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 Add generic mod support

5 years ago

Suggestions:
Setting to not remove all weapons and armors in case they are needed for recipes from other mods.
Change limited exiting setting to not damage you in very heavy pollution.

Questions:
When I unlock the first military tech a lot of the basic functionality that was working before doesn't work in the engineer spidertron mk2, namely the combined inventories as if it was my character and not a vehicle I was riding and ammo automatically populating itself into the weapon slot from what I can tell. Is that a bug? How it has to work to even work at all? or a mod conflict?

5 years ago

Setting to not remove all weapons and armors in case they are needed for recipes from other mods

I did try to ensure that weapons that were required for recipes were not removed, so if you think that that's not the case then I need to fix my algorithm :)

Change limited exiting setting to not damage you in very heavy pollution

I think that that will be possible. It's not the lore that I was originally going for, but I quite like it!

When I unlock the first military tech a lot of the basic functionality that was working before doesn't work in the engineer spidertron mk2, namely the combined inventories as if it was my character and not a vehicle I was riding and ammo automatically populating itself into the weapon slot from what I can tell. Is that a bug? How it has to work to even work at all? or a mod conflict?

That isn't intentional, but it is a side effect of the MK2 and up having its own inventory slots. This is mainly because when you get personal roboports you'll need to store the robots and construction materials in the spidertron, not your own inventory. Workarounds were discussed here, nothing implemented yet because I know that the devs are adding actual spidertron logistics to 1.1, after which I should be able to neaten up the mechanics quite nicely.

5 years ago

The only weapons I think I need specifically are rocket launchers and heavy rocket launchers for the explosive spidertron and mk3 spidertron from spidertron extended and both of those are craftable. And now that I look into it more it seems like everything is where it's supposed to be. But weapons from other mods do still show up/have ammo recipes so maybe the way how the spidertron interacts with weapons should be changed instead?

Maybe allow it to directly equip weapons and then apply it's modifiers to them with a global one that can be used for modded weapons that are not explicitly supported and then more tuned ones for the vanilla weapons and modded weapons that you want specific changes for.

5 years ago

That isn't intentional, but it is a side effect of the MK2 and up having its own inventory slots. This is mainly because when you get personal roboports you'll need to store the robots and construction materials in the spidertron, not your own inventory. Workarounds were discussed here, nothing implemented yet because I know that the devs are adding actual spidertron logistics to 1.1, after which I should be able to neaten up the mechanics quite nicely.

Why not just disable it's slots and give the character directly more slots? Wouldn't that maintain the intended behavior overall?

5 years ago
(updated 5 years ago)

Why not just disable it's slots and give the character directly more slots? Wouldn't that maintain the intended behavior overall?

Unfortunately not, because then there would be currently no way for personal roboports to work because I disabled personal armor and spidertron equipment can only act on spidertron inventory.

It is a tricky design decision to solve, particularly because of the anticipated Factorio 1.1 changes that we don't know the details of yet. I'm still working on it :)

5 years ago

That's an interesting conundrum. Any news on when exactly 1.1 is coming? Because if they're gonna take like 6 months on it you may not want to wait for it to come.

5 years ago

I wish! I expect it will be somewhere between 2 and 8 weeks from now, but who knows?! I'll continue to think about it, but because I haven't thought of a good pre-1.1 solution anyway, there is nothing for me to do anyway, bearing in mind that it does work 'fine' as it is anyway.

5 years ago
(updated 5 years ago)

Fair enough, I really liked the qol stuff from the mk1 but I'll deal with it. Also I seem to be running into a bug where I don't take damage when exiting it sometimes. I'm not sure how to go about replicating or explaining it so let me know what you need/I can do.

5 years ago
(updated 5 years ago)

The only weapons I think I need specifically are rocket launchers and heavy rocket launchers for the explosive spidertron and mk3 spidertron from spidertron extended and both of those are craftable. And now that I look into it more it seems like everything is where it's supposed to be. But weapons from other mods do still show up/have ammo recipes so maybe the way how the spidertron interacts with weapons should be changed instead?

Maybe allow it to directly equip weapons and then apply it's modifiers to them with a global one that can be used for modded weapons that are not explicitly supported and then more tuned ones for the vanilla weapons and modded weapons that you want specific changes for.

Weapons and armor from other mods are not supposed to show up (unless they are used to create non-weapon/armor items). If they are then I'd be interested to know which mods/weapons you mean. Ammo is not touched by this mod at all.

It isn't possible to allow it to equip weapons directly like the player usually can. The guns most be a part of the 'prototype definition' (in the same way that a tank's are). I could allow it to have one of every weapon (including mods' weapons), or I'm happy to go to a specific mod and add an extra tier or modify existing tiers to include some weapons from that mod.

5 years ago

Fair enough, I really liked the qol stuff from the mk1 but I'll deal with it. Also I seem to be running into a bug where I don't take damage when exiting it sometimes. I'm not sure how to go about replicating or explaining it so let me know what you need/I can do.

I just released v1.4.1 which includes removing the inventory on the MK2. MK3 and up still need it because they have equipment grids and therefore roboports. Thanks for the help!

Feel free to submit a bug report about not taking damage, but only if you can work out how to replicate it (or provide a log when it happens).

5 years ago

Krastorio anti material rifle is showing up in the research and it takes 2 submachine guns in it's recipe.
And the only mods I use right now that add weapons is krastorio 2 I believe which is just the anti material rifle and the impulse rifle.

Also there appears to be an issue with the krastorio2 bullet collision physics hitting the legs while firing.

5 years ago

Also is it not possible to run a script to generate those 'prototype defintions' for all weapons on startup?

5 years ago

Also is it not possible to run a script to generate those 'prototype defintions' for all weapons on startup?

Sure it is, but depending on the mod, that could be a very long list of weapons, and might not be balanced at all.
I'll investigate proper K2 compatibility at some point, but that won't be for a few days.

5 years ago
(updated 5 years ago)

If a weapon is limited to a vehicle in another mod is it possible for you to pull that off and add it to the spidertron?
EDIT Nvm posted the mods anyways for now.

New response