Factorio

Factorio

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Green Cat Mar 5, 2024 @ 5:13pm
Lua request
Just got the last achivment so i can finally use script without worries to improve the game (like day light non stop, because the light option in game are very poor)

I checked the console wiki and sure enough, covers almost everything (and makes me wish they included many of them normally, without cheats...) I couldn't find 4 things, just like how there is for the character, a way to increase the inventory (1) and speed (2) of the Spidertron

And for both. A way to increase grid size (3 + 4)
Last edited by Green Cat; Mar 5, 2024 @ 5:17pm
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Showing 1-15 of 17 comments
Fel Mar 5, 2024 @ 5:17pm 
Rather than console commands, you would probably want to do these with a mod instead.
Inventory size, grid size and spîdertron speed are all things you would find in the definition of entities, meaning that it's better to have the modifications take place during the game's loading.
sbszine Mar 5, 2024 @ 5:38pm 
As a boring way to increase spidertron speed you can add exoskeletons to its grid.
Green Cat Mar 5, 2024 @ 5:41pm 
Originally posted by sbszine:
As a boring way to increase spidertron speed you can add exoskeletons to its grid.

I have a massive base. Even with full grid of exoskeletons + battery, it still take ages to move around since even if it goes with full speed, due to UPS and such, it moves slow motion that is faster to use other means. However, if i can increase the grid size, this is something i might do, if no speed script
Last edited by Green Cat; Mar 5, 2024 @ 5:42pm
Khaylain Mar 5, 2024 @ 6:32pm 
If you need to move across a massive base I would say having a "taxi" train and railways would be a better solution. But if you don't want to do that then mods is probably the better solution as previously mentioned.
Green Cat Mar 5, 2024 @ 7:01pm 
Originally posted by Khaylain:
If you need to move across a massive base I would say having a "taxi" train and railways would be a better solution. But if you don't want to do that then mods is probably the better solution as previously mentioned.

That's what i meant in my previous coment. Aka use trains + full map view and use ghost for build, including turrets and such for defence. Aka the ideea of spidertron = no need to wait for bots or manually build train tracks, add radar so i can see, etc etc, exactly what i been doing for over 100+ hours (aka once i realise how to).

So it's what you said, a "don't want to do", because for efficiency, i can always use the teleport script. So rephrasing, i want speed for the spidertron because i want to use it, for fun(?), and nothing to do with efficiency.

Actually, if i were to speak of efficiency: taxi trains block any other trains using same track. Limited due to track. VS moving anywhere even if pipe, building, wall, and of course, don't get hit and killed by onmoving trains. Plus addition moving roboport, where i can put items i don't want the player to have, like the landfill, cliff explosives, trains tracks (since i can just ghost build) and the robots from spidertron will handle all this without needing to add extra items in the player inventory = easier to find stuff in inventor if no shortcut
Originally posted by Green Cat:
Originally posted by sbszine:
As a boring way to increase spidertron speed you can add exoskeletons to its grid.

I have a massive base. Even with full grid of exoskeletons + battery, it still take ages to move around since even if it goes with full speed, due to UPS and such, it moves slow motion that is faster to use other means. However, if i can increase the grid size, this is something i might do, if no speed script
Empty your spidertron and put it and building materials in a nuclear fueled train and ride it as far as you can. Then take the spidertron out of the train and fill its inventory. I do the same thing early game with the car.

You can also control an entire group of spiders with 1 controller and just set way points and do something else while they travel. They have built in radar so you can drop blue prints when they arrive, paint the construction area with way points, and when they are done building send them back to the logistic area while you do something else again.
Green Cat Mar 5, 2024 @ 8:20pm 
Originally posted by knighttemplar1960:
Originally posted by Green Cat:

I have a massive base. Even with full grid of exoskeletons + battery, it still take ages to move around since even if it goes with full speed, due to UPS and such, it moves slow motion that is faster to use other means. However, if i can increase the grid size, this is something i might do, if no speed script
Empty your spidertron and put it and building materials in a nuclear fueled train and ride it as far as you can. Then take the spidertron out of the train and fill its inventory. I do the same thing early game with the car.

You can also control an entire group of spiders with 1 controller and just set way points and do something else while they travel. They have built in radar so you can drop blue prints when they arrive, paint the construction area with way points, and when they are done building send them back to the logistic area while you do something else again.

You know.

I honestly don't get everyone who posted till now.

I asked for help for specific scrip.

Nothing else.

And i keep getting suggestion and suggestions that are very awesome, yet all are off topic.

This is what i don't get, why is everyone putting OFF Topic suggestions?

Or are we really doing a suggestion only?

Than ok, out of respect for everyone sharing thir solutions, here is what i do:

Create a train station where everything is set to upload exact materials in each of the trains wagon.

Front is another wagon since you can enter. Character has roboport so all blueprint will be constructed automatically.

Like radar power via solar panel

OR

Blueprint that contains trains tracks and electric electric poles of chose.

As such

With the radar i know where the enemy is. Have always electrici so i can build laser or gun turrets that will be ammo supplied via the gun ammo i will quickly be spread since the blueprint will add inserters that will be stationed next to the wagon with gun ammo.

Bonus if enemy is even more massive: oil wagon + flamethrowers + wall, since everything will be unloaded from the wagons. (because again, i will have electricity via solar panels or chained electric poles.

Anyways, assuming i covered how enemies aren't an issue since i can take care of small groups easily and anything bigger will be flamethrowers (via oil wagon) + artillery behind walls

As mentioned, i use the front wagon as where the players is. As such that one is full of trains tracks so i don't need to add anything in the engineer's inventory.

And as mentioned, i start with a trains station that will fill up the train with everything needed.

Essentially it's a moving fortress, that i just tell to go to main station to restock, and repeat any time i want to move out, regardless of reasons.

Going back on topic, but let me rephrase it, hopefully this will help

I want to replace train with spidertron that can move anywhere, freely, especially if i can have massive inventory to fill it up with landfills.

Via using the spidertron i can move freely including over building, pipes, walls and more.

Via spidertron i can ensure trains never hit me and no trains needs to stop (since i am not using thir tracks).

I'm not looking for alternatives. I want to expand the inventory and increase the speed of said spider. Because my game is already going half of normal speed if not slower. This means even a trains going max speed takes double the normal time to get anywhere, and this save file i have almost 200 hours out in, i don't just want to restart since i only get back where i am right now...

Anyways. Sorry for anyone who took what i wrote the wrong way.

I wanted to clarify that, while the suggestions are awesome, i specified what i am looking for, and not looking for any ideas or alternatives.
Last edited by Green Cat; Mar 5, 2024 @ 8:23pm
knighttemplar1960 Mar 5, 2024 @ 10:30pm 
To answer that question. Its because none of us found scripts that do that (though quality will do some of what you want when the expansion comes out) and/or the current engine won't allow it. (Engine changes were required to grant several improvements with rails, those are coming with the expansion).

That means that you either have to write the scripts yourself (which not every one can do) or you have to look for other options. In a base as large as yours all ready is (mine get like that too I just finished another 4,5k SPM megabase) adding mods that require more calculations will tank your UPS more than it all ready is and may conflict with the program (and other mods).

So many of us are suggesting possible solutions using existing tools to try to help you achieve your current goals.
Khaylain Mar 6, 2024 @ 2:22am 
Simply put; we've given you solutions that exist. If you want to do it by running script in the console you're basically on your own. So find mods that do what you want. You've got the solution that does what you said you want (changing the Spidertron). It's called mods and has been written several times.
Green Cat Mar 6, 2024 @ 8:40am 
Originally posted by knighttemplar1960:
To answer that question. Its because none of us found scripts that do that (though quality will do some of what you want when the expansion comes out) and/or the current engine won't allow it. (Engine changes were required to grant several improvements with rails, those are coming with the expansion).

That means that you either have to write the scripts yourself (which not every one can do) or you have to look for other options. In a base as large as yours all ready is (mine get like that too I just finished another 4,5k SPM megabase) adding mods that require more calculations will tank your UPS more than it all ready is and may conflict with the program (and other mods).

So many of us are suggesting possible solutions using existing tools to try to help you achieve your current goals.

Thank you for explaining. Like this, I get now why.

And sadly it looks like i need to finish with this save file in this case.

I am managing with the character speed multiplier via console. But i got to the stage where everything is in slow motion except for the character. As in: character walks very fast, through a massive enemy base, and enemy takes 2 - 3 seconds to react....
Last edited by Green Cat; Mar 6, 2024 @ 8:40am
Khaylain Mar 6, 2024 @ 9:53am 
You can add mods mid-run for most mods. Just FYI.
shadain597 Mar 6, 2024 @ 11:20am 
To add to the above, smaller mods for specific things can usually be added after starting a game. Bigger mods are a bigger risk. The kind of thing OP is looking for should be fine. I did not see it mentioned, but teleportation is also an option. Swapping to different clones positioned around the map might also be a thing?

And, if you are experiencing significant UPS drop but want to continue building the factory, it may be worth considering disabling biters and pollution to reduce the necessary calculations. Along that same line, dismantling boiler power plants and upgrading any nuclear to be more UPS efficient wouldn't be bad either--for example, there's a mod that provides a heat exchanger and turbine that do the work of ten, or you can go a step farther, because there's at least one mod that takes a nuclear plant and turns it into one entity, eliminating most of the calculations.
kremlin Mar 6, 2024 @ 11:57am 
I want to expand the inventory and increase the speed of said spider.

https://mods.factorio.com/mod/spidertron-extended

Does this mod do what you want? It adds higher tier Spidertrons with better stats and larger equipment grids, you would be able to add more exoskeletons etc to them. Since it's just added upgraded spidertrons I'd expect it to work on a pre-existing save file.
Last edited by kremlin; Mar 6, 2024 @ 11:57am
Originally posted by Green Cat:
Originally posted by knighttemplar1960:
To answer that question. Its because none of us found scripts that do that (though quality will do some of what you want when the expansion comes out) and/or the current engine won't allow it. (Engine changes were required to grant several improvements with rails, those are coming with the expansion).

That means that you either have to write the scripts yourself (which not every one can do) or you have to look for other options. In a base as large as yours all ready is (mine get like that too I just finished another 4,5k SPM megabase) adding mods that require more calculations will tank your UPS more than it all ready is and may conflict with the program (and other mods).

So many of us are suggesting possible solutions using existing tools to try to help you achieve your current goals.

Thank you for explaining. Like this, I get now why.

And sadly it looks like i need to finish with this save file in this case.

I am managing with the character speed multiplier via console. But i got to the stage where everything is in slow motion except for the character. As in: character walks very fast, through a massive enemy base, and enemy takes 2 - 3 seconds to react....
Not sure if you know about it but you can press F4 and tick the box that displays your UPS. The game is capped at 60 but as your base gets larger UPS will drop. It starts to get choppy between 45-50 and you get lots of lag at 30 or lower.

The game has all ready been heavily optimized by the developers so added scripts won't make the game more efficient but extra calculation will slow it down farther.

A better and faster computer can help somewhat but the game isn't really multi-threaded. It uses one core for the majority of the program and maybe a 2nd core for a few other calculations.

The engine update that will come with the expansion may make more use of additional cores which will allow for building larger bases with fewer UPS issues. This is one of the reasons that many of us are getting excited about features announced for the expansion.
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Date Posted: Mar 5, 2024 @ 5:13pm
Posts: 17