Tarantulator


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

Content
5 days ago
1.0 - 2.0
26.8K
Transportation Combat

g But in 1.3.4 migration script

14 days ago
(updated 12 days ago)

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13 days ago

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

13 days ago

sorry for that, should be fine now

13 days ago

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

12 days 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!

12 days 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!

12 days ago
(updated 12 days ago)

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11 days 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!

5 days ago

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

4 days ago

Yay! It works, thank you!

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