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报告翻译问题
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Honestly? Don't leave your colony unpaused then. I, personally, find those horrid enemies a refreshing challenge.
It keeps me in a siege mentality. The outside world is awful, we need to build strong walls to keep the horrors out.
And make the monsters pay for it. XD
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3258618997
Very good news, really looking forward to it.
I strongly dislike this mod, it is badly balanced and I do not like any of the events it offers, but there seems to be no way to disable it's functions with the mod configuration menu so I have to either cheat to kill their units, or just remove the mod entirely.
The necro-turrets around their landing zone make rushing the ship a very dangerous prospect.
This is every bit as brutal as bug hives from Better Infestations, and I love it.
You NEED a kill box or turret perimeter if you have this mod active. No ifs or buts.
The necronoids have effectively infinite numbers.
And even the finest soldier HAS to stop to rest and eat sometimes.
Whereas the dead do not rest.
I want to have creepy flesh monsters around even when I am NOT using Anomaly.
Anomaly just takes over any mod list thematically. I DON'T WANT to have horror monsters / event every single game.
I may want horrible flesh monsters around even when I don't have other horror stuff.
Have this mod have compatibility with Anomaly WITHOUT requiring Anomaly. Please.
Besides that, you should also include the regular and airborn infections in the perfect immunity gene, and maybe add full/partial protection for both infections to all the warcasket helmets and armor from pirates expanded.
As for a recommendation, maybe a sort of full hazmat protection variant to standard marine armor. Thanks again for your mod.
So if you want to play this mod, you do not need other gear mods and they'll probably be useless. This mod alone is great, but it's not very balanced with the rest of the workshop.