Friday Facts #120 - Spidertron

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The Phoenixian
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Re: Friday Facts #120 - Spidertron

Post by The Phoenixian » Fri Jan 08, 2016 10:23 pm

Don't worry, there are other spiderbots to hope for it to look like.


Like this one!
Image

Oh, whoops, it looks like I took that one...
The greatest gulf that we must leap is the gulf between each other's assumptions and conceptions. To argue fairly, we must reach consensus on the meanings and values of basic principles. -Thereisnosaurus

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Re: Friday Facts #120 - Spidertron

Post by wwdragon » Fri Jan 08, 2016 11:03 pm

Mmmmm Spidertron. :-D
I hope it has big ass plasma cannon and a gatling lasercannon.

I also hope all vehicles in the future will allow passangers!

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Re: Friday Facts #120 - Spidertron

Post by Neotix » Fri Jan 08, 2016 11:10 pm

Spider from Wild Wild West was amazing and very suitable for Factiorio. Also my first thought after seeing Spidetron was spider from WWW movie.

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Re: Friday Facts #120 - Spidertron

Post by Chaoseed » Sat Jan 09, 2016 1:34 am

Holy crap!

That Spidertron. :o

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Nugetto
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Re: Friday Facts #120 - Spidertron

Post by Nugetto » Sat Jan 09, 2016 3:15 am

That Spidertron looks impressive! :)

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Re: Friday Facts #120 - Spidertron

Post by Peter34 » Sat Jan 09, 2016 3:53 am

kovarex wrote:Mostly work in progress updates, here it is: https://www.factorio.com/blog/post/fff-120
When does the SpiderTron thingie become available? Same depth in the tech tree as the Car? Tank? Logo/Con Robots? It'd be a really cool thing to have to be able to get around inside the factory quickly in the early or early-mid game phase.

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Re: Friday Facts #120 - Spidertron

Post by Peter34 » Sat Jan 09, 2016 4:08 am

SWSe wrote:The new concrete looks really good, and so seems the spidertron. Obviously, I thought you were gonna add some kind of arachnoid enemies when talking about a surpsire with 8 legs ;) Awesome!
That was my assumption too, when the devs started talking about spiders, that it was some kind of new mobile enemy, in addition to the Biters and Spitters. I also had the impression that these new spider enemies would be able to climb over Walls so that you had to use Turrets to keep them in check.

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Re: Friday Facts #120 - Spidertron

Post by nobodx » Sat Jan 09, 2016 7:09 am

The Phoenixian wrote:Don't worry, there are other spiderbots to hope for it to look like.


Like this one!
/MonkeylordImage/

Oh, whoops, it looks like I took that one...
The Monkeylord isn't a spider though, it's more like a beetle ;)

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Re: Friday Facts #120 - Spidertron

Post by Theace98 » Sat Jan 09, 2016 1:07 pm

I'd like to see a tri-pod like thing, like from war of the worlds. Obviously with 8 legs and laser in the visible spectrum rather than infared. As for the concrete the graphics look much better, the grey cement under the concrete tiles always bugged me.
I typically play Factorio, Minecraft, Rimworld, Starsector, Prison Architect and Stardrive 2. Oh and add XCOM, FTL and Homeworld. And Transport Tycoon...

Quite frankly, it's a miracle I get anything done.

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Re: Friday Facts #120 - Spidertron

Post by TheTomCZ » Sat Jan 09, 2016 1:35 pm

That Spidertron vehicle looks awesome! I hope it can interact with factories etc., so I can manage my factory from it, it certainly has enough limbs to do it :-) Or maybe basic version cannot and some upgraded spidertron can?
I WANT IT RIGHT NOW! :-)

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Re: Friday Facts #120 - Spidertron

Post by SteelGiant » Sat Jan 09, 2016 4:26 pm

Of course this opens the door for a new class of giant spider enemy biters. This would add great variety to the available enemies in the game, as well as interesting new mechanics if they're able to walk over walls and small tracts of water.

I, for one, welcome our new hideous arachnid overlords.

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Re: Friday Facts #120 - Spidertron

Post by Kewlhotrod » Sat Jan 09, 2016 10:17 pm

that spider is terrifying.

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Re: Friday Facts #120 - Spidertron

Post by factoriouzr » Sun Jan 10, 2016 1:57 am

Awesome Spidertron, exactly what I was expecting, a player vehicle when you hinted at it in previous Friday facts.

Looking forward to playing with it :)

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Re: Friday Facts #120 - Spidertron

Post by Pohybel » Sun Jan 10, 2016 3:36 am

The graphics department was not happy enough with the concrete. The concrete tileset is now more consistent with the Factorio style.
Concrete looked destroyed and this is a factorio style ? dingy ? when they will be look like that, immediately or after some time (200 years) ?
This is the very early preview of the first tests of the Spidertron movement mechanics. As you can see it is an alternative vehicle usable by the player. It can overcome small water bodies and obstacles easily. The graphics is obviously just a placeholder, but enough to get the idea.
So legs will not be created with inserters, you know it looks little creepy when he standing and still is moving it looks like breathed "IT'S ALIVE!!!".

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Re: Friday Facts #120 - Spidertron

Post by AssaultRaven » Sun Jan 10, 2016 6:26 am

Yeah, I'll mod back the old style if this is how concrete is going to look. Since when is "broken" the Factorio style?

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Re: Friday Facts #120 - Spidertron

Post by vaderciya » Sun Jan 10, 2016 8:48 am

I am super excited for the Spidertron!!!! Looks amazing even with placeholder graphics, but one has to wonder, will it have weapon capabilities, and how healthy will it be? I'm always fighting behemoth biters, so strong armor is required. Either way, I totally love this <3

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Re: Friday Facts #120 - Spidertron

Post by Phillip_Lynx » Sun Jan 10, 2016 9:07 am

AssaultRaven wrote:Yeah, I'll mod back the old style if this is how concrete is going to look. Since when is "broken" the Factorio style?
Since the start of developing this awsome game.

All should look shabby or worn but work perfectly.

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Re: Friday Facts #120 - Spidertron

Post by vanatteveldt » Sun Jan 10, 2016 10:19 am

I agree. The "vibe" is cyberpunk / early industrial functionalist (think steel mills, pittsburgh mill towns, detroit, chicago), not sleek modernist stainless steel and glass (houston, current pittsburgh downtown). The concrete should be functional where you place it, but a bit ragged on the edges because no one cared enough to build a good casing before pouring it. I agree with the new graphics :)

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Re: Friday Facts #120 - Spidertron

Post by Mendel » Sun Jan 10, 2016 11:42 am

That spider should be made out of 8 fast inserters, 8 electric engines a big hunk of steel and some circuit boards :)

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Re: Friday Facts #120 - Spidertron

Post by Pohybel » Sun Jan 10, 2016 1:17 pm

Phillip_Lynx wrote:
AssaultRaven wrote:Yeah, I'll mod back the old style if this is how concrete is going to look. Since when is "broken" the Factorio style?
Since the start of developing this awsome game.

All should look shabby or worn but work perfectly.

Where did you get such information ? you are a developer?
I agree. The "vibe" is cyberpunk / early industrial functionalist (think steel mills, pittsburgh mill towns, detroit, chicago), not sleek modernist stainless steel and glass (houston, current pittsburgh downtown). The concrete should be functional where you place it, but a bit ragged on the edges because no one cared enough to build a good casing before pouring it. I agree with the new graphics :)

Have you ever worked in a factory? At one time i work in elektrolux, I was doing at the belt (il be inserter ) and there was not a gram of dirt, factory has a clean concrete roads (
Blocks are much bigger than the game) they are not destroyed because riding on them carts with supplies for belt ( interesting ) carts have
wheels with solid rubber, so everything must be perfect . And that's happen now in 2015 and the game goes on 2500 wher is logic?
no one cared enough to build a good casing before pouring it


Who no carred ? Assembling machine ? If that happens in your factory you should start thinking about quality control or something :roll:
If you want to add better visuals, you should add the dust that causes with time concrete disappearance. and and marks when we walking on it.
and vacuum cleaner .The leaves of the trees carried by the wind, concrete leave in peace

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