Even Pickier Dollies


Move and rotate most placed entities.

Utilities
12 days ago
2.0 - 2.1
32.8K
Cheats

g captive-biter-spawner change = highly unpleasant surprise.

11 months ago

I've held off updating for now. I'd have to patch this out if an update becomes necessary.

Why? Higher tier spawners are eye-wateringly expensive. I have actually resorted to leaving the game running for a week for a quality spawner production run.

If it actually caused a problem or a bug in the game then that would be a reason but this just seems excessive. It definitely does not feel like a bug fix - more like a major regression.

11 months ago

Hmm. I just discovered the Minable Captive Biter Spawner mod. It complements this mod nicely for cases where nudge moving isn't enough. I've been wanting to move a promethium ship egg launcher field with 1440 legendary captive spawners directly inserting into silos. I had relied on the previous versions of this mod extensively over the last few months for adjustments.

For what it's worth, it makes sense that things like pumpjacks aren't movable - the player has absolutely no choice in positioning of a pumpjack. However, captive spawners are placeable in the base game at a location that is entirely the player's choice. If they were like pumpjacks where their location is tied to a resource patch then a restriction could kind of make sense. But they are not.

If it were possible to differentiate originally-wild captive spawners vs player-placed ones then that might be an alternative.

11 months ago

Thanks for the feedback. I'll probably end up adding another startup switch that controls this. I agree that this is a change but it made sense to me that a captured biter can not simply be "pushed around" like a machine. But I see your point.

11 months ago

I pushed 2.7.1 which has a switch for this. Turn the switch on and you can move the captive-biter-spawner again.

12 days ago

For what it's worth, it makes sense that things like pumpjacks aren't movable - the player has absolutely no choice in positioning of a pumpjack. However, captive spawners are placeable in the base game at a location that is entirely the player's choice. If they were like pumpjacks where their location is tied to a resource patch then a restriction could kind of make sense. But they are not.

FWIW, you can set where you want your pumpjacks to go, with Fluid Patch Organizer. It's too easy to exploit for my taste — you can move them all the way to your main base, if you want — but, irl, pumpjacks are placed on top of wells at chosen locations.

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