#Abyssus master-post
1426 messages · Page 2 of 2 (latest)
The Renounce has had its damage halved and range multiplied by 0.75.
I found that the Exhume and Dissipate didn't need any changes.
The Mantle is here. It fires fragging cluster grenades. It looks like the Titan because it's basically just a Titan - lore-wise, the Sharded knows almost nothing about Abyssus, and thus, tends to re-use what it can, albeit made of different materials.
so the enemy faction has somewhat different tech?
If I can find time to make it, yes.
cool
Turret concepts will get more unique as you encounter more enemy bases and learn to play around the weaknesses of their turrets.
How do you make that recoil movement on the back of the turret
?
its parts. the base game does this
The Befall is here. It fires piercing javelin rounds that speed up over time.
It may be small, but it sure did take a while to make. Almost my whole day, in fact.
cool
The Excurse is here. It's similar to the Disperse, firing burst flak at aerial targets. It also has a slight homing capability.
cool stuff
Thanks!
I'm particularly proud of the sprite on this one, as well as the animations - several pixel-perfect diagonals are present between parts, which took tons of tweaking to get right, but it looks good now!
i love it when the parts come together seamlessly
play it on BE
I don’t use shaders in my mod. Do you have MEEPofFaith/black-hole-renderer enabled?
It’s no longer a dependency for my mod, as that causes crashes on BE.
oh it is black hole renderer crash
Glad it’s working now! There aren’t any campaign sectors right now, but feel free to play around in sandbox.
black hole renderer not black pencil hole renderer 💀
Wait, you can already download this mod? I haven't found any from GitHub or mod browser
i can give link: https://github.com/overdramaticpanromantic/abyssus
It just says no releases published
Download it as a .zip. No releases are published because the mod isn't released.
Go to the repository > code > download as zip.
Ok thank you 🥰
Never thought of that 🤦
Not anymore. I had to remove the dependency because of crashes.
it needed black hole library in the past?
Yeah.
The Engulf is here! It engulfs enemies in a stream of flames, using either Methane or Oxygen as its fluid of choice. Both have the same stats, so it's best to use what you have more of - or what you like the look of more.
i like the way methane looks
Thanks!
Abysussus
self-reflection moment
when the abyss is sus

I’m running out of turret ideas. If anyone has any, toss them my way!
Dude, I've had a lot of ideas about this for a while now, and I'd like to help with your mod, it's good
It’s a solo project, but ideas are welcome, as previously stated. I’m glad you like it thus far!
It’s nearly content complete. I only need to make a few more turrets, and then only the campaign remains.
First, a 3x3 or 4x4 turret that fires a short-range laser similar to the parallax style that deals medium damage, even with a melting effect only on land units
second idea is a 3x3 medium-range turret that fires several medium-damage plasma balls spread out as if it were a shotgun that can be both anti-air and anti-ground
try to play on the bullet sharding away during flight, like afflict
I might be able to do that! Could call it the Entrap and have it use a bunch of power.
cool
Ooh, yeah! I forgot about how you can do spawnBullet stuff. Might make an upgrade to the Befall that does similar things - Biskonium-tier, perhaps?
maybe turret name: Inject, uses power + optionally a material, fires a single lance forwards that deploys smaller bullets/lasers during flight?
remind me what kinds of capsule items do you have?
because i thought of a turret that turns them into homing missiles which explode with arcs upon hit/crash
or fire a laser forwards
a good idea to complement the my second idea, the plasma balls can fragment into smaller energy projectiles on impact and this turret would consume a lot of energy per shot with an average rate of fire
sorry not capsule, ion battery
eats ion batteries, shoots little missiles that explode into either electric arcs or a laser beam forwards
Maybe Inoculate instead?
Only shield canisters right now, alongside ion batteries. Maybe I could make a discharge arcthrower?
Perhaps called the Expulse.
after download the zip, extract it and put it on Mindustry Folder?
Yeah.
alright gotta try it.,
If that doesn't work, try just pasting it without extracting.
it works, let me enjoying the mod in sandbox
D:
feel free to rename it however
its just the idea of shooting ion batteries turned into explosives/missiles
I just saw the mod on github that is working on new turrets
Yep! New turret coming in a bit.
I love mods that add lots of cool and interesting turrets
The Inoculate is here! It fires piercing lances that frag off into homing bullets.
Very cool, it looks like an end game turret, I really liked this one
Thank you! Funnily enough, it's only a lategame turret - I've still got Bismuth, Biskonium, Boron, and Bintubite-tier turrets to make. Hopefully those are more flashy!
Well, you can follow my previous ideas if you want, but you can change some things like the heat ray I mentioned before, it can be an end game turret with high damage to focus on enemies
only large ones with more health, and plasma shotgun turrets could be a good option for the mid or early game where it can use a lot of energy or some gas to function, I think there was a lack of more options for liquid and energy turrets
If you need it I have 2 more ideas for endgame turrets
Yes please! Chances are, I might go back and make a few more turrets, even after I'm already done with the four aforementioned turrets.
maybe long-range artillery shells that frag into those fuse lasers?
I do like that idea, but it might end up too similar to the Mantle. I'll try regardless!
oh okay
i was just generally thinking about making use of those things that fuse produces when shooting
1 a beam of radiation that projects a conical or wide beam that damages all enemies within the beam area, whether it would be very good against swarms, it can consume power or heat or ion batteries or something like that. 2 a medium-range cannon that fires a sequence of 3 fast, high-damage projectiles that when colliding with an enemy releases some fuse-like beams, this can use methane and ammunition or something like that. These two can be 4x4 or 5x5
I forgot to mention that the radiation beam is transparent and you can use an ion solution if you want
This is one of the more polished mods out there. Good job and keep it up
👆
Thank you!
I agree a lot, this mod is well made with interesting mechanics and well polished
I really want to play this mod's campaign, it looks like it's going to be interesting and even challenging
I hope I can make it so! I have a lot of ideas for the campaign planned out, but upon re-reviewing some old concepts, many of them don't align with the mod's current vision. If anyone has any sector ideas, let me know!
ssus
The Expulse is here! It fires recursive cluster bombs at nearby foes.
cool, I even liked it, what will be the next turret
I'm not sure yet.
I think I'm missing some 3x3 turrets or a 5x5 one if you want, or even another 4x4, you can use the ideas we gave there and you can change my ideas into something you think is best, the mod is yours, do whatever you want with it
The remaining three turrets will all be 5x5.
All these ideas I gave here could be very powerful 5x5, what I thought and said here is that they would be 5x5 but I didn't know if I wanted to have 5x5 turrets in the mod
but still for me I think it would be cool to have an extra 3x3 turret
I don't want the early game to have content bloat.
ok but what I thought would be a 3x3 more mid game turret not much for the beginning of the game, what I thought would be more of a variation of sizes of mid and end game turrets,but the mod is yours, do it your way with whatever you want
I personally want to make turrets get bigger as you go further into the game. It also gives me more room for details on the sprites, as well as more moving parts.
Well, do you already know what to do or do you still need ideas?
One or two wouldn't hurt.
shotgun turret
this is a literaly a shotgun,I think this one would be cooler to be 3x3 or 4x4
but I think it would be cooler to suggest more end game 5x5 turrets
Ooh! Yeah.
I didn't quite get that vibe from it. I thought you wanted it to be similar to the Dilapidate's lefthand weapon.
Explaining it another way, it would be a turret that would be a shotgun with well-dispersed mini plasma balls, it would be a good anti-air and anti-swarm
I'm sick today. Probably won't be able to make anything.
get well soon
Thanks!
I would say the same
When I went to download this mod because I deleted my mods folder, I saw that there will be new things maybe today, I didn't expect that
Not today, tomorrow - I made the sprites today, but I'm sick and don't feel like implementing it until tomorrow.
The Adumbrate is here! It fires homing shotgun rounds. It also has a halo.
ssus
cool but isn't it too many?
ngl I would like to see some knockback too
The damage is fine, if that's what you mean. I liked the look of having lots of bullets.
I think I'll add that, yeah.
I like it
Done.
As in ten turrets?
yes
It ends up knocking it back about ten times as much. I forgot to record it. Oops.
I think this mod is still missing an energy turret but I really liked the turrets in this mod
my favorite is this
Most of these turrets primarily use energy. Other ones use energy and items, such as the Adumbrate, which discharges Ion Batteries and recycles their casing. I will not be adding any pure-energy turrets because they remove logistical challenges and are too easy to spam.
What else I think would be cool would be one that uses energy and gas or liquid maybe
or energy and heat if you want,but I liked that you used ion batteries in this turret, we were already asking for that,I think ion batteries can be very useful in this mod
There likely won't be any heat turrets. This is mostly because the only method of heating is via Oxygen in a 7x7 building, and that's intentional.
there's a lot of bullets and it looks nice
ssus
Thank you!
You're welcome 🙂
There might not be a new turret today. I'm still sick, and also suffering from burnout. Can't think of any new turret shapes nor projectile ideas.
It's alright, i can dump some ideas in the channel if you want
Can't do anything about being sick tho. I can wish you to get better soon tho, and advise you to rest and relax.
If the ideas don't come, don't squeeze yourself too hard, they'll come eventually.
Thank you! Yeah, ideas would be appreciated. 😄
I'll warn you, idk everything there already is in the mod, because i didn't get the chance to see all the videos, so some stuff might be repeated. But I'll try to be original.
Weird turret that, instead of shooting projectiles instantly, actually behaves like a "platform" which summons a bunch of orbs. The orbs are not moving at the beggining, but then they quickly accelerate and home towards the enemy.
Another one would be a sort of "box" that unfolds, to reveal a missile/grenade launcher. It throws projectiles that travel quickly, not homing, and upon impact leave a puddle of igniting liquid, essentially behaving as some sort of napalm bomber.
Also thought of an EMP slingshot/railgun. Not a regular railgun like foreshadow, but one that accelerates a projectile with magnets and catapults it towards the enemy, creating a huge paralyzing area and electroshocks. Main difference with the foreshadow is the shift from a focus on "single unit heavy damage" to "huge area, mid damage, big debuffs"
Other one i thought about is a sort of liquid/gas splasher, but not like tsunami. It doesnt eject a jet stream, but an aerol cloud that travels quickly and in an angle, like the diffuse. The liquid cloud corrodes, slows down, and damages enemies over a long span. Excellent against armies crouded with small units as the gas cloud pierces the large ones to hit the small ones behind.
Will think of more later on, busy rn
These aren't the best, just some quick brainstorming to be polished
A lot of those things seem difficult to implement in JSON, but I'll try!
^
I guess for the poison cloud, repeatedly spawning fragBullets that deal AoE damage, but the rest do seem difficult - it might be a skill issue, though.
For example, I don't know how to get a regular BasicBulletType to produce a puddle of liquid. Come to think of it, I could also use a fragBullet for that, but I'm still sick and don't really want to think too hard about that, lol.
The Enfilade is here. It fires piercing explosive rounds at nearby foes. It also has a neat halo.
Here's a close-up of the halo.
question
do they explode when they pierce
dont use fragBullets use intervalBullets that do AOE damage
the main bullet is not targetable/collidable and is invisible
That's what I meant.
Yep!
I can't seem to say things correctly, oftentimes.
spectre counterpart, i like it
Thank you!
Today, I might make the final turret. I might also not make any new turrets - I'm not sure if Bintubite needs to be more gamebreaking.
I have decided not to make a Bintubite-tier turret. Development will halt for some time as I recover mentally from working nonstop on this for months.
After that, I will likely be back in school. Thus, development time will be limited, and likely delegated to mapmaking.
I am personally opposed to releasing it. Releasing an unfinished, unpolished mod could tarnish its reputation, even once it is polished and finished.
I agree, releasing an unfinished mod is not a good idea, especially not a campaign mod.
na'uh, we'll wait until it is finished
I am aware, I was quoting a meme
Abyssus looks like i beating a New Horizon but in Medium Threat
A hint at what's to come.
uhh why not merge some of those?
this works yk
I know that you can do it in a more compact manner, but I both like how this looks and understand it more easily in this format.
ye thats fine. I was just saying you could merge the build count things
thats a lot
I also absolutely love the springs lmao
Im not the only one
The Demarked sector is here. It's the tutorial, and thus, very easy. There is also zero enemy presence - it serves solely as an introductory map, allowing the player to acclimate to Abyssus's environment, as well as build a large factory to get the hang of stackable designs.
wait
so its physically impossible to mess up?
neat
Hey just asking what program do you use for making sfx?
I get free sounds from https://freesound.org.
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
Yep. Later sectors won't be so forgiving - they may take ten, or even twenty tries to complete.
Nice thanks but do you know any sound editor
"or even twenty tries" Guud lord man 💀
I don't know of any good ones, because I haven't used any.
ffmpeg and hexedit(real)
convert into wav
hexedit
since wav is just raw samples
you can just edit the samples
The Namesake sector is here. It's the player's first glimpse of the enemy - small scouting parties are being sent to investigate the player's presence. It also unlocks Magnesium.
Question. Will the player unlock the first turret at Demaker on Namesake?
Namesake. The first sector's called Demarked, not Demaker.
i can't spell I see.
real
The Forked sector is here. It allows the player to construct the Dissipate, as well as it having two separate spawns. You can't get away with one line of defense, though - both spawns are placed in such a way to where having one defense is quite difficult.
I only see one spawn on the preview.
There's one on the left and one on the right.
Is it different in-game? I'd hope not - my aim isn't for it to have two separate potential spawns, I want it to always have both.
how do you do that potential spawns thing anyway
It's cool, but doesnt look noisy at all
Is it on purpose?
Like, its cloudy smooth and the biome borders are very fixed
It looks noisier ingame - the editor portrait is compressed, for some reason.
Presumably so that all map icons are the same size.
Oh, alr
Weird
That makes sense
🍴
🍽️
Seeing the factories size, what size would the late game maps be?, and what size is that map currently? And do u pretend to make space a struggle(as in preserve and organize or u suffer) or no, just a few questions i had seeing the factories size(8x8 is no joke)
new horizon mentioned || or probably Exo ||
The bigger blocks are literally 9x9
The current maps range from 200x200 to 260x260. Late-game maps could be as large as 600x600 - things get more space-efficient as you go on.
Yep, as is intentional - some early-game schematics come prepackaged with the mod to give new players an idea of what a good schematic looks like.
Nice, any idea for ehich month its gonna release or what you eant finished before releasing?
Since it appears the tech tree is finished
And the fact that this mods focuses on the factory side of mindustry a lot makes me really excited for it
No idea for when the campaign will be finished. Could be as short as two months, could be as long as a year.
Thank you!
Np, good luck!
I won't be able to develop the mod today.
The bleeding edge builds crash on startup right now. Thus, I am unable to launch the game.
ok, i though only i have crashing, 25115 wont crash
I know, but 25116 does, and downgrading is problematic on MacOS.
🆗
Ssus
missing nullchecks yipee
(yes it was all because of the missing nullchecks)
pain
now millions must wait for anuke to fix
and then update by hand
hooray
i forgot how you get BE
ssus
oh, separate repo. neat
As it turns out, I still cannot play. This time, the game crashes when I try to save a map.
Undoing an hour of progress.
Pain.
Unexpected IRL stuff has came up. Nothing will be done tomorrow, even if this is fixed.
Specifically, someone has been abusing me for years and I am done with their shit.
best of luck
Thank you.
Hope everything went well!
Things are still yet to go in the first place.
I forgot to clarify.
Hope everything goes well then, and good luck!
Thank you.
How did it go? No need for personal details of course.
It hasn't, yet. Yesterday was a rough ETA.
Please stop asking for details. This is a difficult part of my life, and I don't need people I've never met asking me about it.
I probably wouldn't even have mentioned anything about this here in the first place
I didnt mean for it to go off like that, im sorry.
ssus
Can you please stop? I don't like hearing that every day and I'm going through a difficult period of my life right now.
And I'm sorry if it comes off as rude. It's hard for me to word things properly right now.
Aby
If it makes you feel better every time I say it I’m playing to mod :)
Good to know.
Also congrats on 33 👍
On the GitHub. Download it as a zip, or go ingame > import via GitHub.
Thanks.
Ty
The Derelict Alloymaking Complex sector is here. It contains several ruined factories that formerly produced Thermic Alloy, of which is locked behind this sector.
derelict buildings being used to tell a story? peak
Nice, looks really fun to play
Forgot to mention - in that case, it's fine - I didn't know.
The Ambush sector is here. It is the first challenging sector the player will encounter, with all three offensive unit trees attacking at once. Not only that, but you have to defend yourself from three potential angles of attack, while simultaneously managing your low power production capabilities until the sector is captured.
The enemy will not let up. Planning is advised.
suffering? YEAH!

of course, i do love that kind of ||painfull|| strat
@scarlet oracle is thee ambush sector supposed to require 2850 tungsten?
none of the sectors beforehand seem to have a second core i can place and the max a core can have is 2400
unless im missing something
got all the research done upto that point
That's due to the starter base - that's a mistake on my end! Oops.
It's fixed now - update the mod, and you should be good to go.
I apologize for the inconvenience.
its alrightt
thanks for taking your time to look into the problem in the first place 
I ended up increasing core capacity. I can't really make the early-game any cheaper than it already is without having balancing problems as a result, hence the increase.
Thanks for playing!
There might be a new map today, there might not. It depends on how much time I have.
Schrondiger's map, also been playing the mod, very promising and fun
Thanks!
Im became severely depressed after leatning the t2 drill ratio
Aside from that ambush is a very fun map
Very balanced
I required two tried to beat it.
I went through the maps and they're fun, a lot of content just explodes out.of nowhere at ambush
Yeah, that will be dealt with later. I can't lock things behind sectors that don't exist.
The next sector will simply unlock carbide, and the one after that, aeroframe.
also the alloymaking complex starts out with 100 copper, might wanna fix the loadout
Oh shit! Thank you.
np
Hard for me to remember those kinds of things.
yeah bugs happen
Thanks for the heads-up - it's fixed now.
I think the main problem is that I condensed the progression too much. Lithium, Aeroframe, and Carbide are all unlocked at or around the time you unlock Cobalt progression-wise - I'm not sure which approach to take for fixing that.
Aeroframe is locked behind Lithium, so I can't lock Lithium behind the Pyrovat.
I could lock Carbide behind Aeroframe and reverse the order of these two, but I don't like the sound of that.
multicrafter might be an issue since i dont think you can lock recipes there
That is true.
Hence why I am looking for MultiCrafterLib alternatives. It's quite buggy and also limited in functionality.
Tru, the content boom on ambush caught me off guard
However considering multicrafter uniqueness and the fact it already fills that gap, alternatives are unlikely, meaning u would have to stick to multi lib, or make your own which is time consuming and hard however can be as flexible as you need it to be.
i might consider doing that when im done with my project/need a break from it
The problem is that this is a JSON mod, and I am completely clueless regarding Java.
Don’t succumb to multicrafter
It’s not worth it and it’s buggy
Multicrafter is not unique
I know, and I don't know of any alternative multi-recipe crafter library mods.
If anybody has made one, or seen one, please tell me.
i am probably going to make a better multicrafter
specifically one that you don't need to select recipes for
it just accepts all the items and turns them to what it can
A sneak peek at what's to come.
The Upwell sector is here. The player will be forced to face two enemy bases at once, with only one of them producing units.
The top base's defenses are overwhelming, whilst the bottom base is only accessible by mechs and insectoids. To defeat the top base, one must upgrade the core and use the extra unit capacity - a regular attack will not do.
It unlocks Lithium, and by extension, Aeroframe.
cool
Coool
Ssus
cuuul
GET OUT OF MY HEAD 😭
We need to make every modded planet have sus at the end
why no exogenesus 😭 😭 😭
Mindsustry
Exogenosus
Asthosus.
Get out of my head...
amogus is everywhere again 😭
vesperiasus
The Vaporizer is here. It's a fairly simple block - you can incinerate items and liquids with it. However, it requires 600/s power.
Don't mind the small flame. I can't resize that - it's hard-coded.
The Harrowed Canyon sector is also here. It's a cramped, yet resource-rich canyon, teeming with enemies - you will be assaulted on a scale never seen before.
It unlocks Carbide production, and the powerful military capabilities that come with it.
Yay, new content
The mod should be playable again. Sorry for the hold-up.
Notice
I will be hosting a public playtest of the mod's current sectors on <t:1722096000:R>. This time is already localized and does not need to be converted to your timezone.
During this playtest, we will attempt to stress-test the mod, alongside diagnose any balancing concerns I have missed.
If you want to join, perform the following steps:
- Download the Bleeding Edge version of the game from https://github.com/Anuken/MindustryBuilds/releases and ensure it works correctly.
- Go to Mods > Import > GitHub and type
overdramaticpanromantic/abyssus. My mod can not be found on the browser yet! - Repeat the previous step for
liplum/MultiCrafterLibandxzxADIxzx/Scheme-Size-Lite - With the dependencies satisfied, ask me for the CLaJ code on the provided date at the provided time. This code will be publicly posted in the Abyssus server, but if you cannot, or do not want to, join said server, I will provide it in DMs - just ask me first.
- Launch the game by opening the
.jaryou installed in step one. Go to Play > Join Game > Join via CLaJ Link. - Paste the CLaJ link I provided in the server/DMs into the text box that pops up. It should allow you to connect.
Latest builds for Mindustry. Contribute to Anuken/MindustryBuilds development by creating an account on GitHub.
I'm not sure what to do with this mod. MultiCrafterLib is inherently limited. There's nothing I can do about it - Lithium is unlockable several sectors before it should be. There's genuinely no way for me to fix it other than either swapping mods entirely or making a ton of new processing facilities. Such an undertaking would mean reworking the entire mod, from the ground up, scrapping every single bit of what I have now, only saving the sprites.
I go back to school in a week. I don't have the time for that. I either need an alternative, or for the MultiCrafterLib devs to get their shit together and fix the mod. The game only checks for if a material has been produced to unlock it, and doesn't acknowledge any other requirements in the research object. This completely breaks everything.
If the mod is reworked, it will take a very long time. And the mod will be unplayable until then.
I'm sorry, y'all.
may I present a solution?
objectives:[
{
type:SectorComplete
preset: mapname
}
]
or
objectives: [
item,
liquid,
block,
{
type: produce
content: item
}
{
type: onSector
preset: map
}
{
type: onPlanet
planet: planet
}
]
literally every objective you could use
@scarlet oracle hope this helps
those don't work
the game only checks production
and never anything else for item unlocks
More specifically, I'm using OnSector.
I have also tried SectorComplete to no avail.
you cant do that with resources silly
only blocks units and sectors
Yeah, I know. That's the problem.
Due to MultiCrafterLib not allowing you to lock recipes, I can't force the player to wait until a certain sector.
mmm. I could help yk
That would be appreciated, but I'm not sure how you could help. It's pretty much entirely an issue with the MultiCrafterLib devs not working on it - Jojo is busy, so that's understandable, but Liplum has no excuse from what I can tell.
That being said, even if said help doesn't work out in the end, it's still appreciated.
I'm glad people care enough about this mod to offer it.
How does your multicrafting work btw?
You input a different item or an extra item to get a item
I done forgor
MultiCrafterLib's multi-crafters work by having you select a recipe by clicking on the block and selecting one of the UI blocks that pops down. Once you select one, the block's recipe changes to that, and it will output the desired item if the proper inputs are given.
I don't think this mod is salvageable in my eyes.
It is inherently flawed - I based it around a system that has already been done to death (i.e. Factorio) and I am paying for it. I don't personally believe there is any recovering from the issues multi-crafters bring up, and I would be better off creating a separate mod and learning some things from this one.
For example, I have learnt a lot about block and unit spriting while working on this mod. While I'm still mediocre at best regarding spriting as a whole, I can definitely make a workable end product visually speaking. I have also learnt a lot about balancing, as the months I spent thinking about it for this mod have sharpened my eye for potential issues that are better to proactively fix, rather than reactively.
I can reuse assets from this mod, namely block sprites. It is unlikely that I'll reuse any unit sprites, but my methodology for making said units will be somewhat similar, still. I already have a plan for said planet - it would be earthlike with some, but not a ton of life, alongside petrochem logistics and needing to move a lot of fluids from point A to point B. It would probably be called Cudera.
Such a replacement mod would be developed more slowly - I would take my time to perfect it, as opposed to the rushed approach I took for Abyssus.
then why make a poll? Im my eyes you have made your starter mod. Abyssus is a good mod but I do see what you mean
Aquarion has been remade 3 times now
each better and better
might as well be completely different mods
I hope people have the same opinion and support you in allowing you to progress further
I made a poll to see what people think, regardless of whether or not I will act upon it. I want to know what people think I did well, alongside what people think I should have spent more time improving. That way, I can apply these lessons to my next mod.
Abyssus is indeed my starter mod. I'm happy with how most of it turned out, but the progression is definitely flawed.
Thank you. It means a ton to me.
reminder that aquarion looked like this after 1.0
Some more details, in case anyone finds them appealing:
- Cudera would be earthlike, but with no liquid water. Rather, organisms would need to melt water to use it in their metabolic processes.
- There would be many plastic materials, alongside petrochemical logistics. Lots of fluid transport to deal with.
- It would have RimWorld references, i.e. plasteel and vanometrics.
- Living creatures would need to be harnessed for their products, i.e. certain insects being cultivated for the cerumen they build their hives with.
(maybe sneak in a lack of oxygen? I really like the idea that what cyanobacteria did on earth is quite rare)
(some other gas could exist in the atmosphere that would lighten the limitations a bit, like fluorine or smth)
I do plan on that, yes. Microorganisms only, with insects being biocultivated by the Sharded.
Cue mass ecosystemic havoc because a research & reconnoisance AI doesn't know anything about balance in an ecosystem.
To be honest, if you yourself are already pretty much solid on what you want to do, I also do not see the point in this vote.
I hope that you allow yourself to progress even if this vote turns out to have a different winning option.
Use some of the cool concepts of Abyssus and implement them into a cooler mod that has less of the flaws you experienced.
Making a mod that is flawless is impossible after all but continuing to create and develop a mod that you, yourself are not happy with or can't save is not worth it in my opinion.
What do I do with this mod?
12
25
3
Take away my lessons learned and make a new/better mod.
◀️
⚰️
Sus
🫡
See ya in next mod👋
Thank you, everyone, for playing.
A thread for Cudera will be made at some point in the near future.
Cudera1?1!1? Caldera reference?1!1

