Hide walking sounds based on entity triggering them

Things that already exist in the current mod API
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kirazy
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Hide walking sounds based on entity triggering them

Post by kirazy »

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.

Bilka
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Re: Hide walking sounds based on entity triggering them

Post by Bilka »

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.

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kirazy
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Re: Hide walking sounds based on entity triggering them

Post by kirazy »

Ah, perfect. That does seem to do the trick.

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