Tarantulator


Is Spidertron too weak for your taste? Meet the Tarantulator – nuclear-powered, massive, and armed with a devastating railgun!

Content
a month ago
1.0 - 2.0
27.1K
Transportation Combat

b Mod prevents player damage

4 months ago
(updated 4 months ago)

Installing mod makes buildings invincible to player damage. Also prevents placed captured nests from reverting to "wild" state due to hunger. Saving game with Tarantulator enabled breaks save: disabling mod does not help.
I tried to disable every mod (including quality, space age and elevated rails) with clean save, and its 100% Tarantulator.
If you know hot to fix a save, help would be very appreciated.

Upd: Enabling Friedly Fire in startup settings fix a problems. But still it probably shouldn't prevent all damage.

2 months ago
(updated 2 months ago)

+1 experiencing same.

additionally with Friendly Fire enabled, the Tarantulator can shoot itself with its railgun while moving, making the railgun portion of the mod quite annoying.

with friendly fire enabled and the railgun disabled in the mod settings, the mod is usable and doesn't break other parts of the game....
but the railgun ammo/recipe persists and doesn't hide itself when the feature is disabled, which is a minor issue but should still be cleaned up.

either you must pick between friendly fire being off for ALL buildings + captured nests no longer reverting, or the Tarantulator literally shooting itself in the foot with its main weapon

a month ago

Hey, sorry for the extremely late reply — unfortunately I wasn’t notified that there were new messages.

Thanks for letting me know!

Regarding the railgun / friendly fire issue: that was actually the reason I made an option like this available in the first place. Due to the changes in Factorio 2.0 (and Space Age), every leg now has a hitbox — so it seems I’ll have to find another way to prevent damage to the legs.

a month ago

fixed as far as i can tell

New response