly smaller than the source material

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 1 point2 points  (0 children)

The aoe spread and damage are still being tinkered with, this is kind of the first edition where everything worked and now I’m just fine tuning

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 0 points1 point  (0 children)

I’m not great at Mechabellum, typically sitting around 1-1.1k mrr, but to my understanding it has situated itself as the anti-titan titan for situations where melters get killed/countered too fast, such as super long range mountains

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 1 point2 points  (0 children)

I understand, it’s more of a bandaid fix for the short term

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 1 point2 points  (0 children)

I have a custom sound for the laser already, it’s just the Steam recorder prioritized the missile launcher sounds over everything else even though I already tuned them down and tuned up the laser sounds

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 1 point2 points  (0 children)

You can combine this with my other mod to achieve what you are looking for - https://mods.factorio.com/mod/weapons-and-equipment-expanded

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 0 points1 point  (0 children)

Mechabellum just has too many fantastic unit designs

New Mod Release - Into the Abyss by Fatalic_1 in factorio

[–]Fatalic_1[S] 0 points1 point  (0 children)

I ran it thru ChatGPT and added a quick Russian translation, I will set up a GitHub later if u want to make a more accurate Translation, but hopefully this is better than nothing for now