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报告翻译问题









He has special code to get back to surface.
For whetever reason the code "to get back to surface" is activated when player is too far away and spiderbot starts space program.
(I think it's some performance stuff, basically when you are too far away then blocks "don't exist" according to game, and spiderbot goes up if he is inside of blocks or hits non existing blocks [air is existing block in the game])
I'm the last one you'd have to argue with about taking a break, we all need them from time to time. I merely wanted to throw out a suggestion for if or when you had the itch to return to modding.
At 4 spidercors you achieve the highest efficiency ;-; (5+ spidercors doesn't speed up stuff)
- 2 sidercors go for loot that beacons gathered <-> 2 wait
- 2 carry the loot back with loot <-> 2 sidercors go for loot that beacons gathered
rinse and repeat
because of that... it's suuuper slow ;-;
about range -> theoretically it should be possible to mod spider beacons to have the same range as "Super Beacon" mod, but rn I'm on break from mods (catching up animes), so I can't try it
I'll also at to the list of a fixed spiderbots, it was very annoying before.
Thought I just got to the point of putting a beacon on spiderbot, and its range is... less than could have been expected, for me unless he walks right over it, it doesn't get picked up. I don't suppose you could buff the range a bit to be a bit more usable, because with the distance at which he's dropping them, they'll never be collected.
I'm still low threat, no heavies yet and in my limited testing, he didn't walk far from his initial guard position, so I've yet to see if they're anymore effective under substantial threat when he wades right out into the thick of it.
You might try this, I didn't test the mod so report there if it works or it doesn't work
But it won't be spiderbot base, if it was spiderbot base then lasers wouldn't be able to power it, and forcing it to check all faces would break performance ;D