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)
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...
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.
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.
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!!
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._
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 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.
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.
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.
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.
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.
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.
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
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
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.
@@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 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.
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.
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.
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.
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.
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.
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?
@@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
@@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.
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.
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).
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
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
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
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.
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.
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.
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?
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.
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.
*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
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.
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)
"We now have a car so no one is safe anymore." Needs to be the channel motto.
I just realized he also meant the driver too haha
Ah factorio death worlds, The Humble tale of going from self-defense furnaces, to Tchaikovsky's 1812 Overture on repeat.
very clever, like it
I love looking back at the early deathworld base. Feels like it was ages ago.
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...
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.
The Nuclear Artillery mod is quite fun as well.
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.
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?
@@samcooper1761 You're not doing any favors for the "autistic factorio fan" stereotype.
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.
"We'll edit it out in post."
>doesn't edit it out in post
He always doesn't. His mistakes teach us about as well as his reasoning does.
@@AnMComm
I like to drive thru the wall
Reverse is not an option when bfg division is playing
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!!
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._
You should try Rampant, it makes biters worse!!
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
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!
Scouting with artillery must be the most hilarious unintended side effect of doing stuff in this game.
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
Taking "Recon by fire" a bit literally
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.
Uranium ammo is just a good u238 sink with a convenient side effect of killing biters faster.
@@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.
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.
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.
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.
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.
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.
Flamer in a tank is a safe way of getting a "Pyromaniac" achievement.
@@NikopolAU Oooh, I did not know. Thank you! That is the most annoying achievement for me.
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
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
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.
@@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.
@@obosuck So you were just using yellow bullets the entire game?
@@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.
the entire escape from nauvis/great escape series was just to make this confirmed
it would be nice to see the expansion grinding as well... especially at the beginning
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.
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.
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.
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.
how do you manage not to burn out iron to make so many turrets&ammo ? my begin iron patch only ~230k
always explore early for resources. resources patch near starting points always is quite small.
I wonder how you'd handle a Deathworld with the Rampant mod active... Could be an interesting series.
Are you going to do a beaconed science masterclass? Your videos got me to buy the game. It's awesome.
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.
I can't understand a word of what you are saying.
@@gooberthoreau point proven, thanks
@@MalekitGJ I think you mean point [proven], thanks.
@@gooberthoreau yeah.
I mean, nilaus is right: these should be common sense, smh
Dragon teeth walls would significantly help get the biters delayed in pathing so your turrets can fire longer before they get into range.
Everyone try rampart and rampart arsenal and set enemy base/freq at 600% to see what Starship troopers was actually like! So intense!
What's the seed of this map? Looks very nice for a 600/600% deathworld game I'm planning to start
"I don't believe in nuclear weapons"
Nuclear weapons believe in you
Good guy nuclear weapons
How do you empty the furnaces like that 3:08 ?
Control+click
what seed did you use as an example 2:25
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?
Very informative. I've only played railworld and wanted more consistent challenge, but unsure of the process
I usualy combine railroad settings with deathworld settings for a good challange
@@Johannicus that's a tough one! I so far prefered rail world like settings..
Thanks for that. My base needs that :D
Wait no trainsaws?
Instead of using long stretches of wall we just use a trainsaw instead, it’s cheaper than running belts and oil
This is brilliant
whats a trainsaw, if i may ask? :)
@@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
@@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.
@@RoanWitchArt sounds pretty fun,. thx. Do you fuel it manually ?
Engagement for The Engagement God.
Comments for the comments throne.
I really like the ordered upgrades! Nice!
maybe a dumb question, but how is he checking biter evolution?
command, /evolution
@@kyleb1958 thanks!
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.
Hey Is it a mod to have all big prod icon on the map ? (10:53 on the video)
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.
If you have more than one lab does it research faster?
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).
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
Will you make a belt balancer MC?
Is this with expansion? Like do new nests spawn closer to you after a while?
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
add the Rampant mod then
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
Could this be done for space exploration
What are point defense robots?
how do you use robots for auto expantion ? or is it manual ?with blueprint ?
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.
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?
he said change it to shift+click, which should still be mouse related.
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.
this is very helpful thanks bro
you acomplished that in 5 hours? fuck..
How to defend
"Hans, get ze flammenwerfer"
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.
Try to stay as small as you can to further delay the pollution
Until u can produce enough
how big is grid?
100x100
Question here : Wouldnt the flamethrower damage the turrets at the front ??
Why would biters be at your turrets? This is never a case.
nukes would be amazing if artillery could use them... or some sort of long-range missile silo
And here i was trying to throw 20 grenades at the enemy spawnbuildings from my Tank for 3 hours.
You and nukes... just look at the Deathworld episode 70... that should be proof enough!!! LOL
André Maginot approves.
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
Its vanilla, pollution turns water green now.
Can you somehow post your blueprint books in a group somewhere? Seems like it would be more efficient than making me video hop
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.
Did something happen to your mic? Your audio sounds worse in these new videos
I like it
Factorio, Dayson Sphere or Satisfactory??
Yes.
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?
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.
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.
I tried pacifist minimal pollution Deathworld. MISTAKE.
anyone has idea why my whole PC froze after I placed 1 flame thrower?
It's impossible to say without more information. Have you tried a second time?
*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
sounds like the quickest defense is overwhelming offense >_>
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.
"..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.
lemme just show them a COMPLETELY different map and hope they dont notice.
The map at the end is the same map, just with a whole lot of land fill added...
if your world isnt fully red its nto a death world its beyond easy
That is not a death world wtf 😒