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If they come in range of a turrets, a player or a vehicle with weapons (which includes the spidertron) then they will focus on those first.
Any attack to a spawner will agro all of the defenders (enemies that are normally within the nest) to whatever damaged the spawner.
So in your proposed case, the enemies that are defending the nest would try to attack the spidertron and chase after it until they are killed or the spidertron gets too far ahead of them (by going above cliffs and such for example or just by going faster).
It should reload first but I don't use them frequently enough to be absolutely certain.
Pretty sure it is not possible without some weird stuff like telling it to follow a car that you put on a belt along the path you want the spidertron to follow, which is probably more work than you would want.
If you mean automatically laying landfills to make a path without any input from you (ghosts or blueprint) then no.
The equipment stuff is the same as the power armor's for the player.
They have a small battery charge of 220kJ and need 50kJ per shot so when charged they can shoot 4 times without batteries or a generator.
There is no set ratio of PLD to portable fusion reactor because the shooting speed is increased through research.
The initial stats of 1.5 shots per second mean a power requirement of 75kW, meaning that the 750kW of the portable fusion reactor can power 10 continuously (if nothing else uses power of course).
But at laser shooting speed 7, they will get a +220% to shooting speed, so 4.8 shots per second or 240 kW required and only 3 being supported by a fusion reactor.
Personal battery mk2 has a storage of 100MJ, so if fully charged they can allow your PLD to fire for a while even if your power generation is not able to keep up.
Usually you want some batteries if you are going to use PLDs.
Depending on what you mean by that, either "any time you want" or "never".
Starting from when you unlock construction bots and assuming that you have a good radar coverage, you can leave building your factory to them with a bit of planning, through the use of blueprints (including the copy/cut/paste tools, upgrade planners and deconstruction planner).
This includes using spidertrons as remote-controlled portable roboports.
So you don't strictly need to be in a specific place to be expanding your factory.
On the other hand, you basically never stop building up your factory.
If it has a logistic request for rockets, they will first be loaded into the launchers, and then any surplus into general inventory. Again, just like requesting ammo for the engineer.
Unfortunately not. This is a major limitation of the spider control interface.
No, you would have to put down the landfill manually (or at least ghosts for it, which it could then construct)
Lasers need power. Exoskeletons need power. Roboports need power. Shields need power. So yes, the first thing you have to put in your equipment grid is a power plant.
The wiki shows power production/consumption for each item. PDLs are (perhaps surprisingly) not particularly power hungry. One fusion plant (750 kW) can run 10 unupgraded lasers continuously (75 kW each, as 1.5 50kJ shots/s), plus each laser stores internally enough power for 4 shots. Shooting speed upgrades will increase the power consumption, but on the other hand you don't actually need continuous firing. If all you want the spider to do is fire lasers, then 1 power plant, 2 batteries and 10 PDLs will fill the grid.
I normally prefer my military spiders to have an exoskeleton or two and a mixture of shields and PDLs. Their primary offensive weapon is the rockets, not the lasers, and speed and shields make them more survivable.
Yes, they do. At the start of a military expedition I generally load my escort spider team with two full sets of ammo: the launchers are full and each has the same again in inventory. By the time we finish it's all (or almost all) gone, and I didn't need to do a manual reload.
If you want to use it as a remote builder you can fill it with bots and set up your logistic request/trash slots in the spidertron menu.
If the train gets destroyed you'll have to manually set it up again.
Nice idea. Never wanted to have spiders on patrol, but I'll keep that in mind. In Space Age, who knows, maybe I'll use that?
Tiny improvement on the concept, it doesn't really have to be a rail loop. I'd use a bidirectional train, a single track, one station at each end of it and "wait for X sec" conditions long enough that the spider has time to move. No exo or 3 exo, nuclear fuel or coal, anything would work.