Spidertron Engineer


Build your factory as a Spidertron from the start! Instead of unlocking better weapons and armor, unlock upgrades to yourself.

Content
2 years ago
1.0 - 1.1
3.71K
Transportation Combat

i [Completed-1.6.1] Change size, add Bob's vehicle equipment

5 years ago

A short(ish) list of suggestions.

1.More Upgrades: I had to disable Useful Equipment due to many items referencing modular armor which does not exist. But some items (like crafting assistants) are no longer available as a result. An easy fix would be to add upgrade research to further improve things like mining speed and crafting speed to fill the gap.

  1. Size Matters (until it doesn't). The base spidertron size is a bit big and makes building a little problematic. An option to reduce your size would be cool.

  2. Less Equip Restrictions: Kinda goes with #1 but instead of completely removing modular armor from the game, simply make it not Craftable or researchable, this way mods that add equipment aren't rendered incompatible and more options remain available.

That's all for now.

5 years ago

Hey, thanks for the suggestions.

I fixed missing modular-armor incompatibilities in 1.2.0, so Useful Equipment should now work fine. However, because with Spidertron Engineer equipment modules are not placed in the player's armor, the crafting speed increase will probably have no effect. You could use https://mods.factorio.com/mod/Crafting_Speed_Research or https://mods.factorio.com/mod/qol_research to improve mining speed and crafting speed with researches.

I'll certainly consider making the spidertron a bit smaller (particularly the early game ones). There are other mods that modify the spidertron so I can hopefully borrow some of their techniques.

And as of 1.2.1, all gun and armor items that are not needed to create other items have had their recipes hidden, but are not now completely deleted like they were before. Mods that add equipment should work fine (unless the equipment won't work in a spidertron like the crafting speed one, presumably).

5 years ago

Cool deal. If I think of anything else, would like me to continue using this thread?

5 years ago

Sure :)

5 years ago

Add an option to allow vehicle equipment to be used on Engineer. I was very sad when I couldn't equip the vehicle version of the personal roboport provided by Bob's.

5 years ago

But is the Spidertron Engineer a vehicle...???

Sure I'll add it :) I've not gone through any of the overhaul mods to test for places where incompatibilities will come up, so thanks for letting me know.

5 years ago
(updated 5 years ago)

EDIT moved to it's own thread
https://mods.factorio.com/mod/SpidertronEngineer/discussion/5f445dda6816bc1c2831a142

The limited exiting option for the spidertron provides a really cool opportunity for a bit of story.
Imagine the engineer not being able to breathe the atmosphere of the planet but can breathe super dense pollution and using the spidertron as their envirosuit. It really hits home with the aesthetic that we're the invaders. It also makes pollution actually potentially a positive for us. (even though it already is because if you get it strong enough it wipes out the trees before you have to go burn them all down)

5 years ago

Yep, that was the thinking that I had when I added it, though that makes the lore a bit different compared to 'you are the spidertron'.

(Pollution can't actually wipe out trees, it just makes them look weaker and stops them from absorbing further pollution).

5 years ago
(updated 5 years ago)

EDIT moved to it's own thread
https://mods.factorio.com/mod/SpidertronEngineer/discussion/5f445dda6816bc1c2831a142

Maybe krastorio is doing that then because I have pollution pushing the treeline back slowly.
But also can we get a setting to not disable all the weapon recipes in researches for compatibility with other mods?
And thoughts on changing the limited exit setting to be unlimited in heavy pollution for flavor?

5 years ago
(updated 5 years ago)

EDIT Moved to it's own thread
https://mods.factorio.com/mod/SpidertronEngineer/discussion/5f445c7648728c7460396fc9

And how does this mod interact with your spidertron weapon switching mod?

5 years ago
(updated 5 years ago)

EDIT Moved to it's own thread
https://mods.factorio.com/mod/SpidertronEngineer/discussion/5f445c7648728c7460396fc9

Can actually confirm now that it throws a non recoverable error.

Error while running event SpidertronWeaponSwitcher::switch-spidertron-weapons (ID 184)
SpidertronWeaponSwitcher/control.lua:66: attempt to index local 'spidertron' (a nil value)
stack traceback:
SpidertronWeaponSwitcher/control.lua:66: in function 'replace_spidertron'
SpidertronWeaponSwitcher/control.lua:182: in function <SpidertronWeaponSwitcher/control.lua:169>

5 years ago
(updated 5 years ago)

EDIT moved to it's own thread
https://mods.factorio.com/mod/SpidertronEngineer/discussion/5f445dda6816bc1c2831a142

Also when you unlock the first tech why does it change everything?

5 years ago

I was just reorganizing all these things into their own threads because I realized how scatterbrained it got, so there's 2 more threads now that go into more depth.

5 years ago

Size changes added in 1.6.0. Bob's Vehicle Equipment compatibility added in 1.6.1. Let me know if you have any more feedback!

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