Spidertron Generator Project

by UNOwen

A Spidertron Generator. Play with new and unique spidertrons, and generate your own!

Content
14 days ago
2.0
318
Transportation Combat

g [Fixed] Using vanilla weapons / ammo / projectiles?

16 days ago

Hi, me again; loving the adjustability of the mod and enjoying workshopping my own spider types!

I'm wondering if it's possible to create custom spiders that use existing vanilla weapons? Looking around the spider-gun-ammo-definitions.lua, this doesn't seem easy as all of the spider weapons appear to be generated wholesale, so if it's a non-starter I'd understand.

Distinct, but related question - is it possible to change (or create a duplicate of and change) any of the weapons added by the mod to use the vanilla 'hitscan' behavior instead of shotgun-esque world-colliding projectiles, as well as vanilla ammo types such as default firearm magazines or rockets?

P.S. in vanilla Space Age, the Spider critter and Spider scuttler (and any custom spiders in the 'basic' tier) have the Rocket turret technology as a prerequisite, which places them after Military science, Space science and Agricultural science packs; I don't get the impression that this is intended for vehicles with roughly the same capability as the car.

16 days ago

Technically it's possible to place any vanilla weapon on a spidertron, but there's good reasons not to. First of all, vanilla shotguns and tank cannons have friendly fire, and Spidertrons with those weapons tend to blow themselves up. So you need an ammo type without friendly fire (unless you want to turn off friendly fire on the vanilla ammo themselves, which I don't want to do).
Second, there's a thing with the spawn points of the bullet animations/projectiles. If you put a vanilla weapon on on a spidertron (that you made bigger/smaller/higher/lower) and shoot, it tends to look completely off (bullets spawn in mid air for example). You can modify the attributes of the gun the spidertron uses, but the ammo is shared with others, and both the gun and ammo properties are important for this. If you change the ammo prototype to have the projectiles spawn neatly on the spidertron, then they will no longer be aligned on the other uses (turrets, handhelds, and so on).
So, to make sure that everything looks good and can be easily balanced with other mods, I opted to have special variants of the ammo that I have full control over. I do think it makes for a little bloat, but it's the only way I've thought of to make sure the weapons look like they belong on the spider.

As for the actual weapon behavior, I guess this is personal preference. I play with the Distant Misfires mod which makes all weapons projectile based. I could try to have the option to choose between projectile and hitscan for the bullet weapons, but at the same time I really want to avoid introducing conditionals that require a lot of maintenance down the line (plus I would balance hitscan weapons differently).

Lastly, strange that Rocket technology would be a prerequisite for the basics. I'll test it with Space Age myself and see what's going on.

15 days ago

I found the Space Age quirk, it's because of the Coal Synthesis recipe. Because it's the only recipe in the game that has coal as a result, it places it as a prerequisite to make the ammunitions of for the spiders. Should be an easy fix.

15 days ago

Fixed the rocket turret prerequisite in Space Age

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