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Factorio megabase with biters reddit. Although only have 300-400 hours in total.


Factorio megabase with biters reddit TLDR I built a 5. launch your rocket in this world. All the game mechanics are geared towards one end, and that is building a factory. The term megabase predates science per minute measurement. Trains are kinda like high-throughput, long-distance belts, while bots involve lots of design change considerations. so minimize your pollution is a thing. Skipping the resource gathering part or the power generation is simply NOT Vanilla. What I'm wondering is what settings I should use to make sure early game isn't base defense simulator while I'm trying to tech up to laser turrets. This time I'm gonna use RSO with vanilla biters. Otherwise you could miss a nest, which then eventually keeps expanding and before you know it you have 10 nests back inside your base. Biters are fun but not when I'm building big Pollution. This game took long enough to make without biters. Beyond that there isn't a hard and fast definition. I decrease water and trees considerably. You can get the same effect using rails (zero ups cost, rarely attacked by biters). I think most people will measure megabase-ness in terms of science consumed per minute, because it's simple to measure and it necessitates you have lots of stuff being made and transported all across the supply chain. I'd recommend designing megabase in the editor/creative mode. Depending on research, biter evolution and location either back row or front row of turrets can be removed. I also really like driving the tank and spidertron and there's not much reason to do either without biters. Do ultimate challenge as i'm trying now - start Angel's, Bob's, AAI, Madclown's, SpaceX and sciencecosttweaker with Rampant biters. I need a ton of outposts which are defended by laser turrets. --Here's a little teaser. g. You return to fix the signal issue, but train 1 has left the station at last. IMHO, a megabase is all about planning. Train 2 sees that the station is open, so it moves forward and Or, if you want to focus on just enemies Rampart, Armored Biters, Explosive Biters, Toxic Biters, Flying Biters, there's a whole host of "bigger, badder enemies" mods. Note: you can still build a megabase with biters and mods turned on, just beware that these cost UPS. People tend to recognize and respect more challenging experiences. Are you using a mod that requires biter drops? If yes leave them. I would not combine them with a science multiplier though. by console command), there is no quick way of getting from here to there. Then use command, kill biters and disable pollution command take same screenshot like 30 seconds later. Edit: But who knows, I just found out mining to train makes a pretty big difference, so maybe I could push to 5. 15. Loaded Spideys to sweep up. the third is extremely controllable, only kill the nests in your cloud How did you tackle the vast patches of creep left over from biters colonies? Im ready to transition to a K2 megabase, but the idea of clearing all the creep patches by hand is really not appealing. eats UPS which effectively limits megabase size. Also you might want to lower some of the evolution settings, but that's up to you . remove pollution or biters, but you have to use an unmodded game, otherwise it is simply cheating. I suggest two trains on 3 sets of tracks the outer track has the train spinning on it. A megabase is at least 1000 SPM, which requires 28 blue belts of iron plates. I'm not trying to be rude, but if you have only 20 hours experience in the game, I doubt that you're going to be making a megabase right now. Robot Cargo Size stops at 4 items. I've gotten the hang of science in . You won't have a fun time trying to build it from scratch in the normal game. Bob's Ammos are powerful, if you can be bothered belting ammo around the perimeter and delivering to outposts biters shouldn't be an issue. You can create an impenetrable defense for tiny fraction of the cost of building the base itself. I also had some fun with another item I hadn't used before - atomic bombs. 337K subscribers in the factorio community. Thanks for posting the save, I like to benchmark different saves and this is the first big base with pollution and biters I've seen. Community-run subreddit for the game Factorio made by Wube Software. Biters do not directly affect UPS, if pollution never touches biter spawners they will not spawn attack parties and will just sleep, the biggest UPS killer I have found is stuck biter attack parties, spawners on islands or across a body of water the attack party cannot find a path to the source of the pollution slowly eat away at the UPS. I spent a lot of time running around defending parts of the base. I tend to find biters just annoying, and not really fun: have to clear out bases manually, and it takes lots of time. The full section usually only shows up when I push into biter territory with mass artillery from a fortified outpost. I recommend to use the change map settings mod for that. 0) and would like to start thinking megabase with it. " Currently, I have a nice starter base with those settings (last played just before 1. Context. Factorio is a factory building game. The only real problem with biters I had was sending my trains through the enemy territory. So biter attacks are a challenge, and can be a fun one, but never a real threat beyond the earliest stages of the game. Maybe someone recognize this science blueprint from Your power generation goes dead just as a massive wave of biters attacks your base. For example, my base here has a fully automated defensive wall that (at the time the screenshots were taken) was attacked almost constantly by biters somewhere. Even with a high degree of direct insertion, the throughput needs of beaconed designs are significant. Incoming swarms are constantly blocking tracks and eating power poles, I can barely get bullets to my mining outposts fast enough to keep turrets full, etc. Except I have never done a megabase before so I am not sure if 500spm is weak or decent. Reply reply You will want to turn resource settings up, maybe not too max but a least increase size and density. You can tone it down as much as you want but rampant arsenal is a must IMO if you plan to go megabase or SE with rampant. --- And for a complete change of pace, if you want to build fast, defend, then split. Modded the only way I can expand to get new resources at this point is cleansing an entire continent with nuclear fire, cutting off its choke points, and expanding the base to the resources. But if you get to that stage, you'll be busy trying to figure out why Iron plates are being delivered to Copper receiving stations (just spent 48 hours on a huge megabase trying to fix that The wiki (link below) says its dependant on a 5-60 minute timer where a group of biters leaves one nest to make another. I give you a plus for using long trains but also minus as this is another bot megabase. I don't know if I just got unlucky or something, but almost all ore patches are smaller than 5M. Use these numbers, particularly entity update, as comparison. Artillery to clear the pollution radius. Unless you picked some extreme bug density or spread-speed, a megabase should be able to hold off anything they throw at you. A moderately optimized megabase of that size can easily run at 100+ UPS on halfway decent hardware with pollution and biters enabled (except for short interludes when you research an artillery range upgrade or supply a new artillery outpost with shells for the first time). I'm not suggesting skipping on military science altogether. For example in one mp game we built a 6K megabase and cleared over 150,000 chunks (~7000 tile radius) to accommodate the pollution cloud without triggering biters, this server has been running 24/7 for over a year now. I'm trying to work my way towards a megabase, but biters are becoming harder and harder to deal with. Biters enabled all the way up to the end. 20k@60fps is aspirational for most megabasers, let alone 40k. That should kill all the biters in the generated part of the map, so you're free to build. So, I have a plastic bar facility and an electronic circuit facility, and a train will swing by those facilities and pick up plastic bars, electronic No biters, I have killed many biters at all levels of evolution, and killing a load more to make room for my latest megabase feels like a major PITA. no cliffs, once you can mass produce cliff explosives you can remove every cliff from the map, but there is no way to I was wondering what world settings best play to a megabase, and is it a bad idea to leave biters turned on and running? Is water good to have lots of? Im looking forward to getting a bade running, also ive heard a main bus is impractical for a megabase, what is there really that could replace this if im working towards 500 spm? I can pretty much guarantee that biters consume more than 1/2 of ur entity cost. Personally I consider it a belt base if they don't use bots for moving resources around. After finishing my previous 10k megabase (10k base Video / 10k base Savegame), i started my next project to see if i could build a 20k SPM megabase which would run at 60UPS on my computer (i7-6700 / 32GB ddr4-3200). Once I have 250 SPM solid and am confident in my blueprints and overall structure, I'm going to restart and go for 1K with biters and vanilla default settings. The result was very suprising to me. Artillery Trains are your friend for pushing back the biters, I'm barely getting attacks now that I've done several levels of range research. Currently we have 1k spm as the standard my first megabase easy target with many ways to hit it (but still way more than you need to beat the game). . You will probably want to turn biters down or off, at this stage killing biters isn't really a challenge. Thing is, I hate early game biters, but I love watching my perimeter being sieged late game. 5 update time. What can be fixed though is the impact nuclear makes, being the single most consuming part of a nuclear megabase. still thinking about unsing them on my drills. It was defined more or less back in the day when only infinite resource sink was launching rockets and the arbitrary threshold of 1 rocket per minute (RPM) ended up being the thing defining a megabase. it adds color circles to the map that show where biters would go to pop a new cluster of spawners. Although only have 300-400 hours in total. Send the building train back to base to refill then return to the staging point inside the wall. After that you have people who go beyond default settings and create very rich and large sized mineral patches making the megabase attempt much easier and less challenging in a lot of ways. This goes back to the same thing - biters are mostly a tedious resource and time sink that for a lot of people just gets in the way of fun. 368K subscribers in the factorio community. The train on the inner track is refuelling but on a time say 5 mins after 5 mins it goes on middle track this frees up inner track so now the outside train pops off on to a huge spike away from the base allowing 2nd train on to outer track which then goes on a 2nd huge spike allowing 1st train back in to You buy a little bit of travel time for Construction bots to get to the wall with repair packs while biters die, that way less of them end up dying repairing your maze setup while your flame turrets fire is still on the ground, or biters are still there. Look for your resources patches, plot out where everything will go and build it. The biters and pollution eat a lot of performance, for example u/6180339887 5k SPM megabase runs at about the same UPS as Hey guys, My base grew organically over the last years to be reasonably big. With no biters, pollution does nothing except turn water green, turn trees brown and grey, and hog up CPU time. However, if I just plan to make a base, launch a rocket, and restart, I'll leave biters on for the challenge. This lets you get some of those infinite researches going before you jump into your megabase build. If you want to build a factory, just build it. If you play without biters, you don't have to bother with researching a whole lotta stuff. Apparently bots can only clear 'fresh' creep Advice I've given before applies here, I think: If you enjoy Factorio's core gameplay (automation and logistics), then you can customize the game to your liking, either via settings, maps, mods, or commands. I've just started a SE run with a friend, but we agreed to turn biters off (and limit bots) for this run since his computer couldn't handle our 3,3k spm deathworld huge bot network solar megabase. Been playing Factorio on and off for years (since biters still dropped alien science). It also has a clock circuit attached so it doesn't feed the artillery turret until everything is fully stocked and has been for an entire minute, just to avoid the case where it aggroes biters before defenses are fully built. I only left them on for this playthrough to test some wall designs, and I think I've found one that works pretty well. i always play with biters and expansions. It's possible with biters on, you can pretty easily automate even late-game biter defenses; it's just much more tedious than with them turned off. It now takes me 5 min to cross it south to north using a nuclear fuelled train. Will disabling them have a noticeable performance impact? Also any general first time LTN/megabase tips would be appreciated Will this bite me in the ass later Only if you slack off on your research, half a screenful of green biters isn't much fun in a tank ;) Try to rush the power armor mk2 and fill it with personal fusion, lasers, legs, and shields, and you'll be far more dangerous to the biters than a tank :P So you want to build a megabase on the same map? This is gonna sound condescending, but worry about launching a rocket first. I'm running through your base on a fresh map, starting directly with your Jumpstart and upwards and I'm feeling a particular absence: Bot bits (the bots and roboports) and train bits (trains, wagons, signals, and rails) are not included, and it hurts. That's ofc scenario only if you want to build big, going for a megabase, modded games, deathworlds, marathons etc, you can obv launch a rocket on default settings without automated defense. I'm currently working up designs in a biter-free game to transition from a ~60 SPM starter bus base to a 250 SPM city block base, and I'm getting close to completing that. I think it took me somewhere around 60 hours of that to get 20km out where default setting ore patches were reaching 100+ million - which is where I built my city block megabase. Pollution off. Here's why. Build a mall and start building your megabase. So no matter what you choose, a megabase is still a megabase, and reaching the point of 1k SPM is a very challenging feat. I find biters to be an interesting challenge before I launch a rocket, but past end-game, they just require tedious cleanup every now and then, and the outposts are easy enough to set up. The biter and pollution just slows the game down when you're at megabase level and the biters serve no real purpose coz they don't scale after a certain point. A couple of kitted-out defence outposts = no more biter problems. When just standing still or doing things on the map, it is 55+fps. I'm hoping to first achieve some milestone before turning biters off. Scheming and mad engineering doesnt come from trying to design a megabase prolly just liek 10k other peoples IMO, its from trying to keep a base up and running through rampant and all other biter mods. I use a mod to dig water wherever I want. I have built a number of megabases over the years but most have been built with the editor / creative mode. I'm now turning my thoughts to creating a megabase. And then 10k spm which I'd consider the top end of a vanilla megabase depending on your computer. Create dedicated stations at every factory station for your player train, and hop in. You may let the game run while you're outdoors or in bed, or somehow while away the time, for example by micromanaging the trickle of modules (which part of the factory gets the first ones), or laying track and staking out the site(s) for your next projects. Once you reach a certain level of competency in your base, do you think it just makes more sense to disable biters altogether? Sick base btw. Once I set up train-supplied wall defenses they became trivial though. Good times. Maybe there's another solution that allow you to keep the biters at bay without having to do all the tedious work of expanding your base defense, e. Mostly bot based smelting, belt based science production, bot based MojoD Make Everything. Balancers are really bad on megabase scale. Album. And yeah I've always gone by the 1000+ science per minute and above rule. If I'm trying to make a megabase, where performance can become an issue, turning biters and pollution off can save you some ups. and THEN go back to the first world, using what you've learned from the 2nd world, and see if you can't apply that to your first world to have a happy ending. I think that once I launch my first rocket I want to continue the save into a megabase but idk how that works with playing with biters and biter expansion on. if you do this before you get modules going, you'll probably want to bring in ores for smelting. The expansion was done using one 1-3 rail train to build the track, landfill and bunkers and two 1-3 artillery trains in a relay. Do you find biters to be a nuisance, and not difficult? Remove them or use a mod that makes them a threat. blueprint link. never really bothered using them because i like to use a ton of power and i dont want to decrease it to much. The idea for this base was to make almost all intermediate components in specialized assembly lines and carry them around by train. Right now I'm playing for the first time with biters on and peaceful off, and I have space extension installed too, so I assume I will need some what of a mega base to complete this play I like having biters on because it introduces excitement and strain to the early game and then becomes an interesting logistics problem to solve in the late game. They're not a threat any more and just waste CPU time. You will find 1000 SPM to be a common threshold for "megabase" territory. Now I know that Factorio is mostly about single core performance where the processor I have doesn't shine but still, this is a very powerfull processor. I didn't use beacons (could not find any reasonable physical explanations for it). I assume disabling pollution at the world gen level is probably a bit more savings, but I doubt it's all that much? it mainly removes biters and pollution TLDR I built a 5. Early game set the biters to passive and you can re-enable them when you get turrets. I am not new to the game but I have never built a high-spm train megabase (I’ve never built a megabase in general) 500 spm seems like a daunting task, just for space science I would have to launch a rocket every 2 minutes. U split them up so there is less traffic. the first is uncontrollable, it will go up naturally at all times. They're currently set to peaceful but I just had artillery-related revenge attacks and watched 4 groups of biters walking straight across the rails to my base while the fifth one came to a rest, looked a bit confused and then started eating the tracks. Why do Megabases use beacons and modules? Lvl3 productivity modules have the super power of giving you 10% more items without costing you any extra ingredients; at 4 lvl3 prod mods per assembly machine lvl3 this bonus goes up to 40%. It's technically cheating, but when making a megabase I don't care if I'm technically cheating a little bit if it makes the game less annoying. Are you focused on making a megabase and you want all those ups? Remove them. 5k hp biters. 4 hrs in it hits me that it might not be such a good idea to disable biters for SE because I don't know anything about SE except that it's absolutely immense and awesome. It just gets deleted. However, sometimes repair packs at these outposts run out. the second is controllable to a degree, green modules reduce the rate your machines pump it out. But not having them from the start means less factories, less inserter because you are building defenses at all, also, if you have them off from the start you Who needs walls and turrets? I built a 1,400 locomotive only, 186 mile per hour, unstoppable defense train that circles my megabase and grinds attacking biters to death. Therefore Biters off. Wont be testing this base anymore since ive gotten more ideas for a new megabase and meaby even 2700spm I played with biters on till i started the megabase, ive come to realize i dont really like em. If you want to play with biters you have to tweak the settings, especially for the early game. My bitter situation isn’t great but under control. You may tweak the map settings - e. After disabling all production to cut pollution, you finally manually kill all the biters and repair your perimeter. Waterfill is pretty much the only way I can defend my rampant megabase, but I'm approaching 1k spm. And after finally making a megabase for the first time recently (~2. Album I built the base with the idea to have no belts and bots in the science production line, so materials go from trains > assemblers > trains only through inserters, cars (for spacing) and chests. My current plan is to initially aim for 900 of each science type per minute (so a kilo-base for now rather than a true megabase, assuming 2 x Productivity 3 modules in the labs gets me 1080 SPM) by making one yellow belt of each science type. I very rarely even play with biters any more so I don't even consider them a crucial part of a megabase. I assume disabling pollution at the world gen level is probably a bit more savings, but I doubt it's all that much? it mainly removes biters and pollution Oct 26, 2020 · Rampant biters are pretty intelligent and try to find a weak spot in defenses, so there need to be a wall at some point. I just finished my first 1 rocket-per-minute megabase! This is my 3rd base but more than 600 hours total. Biters can cause some decent performance hits (or they used to). My entity update dropped from 10 ms to 5 ms. start a new world, change the biter settings (OR better yet just learn from your prior mistakes and develop a different approach to the biters). I'm playing K2SE (no Rampant, but Armoured Biters), and I have a much, much studier wall, with a mixture of 2:2:1 Lasers, gun turrets and flamethrowers, double-layered across the full length of the wall, and it still occasionally takes some damage from Biters. Smells like bullcrap. However, my game is beginning to slowdown especially when I’m fighting biters. Have biters turned off. r/factorio • Factory building turned into biter world wars. No biters, rare resources, maximum resource richness. 8K SPM megabase on the July community map. If you didn't build you megabase yet, maybe don't read it. The best way to get around your base is with dedicated player trains. If anyone could give me tips on how to start and any tips with the megabase itself would be greatly appreciated. Navigating a megabase on foot takes absolutely ages. actually i even make 3 facilities because i like to have efficiency modules in case i need them. I know that brings to megabase status. Rather than have few train depot together. But as this months community map was a nice megabase seed, I thought I would see what I could do before the end of the month. In the second, I was at 60 UPS at 15 update time. I played with biters when first started but as I progress deeper within the game, the biters become more of an annoyance and a chore to clear out to expand the base rather than engaging challenges that need to be strategically planned for and tackled. During map creation turn off biters and pollution. Occasionally inner wall is removed as well. Mar 24, 2023 · Having said all that, IMHO the most efficient way to go megabase, is not to rush anything at all: build a normal base that can launch rockets, and can build modules and build you everything you need, get several spidertrons going (some for building, some for clearing biters, etc,) and then start planing your megabase. Ore generated through the productivity bonus is "free" ore, and does not deplete the patch. It's the presence of the entities that stop the biters from expanding, not the vision. Also, I'd suggest you turn off biters for megabasing. I just killed all biters on my map with the console (saved a "clean" version before doing so) and now my base runs at 50+fps (usually around 52-53) all the time while running through my base. The planning and execution of the mega-base is the challenge. In vanilla, spidey could clear entire map by its own. I would be hard pressed to find a single response in any megabase post that actually frowned upon some aspect of their map (save using Bob's god modules). Dealing with biters isn't a part of the game I enjoy too much anyway, and I always turn them off entirely when I'm trying an overhaul mod for the first time. Either new map or console remove spread+kill. Don't try to upgrade first base to megabase, they tend to have radically different design, because good half of starting base is built before modules/beacons and megabase should not be built without. I have 60-80 spm and I'm looking to transition to a small megabase, but I'm having trouble with biters. 4k is going to be hard with biters, so maybe now is the time. As long as the walls aren't getting breached, I'd rather have more mining productivity over military research. The discussion: This is something that will never be fixed because the UPS-cost of solar is 0 (1). This would be, like, my 5th time finishing the game or so, and not my first 1k+ spm megabase. They transform into the second nest and begin spawning from there. In the first, I was at 60 UPS at 7. With these settings ore patches are effectively infinite once u get mining prod inf research going. a slightly cheaty way to help find them faster if the area is freaking huge like the last time I did it is to hit f4 and enable the expansion chunk candidates or something like that. I have 6000 hours and I've turned them off, I turn pollution off and water off. But I don't use bots in the larger megabase at all except for delivering train fuel. Title covers it mostly. Having never built a megabase myself, I can't intelligently comment further on how to solve your conundrum. I have two blueprint books - One is basic, mostly empty octagons (or city blocks in your case), just with Roboports, train signals, big power poles etc. Recently reignited and have been enjoying. Apr 24, 2021 · I liked playing on default settings with resource limits and biters, since I feel that I am participating in a sort of "standard challenge. (Craft speed / recipe). My megabase save has a mining efficiency of +1630%. I have always built additional outposts on the edge of the range of the already existing artillery. Driven by a 69 lane bus and fed by 8 types of train (2 iron, 2 copper, stone, coal, oil, water), this beaconed/moduled setup uses 23k blue belts, 2200 beacons, 650 assemblers and consumes nearly 150k plates per minute. No deadlocks, but regular traffic jams. I'm not even sure if it's possible to go all the way till the end in solo :) I wish I could remove these all together post-map creation, but removing all biters in explored areas and "removing" the created pollution has no significant impact on UPS. I recently just completed by first play through of factorio and I am starting a new save and am preparing to create a database, but I don't really know where to start. I understand that main belts don't work here. Remeber that the map gets generated a few squares into the black area. Before I had artillery and a large rail network up, it was fairly easy to keep the biters out of my pollution cloud so I could expand and build in peace. I've just started a megabase map (got a bit too much of water, but whatever, I'll deal with it), and disabled biters and pollution right away. The issue: Nuclear is not viable for a megabase because of UPS-cost compared to solar. Once you get to late game, biters are just a drain on your computer's At one point you will not have enough time to run/drive around your base to clear all nests before new biters expand into your already cleared territory. Advice I've given before applies here, I think: If you enjoy Factorio's core gameplay (automation and logistics), then you can customize the game to your liking, either via settings, maps, mods, or commands. Whether it's biters or cliffs they're too much of a hassle and too little of a constraint when I just want the factory to grow, although I always keep biters around in one form or another (except for the very end of a megabase's lifespan) because inordinate amounts of artillery is just one of the most satisfying things to watch in the entire game. Once my megabase is built enough to supply materials to my mall I deconstruct my initial base. I think 5. I turn off cliffs cause they add By the time I get to the megabase stage, I've already got the biters handled. Ahh thanks for the effort in the response here!!! I agree with you military science doesn't have too many uses end game. You can do a megabase with whatever settings, it just might be easier or harder. Eventually all of the resources that go into biter defense are rounding errors in your production, and all biters do is soak up UPS. I don't transition my initial base into anything. You can always kill off biters and turn off spawning via console once you hit UPS issues, by then biters are a non issue anyway. Build as much rail as you can before running up against biters, plop down an artillery outpost via blueprint, wait for it to clear all the biters, repeat. I've beaten the game a few times over the years and this is my best base yet at like 300spm, plenty of module production etc. I don't want to discourage you from trying, but I want to let you know it is a much bigger challenge than you might think. Go look up a 10k or 20k base and you will notice in a lot cases, their entity count alone with biters in a much smaller base is same as that of a 1k spm with biters. Getting a full 60spm is a challenge in and of itself. 1K science/minute), I may play future games without biters. I had biters in my first megabase and it made me want to disable them in future bases of this scale. Biters are largely irrelevant to megabase scale builds anyway. capable of doing 2. using outposts instead of walls, aggressively clearing out nests, and minimizing pollution production. Maybe mods which do not affect production, just life quality. I've always played in peaceful mode because I'm an elderly man whose reflexes are shot, but the next time I start a new game I'm going to deal with biters. I've made a 1350 SPM and a 2700 SPM megabase, both were completely normal vanilla with biters and pollution on. green meaning they will go 33 votes, 47 comments. Rate my defence btw xD. Lose the splitters. There isn't a ton of benefit to increasing laser weapon damage past a certain point. The only thing that might 'invalidate' a megabase, is if you use mods that make the game much much easier, for example using Bob's Mods with god modules, it becomes rather easy to produce an enormous amount of science for very little input. Took me some Like the title says I have a late game base that puts out a rocket every few minutes. I know a lot of people just turn off biters as they are long since no more than a nuisance to anything approaching a megabase and also their pathing/combat/etc. It was 1k at first, but then I got greedy and delayed it until 2. The reason I use it to get to bots is because I prefer my malls to be run on bots not belts. 7k SPM, white science is a bit of a problem child, but all other sciences are stable and support >3k Mainly Spaghetti-Trains with 1-4 trains. In the center, the rails are pretty much on their limit. Minecraft is a sandbox; it has lots of mechanics, but none have very much depth to them. 7k. I’d push the track until I hit the biters. Everything is powered by substations and roboports fix any damage. Short of summoning the modules out of thin air (e. Personally, I play with them off. The fun of the game is to make every mistake yourself, and invent solutions, even if these solutions were invented by others before. no pollution - without biters pollution is a waste of time and UPS hog. I think the fun in Factorio is figuring stuff out yourself, but here are a few suggestions: Mess around with stuff! Nuclear, bots, military, etc. navigating it by car is a suicide mission what with all the trains. If a perimeter with X turrets can hold off Y number of biters, than 2X turrets will hold off 2Y number of biters. Although turning down biters is the obvious solution to your problem, it is a bit of a cop out. I'm going to setup a nuclear plant, and need to learn circuit networks and trains. But with rampant, there are nuclear biters which blast them off the map. They are not a total non issue, they will still attack if pollution reaches them and for a megabase that is a very large area to clear. So I've launched a few rockets now. If you do not want to build a factory you aren't going to like Factorio. My first megabase is somewhat finished now. Biters are just another logistical task. In my other megabases, they also took a lot of UPS when they are constantly attacking around such a large perimeter and my UPS was already pretty low. 2k SPM 1,250 trains No mods Default railworld settings, except with biter expansion turned on My design philosophies were 1) uniformity and 2) separation of concerns, so each problem could be abstracted away and tackled in isolation. Rampart and Biomass mods and this is not a cheat mode. Biters in end game are non-issue if you do a bit of tech research in weapon physical projectile/fire damage. anyway The goal with this Megabase was to build as UPS efficient as possible, while also being able to run completely in vanilla without any mods. No commands or cheats were used. For this world I started with Rail World settings, so no biter expansion, which was pretty nice. I want to go big! Maybe not 1 rocket a minute, but something close. FOR NOW. Biter expansion did used to be annoying toward the late game since it felt like it was kind of impossible to hold an area for any period of time, but with artillery you have a solution to that problem now which is just fun to use. Without biters I'd just remote control spidertron all the time. 252 votes, 66 comments. So I experimented around a bit and ran a lua command that removes all nests and biters from the map. I'm having quite a bit of fun with all-maxed biters, low frequency, low density ores, couple of "science is now 10x harder", day-night extender, natural evolution (not using anything to lower evolution factor or mindcontrol biters) and bobs mods (god modules turned off, module effect combining turned off, raw modules turned off). If you discover new map areas, do a console kill again. With biters, rail world settings. Even clearing nests can be automated with spidertron waypoints. 4k with biters on. When setting up your defense, the best way is to mix all 3 of them because lasers are really bad even if you tech-loop the research, and they're so energy dependent to keep up. I have several saves where I've gotten far enough that artillery has cleared more than enough area for building a megabase. Background. If I'm planning to build mega after I finish launching a rocket, I won't turn biters on these days. I love playing Factorio. I wish I could remove these all together post-map creation, but removing all biters in explored areas and "removing" the created pollution has no significant impact on UPS. You'll probably also want a basic science factory doing somewhere between 300-500 SPM while you build up your megabase. Leave yourself plenty of room for growth, especially for roboports if you're doing a bot-based base. This isn't bad but it's also not what Factorio is. Blue belts move 90 items 1 tile per second, and your typical megabase blueprint fully consumes multiple blue belts (or the train to train, or direct insertion equivalent evolution is a factor of time, lifespan of the world, pollution generated, simply having an assembler or miner running will always increase this, and nest kills. Clearing out an area with a spidertron and then preventing biters from spreading by using artillery seems brilliant, I never thought of how much time I am wasting by using artillery for the initial genocide. No use hogging CPU power with those when you're planning to spend most of the map at the stage where biters are barely an obstacle. In my megabase I depleted my initial patches and my first two big expansions, but once I went full mega and started cranking the tech, I haven't had a patch deplete. First rocket was launched at hour 62 and fast forward 13 hours ive gotten the factory to consume 1k science for an hour (it wasnt easy). Hello guys! I have over 300 hours in this game and have successfully launched the rocket in two different games, so I know the basics around the game but am still a novice. This includes biters! It's really easy to make a new world with no biters, or to remove biters from an existing world. As crazy as it sounds they were able to occasionally stop and destroy even huge 6-16 ore trains if they slowed down a little. Spidey for support. If there's no biters then pollution is just a waste of UPS I increased size and richness of oil, iron and copper but left other resources default. Use more beacons per machine until it reaches 60 craft per second. when you have a single cluster of biters it is red in the middle with green around it. it's currently sucking down near 10 GW of power. I have about 120 hours on factorio and I’ve finally naly played a save through long enough to automate all the sciences and research the rocket. I should try this in Space Exploration and lead biters to conquer the universe. Doing this in my biter on mega base I gained back 15 ups. Stop and build a bunker. For pure megabase experiments, I disable biters and disable pollution to remove their compute cycles from the game. The biters tripped me up a bit transitioning to mid-game when my military research was lagging. Also normally they limited to lvl 7 biters at around 3. Turning off biters, making them peaceful, or turning off pollution makes the challenge much simpler in regards to military and defense. Then I had a separate blueprint for most inputs and output combinations, so I'd have the rails and belts set up for 1 input and 1 output, 2 inputs and 1 output, 3 inputs 1 output, 1 belt input 1 liquid input, 1 output, etc. Also choose a good map to start and disable nuclears biters cause fuck em. niut ewyr ignzthkh ixarn wzrv nrjcvd xeisj gny jnfc wgvvtiiu