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Hide walking sounds based on entity triggering them

Posted: Fri Aug 14, 2020 8:28 pm
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.

Re: Hide walking sounds based on entity triggering them

Posted: Wed Aug 19, 2020 11:37 am
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.

Re: Hide walking sounds based on entity triggering them

Posted: Wed Aug 19, 2020 3:19 pm
by kirazy
Ah, perfect. That does seem to do the trick.