My only regret is I didn't make it even harder --- Mods used --- Searchlight Assault AAI Containers & Warehouses AAI Vehicles Alien Biomes (Special settings, disabling vegetation and all non-volcanic/black sand terrain) Bullet Trails Clean Floor Clockwork (Special settings for permanent night and 100% darkness) Disco Science Editor Extensions (Used at the start for the wood) Module Inserter (At the end) Larger Lamps Picker Dollies Pipe Visualizer Rampant Rampant Arsenal Stats GUI Vehicle Snap --- Had, but never used --- Armored Train AAI Signal Transmission AAI Zones AAI Programmable structures Asphalt Recursive Blueprints Text Plates Nixie Tubes Inlaid Lamps Extended
After playing Seablock, Dosh's tolerance to the sensations of pain and frustration has increased a hundredfold. In order to feel anything again, he throws himself into hell itself. This, is his story.
I love the idea that he built a rocket, didn't even bother setting destination coordintes, picked a random planet to fly to and breathed a sigh of relief. He escaped the Deathworld, only to land on a Hellworld.
in the intro cutscene, the ship isn’t shooting its thrusters and its spinning. this means the ship was programmed to “get the hell out of here” and nothing else
The pitch black darkness outside the base, having to shoot flares to light it up only to see endless swarms of monsters skitter around inside the patch of light appeals IMMENSELY to my horror fan side.
A story you might enjoy. A while ago, a friend of mine was playing Deep Rock Galactic with the Starship Troopers mod on max difficulty. At one point, he jumped off a ledge onto a green floor, then was confused why the floor was moving. It was entirely enemies.
As far as the little oasis goes… There are examples of plant-like life that thrives without sun, like Hadalpelagic worms that sit on hydrothermal vents, or fungal molds/bacterial colonies that grow in caves. We could just argue that those aren’t trees, just super-bacteria or something that produce a wood-like substance.
You are mistaken sir We are here to see him suffer and win with all this pain and all odds against SEE HIM SUFFER ALL THIS AND WIN without loossinv his mind(or what is left in his head)
Honestly Factorio made to feel more thematic in a challenge like this is a really nice break from the standard world aesthetic. It kinda makes me think that adding larger terrain features like mountains and caves could be really cool for the game.
ah my love, once more i am reminded a mod to allow underground map stuff and it was really cool but also kind of small and now its WELL out of date. o7 it would have been the only salvation from the surface but with a ketch, my poluting the underground the air becomes bad and if it goes to far craps out a window.
@@SimonWoodburyForget yeah for a mod you would definitely be right, though for the 2.0 expansion they actually will be doing that which is honestly cool as fuck
@@CooledJets THEY ARE idk if you have been looking at the Friday Factorio Facts (FFF) but if you haven't you should they've been showcasing so many cool things on the forum there!
I really like that Dosh acknowledges the limitation of these survival challenge oriented mods; the early game is extremely engaging to watch but once things stabilize the whole effort becomes a bit banal, just a waiting game and/or just arduous busywork. Games like They are Billions also have this problem which I think undercuts the entertainment value for both players and watchers. He still makes it as interesting as possible in any case and I was impressed that the struggle continued beyond just flamethrowers. Truly top tier content.
Yeah TAB plays like you get rangers and push the "easy zone", wall up with ballistias and then wait for sniperball and titans to just slowly clear the board. Factorio with rampant has the exact same problems, you can't push only hold the same patch and pray you out tech the biters to flamers and tanks and artillery and dmg multipliers, then trying to expand is just an endless sea of nests.
@@BattleDroid-sd4rp Dosh does also win the game a lot faster then would be required to see the harder biters, Rampant is noticeable later on when you get end game biters, which we didn't see here. Its a hard start, stable middle, hard end deal, but by going fast enough and not having a mega base, you just end before it gets hard again.
Maybe the end condition should be changed to simply defend a building for some time Like a building that gets repaired over time and needs to be defended, until it is repaired and the game is won Time it kinda short so you only have be in what is now "mid game" for just a little bit, kinda like confirming you got it under control rts kind of win condition
Well rampant has flame impervious biters and nuclear biters in the late game so i would love to see him deal with that. Nuclear biters are insanely hard to defeat because they literally just nuke your walls
The complete darkness aesthetic is really cool! I love the sense of desperation and determination. It's not the usual factorio run where the engineer is clean and professional, here he's smudged in grease and soot and blood.
it started looking like a game of go. i love the strategy of choosing individual points to take first, then extending tentacles around someplace, and eventually fully enclosing it and taking it as territory. very nostalgic.
Any survival game suffers from the same issue: Once the initial difficulty is overcome and a base has been set up, the game always becomes trivial and one only loses because one can't be bothered anymore.
Sure why not? There is a survival game called unreal world and it's pretty much exactly like that. Hell even dwarf fortress is like that or haven and hearth. You are capable of becoming stronger and stronger but there is always something stronger then you that eventually takes you out.
Different strokes for different folks: That's exactly what I like about survival games, making the hostile world my bitch and getting to a point where I thrive. If it isn't over too quickly and the journey is fun, I think it's a fine thing.
Because it's strategy game with predefined exact rules. For example in car games they use rubber banding, which overtakes all rules and predefines AI opponent speed to always nearly catch you. But it's hated, because you can be godlike, enemy is always close behind you and one simple mistake at the end of the race matters. All the Factorio is about preepmting problems, so You know rules even before the game and you use strategy. (for example killing nests even before they grow because of pollution). IT seems obvious because it's simple, polution, killing and time factor leads to one single evolution number and pollution leads to biter count. In this case you would need multiple polutions. Whole factory should do far reaching EM polution enforcing new nests, burning in cars would do polution to evolve fast biters, burning oil in flamethrower would create another cloud where nests produce flame resistant bugs, sooting lasers should cause ionization polution etc. I think it's only weakness of Factorio, even in space age you can choose strategy to minimize confrontation with enemy and it leads to win because they fall behind, then you expand and you can scale up fast with robots.
this reminds me of some kinda hive world on some 40k world, non stop attacks in the dark, only knowing when it happens with guns blazing in the distances, the xenos are endless, and resources end at some point, its a true struggle knowing it could end terribly. this is very immersive :)
The "hive" in 40k hive worlds are human cities, not Tyranids or whatever else. Coruscant would be called a hive world. What you are thinking of is literally called death world in 40k too
It would take you... at least 500h while 1/3rd of time he is calculating ratios or doing something in his head. I think pyanadons doesnt has biters on default. So yeah it is 500h and its propably 10x more boring than this run (when unedited)
@@AnAbsolutelyRandomGuy i guess it would depend on if he's talking or not. I swear while I find his content very fun and engaging, his voice stay level and I've fallen asleep in my chair a few times from his videos on subsequent viewings.
That tank squadron felt like playing some good old RTS games, especially Command & Conquer. "We're going to have to act, if we want to live in a different world"
Really love the soundtrack you picked for the video, makes it feel way more action packed and chaotic and way less... melancholic and depressing I suppose, it's already hell world, might as well listen to some bops while trying to survive
Amazing "They are Billions" video Dosh! It's incredible to see how your gameplay has matured and how a challenge twice as hard as your previous rampant is easier now. Always an amazing video.
So psyched to see this come out, your videos recently were the reason I sat back down with Factorio and finally beat the game after owning it for eight years. You don't make things look easy but you make it seem like everything no matter how complex can be approached if you're smart enough about it. The Rampant video is one of my favourites so I was especially looking forward to this one!
this was the first video i ever saw of factiro. Rewatching it a few weeks later after bingeing some of your other videos and it adds more context for how hard this is. You explaining mechcanics helps a ton too. Great video!
This is a damn fine video. I've watched it multiple times now cause it's genuinely entertaining multiple times around. The story and the desperate struggle for survival into thriving, the scarcity into abundance, fighting for every little expansion. Just an all around fun and awesome story. I love the audio as well, really sets the intensity.
The mechanic where if enough biters die they create landfill is absolutely wild. The fact you have slain so many enemies that the geography has permanently been altered with their corpses has to be the most metal thing I’ve ever heard. They should start making cliffs if you kill enough.
I really like the atmosphere the complete darkness brings, especially with the burner lamp's orange glow as opposed to the electric lamp's white glow. I can't say I'd ever want to play that way myself, but it looks great!
i my self have considered the darkness infact i often love it in games souly because in it, who knows what hides. infact its proably why i love GTFO as stressful of a exstraction shoter as it is, its also intresting.
this man is literally doom slayer comes to hell makes a factory in a day and a half destroys everything with advanced technological knowledge doesn't elaborate leaves
All the suffering at the start made me almost physically sick :) How anyone can keep going under pressure like that is beyond me. Amazong job and superb video as always!!! Also pyanodon's run confirmed in 100 years. Technology will soon allow us much longer lives so stay tuned for that ;)
i love the pitch black idea give lamps and colored lamp mods a lot more purpose , gotta do that now and rp like i crashed into a random planet that orbits a white dwarf star thats about to be a black dwarf star and my job is to escape before it does or else the " Forever Freeze" will happen and ill be frozen until the death of the universe, ooo maybe try to find some thermal survival mods or make one idk to simulate weather and constant temp drop
Maaaan all of the musical choices in your videos are straight out of my childhood. Especially the C&C, Unreal Tournament, and tracker music selections! Perfection good sir!
This seems like the premise of a fuckin sick RTS game haha I had kinda always wanted Dosh to do a run where he spaghettifies as much as possible on purpose, but on the other hand, that’s basically this run
i was going to patreon him just to ask for a on purpose speghetti 1k+ spm base, like that 1 from some FFF convention i saw, but dosh style. of even some other self made challenges like only local smelting and processing.
The parts where you drove out with AI tanks into the darkness surrounding your base lighting up flares and everything was geniunely so cool now I can't help but wonder how the permanent night and darker lighting would look like on that new lava world they're adding, the glow of lava illuminating the endless hordes of enemies... also this run had such an aesthetic and challenge to it I didnt see in any other Factorio content, this is why I love mods!
I love the music you used in this video, and it makes me so happy to see all the music used in your description, with timestamps! Thanks for the quality work you make consistently.
The fire biters are a real pain when they show up much earlier, especially without those modded turrets. It basically turns the game into a speedrun towards nuclear power as your only recourse is to spam laser turrets.
Quality is knowing it's good before you even watch the video, and then watching it and feeling just as justified at the end for liking in the first few seconds out of faith. Could watch a lot more content from ya, ty for awesome videos
If you just spend more time playing the biters evolve further. I'm currently playing against nuclear biters that take 20 artillery rounds to destroy 1 nest. I need two defensive lines, buffer chests so the bots can "re-grow" the defence lines and a radar on every robo-port so I can(have to) monitor the map ever 2 min and manual artillery any T10 nuclear nest that appear. On a previous play through a few years back, I used 100% laser turrets to save on ammo costs. Until the rampant biters evolved a greater than 100% resistance to lasers and instead of damaging the biters my own defences healed the biters beyond max health by a million times. Game Over.
This channel is hands down one of my favorites. Love your approach to explanation blended with comedy, makes the viewing experience entertaining while also being informational. Don't stop, every time I see a video from you I get so happy.
After i saw your rampant and space exploration mod playthroughs, i decided to play a game with both on, with some other stuff to adjust it to my tastes, it's been a super fun challenge and rewarding for how i like to play while also forcing me to do more interesting things
To make a lot of that rampent stuff function, you need to look into the mod settings and change the World: beginning and ending level. That changes the type of biters you will see hp wise. Once you get up to T6 and T7 biters, flame is no longer good enough. Also its counter intuitive like you said, but you want a small number of very scattered nests, It makes the early game faster and less deadly, but the power spike from higher tier biters is huge. A T8 biter without any buffs is 30,000 hp. You can have thousands of them hitting at once. They are also faster lol. But this was fantastic, thank you Dosh.
i rly like games like factory or rimwolrd played on such a high difficulty because i cant imagin myself playing and learning those games to such an extent good video
This was such a great experience, the dark was a great touch, and I'd love to see a Rampant Deathworld 3 some day where you account for the nests problem so we can actually see the messed up biter mutations in action.
have you considered trying Warptorio for one of these? Hadn't hear of it until recently but ended up doing a run through with a friend recently and was pretty interesting, the constant warping and new locations really keep you on your toes and the exploration to find the modules made for interesting ( if sometimes abit frustrating) gameplay
This video inspired me to do a similar-sorta run. I used a mod that added water wells (not the cheaty kind that just make water, but used pump jacks on resource spots like oil), and a mod that added small iron power poles. No rampant or anything though. There was a bit more to it than that, but not much. It was pretty interesting. Cliffs everywhere saved my ass so hard, since they acted as scuffed walls for a lot of early builds. Having to ship water by train from a "water field" was pretty interesting.
I actually LOVED the visual appeal of this world. As it turns out, a world with no daytime and no minimap is actually really immersive! and of course, the I.M. Meen cameo put a smile on my face.
That is a very good point the Dosh made, because the nests were so packed in, new nests that spawn harder enemies could not spawn en masse. This may actually be harder with less compact nests, by making it T1 all over the place it actually made it easier on any place that had not been previously cleared or had been an open area. Interesting. Cause by that time he won in this on a map where I gave them a ton of spawning space thinking it would give me time to prepare, the enemies started hitting my walls with flying flame shooting flame exploding biters that had long range. Edit: Of course when I mean "easier" its still crazy utterly hard
I actually want to point out that it is entirely possible to find trees growing in areas that are devoid of sunlight, especially on alien planets. Fungus prefers dark damp regions, so it is entirely plausible that the trees would be everywhere, with exception to the patches that ignited on nearby Lava Pools. Technically, they could even be lambent (glowing). I suggest maximum Ores, plus all the maximum difficulty settings you used here. You could make this even more challenging: I recommend maximum ore deposit size, with half the ore density; because, I vaguely remember that: you can't build on Ore Deposits, and with half the density, the ores are going to run out faster, even if there are larger Ore Patches to go around. I like that you included a mention of your complete Mod List; your video might get additional traffic if you include that in your Video Description section too.
@@Puschit1So, by your definition, a dense fibrous material capable of funneling nutrients to any portion of the plant, which is no less than 3-feet wide and 3-feet deep at eye-level, isn't a tree; because it doesn't make energy from the non-existent sunlight? What would be considered a tree in a region of space where there is no sunlight then? Literally, the only sunlight arriving at the planetary body would be from the night sky, presuming the light could penetrate the gas deep enough to reach the solid surface.
@@Puschit1 Remember to mow your Tree Lawn, and pull the Weed Trees out, before you slow down to smell the Tree Roses. All the trees on the planet evolved from Fungus, by the way.
This video is what finally convinced me to turn biters on. I've been a peaceful/no biters player since I got the game when it was in 0.12, but after seeing this playthrough I figured I could learn to deal with biters. I started a game on default settings last week, and as of last night I have all 6 sciences set up with the spidertron half-researched. Defenses are a fun logistical challenge, and I love seeing artillery cannons and flamethrower turrets at work. I don't see myself going back to no biters for subsequent playthroughs.
While Factorio is mostly known for using logical gates, I think the story's atmosphere is worth mentioning: you are alone and have to build everything yourself, while hostile powers look after their own interest. I guess this is what would happen in an alien planet to a person with an IQ of 500 ^^
Absolutetly amazing challenge, its unique but expands upon the previous one, making it feel interesting but conected. The execution comes as clean as it can be, with you coming up with new exploits and designs for this unique scenario. 10/10, I will wait patiently 100 years for the next one.
What an absolute joy that was to watch. The constant state of hecticness combined with Deus Ex's and UT's soundtracks was just pure bliss. I kneel, king.
Hey Dosh, there's a newish mod I stumbled upon completely by chance, and it's actually really interesting! It's called Nullius, by anachrony. It's a total overhaul, turning the game into its prequel. You play as a machine intelligence in an android body, on a lifeless planet, which you are to terraform. Because it's lifeless (for now), there are no petrochemicals at all... no oil, no coal, no trees... It makes use of some of Angel's and some of Bob's stuff, but really it's a fluid-focused overhaul. You get to do things like filter N2 and CO2 from the atmosphere, electrolyze water into H2, O2, and minerals/brine, and combine raw chemical ingredients into increasingly complex molecules, which can then be used to build things, and eventually to start oxygenating the atmosphere at scale. Pretty fun and a really different challenge it'd be interesting to see you tackle! Edit: Thought I'd mention... there are two versions of the mod pack. Nullius Momenti is a curated set of helper mods that make for a fairly realistic challenge in similar style to vanilla. Nullius Maximus adds a bunch of cheatier mods like Renai Transportation, Transport Drones, and Factorissimo. I'm playing with Momenti.
this was so good to watch. It wasnt the catastrophic grand slam. It was slowly seeing the napalm dwindle until the biters can get through the turrets, not even fully killing the run but making it impossible to ever recover
@doshdoshington bro watching you inspired me to try this game. I haven’t looked back. I haven’t made it the rocket yet, but I learn new things every time I restart my play through. Keep it up broski!
I love the video, and i hate to suggest even more pain, but here goes. Try one with Enemy Race Manager, Zerg Jormungand Brood... They have flying enemies... And at a configurable chance to proc, they spawn "surgical strike" groups, that fly OVER your defences, and air-drop ground units INSIDE your base.... Because this video already looks like Char from Starcraft, why not finish it xD
A note on the wall: I think it is always more efficient to have a strictly convex perimeter (I.e a rectangle). Any inside corner can be ‚flipped outwards‘ making the protected area larger without increasing the perimeter length. This also makes 2 outside corners and one inside into just straight walls and one outside corner. This of course ignores potential for (effectively) diagonal walls and cliffs.
37:35 i have been wondering already if you couldnt use solid fuel to ensure your power production for a while^^ somehow it feels like people rarely use it (in these kinda mod-setups), but to me it still feels like a big advantage over coal (which you still need for plastic later on)
I honestly question why more people don’t do it. Sure the raw power to processing cost is theoretically lower but oil patches are theoretically infinite. Also I don’t know about you but I’ve gotten screwed more than a few times by new coal patches being in the arse end of nowhere biter territory more than enough that I prefer coal being solely eaten by plastic products. Probably helps that rampant+arsenal are some of my two favorite mods meaning constant expansion is not really an option without “realistic fusion power” providing its insanely expensive pure fusion artillery shells to erase a full city block of artillery resistant spawners.
I had a neat setup to have a bunch of tanks for each fuel type, connect everything to a grid and automaticly start producing solid fuel from any type I had too much of until the volume was under threshold. Takes a ton of space but keeps the fuel in balance. It was a vanilla normal difficulty run though.
The classic Unreal Tournament 99' music is appropriate enough, even if my mind was wandering more towards Starcraft and its Zerg rushes for most of the video.
THE OVERMIND: Behold! The Terrans have fled from our might, and unfortunatley have found our Homeworld of Char. Even now they tarnish it's surface with their infernal belching contraptions. This threat to our Hive Clusters cannot be allowed to pass. You Cerebrates must drive them off Char before they do to much harm to our broods. Mission briefing end.
I took the liberty to try this run with a few extra mods and tweaks. Namely AAI Industry for a harder early game, and you were absolutely right about the biter settings, 400% is the sweet spot, I found nuclear, brutal, spawner, speed, and a few others by hour 3. I also used Armoured, Cold, Explosive biters for more variety. If you want a nigh-impossible challenge this is a good start.
Next video: Add Bobs-Angels modpack, Bobs Enemies, Armored Biters and keep those unique enemies turned on with the Rampant Mod or just the Natural Evolution mod This will be the bottom of hell, complete the game as that.
I hope you do these hard ones becaude you like the challenge. Theyre fun and i love the content, im always excited when i see a new factorio video on this channel. My favourite videos are the ones that teach me something or make me look at a challenge in a way i wouldnt expect. Like the sushi belt one or the no belts one. The trains only one. They feel like new versions of the lazy b***tard acheivement!
Just found this channel. I don't think I can ever bitch about the base game again, let alone Space Exploration. Incredible job! Very entertaining to watch. I can't imagine the amount of effort that went into this. Thank you!
I legit sleep with ur vids cuz ur voice is calming and factorio is so complecated my brain just gives up midway through. Love ur vids and keep coming out with that asmr goodness
I now want the deep lore of all the factorio videos. From what i understood, The Dosh first started on his home planet, jumoing to a few nearby (beltless, sushi and city),after leaving Nauvis region into a Stargate (SE). In the warp, he had to fend for himself (og rampant), eventually passing into the Imperium Nihilus, the dsrk imperium (ranpant 2, now darker). The Dosh met the Imperium, and became a techpriest. In a mission he became stranded and had to make contact with the rest fo the fleet (K2). With a littke bit of help he managed to get to the fist tyranic planet, where with obly a single bit of land, he managed to get hinself a whole FTL capable ship to rejoin the empire. Now we await because such a well regarded techpriest has a final challenge, making his own hive city from the ground up (Py). Edit: misspellings
this might be your best work. very interesting challenge concept, fascinating execution. i found the sped-up nuclear tank time lapse toward the end to be especially stark imagery, with the biters appearing like a swarm of aggressive lice. i struggle to imagine how the challenge could be improved or elevated
For difficulty mods I typically use the other rampant mod called rampant fixed. It can mutate existing nests (which was your issue) and it rewrote the AI. I highly recommend rampant fixed though, there are a ton of factions that are fun to play against and I feel like you only discovered very few of them. Additionally, I use explosive biters and armored biters. You see them rarely with rampant, but damn those explosive biters nests hit HARD. My friend accidently drove a angels tank into one leading it to get instantly killed. I guess that stuff is made of nukes.
I'm pretty sure the diffrent biter factions are already part of regular rampant, there just disabled in the mod settings by default. Regular rampant mentions them on the mod page: "New Enemy Factions - Neutral, Acid, Fast, Physical, Electric, Inferno, Suicide, Fire, Nuclear, Laser, Troll, Wasp, Spawner"
@@KeinNiemand Yeah I know, in this video he saw them. I am saying he would have seen more had he played rampant fixed due to it fixing the bases not evolving issue
That was a lot of fun to watch! This is why I enjoy Factorio so much! Add a few mods or not, adjust a few sliders or not, enjoy it as you want or challenge yourself! Path of Exile knew something important as well - random maps or maps based on seeds. Hence it became so popular over regular Diablo (1, 2, 3, 4) that kept using prebuild maps. Like, I enjoy Satisfactory, but the map remains the same. Eventually, you're just building skyboxes and skyplatforms.
My only regret is I didn't make it even harder
--- Mods used ---
Searchlight Assault
AAI Containers & Warehouses
AAI Vehicles
Alien Biomes (Special settings, disabling vegetation and all non-volcanic/black sand terrain)
Bullet Trails
Clean Floor
Clockwork (Special settings for permanent night and 100% darkness)
Disco Science
Editor Extensions (Used at the start for the wood)
Module Inserter (At the end)
Larger Lamps
Picker Dollies
Pipe Visualizer
Rampant
Rampant Arsenal
Stats GUI
Vehicle Snap
--- Had, but never used ---
Armored Train
AAI Signal Transmission
AAI Zones
AAI Programmable structures
Asphalt
Recursive Blueprints
Text Plates
Nixie Tubes
Inlaid Lamps Extended
I needed this
And we are back
Bob's Enemies
i am tryig normal games with 10% cost of biters and berly any pulution aborbion also on 10% may be 10hours in or 11 and dont evan have oil yeet
@@thepointdroid626 Bob's enemies isn't needed anymore since Rampant includes its own biter factions
One must imagine Dosh happy. One must imagine Dosh with a smile on his face when he reloads his save after the biters destroy his base
I leave Dosh there at the foot of his ruined base
I wonder how happy Dosh sounds like
this IS dosh's happy voice @@etcher6841
@@etcher6841 He'd probably die instantaneously
_all my work destroyed as bugs overrun my base, reloading my save so I can put them in their place, chucking eighty nades with a smile on my face_
After playing Seablock, Dosh's tolerance to the sensations of pain and frustration has increased a hundredfold. In order to feel anything again, he throws himself into hell itself.
This, is his story.
This was also a lot faster paced than the previous, glacially slow Seablock and Sushi runs
The beans have caused him to transcend mortal limits.
He is the doom engineer
Except py, he hasn't done that yet
this is history
I'm slogging through a regular marathon run and Dosh is playing as the Doomslayer in literal hell.
Knee Deep in the Dead
Reminds me of that Doom themed Factorio background with the factorio man sitting atop a mound shooting biters
doom slayer but hes a mechanical engineer by trade
@@slMagnvox knee deep in DOOT
Doomslayer is tired of non-stop killing so he decides to start a factory in the depths of hell
I love the idea that he built a rocket, didn't even bother setting destination coordintes, picked a random planet to fly to and breathed a sigh of relief. He escaped the Deathworld, only to land on a Hellworld.
in the intro cutscene, the ship isn’t shooting its thrusters and its spinning. this means the ship was programmed to “get the hell out of here” and nothing else
@@lucasc8972Exactly? He thought "Anywhere is better than this Deathworld" and the universe said "Bet."
@@Kaiimei Yeah. My point was that he didn’t “pick a random planet to fly to”
@@lucasc8972Meh, seems kinda semantics-hunting to me xD
@@lucasc8972 Dosh: Get me the hell out of here!
Rocket: Command accepted. Destination: Hell.
The pitch black darkness outside the base, having to shoot flares to light it up only to see endless swarms of monsters skitter around inside the patch of light appeals IMMENSELY to my horror fan side.
Its like throwing on the lights and seeing spiders scrambling to go back into the shadows. Just way scarier, and deadlier.
A story you might enjoy.
A while ago, a friend of mine was playing Deep Rock Galactic with the Starship Troopers mod on max difficulty.
At one point, he jumped off a ledge onto a green floor, then was confused why the floor was moving. It was entirely enemies.
@@ladywaffle2210I had that happen to me as scout, unmodded.
I died
@@Skyhawk1998 Its like throwing on the lights and they start running toward you.
Haha have you seen the movie “Pitch Black”
As far as the little oasis goes… There are examples of plant-like life that thrives without sun, like Hadalpelagic worms that sit on hydrothermal vents, or fungal molds/bacterial colonies that grow in caves. We could just argue that those aren’t trees, just super-bacteria or something that produce a wood-like substance.
Good ole hyphae
I would like to point out the biters are alive
@@battlnerd2128 There are plenty of deep/cave dwelling arthropods and the like.
Dosh knows we are just here to see him suffer, and he delivers.
I think he actually enjoys this which makes it even worse xD
@@jakubjanicki9148honestly it seems *almost* fun having to deal with so many constraints
I would like to see him happy, but his suffering is very compelling.
You are mistaken sir
We are here to see him suffer and win with all this pain and all odds against
SEE HIM SUFFER ALL THIS AND WIN without loossinv his mind(or what is left in his head)
I just want to see him do pyanodons
Honestly Factorio made to feel more thematic in a challenge like this is a really nice break from the standard world aesthetic. It kinda makes me think that adding larger terrain features like mountains and caves could be really cool for the game.
ah my love, once more i am reminded a mod to allow underground map stuff and it was really cool but also kind of small and now its WELL out of date. o7 it would have been the only salvation from the surface but with a ketch, my poluting the underground the air becomes bad and if it goes to far craps out a window.
Reworking Factorissimo into naturally generated caves would be cool.
here's hoping the DLC will scratch that itch
@@SimonWoodburyForget yeah for a mod you would definitely be right, though for the 2.0 expansion they actually will be doing that which is honestly cool as fuck
@@CooledJets THEY ARE idk if you have been looking at the Friday Factorio Facts (FFF) but if you haven't you should they've been showcasing so many cool things on the forum there!
Even in these conditions he works better and faster than I would in a regular game
What an absolute lad
An absolute mad lad
A completely absolute lad
A lad absolutely.
The ladsolute.
Ladsolutely complete
I really like that Dosh acknowledges the limitation of these survival challenge oriented mods; the early game is extremely engaging to watch but once things stabilize the whole effort becomes a bit banal, just a waiting game and/or just arduous busywork. Games like They are Billions also have this problem which I think undercuts the entertainment value for both players and watchers. He still makes it as interesting as possible in any case and I was impressed that the struggle continued beyond just flamethrowers. Truly top tier content.
Yeah TAB plays like you get rangers and push the "easy zone", wall up with ballistias and then wait for sniperball and titans to just slowly clear the board.
Factorio with rampant has the exact same problems, you can't push only hold the same patch and pray you out tech the biters to flamers and tanks and artillery and dmg multipliers, then trying to expand is just an endless sea of nests.
@@BattleDroid-sd4rp Dosh does also win the game a lot faster then would be required to see the harder biters, Rampant is noticeable later on when you get end game biters, which we didn't see here. Its a hard start, stable middle, hard end deal, but by going fast enough and not having a mega base, you just end before it gets hard again.
Maybe the end condition should be changed to simply defend a building for some time
Like a building that gets repaired over time and needs to be defended, until it is repaired and the game is won
Time it kinda short so you only have be in what is now "mid game" for just a little bit, kinda like confirming you got it under control
rts kind of win condition
Well rampant has flame impervious biters and nuclear biters in the late game so i would love to see him deal with that. Nuclear biters are insanely hard to defeat because they literally just nuke your walls
The classic Creeper World-esque turret creep takes all production-based tower defence-like games in the end.
The complete darkness aesthetic is really cool! I love the sense of desperation and determination. It's not the usual factorio run where the engineer is clean and professional, here he's smudged in grease and soot and blood.
Smudged?!? The poor man is coated in guts and gore
Considering the engineer is allergic to water, that's not too far out of the norm
Your forgetting the sea of bug corpses beyond the walls as the darkness is lit up by gunfire with the horrid screeches echoing across the dark sky
@@spritemon98 So juts like LA
@@vjaceslavsavsjaniks6431 I mean at least it's just corpses and not feces, LA over SF every day.
it started looking like a game of go. i love the strategy of choosing individual points to take first, then extending tentacles around someplace, and eventually fully enclosing it and taking it as territory. very nostalgic.
These just keep getting better and better. At some point we may want to break these up with "nicer" challenges for Dosh's limited sanity.
“Nicer”: read Pyanadons
Yeah, like K2SE... But only with burners
@@slomnim you are an evil, evil person
tbh I kinda hope he makes a series on a casual playthrough without any insane mods when the space exploration dlc comes out
He should win a game by only moving with belts, giving himself like 10 yellow belts at the start to work with.
Any survival game suffers from the same issue: Once the initial difficulty is overcome and a base has been set up, the game always becomes trivial and one only loses because one can't be bothered anymore.
Sure why not? There is a survival game called unreal world and it's pretty much exactly like that. Hell even dwarf fortress is like that or haven and hearth. You are capable of becoming stronger and stronger but there is always something stronger then you that eventually takes you out.
you gotta try muck, game is so bad it’s good
Different strokes for different folks: That's exactly what I like about survival games, making the hostile world my bitch and getting to a point where I thrive. If it isn't over too quickly and the journey is fun, I think it's a fine thing.
Because it's strategy game with predefined exact rules. For example in car games they use rubber banding, which overtakes all rules and predefines AI opponent speed to always nearly catch you. But it's hated, because you can be godlike, enemy is always close behind you and one simple mistake at the end of the race matters.
All the Factorio is about preepmting problems, so You know rules even before the game and you use strategy. (for example killing nests even before they grow because of pollution). IT seems obvious because it's simple, polution, killing and time factor leads to one single evolution number and pollution leads to biter count.
In this case you would need multiple polutions. Whole factory should do far reaching EM polution enforcing new nests, burning in cars would do polution to evolve fast biters, burning oil in flamethrower would create another cloud where nests produce flame resistant bugs, sooting lasers should cause ionization polution etc.
I think it's only weakness of Factorio, even in space age you can choose strategy to minimize confrontation with enemy and it leads to win because they fall behind, then you expand and you can scale up fast with robots.
You know its a good day when Dosh uploads a factorio video.
you know its a good day when dosh uploads a 𝘷𝘪𝘥𝘦𝘰
You know it's a good day when Dosh, I guess?
You know it's a good day, I suppose.
I presume you just know?
?
this reminds me of some kinda hive world on some 40k world, non stop attacks in the dark, only knowing when it happens with guns blazing in the distances, the xenos are endless, and resources end at some point, its a true struggle knowing it could end terribly. this is very immersive :)
no where on the scale, but you get the idea, you could amp it up haha
Fucking 'nids are everywhere!
WHERE ARE THE REINFORCEMENTS FROM 78305TH REGIMENT!?
The 'nids are everywhere! May the omnissiah bless these promethium turrets!
The "hive" in 40k hive worlds are human cities, not Tyranids or whatever else. Coruscant would be called a hive world. What you are thinking of is literally called death world in 40k too
If Dosh is truly doing a Pyanodons run, I almost wish I could watch his entire unedited playthrough just to witness it all.
It would take you... at least 500h while 1/3rd of time he is calculating ratios or doing something in his head. I think pyanadons doesnt has biters on default. So yeah it is 500h and its propably 10x more boring than this run (when unedited)
@@AnAbsolutelyRandomGuy i guess it would depend on if he's talking or not. I swear while I find his content very fun and engaging, his voice stay level and I've fallen asleep in my chair a few times from his videos on subsequent viewings.
Dosh ASMR@@TheValorious
@@TheValoriousyh if it was with livestream-like commentary, I'd probably watch unedited versions. Maaaybe not of space exploration, but yk.
Like he wants to talk about random shit for 500 hours
That tank squadron felt like playing some good old RTS games, especially Command & Conquer. "We're going to have to act, if we want to live in a different world"
"I got a present for ya!"
I didn't realize how useful the minimap is until this video.
Dude in bigger factories and fully upgraded power armor with lots of exos it's better to navigate purely off the minimap
Really love the soundtrack you picked for the video, makes it feel way more action packed and chaotic and way less... melancholic and depressing I suppose, it's already hell world, might as well listen to some bops while trying to survive
The first song is from osrs
@@silverfin198he put all of the music used in the description with timecodes
Amazing "They are Billions" video Dosh!
It's incredible to see how your gameplay has matured and how a challenge twice as hard as your previous rampant is easier now. Always an amazing video.
Didnt expect to see TAB here :0
one may even consider they are trillions in this case
@GamingStepByStep looking at the winning screen I don't expect the total kills to be more than 2 million.
At least ya can load yer save in factorio
@@realah3001and buildings just die instead of getting infected and spitting out more enemies
So psyched to see this come out, your videos recently were the reason I sat back down with Factorio and finally beat the game after owning it for eight years. You don't make things look easy but you make it seem like everything no matter how complex can be approached if you're smart enough about it. The Rampant video is one of my favourites so I was especially looking forward to this one!
this was the first video i ever saw of factiro. Rewatching it a few weeks later after bingeing some of your other videos and it adds more context for how hard this is. You explaining mechcanics helps a ton too. Great video!
No joke, permanent darkness looks really freaking cool in your videos.
This is a damn fine video. I've watched it multiple times now cause it's genuinely entertaining multiple times around. The story and the desperate struggle for survival into thriving, the scarcity into abundance, fighting for every little expansion. Just an all around fun and awesome story. I love the audio as well, really sets the intensity.
Michael Hendriks would be proud, this is some of the spiciest Factorio gameplay ever made
We'd need a cross over, where he warps into one of his abandoned bases 😉
its legacy base blessed by almighty tree of wisdom protected by little johny @@jmatya it`s not abandoned
Be cool to see a Nefrums vs Dosh race on some insane challenge map
This is no bm, I really enjoyed this video. However I thinks Michael Hendriks playthrough was more sophisticated.
Whats your opinion?
@@jmatyaoh I’d love to see a crossover. Maybe for pyanadons?
The mechanic where if enough biters die they create landfill is absolutely wild. The fact you have slain so many enemies that the geography has permanently been altered with their corpses has to be the most metal thing I’ve ever heard. They should start making cliffs if you kill enough.
I really like the atmosphere the complete darkness brings, especially with the burner lamp's orange glow as opposed to the electric lamp's white glow. I can't say I'd ever want to play that way myself, but it looks great!
i my self have considered the darkness infact i often love it in games souly because in it, who knows what hides. infact its proably why i love GTFO as stressful of a exstraction shoter as it is, its also intresting.
I wanted to say I very much appreciate the subtitles for this almost an hour long video, good job as always!
this man is literally doom slayer
comes to hell
makes a factory in a day and a half
destroys everything with advanced technological knowledge
doesn't elaborate
leaves
He's not Doom Slayer
He's the UAC
i can’t tell if the after credits thing is true or just a joke, but i am excited for the pyanadon’s videos!
I'll never get tired of Dosh's deadpan deliveries. Really heard the weariness in that 'Dammit...!' and it makes me chuckle.
All the suffering at the start made me almost physically sick :) How anyone can keep going under pressure like that is beyond me. Amazong job and superb video as always!!! Also pyanodon's run confirmed in 100 years. Technology will soon allow us much longer lives so stay tuned for that ;)
Even the hardest difficulties have to give you a boost, even if it is to lure you into suffering more. Nightmare has double ammo for a reason.
i love the pitch black idea give lamps and colored lamp mods a lot more purpose , gotta do that now and rp like i crashed into a random planet that orbits a white dwarf star thats about to be a black dwarf star and my job is to escape before it does or else the " Forever Freeze" will happen and ill be frozen until the death of the universe, ooo maybe try to find some thermal survival mods or make one idk to simulate weather and constant temp drop
Pain is like the factory
It must grow, but cannot end
Maaaan all of the musical choices in your videos are straight out of my childhood. Especially the C&C, Unreal Tournament, and tracker music selections! Perfection good sir!
This seems like the premise of a fuckin sick RTS game haha
I had kinda always wanted Dosh to do a run where he spaghettifies as much as possible on purpose, but on the other hand, that’s basically this run
i was going to patreon him just to ask for a on purpose speghetti 1k+ spm base, like that 1 from some FFF convention i saw, but dosh style. of even some other self made challenges like only local smelting and processing.
The highest spahgetti he ever did was that sushi base run
A shame Warcraft is dead, awesome stuff like this was normal there while being less confusing
For maximum spaguetti: he's not allowed to leave an empty tile in his base.
Tanks on belts only, no other transport methods
Listing your used music with timestamps is such an amazing thing to do, thank you
Finally a new video, i have been watching the old rampant one like 3 times already
The parts where you drove out with AI tanks into the darkness surrounding your base lighting up flares and everything was geniunely so cool now I can't help but wonder how the permanent night and darker lighting would look like on that new lava world they're adding, the glow of lava illuminating the endless hordes of enemies... also this run had such an aesthetic and challenge to it I didnt see in any other Factorio content, this is why I love mods!
I love your endless devotion to pain Dosh. It is much appreciated in these trying times.
I love the music you used in this video, and it makes me so happy to see all the music used in your description, with timestamps! Thanks for the quality work you make consistently.
The fire biters are a real pain when they show up much earlier, especially without those modded turrets. It basically turns the game into a speedrun towards nuclear power as your only recourse is to spam laser turrets.
not just a speedrun, an arms race! I once got nuclear biters early
that was terrifying
Quality is knowing it's good before you even watch the video, and then watching it and feeling just as justified at the end for liking in the first few seconds out of faith.
Could watch a lot more content from ya, ty for awesome videos
If you just spend more time playing the biters evolve further.
I'm currently playing against nuclear biters that take 20 artillery rounds to destroy 1 nest. I need two defensive lines, buffer chests so the bots can "re-grow" the defence lines and a radar on every robo-port so I can(have to) monitor the map ever 2 min and manual artillery any T10 nuclear nest that appear.
On a previous play through a few years back, I used 100% laser turrets to save on ammo costs. Until the rampant biters evolved a greater than 100% resistance to lasers and instead of damaging the biters my own defences healed the biters beyond max health by a million times. Game Over.
[Happy Krieger noises]
This channel is hands down one of my favorites. Love your approach to explanation blended with comedy, makes the viewing experience entertaining while also being informational. Don't stop, every time I see a video from you I get so happy.
After i saw your rampant and space exploration mod playthroughs, i decided to play a game with both on, with some other stuff to adjust it to my tastes, it's been a super fun challenge and rewarding for how i like to play while also forcing me to do more interesting things
To make a lot of that rampent stuff function, you need to look into the mod settings and change the World: beginning and ending level. That changes the type of biters you will see hp wise. Once you get up to T6 and T7 biters, flame is no longer good enough. Also its counter intuitive like you said, but you want a small number of very scattered nests, It makes the early game faster and less deadly, but the power spike from higher tier biters is huge. A T8 biter without any buffs is 30,000 hp. You can have thousands of them hitting at once. They are also faster lol.
But this was fantastic, thank you Dosh.
The sequel we all needed
Yeah, as much as I love his first Rampant video, I was a bit disappointed that he didn't turn on factions.
I still can't get over how atmospheric the lack of light makes this.
I love the idea that each of these challenge runs is part of the same story. Dosh really needs to invest in some better piloting software 😂
i rly like games like factory or rimwolrd played on such a high difficulty because i cant imagin myself playing and learning those games to such an extent good video
This was such a great experience, the dark was a great touch, and I'd love to see a Rampant Deathworld 3 some day where you account for the nests problem so we can actually see the messed up biter mutations in action.
have you considered trying Warptorio for one of these? Hadn't hear of it until recently but ended up doing a run through with a friend recently and was pretty interesting, the constant warping and new locations really keep you on your toes and the exploration to find the modules made for interesting ( if sometimes abit frustrating) gameplay
Someone need to write a fanfic of this run. Literally hell
I think the prequel has the better storyline
As someone who has never played nor watched Factorio, this was quite a trip to watch
Looking forward to having another Dosh video to watch over and over! :D
This video inspired me to do a similar-sorta run. I used a mod that added water wells (not the cheaty kind that just make water, but used pump jacks on resource spots like oil), and a mod that added small iron power poles. No rampant or anything though. There was a bit more to it than that, but not much. It was pretty interesting. Cliffs everywhere saved my ass so hard, since they acted as scuffed walls for a lot of early builds. Having to ship water by train from a "water field" was pretty interesting.
I really like the hell landscape theme for this play through. It definitely gives off a scary and mysterious vibe.
I actually LOVED the visual appeal of this world. As it turns out, a world with no daytime and no minimap is actually really immersive!
and of course, the I.M. Meen cameo put a smile on my face.
That is a very good point the Dosh made, because the nests were so packed in, new nests that spawn harder enemies could not spawn en masse. This may actually be harder with less compact nests, by making it T1 all over the place it actually made it easier on any place that had not been previously cleared or had been an open area. Interesting. Cause by that time he won in this on a map where I gave them a ton of spawning space thinking it would give me time to prepare, the enemies started hitting my walls with flying flame shooting flame exploding biters that had long range.
Edit: Of course when I mean "easier" its still crazy utterly hard
im absolutely in love with the aesthetic of this run, felt more dread watching this than any horror movie ever
He’s not the hero we asked for…
But goddamnit he’s the hero we fucking got…
Careful, he's a hero
I actually want to point out that it is entirely possible to find trees growing in areas that are devoid of sunlight, especially on alien planets. Fungus prefers dark damp regions, so it is entirely plausible that the trees would be everywhere, with exception to the patches that ignited on nearby Lava Pools. Technically, they could even be lambent (glowing). I suggest maximum Ores, plus all the maximum difficulty settings you used here. You could make this even more challenging: I recommend maximum ore deposit size, with half the ore density; because, I vaguely remember that: you can't build on Ore Deposits, and with half the density, the ores are going to run out faster, even if there are larger Ore Patches to go around.
I like that you included a mention of your complete Mod List; your video might get additional traffic if you include that in your Video Description section too.
Fungi aren't trees, though, they aren't even plants. If it isn't capable of photosynthesis, then it isn't a tree.
@@Puschit1So, by your definition, a dense fibrous material capable of funneling nutrients to any portion of the plant, which is no less than 3-feet wide and 3-feet deep at eye-level, isn't a tree; because it doesn't make energy from the non-existent sunlight? What would be considered a tree in a region of space where there is no sunlight then? Literally, the only sunlight arriving at the planetary body would be from the night sky, presuming the light could penetrate the gas deep enough to reach the solid surface.
Looks tree like, used like tree, it's tree.
@@Puschit1 Remember to mow your Tree Lawn, and pull the Weed Trees out, before you slow down to smell the Tree Roses.
All the trees on the planet evolved from Fungus, by the way.
Dosh you just made me so happy you beautiful Factorio man :)
This video is what finally convinced me to turn biters on. I've been a peaceful/no biters player since I got the game when it was in 0.12, but after seeing this playthrough I figured I could learn to deal with biters. I started a game on default settings last week, and as of last night I have all 6 sciences set up with the spidertron half-researched. Defenses are a fun logistical challenge, and I love seeing artillery cannons and flamethrower turrets at work. I don't see myself going back to no biters for subsequent playthroughs.
While Factorio is mostly known for using logical gates, I think the story's atmosphere is worth mentioning: you are alone and have to build everything yourself, while hostile powers look after their own interest. I guess this is what would happen in an alien planet to a person with an IQ of 500 ^^
And the ability to hand-craft iron gears in 0.5 seconds.
@@alexkaplan1136 And carry oil refineries and kilometers of conveyor belt on you.
@@thephilosophyofhorror and see through walls
Absolutetly amazing challenge, its unique but expands upon the previous one, making it feel interesting but conected. The execution comes as clean as it can be, with you coming up with new exploits and designs for this unique scenario. 10/10, I will wait patiently 100 years for the next one.
What an absolute joy that was to watch. The constant state of hecticness combined with Deus Ex's and UT's soundtracks was just pure bliss. I kneel, king.
Jeeze, I wouldn't be able to deal with all the stress of this, cheers dosh, love the videos, keep being a f'n legend
Hey Dosh, there's a newish mod I stumbled upon completely by chance, and it's actually really interesting!
It's called Nullius, by anachrony. It's a total overhaul, turning the game into its prequel.
You play as a machine intelligence in an android body, on a lifeless planet, which you are to terraform. Because it's lifeless (for now), there are no petrochemicals at all... no oil, no coal, no trees...
It makes use of some of Angel's and some of Bob's stuff, but really it's a fluid-focused overhaul. You get to do things like filter N2 and CO2 from the atmosphere, electrolyze water into H2, O2, and minerals/brine, and combine raw chemical ingredients into increasingly complex molecules, which can then be used to build things, and eventually to start oxygenating the atmosphere at scale.
Pretty fun and a really different challenge it'd be interesting to see you tackle!
Edit: Thought I'd mention... there are two versions of the mod pack. Nullius Momenti is a curated set of helper mods that make for a fairly realistic challenge in similar style to vanilla. Nullius Maximus adds a bunch of cheatier mods like Renai Transportation, Transport Drones, and Factorissimo. I'm playing with Momenti.
this was so good to watch. It wasnt the catastrophic grand slam. It was slowly seeing the napalm dwindle until the biters can get through the turrets, not even fully killing the run but making it impossible to ever recover
Great video!
Thank you for the unreal and c&c music here and there 😊
@doshdoshington bro watching you inspired me to try this game. I haven’t looked back. I haven’t made it the rocket yet, but I learn new things every time I restart my play through. Keep it up broski!
I love the video, and i hate to suggest even more pain, but here goes.
Try one with Enemy Race Manager, Zerg Jormungand Brood...
They have flying enemies... And at a configurable chance to proc, they spawn "surgical strike" groups, that fly OVER your defences, and air-drop ground units INSIDE your base.... Because this video already looks like Char from Starcraft, why not finish it xD
There are zerg mods?
I might finally have to download this game. I've been hesitating because I know I'll no life it and I can't afford to.
This was highly enjoyable. I would never have attempted this or tried this hard.
Love your vids Mr.Dosh, it would be awesome if you tried other interesting factory automation games like Dyson Sphere. That is all, have a nice day :D
A note on the wall: I think it is always more efficient to have a strictly convex perimeter (I.e a rectangle). Any inside corner can be ‚flipped outwards‘ making the protected area larger without increasing the perimeter length. This also makes 2 outside corners and one inside into just straight walls and one outside corner. This of course ignores potential for (effectively) diagonal walls and cliffs.
The important factor here is that if you expand your wall, you have to deal with all the biters inside of it.
@@calvindang7291 yeah, good point
37:35 i have been wondering already if you couldnt use solid fuel to ensure your power production for a while^^
somehow it feels like people rarely use it (in these kinda mod-setups), but to me it still feels like a big advantage over coal (which you still need for plastic later on)
I honestly question why more people don’t do it. Sure the raw power to processing cost is theoretically lower but oil patches are theoretically infinite. Also I don’t know about you but I’ve gotten screwed more than a few times by new coal patches being in the arse end of nowhere biter territory more than enough that I prefer coal being solely eaten by plastic products.
Probably helps that rampant+arsenal are some of my two favorite mods meaning constant expansion is not really an option without “realistic fusion power” providing its insanely expensive pure fusion artillery shells to erase a full city block of artillery resistant spawners.
I had a neat setup to have a bunch of tanks for each fuel type, connect everything to a grid and automaticly start producing solid fuel from any type I had too much of until the volume was under threshold. Takes a ton of space but keeps the fuel in balance. It was a vanilla normal difficulty run though.
Downside there is that you start burning through your oil reserves
@@simonnachreiner8380 You need more oil than you need coal. Also Solar and Nuclear are unlocked soon after solid fuel.
The classic Unreal Tournament 99' music is appropriate enough, even if my mind was wandering more towards Starcraft and its Zerg rushes for most of the video.
THE OVERMIND: Behold! The Terrans have fled from our might, and unfortunatley have found our Homeworld of Char. Even now they tarnish it's surface with their infernal belching contraptions.
This threat to our Hive Clusters cannot be allowed to pass. You Cerebrates must drive them off Char before they do to much harm to our broods.
Mission briefing end.
I always wonder what would happen if someone like you would play a game designed for enemy defense and productions like mindustry
Mindustry detected
I took the liberty to try this run with a few extra mods and tweaks. Namely AAI Industry for a harder early game, and you were absolutely right about the biter settings, 400% is the sweet spot, I found nuclear, brutal, spawner, speed, and a few others by hour 3. I also used Armoured, Cold, Explosive biters for more variety. If you want a nigh-impossible challenge this is a good start.
Next video: Add Bobs-Angels modpack, Bobs Enemies, Armored Biters and keep those unique enemies turned on with the Rampant Mod or just the Natural Evolution mod
This will be the bottom of hell, complete the game as that.
Many go by Dante's Inferno. In that, the bottom of hell is ice.
This is my favourite one so far... I wonder if there is a way you can do something like this again but without it being the same content
I hope you do these hard ones becaude you like the challenge. Theyre fun and i love the content, im always excited when i see a new factorio video on this channel.
My favourite videos are the ones that teach me something or make me look at a challenge in a way i wouldnt expect. Like the sushi belt one or the no belts one. The trains only one. They feel like new versions of the lazy b***tard acheivement!
I have to say, dropping the Red Alert soundtrack during the tank portion was a nice touch.
Hah I see Im not the only one who has a mental image of Red Alert recon MG Jeeps when AAI Chaingunners come into play.
Just found this channel. I don't think I can ever bitch about the base game again, let alone Space Exploration.
Incredible job! Very entertaining to watch. I can't imagine the amount of effort that went into this. Thank you!
My day is made ❤
I legit sleep with ur vids cuz ur voice is calming and factorio is so complecated my brain just gives up midway through. Love ur vids and keep coming out with that asmr goodness
I now want the deep lore of all the factorio videos. From what i understood, The Dosh first started on his home planet, jumoing to a few nearby (beltless, sushi and city),after leaving Nauvis region into a Stargate (SE). In the warp, he had to fend for himself (og rampant), eventually passing into the Imperium Nihilus, the dsrk imperium (ranpant 2, now darker). The Dosh met the Imperium, and became a techpriest. In a mission he became stranded and had to make contact with the rest fo the fleet (K2). With a littke bit of help he managed to get to the fist tyranic planet, where with obly a single bit of land, he managed to get hinself a whole FTL capable ship to rejoin the empire. Now we await because such a well regarded techpriest has a final challenge, making his own hive city from the ground up (Py).
Edit: misspellings
this might be your best work. very interesting challenge concept, fascinating execution. i found the sped-up nuclear tank time lapse toward the end to be especially stark imagery, with the biters appearing like a swarm of aggressive lice. i struggle to imagine how the challenge could be improved or elevated
For difficulty mods I typically use the other rampant mod called rampant fixed. It can mutate existing nests (which was your issue) and it rewrote the AI. I highly recommend rampant fixed though, there are a ton of factions that are fun to play against and I feel like you only discovered very few of them.
Additionally, I use explosive biters and armored biters. You see them rarely with rampant, but damn those explosive biters nests hit HARD. My friend accidently drove a angels tank into one leading it to get instantly killed. I guess that stuff is made of nukes.
I'm pretty sure the diffrent biter factions are already part of regular rampant, there just disabled in the mod settings by default.
Regular rampant mentions them on the mod page:
"New Enemy Factions - Neutral, Acid, Fast, Physical, Electric, Inferno, Suicide, Fire, Nuclear, Laser, Troll, Wasp, Spawner"
@@KeinNiemand Yeah I know, in this video he saw them. I am saying he would have seen more had he played rampant fixed due to it fixing the bases not evolving issue
@@AJ213ProbablyWatch the prequel, he ran Armoured Biters alongside Rampant
Just discovered the channel and wanted to say, your dedication to this game is just amazing to me.
really impressive run great job!
That was a lot of fun to watch! This is why I enjoy Factorio so much! Add a few mods or not, adjust a few sliders or not, enjoy it as you want or challenge yourself!
Path of Exile knew something important as well - random maps or maps based on seeds. Hence it became so popular over regular Diablo (1, 2, 3, 4) that kept using prebuild maps. Like, I enjoy Satisfactory, but the map remains the same. Eventually, you're just building skyboxes and skyplatforms.
Love that you chose Razorback for that armor push at 28:10.
I've never been more invested in any video, movie or TV show. Literally on the edge of my seat for huge portions of this run. 10/10 best video.