Spiderbots


Adds loyal prototype spidertrons that follow you around. They can deconstruct nearby orders, build blueprints, and perform upgrades using your inventory. Spiderbots are a basic alternative to early construction mods such as Nanobots and Companion Drones. Deploy / Recall: Alt + S

Content
2 months ago
1.1 - 2.0
5.84K
Logistic network Blueprints

i ✅ Feature Request: Collision

10 months ago

Tested it for a bit today, its really cool, but i find that bots tend to get their feet "stuck" in walls when only a few are building near each other.
So I'm wondering if you can add a config option for it or just make them not collide with anything ? that should make them not get stuck and would leave other issues such as pathfinding around thick walls or large structures unnecessary

9 months ago

Yeah, this is an issue that I actually put quite a bit of effort trying to figure out the past couple weeks. I personally really like that the legs collide with objects because then the spiderbots need to actually path around things instead of just magically crawling on top of everything.

BUT I know it's super annoying when they get stuck. This was not really a problem in 1.1, so I've made a bug report on the forums and hopefully the devs can look into it. For now I have added collision with ghosts so that it is less likely that they will build something on top of their own legs and trap themselves (or each other). I've also added some extra checks to free them if they get stuck, although it is a bit difficult to detect (you may see them launch themselves to nearby non-colliding positions when they get stuck while attempting to complete assignments).

As a workaround, I'd suggest quickly redeploying them (tap Alt + S twice) when they get stuck.

9 months ago
(updated 9 months ago)

I just released a new version that should help with this issue. The spiderbots can still get stuck on stuff, but now they are much more likely to free themselves and can jump over to a non-colliding position. They will also jump out of the way if they're blocking something from being built. I hope this helps :)

8 months ago

I tried for a bit, but found that their jumps are pretty far (like a full screen) and they sprint back like crazy.

4 months ago

With today's update I've overhauled the jumping system, so that now when they need to escape or get out of the way they find the closest available position in the direction they're looking. This significantly reduces how chaotic they can get

2 months ago

FYI I'm marking this as resolved because the primary collision issue was fixed in Factorio 2.0.44. I am still leaving all the collision handling and jumping logic in place, but in practice I rarely see them getting stuck anymore so it should be much less distracting and chaotic.

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