Orbital Vehicle Deployment


Complete rewrite and better than ever for 2.0 Deploy Spidertrons, cars, tanks and all other vehicles to the planet below, and ready with ammo, fuel and construction robots.

Content
2 months ago
1.1 - 2.0
632
Transportation Logistics Combat

g 2.0?

8 months ago

any news on 2.0 Port?

8 months ago

Soon, my pc build is taking longer than expected.

Should be built and able to work on this in the new year

4 months ago

sorry to rush but did you get your PC up and running?

4 months ago

I actually didn’t - the motherboard has been sent back for repair

Now that my other mod - spider neural control is updated to 2.0 this shouldn’t take too long (maybe ready for this weekend)

4 months ago

Ouch I'm sorry to hear that man, hopefully the repair doesn't take too long.
Oh bet! I'm hype for the update then!

4 months ago

Good news and bad

Firstly the good - this mod was a pain to code in 1.1, reworking the rocket silo sending spiders into the made up orbital inventory and being able to drop the spider any where in the SE universe. It was messy, janky, and not ideal.

Space age has its own drop mechanics and inventory - so, currently I am working on a rework - scrapping the spider launcher and incorporating the mod into the new mechanics. Simply if the platform has a spidertron on board there should be an option to drop and deploy spiders on the surface below. Ideally being able to target the drop location.

The bad - unfortunately this involves a fair rewrite and as Im still working out the api for 2.0, its taking a lot longer than expected

4 months ago

That's fair, I shall await for when you are ready as this is one of my favorite mods!

4 months ago

LeadHail, thanks for the comments, it really motivated me to update this mod

The new API was a learning curve to understand but now the gameplay is closer to the game lore than what I made in 1.1 Space Exploration. Also learned a lot and excited to develop this mod a lot further. It could become more than just spidertrons being deployed.

I'm away this weekend, more features will come next week!

Would love to hear your feedback

4 months ago

Really cool mod in concept, this was one of those things I kinda missed in SA compared to SE.
I have yet to unlock spiders in my current run, but this turns them from "why bother once you have artillery and mech armor" to something worthwhile once more.

Dropping with no inventory means that, no matter what, we still have to visit a planet to set up the basics with a cargo pod receiver and Roboport by ourselves, right?

4 months ago

Thanks for the feedback

Firstly its annoying that the spidertrons are unlocked on Gleba, which is usually visited after fulgora and vulcanus, making spidertrons even less useful. Spidertrons need more love imo

You dont necessarily need to land on the planet first time. So my other mod https://mods.factorio.com/mod/neural-spider-control lets you remotely drive a Spidertron as if you are driving it, not Remote Driving that was introduced in 2.0.

You've made me spot a game breaking bug - I tested the following:

New save, build and supplied a platform with a spidertron and sent the platform to Vulcanus - on arrival, the surface is discovered but not no tiles have been generated. Initiating the spidertron deployment drop and the game crashed as no tiles have been generated.

A work around until I can fix - place anything in the platforms orbital drop slots and send down. Once on the ground you will see an unclaimed drop pods alert. Even though there nothing on the map, you can then deploy the Spidertron from the remote view on the black surface.

Once fixed, when you first arrive to the planet, deploy the Spidertron with equipment (roboport and whatnot), send down the supplies (construction bots), use my other mod and Connect into the Spidertron. You can pick up the items, construction bots, and place as normal.

I have some workarounds in mind that stocks the Spidertron automatically. SE allowed you to crash a spidertron into a planet and forced it to deploy. There was some script that moved construction bots into the Spidertron inventory. I can do something like this too. But not until next week until I come back home.

I would like to make some compatibility for some early spider - unlocking on Nauvis and deployable so you never really need to leave Nauvis

4 months ago

what do you think about using them: https://mods.factorio.com/mod/spiderbots for early spiders
(i have not looked up the code and don't know if this is even feasible)

4 months ago
(updated 4 months ago)

I love spiderbots

My neural spidertron control mod made some changes to them in 1.1 giving them and inventory and allowing you to neurally drive them despite their size

I haven’t used the in 2.0 but I can probably do something similar

4 months ago

then you've got it covered already ;)
(in a way)

4 months ago

Todays update included compatibility for all vehicles and spider-entities.

Instead of tweaking the spiderbots to have inventory and equipment grid, i cloned them and made a spiderbot mk2

https://mods.factorio.com/mod/ceelos-vehicle-tweaks

The MK2 does not have the cool features asher_sky has implemented for their bots, the mk2 is a blank slate and more like a miniature version of the Spidertron

4 months ago
(updated 4 months ago)

nice idea, but...

i had a strange bug right after the update of your Mod, but i am unsure if it was your mods fault

I'll dropped a Construction Spidertron and one Tank to the Surface of Aquilo and their Loadout was gone (yes i am absolutely sure it was intact while onboard the Spaceplatform) I had not dropped them with your mod though, but the Spaceplatforms own drop option

4 months ago

The mod uses the event (on_cargo_pod_finished_descending) to initiate the deployment.

Everytime a pod lands, on the surface or in the hub the event is triggered.

I’ll test this evening, maybe the mod is affecting all other cargo pods too

I hope you’re able to get the equipment back

4 months ago

nope all lost
but not a real problem... i mean, i can go to Aquilo and drop replacement stuff easily ;)

i'll tried again with version 2.1.0 and the problem is still there, i presume it must be another mod then

4 months ago

I retried the test completely without your mod, and the result is still the same: The tank is dropped with its loadout intact. When I take it into my inventory, the loadout remains. However, when I place the tank back in the world, its loadout disappears. This is definitely not caused by your mod!

4 months ago

I did some tests myself and couldn't replicate, if there are any bugs let me know, feel free to start a new discussion for new bugs

New response