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Messages - Zeta Omega

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Ideas / Re: More Mechanoids?
« on: October 13, 2015, 08:48:21 PM »
build more pylons.  ;)



hmm.. this is a combination of several ideas :

how about a matriarch mech that can spawn a maximum of 5 tiny shielded exploding mechs? (she spawns new ones if her bomb mechs are lower than 5).. and her main weapon is like a mortar..

or maybe she just spawns random mechs at intervals until you kill her.

she can replace the evil ship part and she can also randomly emit psychic waves..
So a type of BOSS/queen mechanoid? Nice idea.

Ideas / Re: Solar Flare should disable mechanoids and MAI.
« on: October 11, 2015, 05:06:42 PM »
But wouldn't it be the same mechanics as a normal EMP though? mechanoids ARE capable of ignoring it and adapting, so maybe something along those lines. Like when it happens some are out cold and others survive it unfazed

Ideas / Re: Dig Holes! Get Dirt! ??? Profit!
« on: October 11, 2015, 05:04:36 PM »
1. Dig hole
2. Get dirt
3. Strike minerals/gems/stem/lava
4. PROFIT (hopefully)

Ideas / Re: Solar Flare should disable mechanoids and MAI.
« on: October 11, 2015, 05:02:06 PM »
Mechanoids, although electrically built, require no power to operate (afawk) therefore a solar flare wouldn't harm them.
Never thought of that..... smart thinking

Ideas / Re: Stealth Mechanics
« on: October 11, 2015, 05:00:29 PM »
Are stealth mechanics possible to be added in? How does vision interaction work?

Im not sure if the creators are thinking about stealth mechanics... but maybe a mechanoid with a cloak generator that gives it a higher dodge chance and critical chance when it attacks!... I should add that to a poll...

Ideas / Re: More Mechanoids?
« on: October 11, 2015, 04:49:02 PM »
HELLO EVERYONE. Long time no talk or message on this post but im back and as eager as ever to hear anything mechanoid related, Ive been a bit busy trying to understand the More mechanoids mod so if you know anything helpful please tell me.

General Discussion / Decent seeds
« on: June 06, 2015, 03:52:03 PM »
Hello, I am trying to find a decent seed where I can build a base into a mountain but at the same time a majority of the map is open field so there is a better chance air drops wont land on me during raids, suggestions/pics please

Outdated / Re: [MOD](Alpha 8) More Mechanoids (v1.02b hotfix)
« on: March 07, 2015, 05:47:41 PM »
Hey Orion, have you though of a Siege mechanoid by chance? I made a discussion post a long time ago and someone had this idea for a turtle like design that could move slowly or plant itself so it could fire like a mortar.

Outdated / Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
« on: February 27, 2015, 04:39:10 PM »
Can you make a bionic that can regen wounds? For example: a heart that produces nanomachines which can close wounds?
Then you could have the description be: Some ninja asked: What the hell are you?! The man said: Nanomachines son.
9/10 Crazy PMC owners approve this message

Outdated / Re: [MOD] (Alpha 9) FixBone v10b
« on: February 27, 2015, 04:37:59 PM »
Could this mod be used with other mods such as prosthetics and glitterworld?

Unfinished / Re: [WIP] (Alpha 9) Blood Biome
« on: February 26, 2015, 07:15:00 PM »
If your looking for ideas for your Bloody mobs may I suggest looking up creatures from terraria, Search for the Crimson or the corruption.

Outdated / Re: [MOD](Alpha 8) More Mechanoids (v1.02b hotfix)
« on: February 26, 2015, 06:27:30 PM »
They can clean? YES!!! Now all I need is for it to be alpha 9

Outdated / Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
« on: February 26, 2015, 01:25:00 PM »
Idea: Mushroom people? Maybe a neutral faction or a new species of colonist?

Do we paste everything into the mod folder?

Uh where is the download link for alpha nine? Im missing it in plain sight again aren't I...

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