Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That is the greatest idea I have ever heard
The update turned out well!
The SpinBlocksMadness mod is now discontinued and will not work anymore on any FtD version more recent than the v2.03.
I also integrated some ProtecTech Industries features, along with some entierly new things (such as the possibility to set idle azimuth and elevation for turrets and APS firing piece).
That also means that SpinBlocksMadness will not be updated, as its features will be in FtD.
I was wondering if he worked with you for 2.1, Looks great in the beta viewer
The issues will not be fixed as it is a bit hard to do in a mod.
The good news is that I am working with Nick Smart (the creator of the game) to include SpinBlocksMadness features in FtD.
So, you can expect to have the possibility to place SpinBlocks or turrets (and probably pistons as well) on other SpinBlocks, turrets or pistons (and probably pistons).
When this new version of FtD will come out I will discontinue this mod.