安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Will take a look at that, Reigdaer!
Sardaukai, I'll be looking at some new NPC ideas soon.
280 years later
Maybe it is worth just to copy the npc and use different attack logic....
get hunted by feral aliens while
a kind of base eaters destroy your grids
maybe something like a big tick or lamprey
My test env is earth start base. Same as before, but
when I set TargetGrids to false they hunt me really hard.
Maybe it would be better to have two seperate kinds of aliens, player hunter and grid eater ^^
I just published a small update which increases grid damage a little. I also am hoping that players are now the primary target, though this may be a Keen thing.
Just made a discussion as well, "Damage Modifiers". Feel free to drop a comment there on your thoughts about damage dealt towards players/blocks by the aliens!
Cheers!
Thanks for letting me know! - Will look into that ASAP. Cheers!
Feral spawns -> charges players -> player close door
feral attack random block -> player open door
feral loops attacking this block
Maybe there is a chance to make players as primary target?
(It could also be a keen thing....)
(Also block damage is to low, but thats just my opinion)
I just updated the mod. Let me know how it's working. Cheers!
I should be releasing an update soon, which will be making it work with the most current version of Space Engineers.
Paradox Knight: You should be able to load mid save with this mod enabled.
degoss: Unfortunately, not without editing the mod itself and republishing it to Steam Workshop and/or Mod.io.
Cheers!
<AnimationModel>Models\Characters\Alien02\Animations\Alien02Idle.mwm</AnimationModel>
to
<AnimationModel>Models\Characters\Animations\Alien02Idle.mwm</AnimationModel>
and Audio folder is missing.
I will be updating the mod soon, which will add some new things, as well as fix existing and new bugs and issues.
(Deutsch sprechen: Es sollte nicht Wölfe oder Spinnen deaktivieren. Dieser Mod hat sicherlich keine Auswirkungen auf Wölfe oder Spinnen.)
Blaze420: It could be mod-load order. Try putting MES above Feral Aliens and report back.
i´ve seen JackRPG using the AIEnabled block to spawn these.
is this still possible ? if yes:
How do i add them to the AI enabled spawn-block ? is there any Subtype ID i have to add ?
Thank you for letting me know - I will add this to the Mod Conflicts list.
Thank you for the feedback! Creepy voices are planned at some point.
The spawn rate has been fixed. I just published the update for it now.
Please list what the mod is that you think is conflicting?
I'll work on the spawn rate this weekend. Thank you for letting me know about this!