Steps to reproduce:
* Create a new sandbox game, default map settings
* Turn on the four cheats (technologies, items, cheat mode, always day)
* Create a Spidertron and remote
* Place Spidertron
* Place remote on quickbar
* Assign remote to Spidertron
* Create one portable fusion reactor
* Create one personal roboport mk2
* Create three exoskeletons
* Create one personal laser defense
* Place last several items on Spidertron grid
* Create 50 construction robots
* Create several hundred repair packs
* Place the robots and repair packs in Spidertron's trunk
* Create 1000 explosive rockets
* Place 200 rockets in the left-most of Spidertron's rocket launcher slots
* Engage the biters, see the rockets get used
* Remove the rockets from Spidertron, place them in the second (or third or fourth) rocket launcher slot
* Engage the biters, see the rockets do not get used, only the laser does [UNEXPECTED]
* Fill Spidertron's launcher slots with 800 rockets, but make sure none are in the trunk
* Engage the biters until the 800 rockets run out
* Move to a safe distance
* Place the remaining (or craft 200 more) rockets in the left-most launcher slot
* Engage the biters, see the rockets do not get used [UNEXPECTED]
I see two things as being unexpected - first, that you would need to put rockets in the first slot and not just any slot - and second, that after exhausting the available rockets, placing rockets in just the first slot no longer works despite working earlier.
Consistently reproducible.
[1.0.0] Spidertron does not always use rockets in launcher slots
Re: [1.0.0] Spidertron does not always use rockets in launcher slots
Didn't test it myself, but I think the issue is that spidertron doesn't fire unless ammo slots are filled from left to right (i.e. if there's no ammo in the leftmost slot, it is treated as no ammo available at all and therefore doesn't fire).
I saw this happen in Nilaus' video starting 3:29: https://youtu.be/s2ELmXwi3EE
I saw this happen in Nilaus' video starting 3:29: https://youtu.be/s2ELmXwi3EE
Leading Hebrew translator of Factorio.
Re: [1.0.0] Spidertron does not always use rockets in launcher slots
If the spiders weapon is on a slot with no ammo, then it does not shoot.
This is consistent with other vehicles and the character.
When it shoots, it cycles to the next loaded weapon slot.
Nothing here I would consider a bug, just different expectations of what 'auto-target' should do
This is consistent with other vehicles and the character.
When it shoots, it cycles to the next loaded weapon slot.
Nothing here I would consider a bug, just different expectations of what 'auto-target' should do
Re: [1.0.0] Spidertron does not always use rockets in launcher slots
Are you saying that it will only cycle if all slots have ammo in them? So there can be no cycle with length<4 (e.g. shoot, wait, shoot, wait)?Klonan wrote: ↑Sun Aug 16, 2020 11:57 am If the spiders weapon is on a slot with no ammo, then it does not shoot.
This is consistent with other vehicles and the character.
When it shoots, it cycles to the next loaded weapon slot.
Nothing here I would consider a bug, just different expectations of what 'auto-target' should do
Leading Hebrew translator of Factorio.
Re: [1.0.0] Spidertron does not always use rockets in launcher slots
Ah, thanks for the clarification; not sure how I missed that. So basically, if the logic was: "cycle -> shoot" instead of "shoot -> cycle" it'd work with partially empty ammos slots too... Is this something that can be modded in?
Leading Hebrew translator of Factorio.