Factorio-Access / FactorioAccess

An accessibility mod for the video game Factorio, making the game accessible to the blind and visually impaired.
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reimplement spidertrons for 2.0 #300

Open ahicks92 opened 4 months ago

ahicks92 commented 4 months ago

Edit: blocks 2.0, needs a full reimplementation. Leaving the rest of the comment for history I guess.

I am building a big base. Or trying to. Turns out spidertrons crash a lot, enough so that it's probably worth one of us reviewing that code. You can't for example get them to follow the player and there's lots of ways to break inventory randomly. I've ended up just teleporting because the alternative is walking or the car.

It's worth noting that kruise kontrol can only accurately move the player to within 1 tile which is why I wanted it following the character at least some of the time: otherwise you have to fumble around figuring out where the spidertron is versus where you wanted it to go. I didn't get as far as remotes but suspect it's the same sort of thing there too. SO that's probably an important one we're going to want to fix.

ahicks92 commented 4 months ago

So actually spidertron remotes are gone. https://factorio.com/blog/post/fff-404

This is now reimplement spidertron code essentially.

ahicks92 commented 4 months ago

After some digging, the Api is LuaPlayer::spidertron_remote_selection

Ultimately we need this to support multiple spidertrons. I don't think it's that bad.