"I think the grid should be bigger" wait till Kibitz realizes there's NO LIMIT to the number of spidertrons! (PS you can put the remote(s) in the quick bar below and have up to 4 rows in the settings) :)
And… mods. I modded the heck outta mine: superultrafast (and all solar-powered too!) and filled to the gills with personal laser defense. Monster. Real monster. (Oh, and a fat load of shields too, and batteries to power all of this in the night)
Don't put productivity modules in the miners, put speed modules. Or efficiency modules to reduce pollution. The miners already have productivity. You'll also find the output is slower with productivity modules without beacons to back it up. The max rate calculator is awesome for visualizing this!
Just to clarify: Beacons don't accept productivity modules. So you put all the productivity modules in the assembler/research lab/etc, surround it/them with beacons with all the speed modules.
10:49 yup, you can do that. As of now, Spidertrons cannot be automatically restocked with items however. That is however intended to be included in a future update to give the Spidertron its own Logistic Interface so it can request items from your network.
May I interest you in a few mods, Mr Kibz? You want to rain down destruction on these pesky biters? try the "Orbital Ion Cannon"! The "Insectitronics" mod adds various tiers of spidertrons who have different specialisations as well as different weapons equipped. The "Space Extension Mod" gives you additional goals after launching a rocket, so you have something to work towards. And finally, if you want to start a new playthrough but want to chnage it up a little, how about "Krastorio 2"? It is basically a complete overhaul of the game.
Everyone keeps saying AngelBob. I'll say Space Exploration with Rampant, Armored Biters, Boats, Nuclear Artillery, and the AAI vehicle mods Or the Von Neumann scenario. I think he might find that fascinating
He just looked up the simplest mod for increasing the spidertrons inventory. Theres a mod that can change the spidertrons inventory and grid sise to be in the hundreds of spaces
I hope in the next episode you got to war with bitters again. I don't know, I just want to see them eradicated. Now, is there even an edge of this map? If there is, will you eradicate all the bitters in this world. Make this a bitter-free world?
I once saw someone build artillery forts, then let the artillery provoke the biters into dying on the fort's defenses over and over until the artillery killed all of their sources. I kind of want to see someone use their robots to set up like three or five scattered artillery forts, and get them all firing at once to clear out entire regions without needing to kite against the biters, possibly even without the player being present for part of the extermination.
Brother, you should play this but with Space Exploration mod, all the packs, its literrally never ending, after you launch the rocket, you have to go to space and other planets to mine resources you dont have in your homeworld, is the best thing you can do after complating factorio vanilla. Higily recommend.
Hey kibitz I was wondering, since you're pretty much done in terms of vanilla content. You should try out the Bob's mod series for perhaps a new playthrough. It completely changes the game, adding material levels to practically everything (so a level 1 gun turret is pretty easy to craft and does ok damage but a level 5 turret has a complex crafting recipe but does +100% damage and has more range.) It also allows you to put exosuit style items into vehicles to make them faster/deadlier. A couple of mods I would recommend to go with the Bob's series is Madclown01's vanilla nuclear as this makes nuclear a little less OP while also adding thermonuclear warheads which can splode 2x the area of a normal nuke at a much greater range. Vortik's deep drill mod so you don't have to worry about running out of your beginning resources. And also the Lordktor's Space extension mod which just adds an end game goalpost that goes further than the rocket.
I'll take a look into other mods after this playthrough, gonna keep this one pretty Vanilla+ ...also omfg there are so many things I want to do differently in a new run 😂
if you get 10k or 11k shields you can survive a nuke with at least 3 t o4 upgrades when you stand in the centre of you to give you an idea of how much damage it does
Kibz, you _can_ click outside of any given known point and Spidertrons will go there. They path based on coordinates, not known area, so they can run into lakes and get stuck but if you’re just shooting in the dark they’re still effective at mass destruction.
Just don't really know why he stopped these. I get not making it an "infinite series", hell, I only really expected one more episode after this, using an artillery train around the whole base, showcasing where he started, how far he's come etc. Instead it's just like "haha, we're gonna do all the science, nah fuck artillery, here's a mod that breaks the game, bye series". It doesn't even seem like the views particularly bombed. Just a bit less than the satisfactory stuff, but I guess that's enough to kill the series. Always sad when shit like that becomes really apparent to the viewer, but I guess that's it then. Was a fun few hours at least.
Hey Kibitz, awesome videos. But listen, if you still love factorio, then would you be interested in what is possibly a dlc for the game? The expansion pack is called "Factorio - Space Age"
Four Spidertrons, with their grid filled with personal laser defenses and max shields, and a couple of batteries for good measure. A fifth Spidertron with a roboport and repair packs. Guaranteed death to nests of any size.
if you want something with a farther visual range than your radar, you should get on with making artillery, the shots reveal the map as they fly to their destination
@ImKibitz So there are two sets of achievements: modded and vanilla. Steam only counts vanilla. If you disable all the mods and launch the rocket with a fish you'll get the Steam/Vanilla achievement. Then re-enable the mods. Just think through what you'll lose or break and how to avoid it before disabling mods OR ... save the game, disable the mods, get the achievement then reload the last modded save.
Fun fact, if you launch a space science pack into space via a rocket, you get back a raw fish. This is a thing because you could have a map setting that has a very limited amount of water, and thus, limited amount of fish. This allows you to make as many spidertrons as you could ever want, regardless of map settings.
Hey you should get the artillery cannon turet they are really good and have a huge atuo range and have an even bigger manual range for you too fire makes it so much easier to get too the new ore location
The spidertron he created with the larger grid space is like the gods in the percy jackson books where if you see their true form you just get vaporized
You talk about how thinking about coding the spidertron makes your brain explode? The irony of it is that I almost guarantee that the spidertron began its existence as a side project for one of the developers seeing if they could code the articulation for the legs. It may have even grown out of the articulation code for the inserters. "Check out how I can get these legs to move!" "Can they predict and track linear movement smoothly?" "Sure!" "..." "How about we put eight of them on a car and call it Spidertron?"
Hallo Mr. Kibz, Maybe you should try spidertron extended mod. Mk3 spidertron and the research for it’s so expensive, that it feels less like cheating. ;) And its range is optimal for nukes. ^^
There's another popular spidertron mod called Spidertron Extended which adds two more tiers of spidertron. They have a bigger grid and trunk, so that might be something which aligns more with what you want. Looking forward to spaghetti train hellfire in the near future :P
Since you're doing modules don't forget beacons can add more modules to things. Such as speed modules to apply to furnaces, or the kovarex enrichment process
I've tried coding and the hard part for the spidertron would mainly be just the animations keep in mind I was using Unity wich uses C# code and it makes game development a LOT eiser
I dind't even know you could stick moduels in the science centers on my first play though, till after I had researched a couple of space science. Wait you can stick them in the minners too....
Spidertron MK I, II, III mod, I won't use the large grid but I feel like this mod is the next logical step in vanilla spidertron. MK III is a little OP but its so expensive it feels valid. Also if you keep enough fusion reactors to support legs and lasers you won't slow down when batteries run out. Second also, put some repair modules and bots in spidertrons inventory so you can repair on the fly. Third also, I use a buildatron with tons of roboports (the more you have expands the build zone) and a destructotron for war.
Kibs, wait! Don't delete that mod until you find out what's it's like to control ten at once with ten remotes! preferably, all of them packed with lasers.
Headsup on artillery range, going to high can bog down the game completely. Range 6 was game over for me. Regularly 15 fps/ups. (this slows down the entire game, not just the framerate) I dont know why, but i can imagine a few reasons. One being that all the biters you piss off never make it to your base given the huge range, leaving you with thousands of active biters. Another is that with no nearby nests to absorb pollution, the pollution travels much further, triggering attacks from much further away, again leading to more active biters. Removed artillery, cleared out a bunch of biters(not nests). Trimmed base and massive solarfields, but still struggling with fps. Had 60 fps before that upgrade.
yup, that's pretty much the reason. Biters search range is exceed by *manual* artillery range. there is console command to kill all biters and biters and nests, as much as disabling the, entierly for megabases. Watch Nilaus's guide about UPS/FPS savings.
For productivity modules, go top to bottom, start and the end of the production chain then work back to the begining. Rockets and science first. Gears and copper wire last. Productivity modules are wasted in miners though as they are dwarfed by the productivity you get on them through research.
If you want a crazy Spidertron mod, try the Broodmother, it spawns a bunch of baby Spidertron clones, basically, and each has non-removable copies of the Broodmother's equipment grid, and they take ammo from the Broodmother's trunk. Edit: Ah, and there are a couple Spidertron Tiers types of mods, one literally named as such. And there's an early game Spidertron mod that adds very specialized but not very strong Spidertrons as well as very specialized stronger and far more expensive models designed for specific tasks like building or anti-biter assault operations.
There is a mod called tarantula which and a nuclear reactor on the bottom it has a bigger grid size and the reactor handles the power but the traidof is that it is slower
It would be posible if i knew how to Implement something like that. I tried it, but was not able to figure a way out to implement this in a way it sounds cool.
"I think the grid should be bigger"
wait till Kibitz realizes there's NO LIMIT to the number of spidertrons!
(PS you can put the remote(s) in the quick bar below and have up to 4 rows in the settings) :)
And in 1.1 you can now link them together so you can have a small spidertron army controlled by a single remote
Arachno'tron'phobia upcoming?
And… mods. I modded the heck outta mine: superultrafast (and all solar-powered too!) and filled to the gills with personal laser defense. Monster. Real monster. (Oh, and a fat load of shields too, and batteries to power all of this in the night)
It's a shame there was no more Factorio since this :(, I sure was hoping for an artillery train + spidertron convoy.
Exactly... I don't understand why he stopped making these... He didn't even say that this was the last ep :'(
I think because he wanted to focus on other series
@@Mapbim no but yea satisfactory is really boring
Same ...
Same
Kibz I'm gonna keep commenting until we get another episode, Mr ploops and plops needs to come back!!!
nyw
Kibs: "Batteries should be recharged by now"
Also Kibs: mouses over batteries and doesn't stop to see that most of them aren't even at 50%
Don't put productivity modules in the miners, put speed modules. Or efficiency modules to reduce pollution.
The miners already have productivity.
You'll also find the output is slower with productivity modules without beacons to back it up.
The max rate calculator is awesome for visualizing this!
Just to clarify: Beacons don't accept productivity modules. So you put all the productivity modules in the assembler/research lab/etc, surround it/them with beacons with all the speed modules.
when using calculators is fun. *FACTORIO*
@@Whistler-007 and also jack up your power grid, since it takes .. what, 2.5x the power?
@@randomfrequency For sure, but by this stage expanding power shouldn't be an issue.
He dosnt vare about biters or pollution
He litterly just used them like a test subject
That biter wave that came in from the north flank was absolutely hilarious. Completely out of the blue at the worst possible time.
10:49 yup, you can do that. As of now, Spidertrons cannot be automatically restocked with items however. That is however intended to be included in a future update to give the Spidertron its own Logistic Interface so it can request items from your network.
i can’t wait for artillery
GLORY TO THE MOTHERLAND!
You mean... THE PAIN TRAIN?
@@SamuSeen agreed!
never gonna happen i guess
@@wiawaysb seems so lol.
lets do a play with all Bob's mod when u finish this one, it would be spicy
yes!!!!
Just YES!
nah nah go big or go home BobAngles run
@@TheAnsxerify thats just the step in the middle
It goes Vanilla --> AngelBob--> Pyanodon
@@lachskartoffel where do you put bobs mods on that list? I played it and it really is mega at the end.
Kibitz where is the video for the Artillery man, or did you get tired of the game haha also loved the videos man, you are funny.
Kibz We need to see artillery, if not for us, then for the spidertron!
May I interest you in a few mods, Mr Kibz?
You want to rain down destruction on these pesky biters?
try the "Orbital Ion Cannon"!
The "Insectitronics" mod adds various tiers of spidertrons who have different specialisations as well as different weapons equipped.
The "Space Extension Mod" gives you additional goals after launching a rocket, so you have something to work towards.
And finally, if you want to start a new playthrough but want to chnage it up a little, how about "Krastorio 2"? It is basically a complete overhaul of the game.
Space Exploration is a great game overhaul as well!
everyone: Just wait, till you get to artillery!
ImKibitz: ... *_nah, I'm good_*
Everyone keeps saying AngelBob. I'll say Space Exploration with Rampant, Armored Biters, Boats, Nuclear Artillery, and the AAI vehicle mods
Or the Von Neumann scenario. I think he might find that fascinating
Space Exploration with Krastorio
I love how this series has become constant war not about the factory
He just looked up the simplest mod for increasing the spidertrons inventory. Theres a mod that can change the spidertrons inventory and grid sise to be in the hundreds of spaces
I hope in the next episode you got to war with bitters again. I don't know, I just want to see them eradicated. Now, is there even an edge of this map? If there is, will you eradicate all the bitters in this world. Make this a bitter-free world?
no factorios map is infinite so there will always be more bitters and resources
@@zacklightning3277 Oh. I see. I guess it will only have an edge if it is island world.
i cannot wait to see his completly obliterate all life forms with artillery
I once saw someone build artillery forts, then let the artillery provoke the biters into dying on the fort's defenses over and over until the artillery killed all of their sources. I kind of want to see someone use their robots to set up like three or five scattered artillery forts, and get them all firing at once to clear out entire regions without needing to kite against the biters, possibly even without the player being present for part of the extermination.
Toxopid: finally a worthy opponent
Mindustry reference
Oh hell yes
Brother, you should play this but with Space Exploration mod, all the packs, its literrally never ending, after you launch the rocket, you have to go to space and other planets to mine resources you dont have in your homeworld, is the best thing you can do after complating factorio vanilla. Higily recommend.
Anyone else want him to make a return to the series
Hey kibitz I was wondering, since you're pretty much done in terms of vanilla content. You should try out the Bob's mod series for perhaps a new playthrough. It completely changes the game, adding material levels to practically everything (so a level 1 gun turret is pretty easy to craft and does ok damage but a level 5 turret has a complex crafting recipe but does +100% damage and has more range.) It also allows you to put exosuit style items into vehicles to make them faster/deadlier.
A couple of mods I would recommend to go with the Bob's series is Madclown01's vanilla nuclear as this makes nuclear a little less OP while also adding thermonuclear warheads which can splode 2x the area of a normal nuke at a much greater range. Vortik's deep drill mod so you don't have to worry about running out of your beginning resources. And also the Lordktor's Space extension mod which just adds an end game goalpost that goes further than the rocket.
agreed. optionally krastorio2 also is dooope
Completely agree
Angel-Bobs is a ton of fun, but requires hundreds of hours even if you do a quick start with initial bots (which is recommended)
I'll take a look into other mods after this playthrough, gonna keep this one pretty Vanilla+
...also omfg there are so many things I want to do differently in a new run 😂
Different... like say much lower biter levels with no biter expansion, and further apart giant ore patches?
if you get 10k or 11k shields you can survive a nuke with at least 3 t o4 upgrades
when you stand in the centre of you to give you an idea of how much damage it does
This series was amazing, thanks for making it
8:39 if he makes 162 more spidertrons I will be SO proud
SPIDERTRON EXTENDED. use spidertron extended it adds 3 more spodertrons
You don't put productivity in miners, you research mining productivity.
22:14
Biters: *guess I'll die*
Kibz, you _can_ click outside of any given known point and Spidertrons will go there. They path based on coordinates, not known area, so they can run into lakes and get stuck but if you’re just shooting in the dark they’re still effective at mass destruction.
Just don't really know why he stopped these. I get not making it an "infinite series", hell, I only really expected one more episode after this, using an artillery train around the whole base, showcasing where he started, how far he's come etc.
Instead it's just like "haha, we're gonna do all the science, nah fuck artillery, here's a mod that breaks the game, bye series".
It doesn't even seem like the views particularly bombed. Just a bit less than the satisfactory stuff, but I guess that's enough to kill the series. Always sad when shit like that becomes really apparent to the viewer, but I guess that's it then.
Was a fun few hours at least.
Cool, you beat the base game. Now you ready to mod and play the other 90%?
Spidertron spidertron, does whatever a spider can.
Darkstar be a cool mod. And any mod that makes the bugs crazy be dope.
Hey Kibitz, awesome videos. But listen, if you still love factorio, then would you be interested in what is possibly a dlc for the game? The expansion pack is called "Factorio - Space Age"
The fish is so that you can't truly automate making Spidertrons.
Automate them via sending Science Packs into space XD
Extremely expensive fishes those are lol
You can actually automate it though ...
@@ThunderDraws You have to collect the fish manually in some way. You can't automate the collection of fish as soon as they appear.
@@shapeshiftingpedro You can send 100 science packs into space and get 100 fish back.
@@shapeshiftingpedro hi
Four Spidertrons, with their grid filled with personal laser defenses and max shields, and a couple of batteries for good measure.
A fifth Spidertron with a roboport and repair packs.
Guaranteed death to nests of any size.
17:30
kibs: i made some upgrades for our sider
me: aww he so DEADLY and cute >:)
Next up: Surround your labs with BEACONS to supercharge your science!
no point since the bottleneck is in science production.
if you want something with a farther visual range than your radar, you should get on with making artillery, the shots reveal the map as they fly to their destination
Kibss please play more!
Will kibz make an other harder factorio series? Hmmmmmm?!?
No but really kibz, I MISS THE SPITY BOIS!!
Imagine beeing a poor small biter just vibing at his house and this guy with his chad spider show up
im late to the party, but man. he should have used the atomic artillery mod. shit is so fun to manually set off
I have been WAY overthinking my Science setup.
Though it's a really stupid idea I really love the idea of just instead of using walls just use a thousand spiders and put it in nukes
I wonder if Kibitz knows that you can ride the rocket when you launch it - Put a car in the cargo slot, then enter the car as the rocket is launching.
If you launch a rocket with a fish as cargo you get an achievement
no, he will not.
You don't get achievements when playing with mods.
@@EvilCooky you get built in game achievements you dont get steam achievements tho
@@EvilCooky just sayin...
@ImKibitz So there are two sets of achievements: modded and vanilla. Steam only counts vanilla. If you disable all the mods and launch the rocket with a fish you'll get the Steam/Vanilla achievement. Then re-enable the mods. Just think through what you'll lose or break and how to avoid it before disabling mods OR ... save the game, disable the mods, get the achievement then reload the last modded save.
@@Whistler-007 or make a copy of your save file, and sacrifice the duplicate save
Fun fact, if you launch a space science pack into space via a rocket, you get back a raw fish. This is a thing because you could have a map setting that has a very limited amount of water, and thus, limited amount of fish. This allows you to make as many spidertrons as you could ever want, regardless of map settings.
Once you finish the video on artillery, you should use the atomic artillery mod to combine your love of nuclear weapons with long range destruction.
Hey you should get the artillery cannon turet they are really good and have a huge atuo range and have an even bigger manual range for you too fire makes it so much easier to get too the new ore location
The spidertron he created with the larger grid space is like the gods in the percy jackson books where if you see their true form you just get vaporized
Spidertron needs a friend
You talk about how thinking about coding the spidertron makes your brain explode? The irony of it is that I almost guarantee that the spidertron began its existence as a side project for one of the developers seeing if they could code the articulation for the legs. It may have even grown out of the articulation code for the inserters.
"Check out how I can get these legs to move!"
"Can they predict and track linear movement smoothly?"
"Sure!"
"..."
"How about we put eight of them on a car and call it Spidertron?"
Hallo Mr. Kibz,
Maybe you should try spidertron extended mod.
Mk3 spidertron and the research for it’s so expensive, that it feels less like cheating. ;)
And its range is optimal for nukes. ^^
There's another popular spidertron mod called Spidertron Extended which adds two more tiers of spidertron. They have a bigger grid and trunk, so that might be something which aligns more with what you want.
Looking forward to spaghetti train hellfire in the near future :P
The real meta is in having all spidertrons set to follow the one you are riding in and then pulling up with the squad
Since you're doing modules don't forget beacons can add more modules to things. Such as speed modules to apply to furnaces, or the kovarex enrichment process
Kibz has the greatest plaaaaaaaaaaaaaaan
Spidertron Squad Control (Mod):
Have an army of spiders follow you all kitted out with lasers.
Spider laser death wall
Damn bro really waitin for that next episode to show up
Kibs, Inserter stack size 7 also gives ALL of the inserters 1 extra stack size, including yellow, blue and red :)
27:17 *SPIDERGOD HAS BECOME MAD WITH POWER!*
They should add a mod for infinite grid...
Love your series, funn to watch you stumble around. BTW anyone mention you can eat the fish to get more health in combat?
I've tried coding and the hard part for the spidertron would mainly be just the animations
keep in mind I was using Unity wich uses C# code and it makes game development a LOT eiser
I think the minigun goes Brrrr, but you upped the shooting speed so.... yeah
and.. spiderbot you put full with shields, while you have the lasers
Dude. This video was fun and informative. I learned a couple of things and was entertained while doing. You should do more…
DONT NUKE MY WALLS
nukes them twice. wel done, well done.
I dind't even know you could stick moduels in the science centers on my first play though, till after I had researched a couple of space science. Wait you can stick them in the minners too....
Spidertron MK I, II, III mod, I won't use the large grid but I feel like this mod is the next logical step in vanilla spidertron. MK III is a little OP but its so expensive it feels valid. Also if you keep enough fusion reactors to support legs and lasers you won't slow down when batteries run out. Second also, put some repair modules and bots in spidertrons inventory so you can repair on the fly. Third also, I use a buildatron with tons of roboports (the more you have expands the build zone) and a destructotron for war.
Could it be.... Spidertron 7000?!
Hear me out, 3 or more 24x24 grid capable spider bots each with massive speed and power boosts and nukes, preferably all under the same remote.
Btw, you can launch a fish into space to get an achievement :)
this Spidertron makes me question what might happen if Kibitz had a army of them
We need more factory building games with combat.
Try mindustry
Wish that theres a mod where it makes it so that the sound of the minigun is the classical brrrt. Maybe like the sound from a vulcan
AMAZINGNES!!! Cool series!!! MORE!!!
Thank you Kibitz for making me laugh so much :D :D :D
All in favor to make Kibz keep the Large Menu, say aye
Kibs, wait! Don't delete that mod until you find out what's it's like to control ten at once with ten remotes! preferably, all of them packed with lasers.
I had forgotten this treasure, @ImKibitz if you like minigun sounds, try Mk-19 sounds. Much more satisfying in my opinion.
I love Mr. Poopsandplops.
Headsup on artillery range, going to high can bog down the game completely. Range 6 was game over for me. Regularly 15 fps/ups. (this slows down the entire game, not just the framerate) I dont know why, but i can imagine a few reasons. One being that all the biters you piss off never make it to your base given the huge range, leaving you with thousands of active biters. Another is that with no nearby nests to absorb pollution, the pollution travels much further, triggering attacks from much further away, again leading to more active biters.
Removed artillery, cleared out a bunch of biters(not nests). Trimmed base and massive solarfields, but still struggling with fps. Had 60 fps before that upgrade.
yup, that's pretty much the reason. Biters search range is exceed by *manual* artillery range. there is console command to kill all biters and biters and nests, as much as disabling the, entierly for megabases. Watch Nilaus's guide about UPS/FPS savings.
18:40 You think the spiders running is OP but that's how Fishing Spiders move in real life...
For productivity modules, go top to bottom, start and the end of the production chain then work back to the begining. Rockets and science first. Gears and copper wire last. Productivity modules are wasted in miners though as they are dwarfed by the productivity you get on them through research.
Just wait until he discovers the overhaul mods
it uses a fish as protection. a good luck charm
Can’t wait till he figures out you can get fish from rocket launches
Factorio, pain is learning.
If you want a crazy Spidertron mod, try the Broodmother, it spawns a bunch of baby Spidertron clones, basically, and each has non-removable copies of the Broodmother's equipment grid, and they take ammo from the Broodmother's trunk.
Edit: Ah, and there are a couple Spidertron Tiers types of mods, one literally named as such. And there's an early game Spidertron mod that adds very specialized but not very strong Spidertrons as well as very specialized stronger and far more expensive models designed for specific tasks like building or anti-biter assault operations.
Load up your avatar armor with laser defense, and drop a disco storm from inside the spode.
can you play more Factorio
There is a mod called tarantula which and a nuclear reactor on the bottom it has a bigger grid size and the reactor handles the power but the traidof is that it is slower
please continue the series
Fricking called it. I fricking called it.
spidertron is inspired by spiderbot from FortressCraft Evolved. just a random tidbit for you :D
I was thinking that the minigun should sound like the main gun of a A-10 Thunderbolt II jet.
It would be posible if i knew how to Implement something like that. I tried it, but was not able to figure a way out to implement this in a way it sounds cool.
Hands up if you saw the nuke coming as soon as Kibz parked the spider next to the wall