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This mod is looking for contributors and/or a new maintainer. If you are interested, send an email.
As I find it boring to play without biters and too annoying to deal with them manually, I created this mod.
If you activate this mod, all spidertrons named Killer will find the nearest spawner or worm and perform a hit-and-run attack on it. That means your killers need to be armed with lasers and/or rockets. Should they take damage or run low on ammo, they will automatically to the closest marker named Homebase and wait there until they have been repaired and rearmed.
To mark a Homebase, create a map marker with the name Homebase. Thanks sOvr9000 for the better wording.
If there are no enemies to kill, your Killers will walk around the map to ensure that there is always an strech of unpolluted area between the explored and the unknown. This ensures that biters have no reason to attack you.
Be aware that this is imperfect. Sometimes Killers walk through the middle of nests and get damaged faster than they can escape. Sometimes, they can't find a way to reach an enemy.
If you see modified defaults on a new save, go to the Main Menu, then Settings, then Mod Settings, then Map and finally reset all the Hunter and Killer Spidertrons settings to the default values.
- 0.1: Killer function
- 0.1.1: Fixes
- 0.2: Explorer
- 0.2.1: Bug fixes
- 0.2.2: Messages
- 0.2.3: Improvements
- 0.2.4: Fix packager script
- 0.3: Settings
- 0.4: Different Loadouts
- 0.5: Multiple killer groups
- 0.5.1: Bug fixes
- 0.5.3: Bug fix
- 0.6: Update to Factorio 2.0
- 0.6.1: Bug fix
- 0.6.2: Search And Destroy Mode
- 0.6.3: Bug fix
- ☑ Fix Killers leaving Homebase before being completely rearmed
- 0.6.4: Bug fix
- ☑ Crash during map generation
- 0.6.5: Multi-surface fixes
- ☐ Check surfaces with killers on them
- ☐ Send killers to targets on their surface
- ☐ Test with finite maps. Special mode to find all targets if map is finite.
- 0.6.6: Group improvements
- ☐ Different group size for exploration target
- 0.7: Hunter function
The Killer spidertron works by what is known as a Finite State Machine.
Each Killer is always in one of the following states. It remains in this state and does something until the condition for a new state is fulfilled. The state is indicated by the color of the spidertron.
The spawners, worms, and places to explore will be called targets in the following descriptions.
State | Action | Color |
---|---|---|
idle | Wait for a spawner / work to become a target. | White |
planning | Waiting for the path planner to finish | Yellow |
walking | Going to where the autopilot leads it. | Grey |
approach | Walk up to the target. | Orange |
attack | Go towards the target until it is destroyed. | Red |
retreat | Go back to the latest safe position. | Cyan |
go-home | Return to the nearest Homebase. | Blue |
re-arm | Wait to be rearmed and repaired. | Green |
leader | Wait for assembling an attack group. | Dark Red |
follower | Wait for assembling an attack group. | Dark Green |
The conditions to switch from one state to another are:
From State | Condition(s) | To State |
---|---|---|
idle | A target is close enough to a polluted chunk. | planning/attack |
idle | Health or ammo are low. | go-home |
idle | Group attack: Go to assembly position. | leader |
idle | Group attack: Go to assembly position. | follower |
approach | The selected target is destroyed. | idle |
approach | Safe distance to target reached. | attack |
attack | Target destroyed, low health, or low ammo. | retreat |
attack | Target reached. | retreat |
retreat | Safe position reached, Health and ammo are ok. | idle |
retreat | Safe position reached, Health or ammo are low. | planning/go-home |
go-home | Homebase reaced. | re-arm |
go-home | Health and ammo are ok. | idle |
re-arm | Health and ammo are ok. | idle |
planning | Finding a path to the target | attack/go-home |
planning | Sent somewhere by remote. | walking |
walking | Arrived at target. | idle |
leader | Group is assembled. | approach |
follower | Group is assembled. | approach |
leader | Group is disbanded. | idle |
follower | Group is disbanded. | idle |
The planning takes time. Therefore, the spidertrons will walk in circles to evade spitter fire (except when assembling a group). Planning itself is done in the background, at a pace determined by the game engine. The computation is shared evenly between all spidertrons in planning state. Also, the planner can become distracted by pockets and peninsulas.
If the target is destroyed during planning, the spidertron goes back to idle state. This is checked every few seconds (configurable, see settings below).
The mod reports the number of active Homebases and Killers whenever they change.
After the completion of a scan, the number of nests and worms in the explored part of the maps is reported as enemies of the realm. This includes enemies on unreachable islands.
As soon as all enemies have been scanned to be in or close to the pollution -- and therefore a thread -- the mod scans the map to find places to explore. It will always try to keep a gap of two chunks (Each chunk is 32x32 tiles and corresponds to the blocks of identical pollution you see in the map.) around the edge of the pollution. This allows the Killers to keep up with the growing cloud.
When the scan for places to explore has been completed, the mod reports the number of chunks at the edge of the pollution as places to visit.
Enemies and places are only reported if the number increased since the last scan. If you don't see a message, your Killers keep up with the growth of the pollution and the enemy expansion.
For all these four numbers, a history of the last 8 (different) values is displayed. The bars are normalized to minimum and maximum. The numerical value of oldest value is displayed on the left, the newest value on the right. Thus a display of
123 ▁▂▃▄▁▆▇█ 456
indicates that you had 123 items at the beginning. The number rose steadily until the 5th update, where it dropped to close to 123 again (if it had dropped a lot below 123, the first bar would be higher). After that it resumed growing until it reached 456 with the current update.
Beginning version 0.4, the mod supports different loadouts, incl. laser-only and repair drones.
Re-arming stops when the minimum number of requested items is loaded into trunk, fuel, and ammo slots.
Spidertrons return home for refueling when at least one requested item is depleted in trunk, fuel, and ammo slots together.
If a roboport is present, it will be turned off before attacking and turned on again after the spidertron retreated. This is done to save the construction bots. If the construction bots repair a spider on the way home, and it still has ammo and fuel, it will pick up the nearest target as usual.
Beginning version 0.5, the mod supports attack groups. The size of the group is determined by the setting Number of Killers to group for an attack. The default value is two as it's dangerous out there and you should never go alone.
If you send our your poor spidertrons alone, their behaviour will be almost the same as in version 0.4. You will see less time spent in the mod, usually. This might degrade your FPS less than before if you have a large base.
After increasing the group size, the behaviour changes a bit. If a killer picks out a target, it will move into position at a distance to the target. This distance is configure by the setting Distance to target when assembling before attack, default 300 tiles. This first killer in a group becomes the leader and is shown in dark red.
As soon a leader has been selected, killers will choose between picking a target (and becoming the leader of a new group) or joining an existing group. The chose the closer option. If they join a group, they become a follower and are drawn in dark green.
The followers will go to the assembly spot close to the target. Once the whole group is there, it will attack as usual. At the moment, the approach phase of the attack begins (orange colour), the group is disbanded and the spidertrons act individually towards the same target. If one gets damaged, the other carry on.
It also means that spidertrons walk at their own pace during attack. It's recommended to give all of the same number of exoskeletons and reactors. Otherwise the faster killer will be attacked first and you will lose a large part of the advantage of the group attack.
You can change the size of the groups at any time. If you experience problems with drastic changes, send some killers a few steps aside with a spidertron remote. This will disband the group and the leader/follower ratio will stabilize.
Beginning version 0.3, the mod has some tunable parameters.
If you see modified defaults on a new save, go to the Main Menu, then Settings, then Mod Settings, then Map and finally reset all the Hunter and Killer Spidertrons settings to the default values.
Every scan cycle ("Number of ticks between scans for enemy/pollution gap") a fixed number of detected enemies is scanned if they are close to the pollution. The more enemies are scanned, the faster the list of dangerous nests is updated and the earlier the spidertrons can pay them a visit. This can lower your FPS/UPS and make the game slower.
- Earliest visible effect: Next scan
- Default: 100
- Min: 1
- Max: 1000000
- Internal name:
hunter-killer-enemies-per-cycle
Every scan cycle ("Number of ticks between scans for enemy/pollution gap") a fixed number of chunks (32x32 tile blocks in the map) is scanned if they are close to pollution and unmapped part. The more chunks are scanned, the faster the list of potential hiding places is updated and the earlier the spidertrons can make sure it's safe there. This can lower your FPS/UPS and make the game slower.
- Earliest visible effect: Next scan
- Default: 500
- Min: 1
- Max: 1000000
- Internal name:
hunter-killer-chunks-per-cycle
If a chunk is checked to be interesting, a number of chunks around it are checked if at least one contains pollution and at least one is unmapped (black in the map view). This setting determines the number of chunks to check around the current one and therefore the gap between pollution and the unknown.
The value is determined by the range of the spidertron's on-board radar. If the gap is set too big, it will visit place that it can't map and therefore visit it again next time. This setting is therefore only to accomodate mods that increase the range of the Spidertron's radar.
Increasing this number beyond reasonable values (e.g. 5, equal to 160 tiles) will result in a noticable slowdown of the game.
- Earliest visible effect: Immediately
- Default: 2
- Min: 1
- Max: 100
- Unit: chunks (32x32 tiles)
- Internal name:
hunter-killer-pollution-radius
When a spidertron plans a path, it avoids getting too close to nests and water. This prevents it from running through nests. You can increase the gap by increasing the value. This can block access to otherwise reachable nests on peninsulas or in narrow passages between lakes.
- Earliest visible effect: Next path planning
- Default: 8
- Min: 1
- Max: 100
- Unit: Tiles
- Internal name:
hunter-killer-pf-bbox
When a spidertron plans a path, it tries to get as close to the target as possible, but not closer than this distance. Setting this value too high can result in pointless trips as nothing is explored or exploded.
- Earliest visible effect: Next path planning
- Default: 16
- Min: 1
- Max: 1000
- Unit: Tiles
- Internal name:
hunter-killer-pf-radius
After a spidertron has reached it's target, it will retrace its steps to a safe distance. If it was already closer than this, it will return to the starting point.
- Earliest visible effect: Next attack
- Default: 100
- Min: 1
- Max: 1000000
- Unit: Tiles
- Internal name:
hunter-killer-retreat-distance
If a spidertron's health falls below this threshold during approach or after retreating, it will return to the nearest home base to get repaired. Be aware that the value is ignored during attack to not trigger a long and dangerous path finding in the middle of a nest.
- Earliest visible effect: Immediately
- Default: 80
- Min: 1
- Max: 99
- Internal name:
hunter-killer-go-home-health
This setting is not used in version 0.5.
Spidertrons gossip from time to time ("Number of ticks between stealing targets") about their targets. If two of them find out that switching their targets is significantly less distance for both of them, they reconsider their ways. Significantly means here: The total distance (as the crow flies) between targets after switching is at least value tiles shorter than the current total distance. value means the value of this setting.
- Earliest visible effect: Next target steal cycle
- Default: 200
- Min: 1
- Max: 1000000
- Unit: Tiles
- Internal name:
hunter-killer-steal-distance
Every value state updates ("Number of ticks between state changes"), spidertrons check if their target has been killed by another spidertron. value means the value of this setting. If the target has been collateral damage, they try to pick a new target.
- Earliest visible effect: Immediately
- Default: 5
- Min: 0
- Max: 1000000
- Internal name:
hunter-killer-target-check-cycles
One tick corresponds to one full update of the game state. If you see 60 UPS, 60 ticks pass per second.
Every value (the value of this setting) ticks, spidertrons check their to-do list of places to see and biters to kill. If they find some, one of them starts planning.
- Earliest visible effect: New game / after loading
- Default: 6
- Min: 1
- Max: 1000000
- Internal name:
hunter-killer-freq-assign
This setting is not used in version 0.5.
One tick corresponds to one full update of the game state. If you see 60 UPS, 60 ticks pass per second.
Every value (the value of this setting) ticks, spidertrons compare their maps to see if they could be more efficient if they switch targets.
- Earliest visible effect: New game / after loading
- Default: 180
- Min: 1
- Max: 1000000
- Internal name:
hunter-killer-freq-reassign
One tick corresponds to one full update of the game state. If you see 60 UPS, 60 ticks pass per second.
Every value (the value of this setting) ticks, spidertrons scan a part of the list of biter positions or chunks. See "Number of enemies to check per scan cycle" and "Number of chunks to check per scan cycle".
The value of this setting can be balanced against the two others to keep the UPS high during scanning.
- Earliest visible effect: New game / after loading
- Default: 12
- Min: 1
- Max: 1000000
- Internal name:
hunter-killer-freq-targets
One tick corresponds to one full update of the game state. If you see 60 UPS, 60 ticks pass per second.
Every value (the value of this setting) ticks, spidertrons reconsider what they shall be doing. Most of the time, it's the same as before.
This setting balances the reaction speed (e.g. should a spidertron return home) vs. the game speed. Frequent, unnecessary checks slow down the game. Infrequent checks could kill a spidertron, because it doesn't go home early enough when it gets damaged.
- Earliest visible effect: New game / after loading
- Default: 30
- Min: 1
- Max: 1000000
- Internal name:
hunter-killer-freq-state
When a spidertron group plans an attack, it tries to keep the distance to the target where the group assembles higher than the value of this setting. Higher values can lead to a larger spread of the killers during the attack.
- Earliest visible effect: Next group assembly
- Default: 300
- Min: 1
- Max: 1000000
- Unit: Tiles
- Internal name:
hunter-killer-assemble-distance
Number of spidertrons to attack together. Lower numbers allow to attack more targets at the same time (e.g. during rapid groth of the pollution cloud). Higher numbers increase the power of a single attack.
- Earliest visible effect: Next group assembly
- Default: 2
- Min: 1
- Max: 1000000
- Unit: Spidertrons
- Internal name:
hunter-killer-attack-group-size
If on, search target anywhere on the map, regardless the pollution. This might slow down the game over time as it reveals the whole (reachable) map.
- Earliest visible effect: Next Scan Cycle
- Default: Off
- Internal name:
hunter-killer-search-and-destroy-mode
Spidertrons, even those controlled by an "advanced" AI such as this mod, are not very smart.
Spidertrons are also very single-minded. They approach a target with complete disregard for other targets. They sometimes trample through big nests and get badly damaged in the process.
In these situations you have to help the Spidertrons. Use the Spidertron Squad Control or similar mods to redirect them.
The mod Constructron Continued is helpful to pave bridges to peninsulas.
If the pathfinder seems stuck (no activity from Killers, at least one is
planning), issue the command game.forces['player'].kill_all_units()
in the
console window. This will clear the pathfinder cache. Move the continuously
planning Killer a bit and you should see activity soon.
You might see a spike in exploration targets, esp. around lakes. This is due to a parameter change for the path finder. Now, the path finder will select a target, even if more of the center chunk is water. This results in some visits to previously ignored chunks when the centre of the lake is unmapped. After these lake chunks have been mapped, they edge of the lake will be ignored in future scans as before.
Spidertrons will return earlier to base if they are damaged. Threshold was set to 80% from 70% before.
Spidertrons will switch targets more frequently. The old cycle time was too high and felt sluggish. This can lead to a few bogus switches if a larger number of spidertrons is at the same place, e.g. a home base. However, the solution will stabilize more quickly to reduce the total amount of travel.
Spidertrons will look for the closest target and don't switch targets afterwards.
This may lead to increased wandering of the killers around the map, which can be compensated by more spidertrons.