I love how you have voiced over/dubbed this time. Don't get me wrong... the text boxes arguing with each other is always hilarious, it's nice not to have to read and try to follow the action at the same time.
I just finished this series and came back to remember where it all started. All I can say is wow what a ride. This is one of the best let's plays of any game I've seen. Your ability to tell a story, especially with a game that doesn't even have a story, really sets it above the rest. Thanks for the content.
Biter1: Dude that hunk-of-metal guy started polluting again Biter2: Let's go and show him a lesson BIter1: Wait he left again Biter2: This is getting tiresome Average day of an Ultimate DeathWorld Biter
Now the series is completed, here's the map seed: 2372204339 Hello new viewers! I get asked a lot about when is the next episode: I aim to upload every friday morning CET (Yes that is just once per week. It's not a live let's play, these take a good while to record, edit and voice.) I do post my new episodes between 2-7 days early on Patreon (irregular, basically whenever the new episode is ready), but for RUclips I like to keep a regular upload schedule so viewers know what/when to expect. So subscribe and ring that bell stuff, and check in every friday to start off your weekend with a nice new episode of The Ultimate DeathWorld Challenge!
Your commentary is actually really nice. It's a calm type of funny, perfect to watch when tired. Your accent is also really chill to listen to, thanks for the video and can't wait for the next!
Nice video. I am looking forward for more episodes of this series :) The Ghost Blueprint at 18:52 is correctly built, but at 19:35 you can see that the long handed inserter (and thus the Assembler and Furnaces) are off by one block. The second copy at 20:28 is also wrong. I hope you notice this before building it and having a biter attack without ammo in the turrets
Yay, someone caught the timestamps... I noticed, but didn't pause at first, so didn't have 'em. @@MichaelHendriks here's hoping you survived it, one way or another! I look forward to finding out!
Well, @@theabsolutelycursedsprout9308, the way to do it is hit reply on a non-top-level comment, and then type before the @ that gets generated, rather than only after it. :)
i really think people who play deathworld have balls of steel, i simply cant take the frustration of having one million of bitters over me every second
Hey man! Love your vids, I was considering asking if I could use your legendary "Rock" and "Chop" sound effects for this video, haha. Why not invite me next multiplayer map so we can have super high expectations before we die together
Yay, so excited for another series! Your creativity, both in ideas for series and making them as absurdly difficult as possible, and in how you solve the problems you make for yourself, is amazing to watchj
Oh my GOD the narration is great. I loved the funny little exchanges between text boxes, but this narration makes it a lot easier to follow along. I used to watch these videos by pausing every few seconds, and now I don't have to! Good change, and I'll be very happy if you keep it around.
I am so excited for this series. No joke, I'm filled with anxiety every minute but I love it. I like watching skilled people do things and you are very skilled at factorio. Thank you for making these!
I enjoy either way that you commentate. Through text or voice, it keeps me on the edge of my seat. Thank you so much for the content you make, it’s been so helpful for me, not just for playing the game but also keeping my head sane with all my mental health problems. I enjoy every video you make and look forward intensely to the next video as your videos are one of the few that keep me going. Thank you so much, Mr. Michael!
Thanks! It's not a confidence thing though, I just also very much like the atmospheric immersion that attentively watching unvoiced videos can brin, I've been doing both voiced and unvoiced series since basically the start of my channel.
I admire your patience for these challenging starts. I like deathworld but starting phase can get super frustrating. I end up using mods for easier starts because getting attacked before I have turrets becomes a death spiral real fast. Also like your narration. Much easier to follow than text.
This is the second video I've watched about Factorio (no experience with the game whatsoever), the first being your 3,5h long factorio movie. I just wanted to say that you're doing a fantastic job, as you are able to draw in complete noobs to your videos
10k views is not enough for a video of this quality. I feel something I felt before when starting a new series or anime - I was disappointed when the video ended, because I want to see how the video goes on! Keep up the great work!
"when danger reared its ugly head, he bravely turned his tail and fled" crazy for attempting this, looking forward to when you have automated artillery and flame turrets to take revenge
I usually don't watch factorion videos but this one looks very interesting with these hard biters settings. I look forward to your next video, keep up the good work and having your voice instead of text is also nice :D
I was not expecting this run to be anywhere near this truly absurd, and I mean that in the best way. Really excited to see how you work around the most extreme conditions conceivable.
16:26 I don't think they can, I've had oil extractors closer to nests than the base producing pollution clouds, but I've never seen them target it, I think their targetting is based on what's in the triggering cloud rather than all objects period. They'll still attack infrastructure if it's in the way (I think everyone can say that) but I don't think they deliberately target them.
really enjoying this video -- the audio / voice over narration is really really excellent. i enjoy your text boxes but found this to be your most informational video thanks to your narration (also you have a very soothing voice)
I really really appreciate the voice-over, it's great! I liked your previous videos, but now I can watch you AND play Factorio at the same time! I also love your accent and dry humour, it fits the character of a hardcore engineer.
Hey, I can watch and listen, instead of having to pause and read! A very nice step up in production quality. I hope your recording studio remains safe from biter attacks!
Usually watching factorio playthroughs are incredibly boring. Even by my favorite streamers with millions of followers. This was fascinating and persistently interesting! Voicing over in post and speeding up the slow parts was really smart.
I hope you'll keep narrating these videos, they're much more engaging and entertaining hearing you talk instead of reading captions. Very excited for this series!
I will be putting a few tips here, as I know a ton about how biters and their AI work in this game: -when you are trying to sneak near a biter nest, it doesn't matter at all how close you are to nests, only the actual biters can notice you. This means you should keep an eye on the wandering biter and walk away if one randomly starts going close to you. It's like crossing roads, pay attention to the cars not the light if you don't want to get run over -the way biters work is they have "rally points", once nests start absorbing pollution and creating biters, they will set a "rally point". It's important to note that several nest structures can have one rally point, meaning that the biters can come from directions other than the nests, and that several nests can combine their output into one big swarm -then the attack order will be given once there are enough biters in the zone around the rally point -the biters will be given a "path" to a place that is within a random circle around a polluting building. -the biters do not each have individual pathfinding, rather the entire attack group has a "path", and the biters are basically all mashing their keybord semi randomly to try to match position with the path -once a biter gets in range of something blocking their path OR arrive at the end, the entire group will switch to a new AI type: they will be given many different paths, randomly generated, towards valid attack targets near them, the way these paths are generated is they try to minimize the ammount of damage they have to go through to reach their targets note 1: it's important to know that the paths are generated and not changed once generated. If you add a wall with holes meant to funnel the biters into a specific path after there is already a path there, the next biter attack will just run against the wall and attack it, you might need to wait up to an hour until a new path is generated that goes through the hole in the wall you want, but it will happened eventually, don't just assume what you are doing failed, it could just be that they are still following an old path made before your wall note 2: you can see paths in the F4 menu. note 3: You can also see "collision reactangles" which is a great tool for walking through forests, you can see the hitbox of the trees and your hitbox with it, meaning you can run at full speed through even the densest forest and lose biters chassing you, using F4 I know a ton more about biters and pollution in factorio, so if anyone has any question on the subject of biters feel free to ask me
biters relocating from one nest structure to a rally point somewhere else is what you see happening at 13:15 btw They're not crossing the forest to attack, or even just scouting parties like in the rampant mode, they just follow a straight line from their nest ot the rally point from where the real attack will come from if you identify these they are like ant lines, you can put turrets there to "farm" the attack by killing them one by one as they cross towards the rally point, and if you see that happening you can also guess where the next attack will come from (where the traveling biters are going) there is also another type of traveling biters, which is expansions, with those, they won't travel one by one in a trickle, they will make a small pack of biters that walk very slowly to an empty place, then stand around, and magically transform into biters and nests it's a shame they didn't give a new model/texture for the expansion biters but oh well
The biter who attacked Michael at 13:03 is a combination of two AI features I talked about: it was randomly mashing it's keyboard to follow the path from the top nest to the rally point in the bottom nest but due to mashing it's keyboard instead of truly pathfind, it got stuck on the left side of the cliff instead of being on the path itself which is likely in the forest on the right side of the cliff then because MH got too close to it, it activated it's "attack mode AI" where he then targeted Hendricks. Had MH not walked towards the right, that biter would have walked right next to his miners and furnaces and completely ignored his base, to join the swarm forming at the bottom
You certainly do know a lot about biter mechanics, but allow me to make one small correction as it is an important one for this playthrough. The statement "-then the attack order will be given once there are enough biters in the zone around the rally point" is false, upon creating a new attack group/rally point, a timer is set to a random value, and the attack will happen once it reaches zero, regardless of how many biters there are at that moment. (This means you can "pre-regulate" the size of the attack groups before they hit your base at full force, if you know what I mean ;) ). You can check this for yourself by flicking on "show debug info in tooltips" and then hovering over a biter in the attck group, it should show a timer. Thanks for sharing all your insights!
@@MichaelHendriks that surprises me as I have never seen a smaller attack group attack in cases where for example the player walked back and triggered the aggro of only half of the group, in those cases I have never seen them send the "half attack" the only way to do what you described, of "regulating" attack size is to attack a group that was already walking towards it's target, from my experience if you kill half of a wave getting ready at the rally point, they just wait until they are big again before attacking I'll try that in creative by making a pollution machine near a nest, then using the editor power to kill every biter except a handful in the rally point, and see if they still trigger anyways I also made an invicible wall design, it's quite ressource intensive to make (another invincible wall design that I didnt make but am aware of is one they use in multriplayer biter battles, where they open gates using circuits) basically the way mine works is without using any expensive gates, you can strongly confuse their pathing (dragon tooth use to work for that but they changed the AI to make it not work anymore, I found a way to once again strongly confuse their pathing) basically the way it works is both using the knowledge of how to make biters go around instead of attacking walls, mixed with knowing how the paths are drawn, because if you can make a path with a lot of turns, in a way where the biters will not attack the walls, in practice you make an invincible wall
because think about what walls are supposed to do for you? "prevent my turrets from being destroyed", ok but let's break that down, what does that mean? in practice it means giving more time for your turrets to kill the biters, so that should be the goal of a wall "maximizing the ammount of time biters spend within the area of damage of a turret" for example, if you have twice as many turrets with a regular wall, you need half as much wall, as turrets will shoot twice as fast, meaning biters die twice as fast so you have two extremes, first you cram so much damage that the biters all die before hitting the turrets with no wall, even running in a straight line or the better option that I made, which is invent a type of wall that increases the ammount of time the biters take to reach the turret, without attacking the wall itself.. Because a wall does not need to get damaged to slow down the biters, if your walls get attacked, that is a sub optimal use of a wall, the only thing you should be intrested in is slowing down the biters, not giving them something to munch on
I'm from DoshDoshington --> Apia --> You. Despite never having played Factorio, it seems as though Deathworld has drawn me into some crazy awesome creators and challenges that feel actually difficult.
Yeah, very much. It's more difficult to keep the different sound levels balanced (game audio, music and voice) and consistent from beginning to end, and because the voice over is recorded seperately (text is written directly in the video editor), it's sometimes more difficult to find the right moments to fit in certain stuff, as it also has to match the gameplay
@@MichaelHendriks I've been getting your videos recommended for some time now but end up not watching the whole thing because the text gets cumbersome to read after a bit, especially when I'm watching late at night without my glasses on. I hope you continue the voiceovers, I love hearing creators talk about what they're passionate about, especially when it involves knowledge of the mechanics of a game.
"- Achieve World Peace in the only way possible: eliminate all lifeforms from an infinite map!" I am curious what he meant by that part of the description🤔 Automated self expanding defences incoming?🤔
As I was going to catch up on this series (I watched till ep 6 and then other stuff came up) I decided to restart, and the sub count caught my eye. I remember watching your original death world with the tiny island a year ago and you were at 20-50k iirc. Time flies.
Watch the seamlessly edited supercut instead and save on recaps and youtube ads: ruclips.net/video/QWphdy2nWWU/видео.html (ep1-10), then continue from ep11
Biters do follow a gradien of pollution, so they go for the highest concentration they can reach, but if there is a zone of lower pollution, they will not be able to find it. Think of it like rolling a marble from where the biters are, on a terrain that's lower the higher the pollution in the chunk. It will roll toward the lowest point most of the times, but can't cross an hill. An area of low or no pollution is basically an Hill in this simile.
Very interesting challenge ! Can't wait for next episode ;-) I've always been on a "grow veeeerrrryyyyy slowly" to keep pollution low. Your "speedy way" to do it is really another path to explore :-)
he is playing on default deathworld settings meaning the evolution factor from time is 200 (it means the evolution increases by 0.002% per second, to a maximum of 100%) (or, that on default deathworld settings, if you were to produce NO pollution and kill NO nests, you would reach maximum evolution in under 14 hours) That means behemoth biters in 13 hours no matter what, even by producing no pollution, that's why default deathworld settings are basically just speedrun settings, and also why it's not that hard for spreedrunners to do deathworld compared to regular default settings. Because in deathworld, the main difficulty comes from the fact you are on a 13 hour timer to max evolution, even ignoring pollution, so when playing deathworld, you are kinda FORCED to play fast
this is why I don't usually like the default deathworld settings, I like to procrastinate and waste time in my factorio runs, so I will lower the time evolution factor, but greatly increase the pollution cost to spawn enemy (in the advanced settings tab) as well as evolution factor from pollution. This makes for way harder games than deathworld, but where the difficulty does not come mainly from the time constraint, but instead managing your pollution, defences and millitary science, I find this the best way to play vanilla factorio
if you are curious about the maths: //"evolution time factor" adds a flat pollution ammount every 60 game ticks (once per second), that's the value you set in the world pressets. 40 = 0.000004 evolution each second (default settings) 200 = 0.00002 evolution each second (deathworld settings, 5 times more, aka you need to play 5 times faster) //the evolution factor is a number from 0 to 1, that goes up by increments of 0.0000001 //when you divide 1 by the 0.00002, you get the number of seconds to reach max evolution 1 / 0.00002 = 50000 (seconds) //then you divide that by the number of seconds in an hour 50000 / 3600 = 13.89 (hours, decimal) //Meaning that from time ticking alone, a Deathworld setting will reach maximum evolution in 13 hours and 53 minutes. That's less time than the 15 hours for the achievement "no time for chitchat", which is considered the entry to speedrunning for most players, so in practice deathworlds are just speedrun settings, and won't be that much harder from normal if you play very fast
@@anonymous-rb2sr tks for explaining what a deathworld is (seems you believe you're the only one to know it ?), you could have given the wiki link, it would have been faster ;-)
@@astree214 damn you're very randomly aggressive You say you like to play your death world slow so you can't blame me for assuming you didn't know how deathworld worked after all :)
the narration is awesome, I would love for it to keep up... the text boxes are very funny, but I enjoy being able to focus watching the action, your english is very good, I am brazillian and can understand everything
Not played this one yet, but been getting into Factory style games more recently. Been playing The Rift Breaker, but also have Satisfactory, Dyson Sphere and Factory Town to play next. Gradually delving more and more into the factory side of things. Rift Breaker doesn't have any automation, but settings up your liquids is kind of the same thing.
i think i may know a trick to slightly reduce the number of inserters in your science setup. it won't matter in your current setup, given it's tiny size but once you automate green science packs and higher it can. well, it's not really a secret so you probably know it already, but you can use inserters to pull out science packs from labs and into other labs. it can lead to having the last labs in the chain hogging most packs, if the production is not high enough or too many labs are chained for the inserter to handle, but one inserter can supply a chain of 3~4 labs easily. so once you need multiple belts for the pack supplying and inserters to put them into the labs, a single inserter per lab can supply the rest of the chain, which saves a few inserters. the difference won't be big, but for a hard challenge where you have to min-max everything, it may have use.
There’s an interesting mod that uses the concept of gathering a huge amount of resources and running away when the pressure is too high- Warptorio 2. If someone is interested in completing a similar playthrough but doesn’t enjoy the long(er) waiting times, I suggest checking it out!
Nice of you to try. The problem is, with actual deathworld settings + 600% biters, you'll lose to time evolution. Starting slow does not work (evo). Starting fast does not work (attacks, death spiral). Basically, you already lost, it's just not obvious yet, but it will be in a few hours time.
map exchange string?? I've must of watched this series so far about 5 times already while waiting for new episodes haha. Keep up the great entertainment
"To be the only life form left in this planet" and so he says that this is peace, and not like hes a world dominator alien. the bugs might not be happy but I'm okay with it.
God I love your videos. I love forest starts but I always miss having easy rocks. Never thought of using a deconstruction planter to find some hidden about.
If you want a real more challange, you can lower the attack cost modifier. (I was actually thinking about adding a brutal-death-world preset with the change in some future version)
I love how you have voiced over/dubbed this time. Don't get me wrong... the text boxes arguing with each other is always hilarious, it's nice not to have to read and try to follow the action at the same time.
I slap it on as a podcast in the background while driving. Great stuff!
Your narration has improved so much since the last time we heard you talk. This is going to be a great series
I just finished this series and came back to remember where it all started. All I can say is wow what a ride. This is one of the best let's plays of any game I've seen. Your ability to tell a story, especially with a game that doesn't even have a story, really sets it above the rest. Thanks for the content.
Thanks man, glad you enjoyed :) There's a supercut of this series edited seamlessly together, should you want another watch ;)
Wow this is getting me hyped as someone who is watching it years after it came out. Might have to subscribe.
Biter1: Dude that hunk-of-metal guy started polluting again
Biter2: Let's go and show him a lesson
BIter1: Wait he left again
Biter2: This is getting tiresome
Average day of an Ultimate DeathWorld Biter
The more factorio i watch, the more i feel like factorio guy is actually doom guy who has become an engineer
doom guy's gifted cousin
@@Bageltin Doomguy but he went to college instead of a christian school
Doom guy, but instead of violating the geneva convention, he's violating osha regulations.
Now the series is completed, here's the map seed: 2372204339
Hello new viewers! I get asked a lot about when is the next episode: I aim to upload every friday morning CET
(Yes that is just once per week. It's not a live let's play, these take a good while to record, edit and voice.)
I do post my new episodes between 2-7 days early on Patreon (irregular, basically whenever the new episode is ready), but for RUclips I like to keep a regular upload schedule so viewers know what/when to expect.
So subscribe and ring that bell stuff, and check in every friday to start off your weekend with a nice new episode of The Ultimate DeathWorld Challenge!
yo shit that means tmr there will be a new video!
cant wait to watch it with friends
i tried the same with rampant enemies level 1-10 .... yeah i didn't make it.
this was awesome man
would it not be better to only throw down miners and chest wait for pollution to die then create furnace in middle of the forest for the smelting
@@scottcornford1644 Time is important too, since the evolution factor takes play time into account.
i absolutely love the series you make, very uniqe and entertaining,all of them, my only problem is they are very scarce, thanks for making them bro
it's always a good day when Michael posts a new video!
Your commentary is actually really nice. It's a calm type of funny, perfect to watch when tired. Your accent is also really chill to listen to, thanks for the video and can't wait for the next!
Nice video. I am looking forward for more episodes of this series :)
The Ghost Blueprint at 18:52 is correctly built, but at 19:35 you can see that the long handed inserter (and thus the Assembler and Furnaces) are off by one block. The second copy at 20:28 is also wrong.
I hope you notice this before building it and having a biter attack without ammo in the turrets
Now that's a sharp eye! I didn't notice before I started building...
@@MichaelHendriks oh no thats bad
Yay, someone caught the timestamps... I noticed, but didn't pause at first, so didn't have 'em.
@@MichaelHendriks here's hoping you survived it, one way or another! I look forward to finding out!
@@DavidLindes wait how did you put an @ in the middle of your sentence
Well, @@theabsolutelycursedsprout9308, the way to do it is hit reply on a non-top-level comment, and then type before the @ that gets generated, rather than only after it. :)
The narration is a great addition. It makes the videos easier to follow.
i really think people who play deathworld have balls of steel, i simply cant take the frustration of having one million of bitters over me every second
Hi I'm from Brazil but despite not understanding what you say I learned a lot from your videos and I'm excited for this new series
I see you have some more ULTIMATE Death World here :D
Hey man! Love your vids, I was considering asking if I could use your legendary "Rock" and "Chop" sound effects for this video, haha. Why not invite me next multiplayer map so we can have super high expectations before we die together
Yay, so excited for another series!
Your creativity, both in ideas for series and making them as absurdly difficult as possible, and in how you solve the problems you make for yourself, is amazing to watchj
Oh my GOD the narration is great. I loved the funny little exchanges between text boxes, but this narration makes it a lot easier to follow along. I used to watch these videos by pausing every few seconds, and now I don't have to! Good change, and I'll be very happy if you keep it around.
MOAR! 🤩 but seriously, those series are amazing, and this one is shaping up to be the best so far (for those that like exploding biters, like me 😇)
I am so excited for this series. No joke, I'm filled with anxiety every minute but I love it. I like watching skilled people do things and you are very skilled at factorio. Thank you for making these!
I enjoy either way that you commentate. Through text or voice, it keeps me on the edge of my seat. Thank you so much for the content you make, it’s been so helpful for me, not just for playing the game but also keeping my head sane with all my mental health problems. I enjoy every video you make and look forward intensely to the next video as your videos are one of the few that keep me going. Thank you so much, Mr. Michael!
So glad I found this channel! Your mix of entertainment, analysis, and engineering is edited together so well throughout this series!
YES finally I love all your series
He speaks to us!!!! Glad to see you got the confidence to use a mic, glad to be a part of a new channel, keep up the good work
Thanks! It's not a confidence thing though, I just also very much like the atmospheric immersion that attentively watching unvoiced videos can brin, I've been doing both voiced and unvoiced series since basically the start of my channel.
I love the style of these videos where you detail your thought processes and possible fail points
I admire your patience for these challenging starts. I like deathworld but starting phase can get super frustrating. I end up using mods for easier starts because getting attacked before I have turrets becomes a death spiral real fast.
Also like your narration. Much easier to follow than text.
This is the second video I've watched about Factorio (no experience with the game whatsoever), the first being your 3,5h long factorio movie. I just wanted to say that you're doing a fantastic job, as you are able to draw in complete noobs to your videos
yes agreed, that's the best part about these videos
Your narration makes the videos a lot more entertaining to watch!
I absolutely love the narration of this! looking forward to the series!
Oh wow,, I think I'm going to enjoy this series!
Welcome back, by the way! The production is looking better than ever, so I guess you have kept busy.
Hey, thanks!
10k views is not enough for a video of this quality. I feel something I felt before when starting a new series or anime - I was disappointed when the video ended, because I want to see how the video goes on! Keep up the great work!
100k now.
@@RMJ1984 Still not enough - this is 1 Million Views Material
Very hyped for the next episode! Keep up the good work, and may little johhny bless us all.
Excellent as always, really enjoyed the narration as well! Looking forward to more!
pls make full series for this :)
I love how you do these difficult playthroughs and make them look easy just a little
Michael, yes!!!!!!! I adore your content, I really like your voiceover on this one. I'm dying to see what you come up with on the next episode.
yes
"when danger reared its ugly head, he bravely turned his tail and fled"
crazy for attempting this, looking forward to when you have automated artillery and flame turrets to take revenge
I usually don't watch factorion videos but this one looks very interesting with these hard biters settings. I look forward to your next video, keep up the good work and having your voice instead of text is also nice :D
I was not expecting this run to be anywhere near this truly absurd, and I mean that in the best way. Really excited to see how you work around the most extreme conditions conceivable.
8 months... it took 8 entire months
Yeah tell me about it...
So incredibly pumped for this.
16:26
I don't think they can, I've had oil extractors closer to nests than the base producing pollution clouds, but I've never seen them target it, I think their targetting is based on what's in the triggering cloud rather than all objects period. They'll still attack infrastructure if it's in the way (I think everyone can say that) but I don't think they deliberately target them.
Would love If this became a series!! Loving it! The tension is killing me!
really enjoying this video -- the audio / voice over narration is really really excellent. i enjoy your text boxes but found this to be your most informational video thanks to your narration (also you have a very soothing voice)
Hey its dangerous to go alone : here take a Wisdom Tree
Man I heard games can be art, but didn't know players can produce art. Great video!
I really really appreciate the voice-over, it's great! I liked your previous videos, but now I can watch you AND play Factorio at the same time! I also love your accent and dry humour, it fits the character of a hardcore engineer.
Hey, I can watch and listen, instead of having to pause and read! A very nice step up in production quality. I hope your recording studio remains safe from biter attacks!
For me, it's mostly listen and eat.
@@r3dp9 You can eat videos? How interesting!
Usually watching factorio playthroughs are incredibly boring. Even by my favorite streamers with millions of followers. This was fascinating and persistently interesting! Voicing over in post and speeding up the slow parts was really smart.
Excited for the new series! Enjoying your videos very much.
I love when you talk through your videos. Thank you.
Very excited for this series to continue. Strong first episode!
I hope you'll keep narrating these videos, they're much more engaging and entertaining hearing you talk instead of reading captions. Very excited for this series!
I’m actually so excited for the next episode
I will be putting a few tips here, as I know a ton about how biters and their AI work in this game:
-when you are trying to sneak near a biter nest, it doesn't matter at all how close you are to nests, only the actual biters can notice you. This means you should keep an eye on the wandering biter and walk away if one randomly starts going close to you. It's like crossing roads, pay attention to the cars not the light if you don't want to get run over
-the way biters work is they have "rally points", once nests start absorbing pollution and creating biters, they will set a "rally point". It's important to note that several nest structures can have one rally point, meaning that the biters can come from directions other than the nests, and that several nests can combine their output into one big swarm
-then the attack order will be given once there are enough biters in the zone around the rally point
-the biters will be given a "path" to a place that is within a random circle around a polluting building.
-the biters do not each have individual pathfinding, rather the entire attack group has a "path", and the biters are basically all mashing their keybord semi randomly to try to match position with the path
-once a biter gets in range of something blocking their path OR arrive at the end, the entire group will switch to a new AI type: they will be given many different paths, randomly generated, towards valid attack targets near them, the way these paths are generated is they try to minimize the ammount of damage they have to go through to reach their targets
note 1: it's important to know that the paths are generated and not changed once generated. If you add a wall with holes meant to funnel the biters into a specific path after there is already a path there, the next biter attack will just run against the wall and attack it, you might need to wait up to an hour until a new path is generated that goes through the hole in the wall you want, but it will happened eventually, don't just assume what you are doing failed, it could just be that they are still following an old path made before your wall
note 2: you can see paths in the F4 menu.
note 3: You can also see "collision reactangles" which is a great tool for walking through forests, you can see the hitbox of the trees and your hitbox with it, meaning you can run at full speed through even the densest forest and lose biters chassing you, using F4
I know a ton more about biters and pollution in factorio, so if anyone has any question on the subject of biters feel free to ask me
biters relocating from one nest structure to a rally point somewhere else is what you see happening at 13:15 btw
They're not crossing the forest to attack, or even just scouting parties like in the rampant mode, they just follow a straight line from their nest ot the rally point from where the real attack will come from
if you identify these they are like ant lines, you can put turrets there to "farm" the attack by killing them one by one as they cross towards the rally point, and if you see that happening you can also guess where the next attack will come from (where the traveling biters are going)
there is also another type of traveling biters, which is expansions, with those, they won't travel one by one in a trickle, they will make a small pack of biters that walk very slowly to an empty place, then stand around, and magically transform into biters and nests
it's a shame they didn't give a new model/texture for the expansion biters but oh well
The biter who attacked Michael at 13:03 is a combination of two AI features I talked about: it was randomly mashing it's keyboard to follow the path from the top nest to the rally point in the bottom nest
but due to mashing it's keyboard instead of truly pathfind, it got stuck on the left side of the cliff instead of being on the path itself which is likely in the forest on the right side of the cliff
then because MH got too close to it, it activated it's "attack mode AI" where he then targeted Hendricks. Had MH not walked towards the right, that biter would have walked right next to his miners and furnaces and completely ignored his base, to join the swarm forming at the bottom
You certainly do know a lot about biter mechanics, but allow me to make one small correction as it is an important one for this playthrough. The statement "-then the attack order will be given once there are enough biters in the zone around the rally point" is false, upon creating a new attack group/rally point, a timer is set to a random value, and the attack will happen once it reaches zero, regardless of how many biters there are at that moment. (This means you can "pre-regulate" the size of the attack groups before they hit your base at full force, if you know what I mean ;) ). You can check this for yourself by flicking on "show debug info in tooltips" and then hovering over a biter in the attck group, it should show a timer. Thanks for sharing all your insights!
@@MichaelHendriks that surprises me as I have never seen a smaller attack group attack in cases where for example the player walked back and triggered the aggro of only half of the group, in those cases I have never seen them send the "half attack"
the only way to do what you described, of "regulating" attack size is to attack a group that was already walking towards it's target, from my experience if you kill half of a wave getting ready at the rally point, they just wait until they are big again before attacking
I'll try that in creative by making a pollution machine near a nest, then using the editor power to kill every biter except a handful in the rally point, and see if they still trigger
anyways I also made an invicible wall design, it's quite ressource intensive to make (another invincible wall design that I didnt make but am aware of is one they use in multriplayer biter battles, where they open gates using circuits)
basically the way mine works is without using any expensive gates, you can strongly confuse their pathing (dragon tooth use to work for that but they changed the AI to make it not work anymore, I found a way to once again strongly confuse their pathing)
basically the way it works is both using the knowledge of how to make biters go around instead of attacking walls, mixed with knowing how the paths are drawn, because if you can make a path with a lot of turns, in a way where the biters will not attack the walls, in practice you make an invincible wall
because think about what walls are supposed to do for you?
"prevent my turrets from being destroyed", ok but let's break that down, what does that mean?
in practice it means giving more time for your turrets to kill the biters, so that should be the goal of a wall "maximizing the ammount of time biters spend within the area of damage of a turret"
for example, if you have twice as many turrets with a regular wall, you need half as much wall, as turrets will shoot twice as fast, meaning biters die twice as fast
so you have two extremes, first you cram so much damage that the biters all die before hitting the turrets with no wall, even running in a straight line
or the better option that I made, which is invent a type of wall that increases the ammount of time the biters take to reach the turret, without attacking the wall itself..
Because a wall does not need to get damaged to slow down the biters, if your walls get attacked, that is a sub optimal use of a wall, the only thing you should be intrested in is slowing down the biters, not giving them something to munch on
I'm from DoshDoshington --> Apia --> You. Despite never having played Factorio, it seems as though Deathworld has drawn me into some crazy awesome creators and challenges that feel actually difficult.
What a great video. Keep it up!
Thank you!
So much love for this serie from Brazil.
Wooo! Beginning of a great series! Also nice to have it voiced for a different vibe. Is it much different in editing?
Yeah, very much. It's more difficult to keep the different sound levels balanced (game audio, music and voice) and consistent from beginning to end, and because the voice over is recorded seperately (text is written directly in the video editor), it's sometimes more difficult to find the right moments to fit in certain stuff, as it also has to match the gameplay
@@MichaelHendriks Super worth it for us, though. Thanks for doing what you do (and doing it so well!).
@@MichaelHendriks I've been getting your videos recommended for some time now but end up not watching the whole thing because the text gets cumbersome to read after a bit, especially when I'm watching late at night without my glasses on.
I hope you continue the voiceovers, I love hearing creators talk about what they're passionate about, especially when it involves knowledge of the mechanics of a game.
The suspense you gave with your narration was so good
"- Achieve World Peace in the only way possible: eliminate all lifeforms from an infinite map!"
I am curious what he meant by that part of the description🤔 Automated self expanding defences incoming?🤔
I love the challenge, love the gameplay love the narration! I can´t wait for more
Very impressed by your strategy, the commentary was really good as well. Really looking forward to watching more, thank you for uploading.
Dude I need more of this series. Keep up the great work!
relly good editing + explanation + entertainment, the perfect amount of action and not action. Dont make it shorter dont make it longer :) great vid
As I was going to catch up on this series (I watched till ep 6 and then other stuff came up) I decided to restart, and the sub count caught my eye. I remember watching your original death world with the tiny island a year ago and you were at 20-50k iirc. Time flies.
Watch the seamlessly edited supercut instead and save on recaps and youtube ads: ruclips.net/video/QWphdy2nWWU/видео.html (ep1-10), then continue from ep11
@@MichaelHendriks Thank you!
Biters do follow a gradien of pollution, so they go for the highest concentration they can reach, but if there is a zone of lower pollution, they will not be able to find it.
Think of it like rolling a marble from where the biters are, on a terrain that's lower the higher the pollution in the chunk. It will roll toward the lowest point most of the times, but can't cross an hill. An area of low or no pollution is basically an Hill in this simile.
Very interesting challenge ! Can't wait for next episode ;-)
I've always been on a "grow veeeerrrryyyyy slowly" to keep pollution low. Your "speedy way" to do it is really another path to explore :-)
he is playing on default deathworld settings meaning the evolution factor from time is 200 (it means the evolution increases by 0.002% per second, to a maximum of 100%) (or, that on default deathworld settings, if you were to produce NO pollution and kill NO nests, you would reach maximum evolution in under 14 hours)
That means behemoth biters in 13 hours no matter what, even by producing no pollution, that's why default deathworld settings are basically just speedrun settings, and also why it's not that hard for spreedrunners to do deathworld compared to regular default settings.
Because in deathworld, the main difficulty comes from the fact you are on a 13 hour timer to max evolution, even ignoring pollution, so when playing deathworld, you are kinda FORCED to play fast
this is why I don't usually like the default deathworld settings, I like to procrastinate and waste time in my factorio runs, so I will lower the time evolution factor, but greatly increase the pollution cost to spawn enemy (in the advanced settings tab) as well as evolution factor from pollution.
This makes for way harder games than deathworld, but where the difficulty does not come mainly from the time constraint, but instead managing your pollution, defences and millitary science, I find this the best way to play vanilla factorio
if you are curious about the maths:
//"evolution time factor" adds a flat pollution ammount every 60 game ticks (once per second), that's the value you set in the world pressets.
40 = 0.000004 evolution each second (default settings)
200 = 0.00002 evolution each second (deathworld settings, 5 times more, aka you need to play 5 times faster)
//the evolution factor is a number from 0 to 1, that goes up by increments of 0.0000001
//when you divide 1 by the 0.00002, you get the number of seconds to reach max evolution
1 / 0.00002 = 50000 (seconds)
//then you divide that by the number of seconds in an hour
50000 / 3600 = 13.89 (hours, decimal)
//Meaning that from time ticking alone, a Deathworld setting will reach maximum evolution in 13 hours and 53 minutes.
That's less time than the 15 hours for the achievement "no time for chitchat", which is considered the entry to speedrunning for most players, so in practice deathworlds are just speedrun settings, and won't be that much harder from normal if you play very fast
@@anonymous-rb2sr tks for explaining what a deathworld is (seems you believe you're the only one to know it ?), you could have given the wiki link, it would have been faster ;-)
@@astree214 damn you're very randomly aggressive
You say you like to play your death world slow so you can't blame me for assuming you didn't know how deathworld worked after all :)
So glad you decided to narrate regardless of accent.
And when he says that he won't eat fish, I drop uncounsios...
Very excited for this series!
I believe a term you could use when you discuss the topic 12:24 is your base is 'sieged' and will inevitably fail through attrition
When I first started watching this I figured it was just a clickbait and you would fail constantly for 23 minutes. Very well done.
the narration is awesome, I would love for it to keep up... the text boxes are very funny, but I enjoy being able to focus watching the action, your english is very good, I am brazillian and can understand everything
do you already have a date for the next episode? i cant wait to watch it.
I aim for every friday
This should be interesting! I forsee some death and carnage!
I ended up jumping in from part 5 and watched to 14 and now starting over to see the humble beginnings
Peek-a-boo-mining. Crazy concept and parameters paired with a cool presentation.
I can't wait for more of this series!
I hope when you unlock artillery in episode 57 (?!), you keep Little Johnny out of range forever...
Not played this one yet, but been getting into Factory style games more recently. Been playing The Rift Breaker, but also have Satisfactory, Dyson Sphere and Factory Town to play next. Gradually delving more and more into the factory side of things. Rift Breaker doesn't have any automation, but settings up your liquids is kind of the same thing.
i think i may know a trick to slightly reduce the number of inserters in your science setup. it won't matter in your current setup, given it's tiny size but once you automate green science packs and higher it can.
well, it's not really a secret so you probably know it already, but you can use inserters to pull out science packs from labs and into other labs. it can lead to having the last labs in the chain hogging most packs, if the production is not high enough or too many labs are chained for the inserter to handle, but one inserter can supply a chain of 3~4 labs easily.
so once you need multiple belts for the pack supplying and inserters to put them into the labs, a single inserter per lab can supply the rest of the chain, which saves a few inserters.
the difference won't be big, but for a hard challenge where you have to min-max everything, it may have use.
There’s an interesting mod that uses the concept of gathering a huge amount of resources and running away when the pressure is too high- Warptorio 2. If someone is interested in completing a similar playthrough but doesn’t enjoy the long(er) waiting times, I suggest checking it out!
Interesting, I've seen that name pop up a few times now, but don't know what's it about, I'll check it out
Nice of you to try. The problem is, with actual deathworld settings + 600% biters, you'll lose to time evolution. Starting slow does not work (evo). Starting fast does not work (attacks, death spiral).
Basically, you already lost, it's just not obvious yet, but it will be in a few hours time.
Best series on RUclips. This is seriously Swampletics tier level
you are a genius, seriously underrated content!
map exchange string??
I've must of watched this series so far about 5 times already while waiting for new episodes haha. Keep up the great entertainment
when series finished
Really loving the voiceover. Keep it up
First time viewer. Loved this! Looking forward to part 2!
Great vid, love the way you voiced over. Keep up the good work! :)
YOOO YOU STARTED A NEW ONE, I just discovered this
Let's fricking GOOOOO
I just found this guy, and this video is very entertaining. Ill definitely watch the next one when it comes out
I don't always upload... But if I do, I upload on fridays!
I love your videos so much Michael.
This is insanity, I love it.
"To be the only life form left in this planet"
and so he says that this is peace, and not like hes a world dominator alien. the bugs might not be happy but I'm okay with it.
wisdom tree would help winning
I had to subscribe. This is gold. Thanks!
absolutely loving it
this is actually helpful guide for normal worlds too
God I love your videos. I love forest starts but I always miss having easy rocks. Never thought of using a deconstruction planter to find some hidden about.
If you want a real more challange, you can lower the attack cost modifier. (I was actually thinking about adding a brutal-death-world preset with the change in some future version)
Can't wait for this series to unfold man!
Happy to see a new series even if i would have prefered with text only for the ambience.
Wow thats very interesting, I am excited which way it will continue