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.
[x] Xeno-zapper (default weapon)
[x] Xeno-basher (upgraded weapon range/damage)
[x] Rebar gun
[x] Rifle
[x] Nobelisk
[x] Biters > Hogs
[x] Spitters > Spitters
[x] Flying crabs
[ ] Duplicate biters > Crawlers
[ ] Arachnophobia mode for Crawlers
[x] Worms > Spore Flowers / gas rocks, one or the other for a given "base"
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.
[x] Xeno-zapper (default weapon)
[x] Xeno-basher (upgraded weapon range/damage)
[x] Rebar gun
[x] Rifle
[x] Nobelisk
[x] Biters > Hogs
[x] Spitters > Spitters
[x] Flying crabs
[ ] Duplicate biters > Crawlers
[ ] Arachnophobia mode for Crawlers
[x] Worms > Spore Flowers / gas rocks, one or the other for a given "base"
[x] Alpha Hogs
[ ] Alpha Spitters (red)
[x] Alpha Spitters (green)
[ ] Bigger Crawlers