PFQNiet / Satisfactorio

Factorio mod that brings Satisfactory mechanics
GNU General Public License v3.0
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Enemies / Weapons #11

Open PFQNiet opened 4 years ago

PFQNiet commented 4 years ago

Enemies no longer have spawners. Instead they spawn around points of interest, such as resource nodes.

Combat is more melee-focused, with ammo-based weapons being mid-to-late game and very expensive compared to vanilla.

Enemies can be reskinned to their Satisfactory counterparts.

Note for Flying Crabs: they need to bounce off the player after landing a hit. This can be done by calling "entity damaged" with a flying crab as the cause, and giving that crab a "run away" command for a little while. Similar behaviour may be helpful for when an enemy is damaged by impact damage (ie. from a car), have them flee.