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

g But in 1.3.4 migration script

a month ago
(updated a month ago)

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a month ago

Same here.
Observed only in ongoing save on startup. (New game seems fine)

a month ago

sorry for that, should be fine now

a month ago

Dunno why, but now it's lagging AF after loading a save.
Like 5 FPS instead of 60 o_O

a month ago

That's really strange — I haven’t been able to reproduce the issue on my end, which unfortunately makes it quite tricky to pinpoint, let alone fix. 😕
If you notice any specific patterns or triggers, feel free to share them. That might help narrow things down!

a month ago

No worries, when using 180+ mod collection - can happen pretty much enything.
I will dig into it later.
But for the record - Assault Spidertron works perfectly. Are rthere some code changes in Tarantulator maybe?

Oh, also there will be cool to have 2-3 separate loadouts for both Assaulttron and Tarantulator. Coz there are so much configs to choose from :3)
Just saying~

Anyway, thanks for your time and effort!

a month ago
(updated a month ago)

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a month ago

Wow, 180+ mods? That’s what I call mod overkill 😄 Good to hear Assault Spidertron is working flawlessly!

Regarding the multiple loadouts idea—that’s actually something that’s been floating around in my head for a while too. The challenge is finding a practical solution that doesn’t clutter the entire unit grid (which I absolutely loathe). It gets especially messy when the AAI Vehicles mod is in play.

Still, I totally get the appeal—there are just so many cool configs to choose from. Maybe there’s a clean way to implement it down the line.

Thanks for the feedback and for testing things out!

a month ago

It turns out the problem was real — and it's been taken care of.

a month ago

Yay! It works, thank you!

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