To watch a Sneak Peek of the next episode, visit my Public Patreon Post here --> www.patreon.com/MichaelHendriks and witness the Return of an Old Friend... The preview is publicly available for everyone. If you enjoy my work, consider supporting me and enjoy the new episodes up to one week early (for youtube I like a fixed weekly publish moment (fridays 0900 CEST), but I post them on patreon as soon as they are ready), as well as behind the scenes stuff (usually in text posts), votes on upcoming series, and occasionally a random, unedited video not really suited for publishing on my channel. The 100% evolution start series will continue soonish, likely once episode 2 or 3 of this series is out. I'm also working on yet another big project on the side (a non-biter-focussed challenge). That, in combination with my viewers' preference for longer episodes, means that most likely there will be 2 weeks between most episodes for this series.
what makes pipes or furnaces better then walls? dont walls have resistances and more hp? should it not give more time and free up iron for useful stuff?
Biggest factor is walls are 10x the cost, meaning slower production per wall and creating 10x the pollution to produce, causing even more attacking biters.
Normal youtuber : Lets see how to make a base with a silly mod. Michael Hendricks : For this playthrough I shall best the eldritch god of rot and ruin in a game of chance and wit.
This sounds like a good a idea to funnel the biters to a specific points where you can heavyweight your defense @Ephedr1n you can use a train to deliver resources into the base but than you'd have to protect them individually but since they wouldn't make too much pollution the bitters won't attack it as hard
There’s clearly only one solution: make a black hole. Will it consume everything you’ve ever loved? Yes Will it also consume those stubbornly invincible biter nests? Maybe idk. Is this a net negative? Probably! Should we do it anyway? Absolutely! Hotel? Trivago.
Excited for the new series! And to throw my two cents in, I much prefer your voice overs than just having the yellow text. Not having the voice overs is the reason its hard for me to watch your old series.
I really like this new concept ! Though I don't know if this one is really possible, because of biter expansion ; I feel like you will probably get to a well defended base alright but there will be a time when there will just be nests everywhere... 😕 But again, I didn't thought world peace was possible, so by all means keep surprising me ! Aside from that, I think it is better when you talk compared to when you put text comments ; I am probably not alone in this but I often listen to videos as much as I watch them (while working or playing). Voice keeps attention on the video, and if I don't pay attention and look elsewhere, I will miss you comments in yellow text. Ambiant is okay though, but it can be broken by a voice commentary here and there, and it would make the video more dynamic imo
The simple solution is, surround bases with enough firepower to negate the space they take up. But I don't think it'll be quite that simple... I eagerly await.
I once wrote a mod that increased the hp of bases to an absurd amount and added a science that allowed you to create weapons capable of killing them. That mod was mostly for me, as it has no use except for crazy people.
Fun fact. With about 90 pipes you can permanently block a biter base from being able to spawn any biters i think the pattern was 2 pipes in 3 by 3 grid in a specific pattern around the biter/spitter base and it's able to block all biters from spawning. Both the tiny and the big ones. I was testing it because i was curious if i can survive a death world more easily by not killing many biter bases and instead blocking them off. But I'm not quite sure that 100 iron per base is worth it. And sadly when you do that at some point the biter bases stop taking in pollution. They only suck in enough to be able to send out 2 of their biggest(at the time) units for destroying your base and after that they stop consuming pollution until they send out a unit. So sadly biter bases can't be used as air filters inside of your base unless of you want to surround them with turrets that are quite far out of the base. Enough for the units to not instantly go to attack the turrets but to be assigned to an attack party instead as that's what consumes pollution Also edit: This may be useful for the series as you can surround large areas eith walls and have biter bases inside of the walls that are just blocked off. The only issue is that this way every biter base consumes a 21 by 21 area around itself. I think you may be able to also block the area by constructing solar panels around the biters at least this way you'll get a use out of the space they occupy.
I've experimented with this and I use stone walls since it's a much less needed resource and place a retractable wall (can't remember the exact name) with some circuit conditions so it only opens if the turrets around it have ammo/oil/power, allowing biters to spawn, consuming the pollution and promptly dying. It works great but it's a pain to build once you get to large nest groups, shooting worms, dancing around trying to kill the spitter nests and saving 1 biter nest per 9 chunks can be a bit of a pain in the neck. Artillery, spiders and bots do eventually make it easy though, send a volley of shells on the worms and useless nests then blueprint the wall array all from the comfort of your stinky base. I like your idea of solar panels though, that would make for a productive use of the space and I can just keep one square for the retractable wall to spawn biters.
I like the ambiance! I also like talking! I think this was a good balance! I think maybe don't go all the way back to ambiance, but I think including large sections of ambiance is just right! I also see a lot of people who REALLY love the voiceover, so who knows! I like the chill vibe.
I really love your approach on this game. Please keep it up! Also your voice matches Dexter's from Dexter's Lab. For me that is pure levels of dopamine.
A trick I picked up from Ryan Brown's Warptorio videos is to set the pipe wall up so it can act as a water buffer, gives you some breathing room before black out when your water pump connection gets chewed on.
i think i know how you'll do that it depends on how the biter's pathing algorithm works but you can use walls to funnel biters to a designated killing area, and if the channel is short enough they will prefer walking instead of attacking those walls to get to their targets it's a careful managment between the biter's cost judgement between walking more and drilling their way through a wall to get there faster
I’m currently watching all your play throughs and really enjoying them. I don’t even play factorio any more but I’m seriously considering getting back into it
what an absolute nail BITER >.> of an ending. i can't imagine being so quick and crafty with everything under so much pressure. as soon as you dropped all your belongings in the depot at the end i was like "THE NADES YOU FORGOT THE NADES" hahaha. can't wait for the next episode, i have no idea how this series is going to go but i'm sure you will find a way. During the intro, every time you introduced another method of fire onto the biter base to show its durability, i kept thinking "surely this will kill it" lmao. I was like "ahhh he's gonna have to tech to nukes to kill bases wow" and then the big reveal lmao.
your series are always a joy to watch, and the gameplay focused ambient section was a nice surprise and reminded me of the old days of biter island and ribbon world. i liked it a lot but i see a lot of mixed views about it, i like both parts of your videos so you should do what you think is best. thanks a lot
I mean as long as you're just trying to launch the rocket, I can see this being possible... but just soul crushingly annoying?? I was wondering if you would have installed a mod that prevents biters from settling on ore patches, but nope. You're too goddamn gangster man, you keep flexing those factorio muscles and make the rest of us look bad!
@@MichaelHendriks I'm almost imagining this wild, spaghetti shaped BASE... interconnected walls with walled in rails/conveyors, protected by heaps of flamethrowers! All in whatever shape you can manage in-between ore patches and weaving through biter bases like a snake! Gonna be sick, I can tell. Keep up the good work!
@@centchu i think the most likely scenario is artificial islands on lakes since there are no biters there when they are made and can be quarantined from the moment they are made
Personally really like the non-voiceover part. It's very immersive, and the gameplay speaks for itself so explaining what you are doing would feel a bit redundant. Excited for the new series!
Start of the video reminded me of my rampant run, when i first got spawners and spitters with 80k health and realized that vanilla nuclear bombs just barely scratch those instead of instakilling)))
Resource efficiency is going to be the name of the game, doing as much as possible with the little resources you managed to secure before being enclosed in biter bases.
I put up an distraction turret to try to trigger the biters on that instead of the pipes, it worked most of the time (I didn't have fluid handling tech yet for the water tank)
You're an absolutely madman my friend, lol. I don't know how you do it. Warptorio default settings is pretty much the highest difficulty I can handle, what you do is... miraculous. Also unique as far as I can tell? Don't know of anyone else having done that before! Really curious how you'll deal with this late game when they expanded a lot. Good Luck!
Whilst exploring more of the map does give more areas for the biters to expand to, its also detrimental in that it reveals larger nests, which have larger expansion parties, which make larger bases. Given the starting area is relatively empty of resources, it would have been a better strategy to loot it as much as possible before moving out for bigger ore patches, as biters can't expand on large ore patches if they haven't been generated.
I believe expansion group size scales with evolution factor, and the background map generation process will generate a ~50x50 chunk area around spawn anyway (which would the resource patches I most likely want to use in the future). generating more land while "protecting" resource zones against expansion with pipes therefore seems the preferred strategy.
@@MichaelHendriks Ah i see. I'd have to test it out as I know the time between expansions decreases with evolution factor, but I believe the expansion size is determined by number of biters in expansion party. Whether there are more in an expansion party based on evolution factor rather than base size, I'm not sure.
I'm not sure either, so do post your findings if you remember to do so :). One thing to note on the side is, the expansion usually has less nests+worms than there were biters in the expansion party. When forming the expansion, every so often 1 biter of the group converts into a nest or worm, but there are 2 problems: first, the conversion process despawns all biters which happen to stand in the way (happens often), and second, it sometimes happens that the biter expansion group "loses focus" after a while, causing the remainder of the expansion group to become detached and run to a nearby nest (happens rarely). This is why even lategame expansions usually are a lot smaller than you'd expect.
Thanks for releasing the new series! Looking forward to follow as you play on this. You say mods used are only EvoGUI, but what did you use to make the biter bases indestructible?
I like the ambient old school portions. But these portions shouldn't be too long. 30 secs max most of the time. In the ultimate death world challenge you did a really good job of implementing them.
Great to see new series! A question about what happens when you build around spawners: if you fill up all available space around them, will they continue to spawn biters outside of your entities regardless of range or will they just give up? Is that solution to the run or would you consider it too "cheesy"?
It's probably theoretically possible to prevent enemy spawns by fully building around them, but not so sure how viable that is to pull off on larger nests, as enemies constantly spawn and destroy your stuff, freeing up new spawning spaces, and also the deadly worms cannot be neutralized
What do you think about Marathon mode (especially the 4x multiplier on science cost)? I feel that once you have chemistry science going, the technological progress just explodes, you get so many new things: bots, trains, modules, nuclear power, .... I want to slow down this mid-game part to make research feel more rewarding.
I believe there's a mod that makes techs more and more expensive for every tech that you have researched, which perhaps sounds more like what you're after. Marathon mode in general doesn't really seem to attract me
Question: do biters that have not been generated expand? As in, by generating all that terrain, does that allow the biters to expand onto the resources that otherwise would not yet be generated?
Any* generated chunk can be selected for expansion, and any nearby biter base can form a biter group to go and expand there (*any non-current-world-border-chunk)
No, because a fair bit of terrain gets generated anyway in the background (even though not visible on map), also at some distance not crazy far out the deathworld biter nest density becomes too dense to traverse between, and finally, if all expansion concentrate right around your base, it's very hard to get through to the outside world.
To watch a Sneak Peek of the next episode, visit my Public Patreon Post here --> www.patreon.com/MichaelHendriks
and witness the Return of an Old Friend...
The preview is publicly available for everyone. If you enjoy my work, consider supporting me and enjoy the new episodes up to one week early (for youtube I like a fixed weekly publish moment (fridays 0900 CEST), but I post them on patreon as soon as they are ready), as well as behind the scenes stuff (usually in text posts), votes on upcoming series, and occasionally a random, unedited video not really suited for publishing on my channel.
The 100% evolution start series will continue soonish, likely once episode 2 or 3 of this series is out. I'm also working on yet another big project on the side (a non-biter-focussed challenge). That, in combination with my viewers' preference for longer episodes, means that most likely there will be 2 weeks between most episodes for this series.
Space Exploration chaos ?
Little Johnny has gone super!!
😊❤😊❤😊❤
what makes pipes or furnaces better then walls? dont walls have resistances and more hp? should it not give more time and free up iron for useful stuff?
Biggest factor is walls are 10x the cost, meaning slower production per wall and creating 10x the pollution to produce, causing even more attacking biters.
Normal youtuber : Lets see how to make a base with a silly mod.
Michael Hendricks : For this playthrough I shall best the eldritch god of rot and ruin in a game of chance and wit.
Someone make this a game.
@@guidedexplosiveprojectileg9943They did, Warhammer 40k. It's a board game, but it works.
I don't even know how Mike keeps on finding more and more and more difficult chalenges. But he is back, and friday nights shall be fantastic again!
I really love the ambient factorio. Very chill and nice to watch before going to bed.
i think the best plan is making artificial islands on lakes since they can be quarantined from the moment they are made
Without A/B you'll have a hard time expanding the factory on water without any resources.
This sounds like a good a idea to funnel the biters to a specific points where you can heavyweight your defense @Ephedr1n you can use a train to deliver resources into the base but than you'd have to protect them individually but since they wouldn't make too much pollution the bitters won't attack it as hard
@@Ephedr1nI acted you in my post but it didn't work
@@CrescentKimThat's because it only works when clicking the reply button. You can't type them yourself.
There’s clearly only one solution: make a black hole.
Will it consume everything you’ve ever loved? Yes
Will it also consume those stubbornly invincible biter nests? Maybe idk.
Is this a net negative? Probably!
Should we do it anyway? Absolutely!
Hotel? Trivago.
Bro I'm trying to sleep and you made me audibly wheeze, absolute gold XD
Excited for the new series! And to throw my two cents in, I much prefer your voice overs than just having the yellow text. Not having the voice overs is the reason its hard for me to watch your old series.
I like the montages between explanations. The variety keeps the videos engaging, I think.
Haha the outtro had me I stitches! What a legend :)
I really like this new concept ! Though I don't know if this one is really possible, because of biter expansion ; I feel like you will probably get to a well defended base alright but there will be a time when there will just be nests everywhere... 😕
But again, I didn't thought world peace was possible, so by all means keep surprising me !
Aside from that, I think it is better when you talk compared to when you put text comments ; I am probably not alone in this but I often listen to videos as much as I watch them (while working or playing). Voice keeps attention on the video, and if I don't pay attention and look elsewhere, I will miss you comments in yellow text.
Ambiant is okay though, but it can be broken by a voice commentary here and there, and it would make the video more dynamic imo
The simple solution is, surround bases with enough firepower to negate the space they take up. But I don't think it'll be quite that simple... I eagerly await.
Worms, especially larger ones, will always be shooting back
@@remouladenbaron4903 Just build wall + defense outside of their range. So exclusion zone will take more space but will work
@@remouladenbaron4903 but worms die though
Worms are immortal too
@@MichaelHendriks Just started this video and thats just cruel to yourself.
It must be hard to get new patrons when your videos are always worth the wait!
I once wrote a mod that increased the hp of bases to an absurd amount and added a science that allowed you to create weapons capable of killing them. That mod was mostly for me, as it has no use except for crazy people.
new series?
Your "Yes Sir" in the beginning gave me flashbacks to playing as the orcs in Warcraft 2 in the 90's.
Yeah, a shiny new series from Michael. And it even comes with poetry! You are a true artist sir. Chapeau!
Fun fact. With about 90 pipes you can permanently block a biter base from being able to spawn any biters i think the pattern was 2 pipes in 3 by 3 grid in a specific pattern around the biter/spitter base and it's able to block all biters from spawning. Both the tiny and the big ones.
I was testing it because i was curious if i can survive a death world more easily by not killing many biter bases and instead blocking them off. But I'm not quite sure that 100 iron per base is worth it.
And sadly when you do that at some point the biter bases stop taking in pollution. They only suck in enough to be able to send out 2 of their biggest(at the time) units for destroying your base and after that they stop consuming pollution until they send out a unit.
So sadly biter bases can't be used as air filters inside of your base unless of you want to surround them with turrets that are quite far out of the base. Enough for the units to not instantly go to attack the turrets but to be assigned to an attack party instead as that's what consumes pollution
Also edit:
This may be useful for the series as you can surround large areas eith walls and have biter bases inside of the walls that are just blocked off. The only issue is that this way every biter base consumes a 21 by 21 area around itself. I think you may be able to also block the area by constructing solar panels around the biters at least this way you'll get a use out of the space they occupy.
I've experimented with this and I use stone walls since it's a much less needed resource and place a retractable wall (can't remember the exact name) with some circuit conditions so it only opens if the turrets around it have ammo/oil/power, allowing biters to spawn, consuming the pollution and promptly dying.
It works great but it's a pain to build once you get to large nest groups, shooting worms, dancing around trying to kill the spitter nests and saving 1 biter nest per 9 chunks can be a bit of a pain in the neck.
Artillery, spiders and bots do eventually make it easy though, send a volley of shells on the worms and useless nests then blueprint the wall array all from the comfort of your stinky base.
I like your idea of solar panels though, that would make for a productive use of the space and I can just keep one square for the retractable wall to spawn biters.
I like the ambiance! I also like talking! I think this was a good balance! I think maybe don't go all the way back to ambiance, but I think including large sections of ambiance is just right!
I also see a lot of people who REALLY love the voiceover, so who knows! I like the chill vibe.
A new series already, you're quick at this! Love the quality of the videos aswell!
Make the pipe you are using as walls hold water, so you dont lost power the moment the bitters destroy the water pipe. For future challenges
I really love your approach on this game. Please keep it up! Also your voice matches Dexter's from Dexter's Lab. For me that is pure levels of dopamine.
A trick I picked up from Ryan Brown's Warptorio videos is to set the pipe wall up so it can act as a water buffer, gives you some breathing room before black out when your water pump connection gets chewed on.
Imagine if breaking pipes full of steam damaged nearby players and biters.
@@BlackTempleGaurdian imagine if burning oil pipes could explode and set fire to nearby objects and enemies, including other oil pipes...
i think i know how you'll do that
it depends on how the biter's pathing algorithm works but you can use walls to funnel biters to a designated killing area, and if the channel is short enough they will prefer walking instead of attacking those walls to get to their targets
it's a careful managment between the biter's cost judgement between walking more and drilling their way through a wall to get there faster
I just finished your 12 hour 1000 days run the other day and loved every second of it! Very excited to see this one.
Wow, Michael! This Playthrough already got me! I'm really excited about the outcome! #hyped
I’m currently watching all your play throughs and really enjoying them. I don’t even play factorio any more but I’m seriously considering getting back into it
Love it again, but the question about your sanity is raising 😂
Yours are like Francis John's rimworld series
Glad to see the return of text Mike! Really feels like reading the engineer's thoughts while he's facing impending doom.
A new and epic series has arisen from the ashes of the Ultimate Deathworld. May this one fly higher than the first.
what an absolute nail BITER >.> of an ending. i can't imagine being so quick and crafty with everything under so much pressure. as soon as you dropped all your belongings in the depot at the end i was like "THE NADES YOU FORGOT THE NADES" hahaha. can't wait for the next episode, i have no idea how this series is going to go but i'm sure you will find a way. During the intro, every time you introduced another method of fire onto the biter base to show its durability, i kept thinking "surely this will kill it" lmao. I was like "ahhh he's gonna have to tech to nukes to kill bases wow" and then the big reveal lmao.
I just finished binging the Ultimate Deathworld playthrough this morning and now this! Can't wait for more
Please keep doing lots of voice overs! Those are our favorite parts!
I didn't expect a post so soon. Glad you uploaded so soon! I am a big fan of deathworld factorio and especially your videos on it!
Yeeeeeeeees!!! I've been so excited to see what you'd come up with, and this is amazing!!!!
I am very excited for this new series, i believe that you will succeed. But the main thing is, that the new Little Johnny is unkillable...
your series are always a joy to watch, and the gameplay focused ambient section was a nice surprise and reminded me of the old days of biter island and ribbon world. i liked it a lot but i see a lot of mixed views about it, i like both parts of your videos so you should do what you think is best. thanks a lot
I finished the Deathworld run yesterday and now get to enjoy this lovely morsel.
Change biter bases sprites to holes in the ground, so it will look reasonable why can't you just destroy them.
I mean as long as you're just trying to launch the rocket, I can see this being possible... but just soul crushingly annoying?? I was wondering if you would have installed a mod that prevents biters from settling on ore patches, but nope. You're too goddamn gangster man, you keep flexing those factorio muscles and make the rest of us look bad!
Well, at least they don't specifically target the ore patches for expansion like in Rampant
@@MichaelHendriks I'm almost imagining this wild, spaghetti shaped BASE... interconnected walls with walled in rails/conveyors, protected by heaps of flamethrowers! All in whatever shape you can manage in-between ore patches and weaving through biter bases like a snake!
Gonna be sick, I can tell. Keep up the good work!
@@centchu i think the most likely scenario is artificial islands on lakes since there are no biters there when they are made and can be quarantined from the moment they are made
The utter brutality of the conditions in these runs is always impressive
Excellent premise for a series, and I enjoyed the brief return of the "text-over" =)
"C'mon, do something..."
He have done something!
Michael, you're insane in the best way possible and I already know I'm going to enjoy this
Love the mixture in this video of the newer voiceover style with the older relaxed text narration style, really nice!
Personally really like the non-voiceover part. It's very immersive, and the gameplay speaks for itself so explaining what you are doing would feel a bit redundant. Excited for the new series!
New to factorio (about 90hours) and just found your channel. Great content. Subbed
Start of the video reminded me of my rampant run, when i first got spawners and spitters with 80k health and realized that vanilla nuclear bombs just barely scratch those instead of instakilling)))
Michael how do you come up with these challenges? I love this serie already. I'm hooked.
New viewer watching old content, that music/video cut montage was beautifully done at about 10 minutes in
Watching Michael Hendriks play Factorio (first viewing) is better than playing for myself!
I thought you were insane when you started your last series. Now I know for sure. Can't wait for the next episode!
Resource efficiency is going to be the name of the game, doing as much as possible with the little resources you managed to secure before being enclosed in biter bases.
i've never been more hype to log onto youtube in my fucking life, lets gooooo! cheers bro
Oh my god the mad man is doing it again…
I wish you luck Michael! I hope you don’t go too insane
I enjoy hearing you talk about what youre doing even if its boring
This series is pure nightmare fuel. I love it!!
Michael this is the factorio content the world has desperately needed
The start of this felt like some kind of Death World and Train World hybrid.
This seems like it's going to be a Sisyphean game, but Mr Hendriks is at work. I am excited.
Geeze this is a tough one. You basicly have to win on your opening base resources but cant clear nests enough to stop attacks.
Your videos are top notch my man.
The base set up and faffing about feeling very familiar after just watching the last deathworld challenge lol
These are the best Deathworld series ever!!!
finally a new challenge. it was so hard without new videos. it looks very interesting as always.
Another great challenge! Maybe add some tanks for water so power doesnt cut out every time a pipe gets attacked
I put up an distraction turret to try to trigger the biters on that instead of the pipes, it worked most of the time (I didn't have fluid handling tech yet for the water tank)
@@MichaelHendriksTrue, just looked trough the video again and saw that fluid handling was one of the last techs you reseached
I have been looking forward to your next upload!
You're an absolutely madman my friend, lol. I don't know how you do it. Warptorio default settings is pretty much the highest difficulty I can handle, what you do is... miraculous. Also unique as far as I can tell? Don't know of anyone else having done that before! Really curious how you'll deal with this late game when they expanded a lot. Good Luck!
Whilst exploring more of the map does give more areas for the biters to expand to, its also detrimental in that it reveals larger nests, which have larger expansion parties, which make larger bases. Given the starting area is relatively empty of resources, it would have been a better strategy to loot it as much as possible before moving out for bigger ore patches, as biters can't expand on large ore patches if they haven't been generated.
I believe expansion group size scales with evolution factor, and the background map generation process will generate a ~50x50 chunk area around spawn anyway (which would the resource patches I most likely want to use in the future). generating more land while "protecting" resource zones against expansion with pipes therefore seems the preferred strategy.
@@MichaelHendriks Ah i see. I'd have to test it out as I know the time between expansions decreases with evolution factor, but I believe the expansion size is determined by number of biters in expansion party. Whether there are more in an expansion party based on evolution factor rather than base size, I'm not sure.
I'm not sure either, so do post your findings if you remember to do so :). One thing to note on the side is, the expansion usually has less nests+worms than there were biters in the expansion party. When forming the expansion, every so often 1 biter of the group converts into a nest or worm, but there are 2 problems: first, the conversion process despawns all biters which happen to stand in the way (happens often), and second, it sometimes happens that the biter expansion group "loses focus" after a while, causing the remainder of the expansion group to become detached and run to a nearby nest (happens rarely). This is why even lategame expansions usually are a lot smaller than you'd expect.
So you really DID make them indestructible!
Personally, I would have just given them 1000 flat resistance.
Really enjoy your content and your personality 🎉🤙
Ahhhh. Fresh brew of Factorio and Pain by Chef Hendriks.
Let the mayhem ensue ladies and gentlemen.
Thanks for releasing the new series! Looking forward to follow as you play on this.
You say mods used are only EvoGUI, but what did you use to make the biter bases indestructible?
Ah, I forgot, I made my own tiny mod for that (well, "I" = mostly the smart guys in the factorio discord mod section, I'll try to publish it later)
I like the ambient old school portions. But these portions shouldn't be too long. 30 secs max most of the time. In the ultimate death world challenge you did a really good job of implementing them.
nice flow
I thought you never came up with harder challenge than before... Unless it would be the ultimate.
Woo! Can't wait for the next episode!
> Indestructible nests
> Biter expansion
> No waterfill
> Desert map
Short series, I'm sure.
Truly a madman...
OH BOI, HERE WE GO AGAIN!!!!!!!!!!!!!!!!!!
*The Lorrd of Biters cannot lord over biters which cannot be killed...*
Great to see new series!
A question about what happens when you build around spawners: if you fill up all available space around them, will they continue to spawn biters outside of your entities regardless of range or will they just give up? Is that solution to the run or would you consider it too "cheesy"?
It's probably theoretically possible to prevent enemy spawns by fully building around them, but not so sure how viable that is to pull off on larger nests, as enemies constantly spawn and destroy your stuff, freeing up new spawning spaces, and also the deadly worms cannot be neutralized
i love how you wiggle your mouse on things you want us to see during your montage moments when you aren't talking lmao
This is great but that outtro was amazing!! 🤣
omg what a new concept haha
I expected a rampant one actually
fantastic video, entertaining as always.
Heyho! This sounds like a great series! I just wanted to say that i like the narrated style way more than the text/ambient style.
What do you think about Marathon mode (especially the 4x multiplier on science cost)?
I feel that once you have chemistry science going, the technological progress just explodes, you get so many new things: bots, trains, modules, nuclear power, .... I want to slow down this mid-game part to make research feel more rewarding.
I believe there's a mod that makes techs more and more expensive for every tech that you have researched, which perhaps sounds more like what you're after. Marathon mode in general doesn't really seem to attract me
Whats next? Titanium biters+ start with 100% evolution + rampant mod + deathworld challenge?
I truly wonder how you'll expand to other resources when they have biter bases on them blocking your miners and worms killing everything near.
Question: do biters that have not been generated expand? As in, by generating all that terrain, does that allow the biters to expand onto the resources that otherwise would not yet be generated?
Any* generated chunk can be selected for expansion, and any nearby biter base can form a biter group to go and expand there (*any non-current-world-border-chunk)
@@MichaelHendriks so would it be better to leave the resources unexplored so they don't get expanded to?
No, because a fair bit of terrain gets generated anyway in the background (even though not visible on map), also at some distance not crazy far out the deathworld biter nest density becomes too dense to traverse between, and finally, if all expansion concentrate right around your base, it's very hard to get through to the outside world.
@@MichaelHendriks Thanks for the explanation!
I don't know why you hate yourself so much, but I'm thoroughly entertained watching it happen.
Here we go again!!! Woooo
Wait. So whats the plan to clearthe world?
We love you Michael!
This looked stressful
18:33 youtube short "Cool guys don't look at explosions"
I wish you luck on your newest crazy mission
I think a littlllleeee more than 99 problems. 99 hundred and rapidly growing.
More insanity... Nice!
I like your voiceover, but the return of text mike here was nice, very nostalgic. I hope he continues to show up every now and then.
Would be interesting to see a "no flamethrowers" playthrough. Bullets are so much more work.
Yes
No voicover can be relaxing, I like it! But I like voicovers too (no voiceover makes me think of biter island