Deathworld Base DEFENSE & ATTACK from Early to End Game | Factorio Tutorial/Guide/How-to

Поделиться
HTML-код
  • Опубликовано: 20 дек 2024

Комментарии • 139

  • @Nilaus
    @Nilaus  2 года назад +4

    All Master Class Blueprints are available on FactorioBin
    Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524
    (Pastebin links no longer work)

  • @deejay9544
    @deejay9544 4 года назад +370

    "We now have a car so no one is safe anymore." Needs to be the channel motto.

    • @AJ213Probably
      @AJ213Probably 3 года назад +17

      I just realized he also meant the driver too haha

  • @adamflyshotmail
    @adamflyshotmail 3 года назад +355

    Ah factorio death worlds, The Humble tale of going from self-defense furnaces, to Tchaikovsky's 1812 Overture on repeat.

    • @SebbyG86
      @SebbyG86 3 года назад +5

      very clever, like it

  • @Jonathanschwa
    @Jonathanschwa 4 года назад +142

    I love looking back at the early deathworld base. Feels like it was ages ago.

  • @S3nt1n3l1
    @S3nt1n3l1 4 года назад +261

    I tried the Atomic bomb and found it lacking too...the delivery system needs to be different...I think a missile silo which builds the missiles and launch's them would be a better solution...then you supply them in the same way you would a Rocket Silo, target like a artillery system with a single missile that seriously clears an area...

    • @ColonelSandersLite
      @ColonelSandersLite 3 года назад +18

      There is a mod by Klonan to do exactly that. If you search the mod portal for M.I.R.V Klonan you'll find it.

    • @JCLabs
      @JCLabs 3 года назад +35

      The Nuclear Artillery mod is quite fun as well.

    • @Oryxification
      @Oryxification 3 года назад +9

      Schall Artillery has Nuclear Arty shells, poison shells, napalm shells, and even cluster rocket shells. Also his Tank Platoon mod adds in specialised tanks with equipment grids.

    • @samcooper1761
      @samcooper1761 2 года назад

      So S3, some questions.
      Launch's what? What is it that belongs to the launch?
      Clears the area...... and? What are all the dots for?

    • @Winasaurus
      @Winasaurus Год назад

      @@samcooper1761 You're not doing any favors for the "autistic factorio fan" stereotype.

  • @anderskorsback4104
    @anderskorsback4104 2 года назад +19

    In my own experience, dragon's teeth are not optimal once you get flamethrower turrets. The thing with dragon's teeth is, they disperse the enemies, while with flamers you want them bunched up for maximum splash damage. I'm currently instead building plus-shaped (+) obstacles of five wall segments each, arrayed so that their centres are on a 4x6 grid. I usually put these obstacles out somewhere at the edge of the range of my turrets, rather than at my innermost wall (though the whole area in between can be thus built for maximum defence).
    The thing is, using this kind of larger obstacles still spreads out enemies (and lets you engage them with a larger frontage of defences), but keeps them locally in little bunches of a few each, for maximum splash damage. Also, the plus-shaped obstacles create occasional biter traffic jams from bottlenecks, setting them up ideally for getting hosed by flamers, or making them take detours and further dispersing their attack over time. I'm not saying that the plus-shaped array is the best possible solution, but overall, I'm convinced that larger obstacles work better than dragon's teeth. It just seems so in my current death marathon playthrough, comparing damage suffered per attack wave before and after changing to plus-shaped obstacle arrays.

  • @xedralya
    @xedralya 4 года назад +187

    "We'll edit it out in post."
    >doesn't edit it out in post

    • @AnMComm
      @AnMComm 3 года назад +11

      He always doesn't. His mistakes teach us about as well as his reasoning does.

    • @Terminate1783
      @Terminate1783 3 года назад

      @@AnMComm
      I like to drive thru the wall
      Reverse is not an option when bfg division is playing

  • @gamerelite3989
    @gamerelite3989 4 года назад +47

    this is nuts feels like starship troopers trying to clear out the hive planet being outnumbered 1 billion to 1 O.o really nice defense there good work!!

    • @achtsekundenfurz7876
      @achtsekundenfurz7876 3 года назад +10

      The funny thing is how different the book and the movie were. In the movie, the Mobile Infantry was like the imperial militia, or guard at best: totally expendable, and useless without great numbers. In Heinlein's book, the MI's MO was more like "no one left behind" and losses were never acceptable. They were much smaller units but still very powerful, more like the Ultra Marines.
      Rookie: "So we're outnumbered 100 million to . . . 1000? Doesn't sound fair to me."
      Veteran: "Correct. Would be fair if they brought a billion or two."
      A book for the ages, just like Haldeman's _Forever War._

    • @raganash5759
      @raganash5759 Год назад

      You should try Rampant, it makes biters worse!!

  • @jonhkimble5929
    @jonhkimble5929 3 года назад +14

    i actually didn't know about behemoth biters, and I am at 81 evolution really saved me on that one. now I have time to prepare

  • @blinkernolfaria
    @blinkernolfaria 3 года назад +28

    Just started playing with a friend at nights and really helps a lot this tutorial, some things still break my mind but a little at a time, thanks!

  • @krinkrin5982
    @krinkrin5982 3 года назад +7

    Scouting with artillery must be the most hilarious unintended side effect of doing stuff in this game.

    • @ThatOliveMrT
      @ThatOliveMrT 11 месяцев назад +2

      Hey I put a radar in the shell, I demand some use out of it. Best thing till they make radar upgrades a thing lol

    • @derptomistic
      @derptomistic Месяц назад

      Taking "Recon by fire" a bit literally

  • @averysmith8662
    @averysmith8662 4 года назад +19

    Great guide! I ended up with a very similar setup, but with a solid laser line behind the regular turrets, and no flamers. Personally, I didn't find the flamers necessary to bother with in a non-deathworld. I also never upgraded to uranium ammo, but between the red ammo and lasers, the largest waves of behemoths can't get through.

    • @NikopolAU
      @NikopolAU 4 года назад +8

      Uranium ammo is just a good u238 sink with a convenient side effect of killing biters faster.

    • @averysmith8662
      @averysmith8662 4 года назад +4

      @@NikopolAU If you've got more 238 than you know what to do with, that seems fine. I found that with 3-4 moduled Kovarex setups, it maintains a pretty decent balance. Plus, I end up with so much 235 that even fueling my large train network with nuclear fuel and running 4 reactors doesn't even dent the supply.

  • @thedemes1364
    @thedemes1364 Год назад +4

    this was a really helpful video! i didnt know about behemoth biters yet so now im scrambling to prepare for em. one thing that i like to do for my bases perimeter defense is instead of using the normal yellow inserters for my gun turrets, i use the burner inserters and put coal on the belt with the ammo. I also make "magazines" using splitters so that way incase the main belt runs out, there will still be some ammo reserves until it replenishes.

    • @isawadelapradera6490
      @isawadelapradera6490 Год назад +6

      Beware that if for some reason coal supply is interrupted and the burner inserters internal reserves empty, they WON'T continue working even if coal supply is re-established.
      At that point you need to manually re-fuel EVERY inserter that ran out before it will continue working.
      A danger you certainly don't want when a successful attack might accidentaly slice your supply line disabling the rest of your defenses.

  • @Phoenix-ik7bm
    @Phoenix-ik7bm 3 года назад +7

    I've been playing in a super death world for the past few months. Max spawner density, super fast expansion. Further more it's a rail world so ores are very far apart. But wait there is more! I maxed out cliffs so I couldn't even use rails until I had cliff explosives and I was limited to my spawn area until the late early game. It has been a fun challenge.

    • @GRAYgauss
      @GRAYgauss 2 года назад +1

      Don't forget alien mutation and rampant for aliens with resistances to weapon types(Every base you made will likely fall if you turn this on without changing any settings) and increased difficulty with a new configurable biter ai. Also works best if you can get bob enemies and armoured biters. Also optionally combat overhaul, (You can make some near impossible native range combos/turret nerfs with it)
      I got an almost similar rail deathworld to you, everything that affects difficulty maxed out, pollution on like overdrive, cliffs maxed for cheap early game walls.... playing space exploration otherwise minimal and installed those 4 at like 150hr/dssp since ai was inert. Well, I had to revert a few times until preparations held, ai went from pointless to I cannot survive this game without playing like it's freaking starcraft until you get your base defenses stable.... Basically I don't see playing without at least resistances(alien mutation) and armoured biters ever again. Rampant really ups the activity and makes it more diverse, the default ai is super stale and repetitive, it's not perfect either, but at least it's more. Biter factions can definitely make things more diverse, but also easier, so not recommended.

  • @canebro1
    @canebro1 4 года назад +7

    Very nice guide!
    Only one thing to add is flamer ammo in the tank. While red ammo and poison capsules work, I find the tanks flamethrower to be very effective at cleaning up the leftover biters.

    • @NikopolAU
      @NikopolAU 4 года назад +5

      Flamer in a tank is a safe way of getting a "Pyromaniac" achievement.

    • @canebro1
      @canebro1 4 года назад +1

      @@NikopolAU Oooh, I did not know. Thank you! That is the most annoying achievement for me.

  • @MattWyndham
    @MattWyndham 4 года назад +11

    I agree with the yellow ammo -> red ammo idea. I just leave my turrets on yellows if they never use up their ammo, but everyone starts moving towards yellow. Especially when you're on sushi ammo and it isn't backed up all the way or anything

    • @deadlypandaghost
      @deadlypandaghost 4 года назад +1

      I really like using splitters to take the belted yellow ammo in for recycling. Once the belt is saturated with red I will do a 1 time manual removal of all ammo from turrets. Repeat for uranium. Only takes like 10 minutes tops. Easy to do while bots are busy on a big project

    • @chris909090
      @chris909090 4 года назад +4

      Yes this makes a lot of sense, especially on a deathworld where it may not be so easy to access a second iron patch. Yellow ammo is more efficient than red on a damage per iron consumed standpoint so makes sense to stick with it for as long as possible.

    • @obosuck
      @obosuck 4 года назад

      @@chris909090 On my last deathworld I never switched. I made the mistake of switching to red too early on one attempt and got destroyed from resource starvation. Black science is enough damage to kill blue biters with just a row or two of turrets and once you get bots its not even a big deal to lose a couple turrets. Utility science bullet damage is plenty for behemonths and space science is just overkill for everything.

    • @AJ213Probably
      @AJ213Probably 3 года назад +2

      @@obosuck So you were just using yellow bullets the entire game?

    • @obosuck
      @obosuck 3 года назад +2

      @@AJ213Probably Honestly, that's how I do every deathworld game now. As long as you keep up on the damage research they are always more efficient than red bullets. Turrets are cheap compared to the bullet cost, so just make a wall that is 2-3 rows of turrets deep.
      Yellow bullets do (5 * bonus percent) / 4 plates (damage per plate) and red does (8 * bonus percent) / 13 (damage per plate). 5/4 > 8/13, and you have to lose a ton of turrets to make up that cost in most situations. With black science a blue biter takes 15 fewer plates to kill with yellow bullets vs red, a turret costs like 100 counting the yellow bullets inside, so you have to lose a turret for every 9 biters to justify the red bullets.
      Unlike normal games, bullet damage is your highest priority research, it directly decreases the largest iron draw in your base (shooting speed is only important if you are losing turrets). Depending on whether you picked an easier map covered in trees with a defensive lake like Nilaus did or a desert one with small lakes you might need the capacity to turn 2-3 belts of iron into bullets; this helps you fill up the new turrets you place without draining your walls. That is a ton of iron to get out of the jumpstart base (I usually add 2 smelting columns to it for iron) and it almost triples if you are using red bullets.
      I wouldn't even think about switching to red bullets until you get enough iron outposts to output 4 full belts of iron and have some sort of bus built.

  • @GayAnnabeth
    @GayAnnabeth 4 года назад +22

    the entire escape from nauvis/great escape series was just to make this confirmed

  • @Welter87
    @Welter87 3 года назад +10

    it would be nice to see the expansion grinding as well... especially at the beginning

  • @StarCoreSE
    @StarCoreSE 2 года назад +2

    I think you forgot to mention one very important thing : forests. They have a major impact on your capability to survive death world at the beginning.
    I'm currently playing a death world with all mobs settings maxed at 600%. My strategy wasn't to grow quickly like you did, but rather to grow unnoticed, thanks to a lot of properly placed trees, low pollution, and focusing on tech, and more specificly unlocking the rocket launcher, which is great for destroying huge nests, combined with turrets to protect you.

  • @reda29100
    @reda29100 Год назад

    15:40 doing the math, advanced oil processing does 100 oil for 45 heavy, 25 light oil, 0.45 conversion rate to heavy, 0.25 to light. Further conversion does 45 heavy for 33.75, 0.75 conversion. That 25 and 33.75 gives 50.4, 0.504 conversion rate. In other words, you can get 0.75 of oil for 1.05 damage bonus, 0.7875 for heavy, or 0.5545 for light. I don't care about modules as later you're gonna have uranium ammo any way, and ratios may or may not lean towards light oil.

  • @SimonWoodburyForget
    @SimonWoodburyForget 3 месяца назад +2

    You're making it harder on yourself by polluting more than you have space available to pollute. If you were to stick to 2 to 4 burner drills, you would end up getting the science done almost exactly as fast and waste a lot less ammo on killing bugs. Once you get the science done with projectile weapon upgrades, you can push the bitters out of their nests and whip them out to make room for more pollution. You can keep going up and up like this until you have all the space you need, so long as setup a very light defensive line of turrets, 1 turret per chunk is all that is required to keep bitters from expanding across a parameter. You don't need radar (uses too much coal) and instead can simply rely on the very light turret line to detect bitters, because biters always attack a turret within range, you don't even technically need a wall.

  • @Dawnseeker_Ch
    @Dawnseeker_Ch 3 года назад +4

    Interesting. I've only ever played factorio for the last few years in what i call "puzzle" mode (pacifist on) cause i am more entertained by watching the pieces move and just putting them together, but was bothered by my lack of playing with the biters on. Came here to look at strategies for dealing with biters in general and I can say I learned a lot. Naturally this is clearly set up for without any mods (nothing against that at all, base concepts are always better to learn so you can take it and adapt), and now i'm feeling far better about starting a world with biters on. Who knows, maybe i'll even try the death world eventually now that i have this knowledge.

  • @mos1405
    @mos1405 3 года назад +12

    how do you manage not to burn out iron to make so many turrets&ammo ? my begin iron patch only ~230k

    • @jk2l
      @jk2l 3 года назад +1

      always explore early for resources. resources patch near starting points always is quite small.

  • @seiggrainhart4719
    @seiggrainhart4719 3 года назад +19

    I wonder how you'd handle a Deathworld with the Rampant mod active... Could be an interesting series.

  • @AlbertusBernardus
    @AlbertusBernardus 4 года назад +13

    Are you going to do a beaconed science masterclass? Your videos got me to buy the game. It's awesome.

  • @MalekitGJ
    @MalekitGJ 3 года назад +14

    The main problem with your [Common Sense] ideas sticking to most players are:
    1. They think everything has to be perfect. Deathworld doesn't care.
    2. Everything has to be recycled/repurposed. You are wasting time.
    3. Efficiency has to be 120%. See points 1 & 2.
    Deathworld is more Tower Defense thab Base Building, it's literally an Arms Race.
    Like with the Flame Throwers. Yes, its more efficient to use Light Oil, you get more [ammo] & [resources] by Craking; but those bitters mowing your walls are in dire need of Freedom, & setting everything to provide for 100s of Throwers is costly & requires tons of time and initial resources you don't have yet.

    • @gooberthoreau
      @gooberthoreau 3 года назад +2

      I can't understand a word of what you are saying.

    • @MalekitGJ
      @MalekitGJ 3 года назад

      @@gooberthoreau point proven, thanks

    • @gooberthoreau
      @gooberthoreau 3 года назад

      @@MalekitGJ I think you mean point [proven], thanks.

    • @MalekitGJ
      @MalekitGJ 3 года назад

      @@gooberthoreau yeah.
      I mean, nilaus is right: these should be common sense, smh

  • @ashleyanne2056
    @ashleyanne2056 8 дней назад

    Dragon teeth walls would significantly help get the biters delayed in pathing so your turrets can fire longer before they get into range.

  • @edwelndiobel1567
    @edwelndiobel1567 2 года назад +3

    Everyone try rampart and rampart arsenal and set enemy base/freq at 600% to see what Starship troopers was actually like! So intense!

  • @hikari_ua
    @hikari_ua 2 года назад +4

    What's the seed of this map? Looks very nice for a 600/600% deathworld game I'm planning to start

  • @puhpuh3037
    @puhpuh3037 3 года назад +6

    "I don't believe in nuclear weapons"
    Nuclear weapons believe in you

    • @Loctorak
      @Loctorak 3 года назад

      Good guy nuclear weapons

  • @georgeiulian8835
    @georgeiulian8835 2 года назад +2

    How do you empty the furnaces like that 3:08 ?

  • @mhplayer1330
    @mhplayer1330 3 года назад +1

    what seed did you use as an example 2:25

  • @wiesotzki
    @wiesotzki 4 дня назад

    Hi, thanks for the information material! But could you make a new video for space age? Especially focused on the issue how to deal with the first attacks and first expansion? I have real trouble in defending; the bugs destroy my base every single time, even before I get to the green science... or are enemies in factorio space age stronger? Or maybe they attack earlier?

  • @JfkNeedsWindWall
    @JfkNeedsWindWall 4 года назад +6

    Very informative. I've only played railworld and wanted more consistent challenge, but unsure of the process

    • @Johannicus
      @Johannicus 3 года назад +3

      I usualy combine railroad settings with deathworld settings for a good challange

    • @roxterat
      @roxterat 3 года назад +2

      @@Johannicus that's a tough one! I so far prefered rail world like settings..

  • @kaanodabasi5858
    @kaanodabasi5858 4 года назад +5

    Thanks for that. My base needs that :D

  • @RoanWitchArt
    @RoanWitchArt 3 года назад +8

    Wait no trainsaws?
    Instead of using long stretches of wall we just use a trainsaw instead, it’s cheaper than running belts and oil

    • @Loctorak
      @Loctorak 3 года назад +1

      This is brilliant

    • @alejandrohayling8381
      @alejandrohayling8381 3 года назад +1

      whats a trainsaw, if i may ask? :)

    • @dandelionxii1143
      @dandelionxii1143 3 года назад

      @@alejandrohayling8381 train can run over and kill bitter. If you put a giant train going around your factory it will act as a chainsaw (=trainsaw) and kill bitter who try to get in

    • @RoanWitchArt
      @RoanWitchArt 3 года назад

      @@alejandrohayling8381 you make a loop of track and put a train whos length is long enough so that its first car is nearly touching its last car. Than have the train run that loop for as long as possible. Its best practice to have two trains, so that while one is refueling you still have one going. You can setup your base inside the loop, and its essentially perfectly protected since trains do something like over 5k damage per tick when at max speed.
      creating a full loop around a base can be too expensive early game, so just making a wall on the direction you get the most attacked can be a much cheaper and easier alternative.
      its also pretty fun to watch a whole raid of spitters and biters just walk into a wall of moving train and get wiped out in a second.

    • @alejandrohayling8381
      @alejandrohayling8381 3 года назад

      @@RoanWitchArt sounds pretty fun,. thx. Do you fuel it manually ?

  • @asailijhijr
    @asailijhijr 4 года назад +10

    Engagement for The Engagement God.

  • @Ekevoo
    @Ekevoo 4 года назад +7

    I really like the ordered upgrades! Nice!

  • @1337rnage
    @1337rnage 4 года назад +7

    maybe a dumb question, but how is he checking biter evolution?

    • @kyleb1958
      @kyleb1958 4 года назад +4

      command, /evolution

    • @1337rnage
      @1337rnage 4 года назад +2

      @@kyleb1958 thanks!

    • @obosuck
      @obosuck 4 года назад

      I would personally recommend just getting the Clock mod as it will show you evolution if you click on it and doesn't require typing in the command.

  • @jeremyr.7982
    @jeremyr.7982 2 года назад

    Hey Is it a mod to have all big prod icon on the map ? (10:53 on the video)

  • @pgabrielrr
    @pgabrielrr Год назад

    My defense methodology is: rush research for car, red ammo and grenade, spend the first five hours cleaning all nests possible with the car and that's it, next cleaning in 30h with tanky boy.

  • @Fu4li
    @Fu4li 3 года назад +3

    If you have more than one lab does it research faster?

    • @cegathelich
      @cegathelich 3 года назад +6

      Yup! If you have 2 labs, it effectively doubles the rate at which research progresses (for double the cost, of course- gotta supply both labs with science packs), and you can have inserters pull science packs from one lab to another to chain them together to make science delivery easier. (I'd only chain 5 or so labs together, any more and it gets messy later).

    • @Loctorak
      @Loctorak 3 года назад +1

      This is a bit over my head with the maths n stuff, but taken from the factorio wiki:
      Research progress for a technology is divided into units. Each unit has a time and a science pack cost. When research is in progress, labs with the required amount of science packs for one unit will consume the amount and contribute towards research progress.
      The time T it will take to research a particular technology is given by:
      T = (T[0] × P) ÷ (L × S) seconds,
      where:
      T[0] is the time cost per unit (as shown in Research screen)
      P is the price of the research, in units (as shown in Research screen)
      L is the number of labs used
      S is lab speed, which is given by:
      (1 + B[r]) × (1 + M[r]), where
      B[r] is the total research speed modifier from lab research speed research, expressed as a decimal (% value divided by 100); and
      M[r] is the sum of all module effects (Speed modules with + sign, Productivity modules with - sign), expressed as a decimal
      (Note that P represents the research price in units, not in individual science packs summed across all their types. For example, a research that costs 100 automation science packs and 100 logistic science packs, grouped into 100 units of 1 each of automation and logistic science packs, would have a P of 100, not 200.)
      ----
      Anyway as you can see from the first equation, more labs will definitely help speed up research

  • @richardlovasz9080
    @richardlovasz9080 4 года назад +2

    Will you make a belt balancer MC?

  • @danielreed3965
    @danielreed3965 Год назад

    Is this with expansion? Like do new nests spawn closer to you after a while?

  • @unstyled3509
    @unstyled3509 3 года назад +1

    I love this game but I find the biters are quite hard at the beginning but late game with turrets I really want more biters and attacks but I can't, I usually have 200% frequency and size, basically deathworld settings in fact lol

    • @katarrhakt
      @katarrhakt 3 года назад

      add the Rampant mod then

  • @ThatOliveMrT
    @ThatOliveMrT 11 месяцев назад

    I used to sleep on regular cannon shells till I did my first light deathworld (Maxed out enemy squad size, nothing else). Perfect for clearing nest structures till you get upgrades

  • @Shudson-wm1xx
    @Shudson-wm1xx 2 года назад

    Could this be done for space exploration

  • @AbsalomIndustries
    @AbsalomIndustries 2 года назад

    What are point defense robots?

  • @tthr3140
    @tthr3140 4 года назад +1

    how do you use robots for auto expantion ? or is it manual ?with blueprint ?

    • @canebro1
      @canebro1 4 года назад +7

      You do have to place down the blueprints manually. If your city block size is 3 chunks (96 tiles) or less and contains radar, then the next block will be within radar range, and can be placed down. Once you have bots, and your blueprint contains roboports, then no actions are needed after the initial placement.

  • @TonyTheTerrible
    @TonyTheTerrible 2 года назад

    when i try to rebind left click from map drag it tells me the control has to be mouse related. still possible to do that arty trick today?

    • @Winasaurus
      @Winasaurus Год назад +1

      he said change it to shift+click, which should still be mouse related.

  • @chris909090
    @chris909090 4 года назад +3

    I load up the spidertron with A-bombs and go to town. With a fast spidertron this works fantastic. You do have to ride yourself so you can manually fire, so definitely not as convenient as artillery but ... explosions.

  • @owencarroll9878
    @owencarroll9878 3 года назад

    this is very helpful thanks bro

  • @teworm
    @teworm 3 года назад +6

    you acomplished that in 5 hours? fuck..

  • @cron1807
    @cron1807 2 года назад +1

    How to defend
    "Hans, get ze flammenwerfer"

  • @youtubevanced4900
    @youtubevanced4900 3 года назад

    I haven't been able to survive the second wave of biters on a death world yet.
    Never gotten power running to get research done before I'm dead.
    First wave I can fight with my pistol.
    After that the second wave is too huge.

    • @adamboyd8316
      @adamboyd8316 2 года назад

      Try to stay as small as you can to further delay the pollution

    • @adamboyd8316
      @adamboyd8316 2 года назад

      Until u can produce enough

  • @Leverquin
    @Leverquin 2 года назад

    how big is grid?

  • @nikaman9539
    @nikaman9539 3 года назад

    Question here : Wouldnt the flamethrower damage the turrets at the front ??

    • @FullMetalGladiator
      @FullMetalGladiator 3 года назад

      Why would biters be at your turrets? This is never a case.

  • @Mic_Glow
    @Mic_Glow 27 дней назад

    nukes would be amazing if artillery could use them... or some sort of long-range missile silo

  • @gerddergaertner5071
    @gerddergaertner5071 Месяц назад

    And here i was trying to throw 20 grenades at the enemy spawnbuildings from my Tank for 3 hours.

  • @RealCyclops
    @RealCyclops 4 года назад +5

    You and nukes... just look at the Deathworld episode 70... that should be proof enough!!! LOL

  • @anderskorsback4104
    @anderskorsback4104 2 года назад

    André Maginot approves.

  • @zacharymoyer3455
    @zacharymoyer3455 3 года назад +1

    How come his water turned green? Is it a mod? Ive had a few worlds that were a few hundred hours and it didnt turn green like that

    • @obosuck
      @obosuck 3 года назад +8

      Its vanilla, pollution turns water green now.

  • @deadlypandaghost
    @deadlypandaghost 4 года назад

    Can you somehow post your blueprint books in a group somewhere? Seems like it would be more efficient than making me video hop

    • @MrFatPlummer
      @MrFatPlummer 3 года назад +3

      Im pretty sure he mentions it in the video, but all of his master class blueprints are available in his discord. Its right in the description.

  • @briturner11
    @briturner11 4 года назад

    Did something happen to your mic? Your audio sounds worse in these new videos

  • @KingOfLeeYT
    @KingOfLeeYT 3 года назад

    I like it

  • @Birabanorcito1
    @Birabanorcito1 3 года назад

    Factorio, Dayson Sphere or Satisfactory??

  • @moviewatcher7524
    @moviewatcher7524 3 года назад

    Why do you feed ammo to the turrets with electrical inserters that passivelly use energy? Why not use coal inserters instead that have no passive consumption?

    • @Nilaus
      @Nilaus  3 года назад +8

      I never ever ever use burner inserters. If they run out they can never restart by themselves.
      The passive drain is nothing for inserters and it will never be anywhere near even 1% of your power
      Even worse, by using burner inserters you need a constant supply of fuel. If it runs out you die.

    • @cf453
      @cf453 3 года назад +4

      In addition to what Nilaus said, it's a good idea to feed turrets with the blue fast inserters. The turrets eat ammo faster than the yellow and burners can supply. For reference, the passive drain of a SINGLE laser turret = 48 yellow inserters, and 24 blue inserters. Of course, you should always play how you want, and experiment often--There are MANY successful ways to play Factorio.

  • @Terminarch
    @Terminarch 3 года назад

    I tried pacifist minimal pollution Deathworld. MISTAKE.

  • @Palacider
    @Palacider 3 года назад

    anyone has idea why my whole PC froze after I placed 1 flame thrower?

    • @Loctorak
      @Loctorak 3 года назад +3

      It's impossible to say without more information. Have you tried a second time?

  • @davevd9944
    @davevd9944 2 года назад

    *Looks at the defense* cute wouldn't last 3 seconds vs that ungodly amount of shit I get thrown on me with Rampant and bobs enemies. I had to turn off armored and explosive biters because it was just taking the piss. I require a shitload of plasma turrets carefully placed (to make sure you don't destroy your own defenses) to even stand a chance

  • @Stonehawk
    @Stonehawk 3 года назад

    sounds like the quickest defense is overwhelming offense >_>

  • @skevoid
    @skevoid 3 года назад +1

    Deathworld is a terrible setting, it encourages a cautious and slow early game, and then you get some frantic gameplay for little while and then you massively out-tech the aliens and it's trivial from then on. Try 16x research cost with no solar panels/nuclear power and no efficiency modules in structures, the difficulty isn't all front-loaded and you can't out-tech the enemy for a very long time.

  • @warlockd
    @warlockd 3 года назад

    "..and if your not on deathworld you have a bit more time for it" Ugh. I build like a turtle. Should of started deathworld or used angle mod.

  • @Rickilicious
    @Rickilicious 3 года назад +4

    lemme just show them a COMPLETELY different map and hope they dont notice.

    • @rascallhunter
      @rascallhunter 3 года назад +9

      The map at the end is the same map, just with a whole lot of land fill added...

  • @rustybananaproductio
    @rustybananaproductio 3 года назад

    if your world isnt fully red its nto a death world its beyond easy

  • @wdukes50
    @wdukes50 2 года назад

    That is not a death world wtf 😒