I made this: https://mods.factorio.com/mod/arachnophobia
But despite hiding the legs, disable leg sounds, hiding footstep particles, it still generates walking sounds.
I'd like a way to toggle whether these sounds fire or not for the Spidertron (is there a way to do this?), since without legs it's a little strange to make footsteps.
Hide walking sounds based on entity triggering them
Re: Hide walking sounds based on entity triggering them
I got to documenting the spidertron prototypes today and found https://wiki.factorio.com/Prototype/Spi ... e_modifier, it may do the job for this when set to 0. Could you try that out, please.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: Hide walking sounds based on entity triggering them
Ah, perfect. That does seem to do the trick.