FortressCraft Evolved

FortressCraft Evolved

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Spiderbot Fix
   
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132.302 KB
30 Apr, 2019 @ 2:46pm
7 Jul, 2020 @ 7:09am
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Spiderbot Fix

Description
This mod fixes Spiderbot.

What it fixes?
- Spiderbro doesn't fly away for no reason.
- Spiderbro's kills count towards kills in the current wave.
- Spiderbro's base properly display the weapons which are fitted into spider.
- Spiderbro doesn't destroy additional weapons/beacons in the Spiderbro's Base anymore.

Press L.CTRL+L.Shift+T and spiderbot will tell you his coordinates.
And he will sup to you if you are close.



Mod ID: 1728271519
19 Comments
Max 5 Apr, 2020 @ 9:43am 
Looks like P25 was supposed to fix the flying away issue, what about any of the other things from the mod that anyone might have noticed?
Assailer 21 Oct, 2019 @ 3:07am 
I had runs when the bot never showed up...
Wariat117  [author] 21 Oct, 2019 @ 12:09am 
When you start game, the spiderbot spawns somewhere deep underground.
He has special code to get back to surface.
For whetever reason the code "to get back to surface" is activated when player is too far away and spiderbot starts space program.
(I think it's some performance stuff, basically when you are too far away then blocks "don't exist" according to game, and spiderbot goes up if he is inside of blocks or hits non existing blocks [air is existing block in the game])
Assailer 20 Oct, 2019 @ 8:35pm 
I wonder what's the reason for spidebot flying away in original game? Sloppy no care programming?
pcfixer40 26 Jul, 2019 @ 1:54pm 
Yeah it's the range that's getting to me, I don't have a full organic processing set up yet so the throughput doesn't matter right now. I gave him the beacon as just a starting point, before setting up zones with beacons and regular falcors for collection. I wasn't wanting anything crazy big, but its current range... just doesn't make sense to me give that of its stationary counterpart.

I'm the last one you'd have to argue with about taking a break, we all need them from time to time. I merely wanted to throw out a suggestion for if or when you had the itch to return to modding.
Wariat117  [author] 26 Jul, 2019 @ 10:56am 
The worst part of spider beacons are spidercors...
At 4 spidercors you achieve the highest efficiency ;-; (5+ spidercors doesn't speed up stuff)
- 2 sidercors go for loot that beacons gathered <-> 2 wait
- 2 carry the loot back with loot <-> 2 sidercors go for loot that beacons gathered
rinse and repeat
because of that... it's suuuper slow ;-;


about range -> theoretically it should be possible to mod spider beacons to have the same range as "Super Beacon" mod, but rn I'm on break from mods (catching up animes), so I can't try it
pcfixer40 26 Jul, 2019 @ 10:20am 
@Waria117
I'll also at to the list of a fixed spiderbots, it was very annoying before.

Thought I just got to the point of putting a beacon on spiderbot, and its range is... less than could have been expected, for me unless he walks right over it, it doesn't get picked up. I don't suppose you could buff the range a bit to be a bit more usable, because with the distance at which he's dropping them, they'll never be collected.

I'm still low threat, no heavies yet and in my limited testing, he didn't walk far from his initial guard position, so I've yet to see if they're anymore effective under substantial threat when he wades right out into the thick of it.
Wariat117  [author] 2 Jul, 2019 @ 4:57am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1789031745
You might try this, I didn't test the mod so report there if it works or it doesn't work
Wariat117  [author] 28 Jun, 2019 @ 2:21pm 
Theoretically such machine should be doable (theoretically)
But it won't be spiderbot base, if it was spiderbot base then lasers wouldn't be able to power it, and forcing it to check all faces would break performance ;D
little silly man 28 Jun, 2019 @ 2:03pm 
yeah that'd be cool