Even Pickier Dollies


Move and rotate most placed entities.

Utilities
18 days ago
2.0
19.1K
Cheats

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

18 days 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.

18 days 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.

18 days 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.

18 days 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.

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