Friday Facts #120 - Spidertron

Regular reports on Factorio development.
mrgasp
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Re: Friday Facts #120 - Spidertron

Post by mrgasp » Sun Dec 03, 2017 5:36 pm

impetus maximus wrote:
Tekky wrote:Ok, since Factorio Friday Facts #219 has now introduced cliffs, I guess my previous argument, in which I stated that spiders were not as good as jeeps/tanks due to the flat terrain, is no longer valid. The Spidertron now has a valid reason to be introduced into the game, because it should be able to climb cliffs.
sounds right to me.
-Snip-
I'm all for that, being able to crawl up and down and over pipes... That'd be helpful.

On a side note, I'm not too fond of robots you can't pick up and move/stop physically by picking it up... I love that handle on the black one :D

yohannc
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Re: Friday Facts #120 - Spidertron

Post by yohannc » Wed Dec 06, 2017 8:27 pm

No so long ago, i thought of factorio, when seeing that :)
Image

golfmiketango
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Re: Friday Facts #120 - Spidertron

Post by golfmiketango » Thu Dec 07, 2017 5:21 am

yohannc wrote:No so long ago, i thought of factorio, when seeing that :)
...
How did you get into my house?

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olafthecat
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Re: Friday Facts #120 - Spidertron

Post by olafthecat » Tue Dec 12, 2017 12:56 pm

Spidertron...best name ever!
Animation, though crude, is cool too!
Been binge watching Aquasitions Incorporated "The C Team" recently.
A fun spin off of the original D&D game.
Also, the fanbase is quite active, which means lots of fanfiction!

Neemys
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Re: Friday Facts #120 - Spidertron

Post by Neemys » Wed Dec 13, 2017 10:29 pm

olafthecat wrote:Spidertron...best name ever!
Animation, though crude, is cool too!
It has been cancelled for now.
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !

Tekky
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Re: Friday Facts #120 - Spidertron

Post by Tekky » Thu Dec 14, 2017 1:22 pm

After now having played 0.16 a bit on a few maps, I have come to the conclusion that, currently, the Spidertron would not be worth being included into the game. Cliffs are rather rare in the game, so adding a vehicle that has the ability to climb cliffs would not be a significant advantage.

So I guess it would be best to improve jeeps and tanks (for example with equipment grids as in Bob's Mods), instead of introducing a new vehicle.

PacifyerGrey
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Re: Friday Facts #120 - Spidertron

Post by PacifyerGrey » Thu Dec 14, 2017 2:35 pm

Tekky wrote:After now having played 0.16 a bit on a few maps, I have come to the conclusion that, currently, the Spidertron would not be worth being included into the game. Cliffs are rather rare in the game, so adding a vehicle that has the ability to climb cliffs would not be a significant advantage.

So I guess it would be best to improve jeeps and tanks (for example with equipment grids as in Bob's Mods), instead of introducing a new vehicle.
There are multiple obstacles around and the main obstacle is the factory buildings/pipes etc. The idea of spidertron was introduced waay before cliffs were even considered. Water/trees are also valid obstacles and it would be nice to traverse freely on top of them without destroying them. Any addition on existing vehicles will not remove their collision box.

There is a plane mod which can fly over everything but its controls are similar to other vehicles (direction, acceleration). Spidertron could introduce other type of control - character like - by just moving to a direction you are pressing your keys - without "turning" the body. So I see a spidertron as an effective Power Armor MK.3 which can freely move over obstacles.

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