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Spidertron's infinite patrol

Posted: Wed Nov 10, 2021 8:23 pm
by mmmPI
Spidertrons army running in circle to scare off ennemy.
spidertronloop.png (113.56 KiB) Viewed 291 times

I was playing with the spidertron's remote and had this idea of telling spidertron to follow a train. Then tell another spidertron to follow the first spidertron. Then another spidertron to follow the second, and so on. hundred time at least.

Notice all the connections between the spidertrons. They are forming 4 different squad that each follows their own train. This is because they were cutting the corner if the chain was too long.

Train Station
spidertronloop2.png (1.26 MiB) Viewed 291 times
In order to slow down the train there are 2 stations on its schedule and they sometimes disable. This makes the (4) train stop and go, and is timed to allow spidertron's to follow. They start to cut corner if the trains are too fast.
Minimalist logic
spidertronloop3.png (708.74 KiB) Viewed 291 times
It's an upgrade planner put on a belt loop that enable the station when it is read. The 1s inactivity for the station 2 schedule is used to allow refueling .

I'm not quite sure what to do with this creation at the moment, it doesn't feel safe to give them weapon and there's no ennemy anyway, here's the map :
(3.51 MiB) Downloaded 232 times

Re: Spidertron's infinite patrol

Posted: Thu Nov 11, 2021 3:49 pm
by Amarula
*Zombie spidertrons stumbling one after another, after another.*
"Wait these are TRAINS! I thought you said BRAINS!"

Anyway, the spidey conga-line is great! Thanks for sharing!

Re: Spidertron's infinite patrol

Posted: Thu Nov 25, 2021 9:57 am
by gGeorg
Instead of solid fuel use coal to go slower. You can also attach a wagon in front of each locomotive and get wagon fully loaded to get weight so to slow it even more. Yellow rockets are pretty safe, I could imagine this as an escort for outpost. Outpost connected only by trains, no pols, trhu ever expanding biters territory. So when train gets thru gate of the outpost, it has nice tail of biters :D, idealy, Spidertons need also robport to fix rails.

Re: Spidertron's infinite patrol

Posted: Thu Nov 25, 2021 2:54 pm
by FuryoftheStars
gGeorg wrote:
Thu Nov 25, 2021 9:57 am
get wagon fully loaded to get weight so to slow it even more.
I thought something like that required a mod?

Re: Spidertron's infinite patrol

Posted: Thu Nov 25, 2021 7:35 pm
by mmmPI
I think load on wagon doesn't impact weight, it is written 1000 for cargo and fluid wagon and 2000 for locomotives and 4000 for artillery wagon I would expect the tooltip to not write weight if it changed based on load but that could be a fun mod indeed.

The problem if you slow too much the train is that biters will catch up the spidertrons in battle.

I tried a bit of fighting spawning some behemot on the editor, i think i should have made them even a bit faster with exosqueletons !

Now there is a BIG problem doing the conga line , if 1 spidertron get destoyed, the whole rest of the squad behind him just stop all movement which leaves them very vulnerable.

otherwise with non-explosive rockets they deal with groups of behemot due to their constant movement they avoid most damage.

I wanted to use spidertrons to follow locomotives to replace wagons and use their inner reactor to power the unloading robots but it didn't worked out as i expected since you can't really automate the loading/unloading properly. Spidertrons act like a player, not like a logistic chest, the robots will not use it's cargaison to fulfill logisitic request that makes it more annoying to unload from spidertron and i postponed further experiment on that field :)