Tom!! One key tactical tip is that whenever you have/create a narrow choke point for Creeper like at 3:08 - a single Cryon and just 1-2 Defenders can hold back a massive amount of Creeper if they have a direct line of sight in. That approach allows any ships with missiles to not need direct of a line of sight to do _amazing work_ at reducing the density with basically no risk, especially when it's not being generated. It's the most effective way I've found to do divine & conquer where you need part of the fleet to hold a position like you were here, as well as break up things early on like the Creeper ring on the left at 11:48. Additionally, as a breaching tactic with that same setup as a front line, if you use Shields to enclose a Maker to pressurize AC in a contained area with them BEFORE opening a narrow channel, you can set up for using really dense AC to break in with that same approach. Really effective past this point since you can move AC through Portals to amplify those efforts in little pockets of tactical focus. (Note: It's always good to make a save though, as _IS_ still an overflow risk where AC will suddenly turn into Creeper when the pixels get too dense - not common, but something I ran into twice during the later levels. (You'll only notice when everything suddenly starts firing at a random pixel in your AC, which is because that's suddenly like a 2000 density pixel of Creeper that also nullifies a huge amount of the AC build-up).
I don’t have the game yet, but I’m wondering - is the range of missiles limited by the actual length of the path the missile has to travel, or just the Euclidean distance between the ship and the target? Thinking about a case where a missile might have to follow a snake-like path, turning a bunch of corners. (Also, does the entire path a missile follows have to be in the ship’s range?) Another thing - Tom seems to have an issue with accidentally digging water and other liquids into nonexistence. I think I read there’s an option to prevent that by only targeting solid matter? A hotkey, maybe?
As long as the target is within missile range, and there is a path to the target, then missiles will fly there @IZEASGT. Also, yes, the path can go out of the ships missile range. Also, c is the hot key to only select one type of terrain
@@IZEASGT Missiles can travel anywhere within the firing range of the ship that fired the missile, and for as long a distance as needed. The only limiting factor is if the missile has a path to reach creeper that's entirely within the range of the ship that fired the missile.
@@IZEASGT Any liquid you dig can also be output by Droppers, so they're not getting vanished into nonexistence. The only minor annoyance is that you always want to clear from the bottom up when breaching when there's an important liquid like Creeper Eater, otherwise your Diggers will get stuck eating the liquid as it falls in and won't reach the surface below effectively. While it isn't getting permanently vanished, it is an annoyance where you just have to clear the space they're attempting to constantly absorb that can make a breach attempt a bit scuffed and is probably where most of my reloads happened. There are some useful pre-breach tactics with making 1 pixel wide mazes full of AC that you can use to trigger a massive wave of Bots to roast themselves in before making a full breach, and so long as it only goes down, you can do similar things with Creeper Eater to drop it in first. Additionally, so long as that _entire maze_ is within the range of anything with a missile, it'll be able to fire through and soften things up once there's a path to any Creeper. If any part of that path is outside of their range, though they won't fire. That allows for some strategic options on having ships with missiles off to one side, while Defenders & Cryons always want a more direct line of sight. While missiles are strong, being able to bring their primary guns to bear is where the most effective firepower is, so you always want to be keeping them in full range while you push forward, as that's typically the limiting factor. There are a lot of times later on where you have to breach a front into a pocket of Creeper to reach some Breeder source to be able to get a feedback loop of AC going, so that you can hold a position in a little bubble that's just a REALLY satisfyingly effective way to roll forward and tactically take out a section of the map.
Tom hold the c key down while hovering over a tile, you'll then only mark that tile type for digging until you release they c key. Makes picking up or avoiding liquids so much easier. You can also use boomzene to destroy emitters.
I've finished the story and tangent missions. IMO getting started is the hardest part of each level- choose a suitable base for the reactors, get any diamonds quickly and get your ships set up quickly including the one to deal with the first set of phantoms. Once you've done that and you have an idea how to tackle each level (which is usually split into parts you can take on 1 at a time) it's not hard at all just a bit of a grind slowly pushing the creep back.
Something you can do (albeit not often in the campaign) is destroy spawners by exploding them with boomzene+embers. I did this accidentally on the first mission in the video when I left the duster set to drop boomzene after breaking through the rock. Breaking gems or cubes by any means also collects them.
Nice a new video of creeper world IXE, I just got all the achievements today (while asleep just waiting for 100 Million anti-creeper to be generated). So always looking forward to seeing Tom play some. Edit: Yeah that tree map had me really confused since turns out there is just infinite nitron and it keeps spawning.
Probably just by being faster so there is less creeper buildup? Idk I'm not there yet I think and my game runs around 0.3x speed so it''ll take me a while.
Daily reminder that Tom is an amazing person and to thank him for all he has done/will do - Day 1847 Big agree, loving the chemistry of the game :D OOOO, M-Rifts are here, I wonder if best boy AirSacks will also join You know, third time is the charm, he was just a bit too eager is all :D The tree is really nice, love when map makers do some fun design/art
It's not an M-Rift. It's a portal. It can also transport anticreeper, which will be very important in a future mission if you want a reasonable finish time.
I didn't think I'd enjoy this creeper world as much as the last one but I'm actually enjoying watching Tom try and figure out the levels
Tom!! One key tactical tip is that whenever you have/create a narrow choke point for Creeper like at 3:08 - a single Cryon and just 1-2 Defenders can hold back a massive amount of Creeper if they have a direct line of sight in.
That approach allows any ships with missiles to not need direct of a line of sight to do _amazing work_ at reducing the density with basically no risk, especially when it's not being generated. It's the most effective way I've found to do divine & conquer where you need part of the fleet to hold a position like you were here, as well as break up things early on like the Creeper ring on the left at 11:48.
Additionally, as a breaching tactic with that same setup as a front line, if you use Shields to enclose a Maker to pressurize AC in a contained area with them BEFORE opening a narrow channel, you can set up for using really dense AC to break in with that same approach. Really effective past this point since you can move AC through Portals to amplify those efforts in little pockets of tactical focus.
(Note: It's always good to make a save though, as _IS_ still an overflow risk where AC will suddenly turn into Creeper when the pixels get too dense - not common, but something I ran into twice during the later levels. (You'll only notice when everything suddenly starts firing at a random pixel in your AC, which is because that's suddenly like a 2000 density pixel of Creeper that also nullifies a huge amount of the AC build-up).
I don’t have the game yet, but I’m wondering - is the range of missiles limited by the actual length of the path the missile has to travel, or just the Euclidean distance between the ship and the target? Thinking about a case where a missile might have to follow a snake-like path, turning a bunch of corners. (Also, does the entire path a missile follows have to be in the ship’s range?)
Another thing - Tom seems to have an issue with accidentally digging water and other liquids into nonexistence. I think I read there’s an option to prevent that by only targeting solid matter? A hotkey, maybe?
As long as the target is within missile range, and there is a path to the target, then missiles will fly there @IZEASGT. Also, yes, the path can go out of the ships missile range. Also, c is the hot key to only select one type of terrain
@@IZEASGT Missiles can travel anywhere within the firing range of the ship that fired the missile, and for as long a distance as needed. The only limiting factor is if the missile has a path to reach creeper that's entirely within the range of the ship that fired the missile.
@@IZEASGT Any liquid you dig can also be output by Droppers, so they're not getting vanished into nonexistence. The only minor annoyance is that you always want to clear from the bottom up when breaching when there's an important liquid like Creeper Eater, otherwise your Diggers will get stuck eating the liquid as it falls in and won't reach the surface below effectively. While it isn't getting permanently vanished, it is an annoyance where you just have to clear the space they're attempting to constantly absorb that can make a breach attempt a bit scuffed and is probably where most of my reloads happened.
There are some useful pre-breach tactics with making 1 pixel wide mazes full of AC that you can use to trigger a massive wave of Bots to roast themselves in before making a full breach, and so long as it only goes down, you can do similar things with Creeper Eater to drop it in first. Additionally, so long as that _entire maze_ is within the range of anything with a missile, it'll be able to fire through and soften things up once there's a path to any Creeper. If any part of that path is outside of their range, though they won't fire.
That allows for some strategic options on having ships with missiles off to one side, while Defenders & Cryons always want a more direct line of sight. While missiles are strong, being able to bring their primary guns to bear is where the most effective firepower is, so you always want to be keeping them in full range while you push forward, as that's typically the limiting factor. There are a lot of times later on where you have to breach a front into a pocket of Creeper to reach some Breeder source to be able to get a feedback loop of AC going, so that you can hold a position in a little bubble that's just a REALLY satisfyingly effective way to roll forward and tactically take out a section of the map.
AC production is very low in this game. I doubt you'll ever reach 2000 anticreeper unless you put walls around your ac generation or something.
I do love watching this series because Tom is so enthusiastic and that is just so much fun. (It also helps that the game is fun too!!)
Tom hold the c key down while hovering over a tile, you'll then only mark that tile type for digging until you release they c key. Makes picking up or avoiding liquids so much easier. You can also use boomzene to destroy emitters.
I've finished the story and tangent missions. IMO getting started is the hardest part of each level- choose a suitable base for the reactors, get any diamonds quickly and get your ships set up quickly including the one to deal with the first set of phantoms. Once you've done that and you have an idea how to tackle each level (which is usually split into parts you can take on 1 at a time) it's not hard at all just a bit of a grind slowly pushing the creep back.
Tom: Who can even fit in there?
Cuts to - Everyone -
Nobody? Okay, I'll say it. "It's a treeper!"
You heard it here first, we're the best!
true, listening to tom rant about how he saved us from the evil blue tree is great
Something you can do (albeit not often in the campaign) is destroy spawners by exploding them with boomzene+embers. I did this accidentally on the first mission in the video when I left the duster set to drop boomzene after breaking through the rock. Breaking gems or cubes by any means also collects them.
weird, when I did something similar the cubes just went out of bounds instead. And yes, that was a forced restart.
I really value the fact you upload every day it gives me a routine and something to count on and look forward to
Nice a new video of creeper world IXE, I just got all the achievements today (while asleep just waiting for 100 Million anti-creeper to be generated).
So always looking forward to seeing Tom play some.
Edit: Yeah that tree map had me really confused since turns out there is just infinite nitron and it keeps spawning.
It confused me personally because of how easy it ended up being.
Love this and the old videos can’t wait to see more!
I need this game 🤣 love watching you play it!! Hope we get as many as the last creeper world!
Kaboom?
Yes rico, Kaboom!
You need to exploit that anti-creeper earlier.
Loving this
I'm still here Tom!
This looks like the first creeper world that is post minecraft. Might buy it. Noita inspired a bit.
Keep em coming!❤
i just finished your last episode XD this is perfect timing for me!
thanks have a good day you angry tom ^^
Hurry up! I'm stuck about 10 levels ahead. I need to see how to beat it. 🤣
Probably just by being faster so there is less creeper buildup? Idk I'm not there yet I think and my game runs around 0.3x speed so it''ll take me a while.
Bam!
Daily reminder that Tom is an amazing person and to thank him for all he has done/will do - Day 1847
Big agree, loving the chemistry of the game :D
OOOO, M-Rifts are here, I wonder if best boy AirSacks will also join
You know, third time is the charm, he was just a bit too eager is all :D
The tree is really nice, love when map makers do some fun design/art
It's not an M-Rift. It's a portal. It can also transport anticreeper, which will be very important in a future mission if you want a reasonable finish time.
@@sanderhankel9098 I know, was more a joke as, like Tom said, it's essentually an M-Rift
Also OOOOO, well excited to see that :D
IXELLENT
18 sec is crazy