Factorio

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Different Spidertron Remotes?
I have 2 spidertrons and they each used to have their own remote in my quickbar. When I reloaded my save after the latest update, both these remotes had been deleted, but I soon discovered how to create new ones, except they aren't working right.

Now, when I select the remote for spidertron #2, it remembers that it belongs to spidertron #2; but when I select the remote for spidertron #1, it thinks that it's tied to spidertron #2, too! No matter how many times I unselect spidertron #2 from it's command, and reselect spidertron #1, when I click another item in my quickbar, and then back to remote #1, it's reverted back to controlling spidertron #2!

Is there any way to go back to having remotes that permanently remember which spidertrons their tied to?
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Showing 1-6 of 6 comments
RiO Dec 26, 2024 @ 3:48am 
Factorio 2.0 overhauled remote unit control. The old way to control Spidertrons is gone now.

Having the remote (any remote) in hand, now switches your control scheme into a basic RTS control mode. You drag a box around a number of Spidertrons to select them. You hold SHIFT with it to add to the current selection. You hold CTRL with it to remove from the current selection.

You move the selected spidertrons with a right click; and you queue a path together by holding SHIFT and right-clicking.


https://wiki.factorio.com/Spidertron_remote
Hurkyl Dec 26, 2024 @ 3:52am 
In RTS terminology, OP is asking how to save control groups.
RiO Dec 26, 2024 @ 4:11am 
Originally posted by Hurkyl:
In RTS terminology, OP is asking how to save control groups.

There's only the active control group.
However, the active control group is remembered by remotes individually.
So you can spawn two, select different groups of Spidertrons with them, and then quick switch selections by quick-switching remotes. E.g. through the hotbar.

That part should still work.
Last edited by RiO; Dec 26, 2024 @ 4:11am
PunCrathod Dec 26, 2024 @ 4:21am 
Originally posted by RiO:
Originally posted by Hurkyl:
In RTS terminology, OP is asking how to save control groups.

There's only the active control group.
However, the active control group is remembered by remotes individually.
So you can spawn two, select different groups of Spidertrons with them, and then quick switch selections by quick-switching remotes. E.g. through the hotbar.

That part should still work.
Just tested it. You can't spawn more remotes. You can't even put a remote into an inventory. But if you click an empty toolbar slot with a remote while you have spidetrons selected it will save that selection into the toolbar slot. When you click that toolbar slot again it will restore that selection.
RiO Dec 26, 2024 @ 12:12pm 
Originally posted by PunCrathod:
Originally posted by RiO:

There's only the active control group.
However, the active control group is remembered by remotes individually.
So you can spawn two, select different groups of Spidertrons with them, and then quick switch selections by quick-switching remotes. E.g. through the hotbar.

That part should still work.
Just tested it. You can't spawn more remotes. You can't even put a remote into an inventory. But if you click an empty toolbar slot with a remote while you have spidetrons selected it will save that selection into the toolbar slot. When you click that toolbar slot again it will restore that selection.

So its configuration is tied to the hotbar slot, rather than an actual inventory item. I.e. it's become a virtual item without an in-world representation, sort of like blueprint references from your library being attached to the hotbar.
Chindraba Dec 26, 2024 @ 2:25pm 
Originally posted by RiO:
Originally posted by PunCrathod:
Just tested it. You can't spawn more remotes. You can't even put a remote into an inventory. But if you click an empty toolbar slot with a remote while you have spidetrons selected it will save that selection into the toolbar slot. When you click that toolbar slot again it will restore that selection.

So its configuration is tied to the hotbar slot, rather than an actual inventory item. I.e. it's become a virtual item without an in-world representation, sort of like blueprint references from your library being attached to the hotbar.

Rather makes sense that it cannot be placed in inventory. It's a tool not an item. If it wasn't for the need to "share" them, blueprints, print books, and upgrade and decon planners wouldn't need to take inventory either. As items, however, they can be placed in a chest and, in MP, someone else can pickup and use them, or add them to their own 'inventory' or print books. Of course you can also "loose" them by accidentally z-dropping them on the ground or on a belt.
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Date Posted: Dec 26, 2024 @ 2:18am
Posts: 6