How do I get gud? Biters always come in large groups and fuck my base up before I'm able to set up decent defenses.
How do I get gud? Biters always come in large groups and fuck my base up before I'm able to set up decent defenses
Other urls found in this thread:
drive.google.com
twitter.com
build gun turrets faster
build a big wall!
It's that easy
and make the biters pay for it!
How is that even possible?
shoot them until they die
>decent defenses
Don't set up "decent" defenses.
You have 2 options, one of which is naturally better than the other because of time evolution.
>Low production
Minimize output of everything so pollution production is low and you don't get raided, run out and clear nearby nests so that they don't flip out at you.
>Smart production
While Walls help a lot, for really early, you rush a few Gun Turrets and plant them near your important shit. You won't get overrun by Biters unless you fucked with the enemy settings or took WAY too long. Your shit will take a little damage, but as long as you keep the Turrets full of ammo, you won't have to worry for a little while as you scale up into Walls and automated Ammo belting and such.
Seconded. "Combat" has this weird curve where it dictates a lot of early priorities and strategy, and then basically becomes background noise for most of the game. Or at least, it's easier to change your priorities later on if you notice the aliens are getting stronger.
Also, if you start with a lot of trees nearby, consider not cutting down more than you need to. They'll absorb and slow the spread of pollution, which will help a little. Besides, it'll be quicker/easier to clear them out with grenades later on.
I turn them shits off. I'd rather make megabases uninterrupted.
I just started playing again after owning the game for years but never really getting that far into it. On default settings I haven't been attacked once, and clearing the nearby hives has been piss easy. I'm up to the chemical packs now, I guess that's around midgame or so?
I see the appeal, but the game is kinda designed with them in mind. Without them, a lot of the buildings become useless
not that much, black science needs turrets and ammo and stuff
Check the map and wall around the pollution to keep the attacks at minimal, also remove nests touched by the pollution
>March 16, 2020
>Factorio still has not gone on sale even once
build a big ol wall covering a large square, larger than your current base, so you have room to build. ideally make use of natural walls such as lakes. then over time you'll find that certain parts of the wall will get attacked more often than other parts. so you can concentrate more firepower in those parts. i think the artillery train things are supposed to be op, but i never use trains so i haven't tried it
this, OP. The game becomes much easier when you realize that you have to defend your pollution cloud, not your base
A wall, turrets behind those walls, and a belt with factories making ammo infinitely.
>not turning all biters to absolute maximum and resources to minimum so you are forced to expand or die
What a pussy
destroying nests vastly accelerates enemy evolution, more than anything else i think. only destroy stuff if it's a real nuisance or it's somewhere you want to build
I turn the migration off, it's just obnoxious they insist on moving into my fart cloud
Good.
just in case you're not trolling, devs stated multiple times the game will never go on sale.
>not being forced to constantly expand despite resources set to 600%
do you even automate improved power armor?
played a vanila game a few months ago. launched a rocket, thwn lost all desire to play. great game though, one of the best value for money. i just never got into megabase stuff. also i hate trains
>automated anything
>not launching the rocket only using your hands and inventory
>also i hate trains
how? trains is arguably the most fun aspect of this game
they're confusing and finnicky and not necessary for the main game. only if you play with really spread out resources or you're dealing with massive amounts of resources that blue belts aren't good enough for
>How do I get gud?
Use autistic peoples blueprints that are optimized for all the math you don't have to do. KatherineofSky has some good ones.
drive.google.com
blueprints suck a lot of the fun out. i do use them now though after like 200 hours of play but as a learning player you should really create your own setups
I think some blueprints especially the early small base producing the first two sciences and mining blueprints are really helpful for a new player. I didn't use them and did as you said and it wasn't fun messing up so bad and taking forever to get the second science pack.
Blueprints are fine if you yourself make them. Using someone else's (except for modded, but that's a whole different beast) Blueprints defeats half the point of "solving" the problems you face in the game.
making green science is such an amazing first challenge though. it's like the litmus test for the whole game, if you can figure out how to automate green science, everything else follows logically from there
yeah that's what i meant. making your own is just good practice for saving time and everyone should use them. but downloading blueprints from online for stuff you've never learned before is basically cheating
Devote some of your factory to making ammo and gun turrets. Even something as simple as making 4 turrets a minute coupled with 40 bullets is enough to always be surrounded by a wall of turrets on all sides, and eventually you're going to need that production to make military packs with.
In past patches, you used to be able to kill any biter nests that pollution touched to stop them from raiding you, but now it seems any nests that are "awake" can possibly send biters at you. It just seems like if pollution isn't in range of them, they only send small waves.
I think biters are poorly balanced in the long term because they stop being a threat by the time you're done with green science. A strong enough turret line becomes trivial at some point and outside of death world, biters don't evolve fast enough to drag this out, and even if they did, they still cap out at some point and your defenses continually get stronger.
I think besides biters and spitters, we need tunnelers that sprout up in the middle of your base (With warning that is, you have time to prepare a response), fliers that need missile turrets to take down, or even something like an alien science facility that's needed for science packs, but also requires a constant input of materials or the creatures break out and attack you from within.
I think they said it won't go on sale until the game is complete, after the 1.0 release when the game has been out for a few years it probably will.
The idea of a sale is to make a piece of software more desirable to purchase, but adding new content to the game has the same effect, which is why Factorio hasn't gone on sale yet. Paying full price later down the road still gets you "more" than what people had when they bought it, so you're not losing out on anything, and purchasing it early means you get continual updates until release and the devs get an infusion of cash when they're just starting out, allowing them to continue making the game. If the game were to go on sale during beta, it'd basically be signaling to everyone that the game isn't selling at its current price point because people don't think it's worth it, but they need cash now to continue development, else they can't continue working.
That it hasn't gone on sale once and the devs are still in business is a clear indication people continue to purchase the game at a regular rate, either due to word of mouth or because they pirated and enjoyed it (Like me), which means something is going right with Factorio's development.
>muh trains
Just lay down some belts
based
The devs had an entire Friday update thing about the effect of blueprints on the game. Basically, they said they like them overall because after a while you do wind up with designs you like and want to be able to quickly replicate them, but they don't like that some people just look up others' blueprints and immediately use them without thought, cheapening one of the key aspects of Factorio: Building a Factory.
That said, I did go into a completed world and test out several different designs and ultimately wound up saving various blueprints that I use almost exclusively instead of adapting my factories on the spot each game. The most egregious of which is the 24 stone furnace setup I use to compactly smelt iron and copper during the early game which eventually gets replaced with 12 high efficiency electric furnaces.
>Not having such a large factory that you need the throughput of trains to supply it and use them exclusively instead of belts.
shoulda bought it from russia/argentina when you had the chance
I think you still can if you have a regional Steam account and link it to the website and then use the GOG version but I could be wrong
>Not building robots addinfinitum so that every conveyor belt is replaced with a flying swarm
maybe i am missing something but robots seem to spend a lot of time waiting to recharge, i feel like blue belts are better for mass transfer of stuff. bots are great for smaller modular setups though
Bots theoretically can be infinite and don't occupy physical space in a sense. Since the bots can be infinite, assuming an infinite amount of material, you can move as much said material as fast as you wish.
The drawbacks to bots are that it takes compartively more resources to reach critical mass compared to using belts and bots consume electricity, which becomes more notable as you increase in bots. However, the raw increase in throughput they give you makes the extra resources meaningless because you get so much more out of them and energy is typically really easy to come by once nuclear reactors become a thing. I still like belts and trains myself, but some players really, really like bots just because of how easy it is to build a factory that uses them.
>don't pollute a ton
>get laser turrets
>occasionally go out and flame a nest or two if I need to expand
>never worry about biters again
>Bots theoretically can be infinite and don't occupy physical space in a sense.
They require roboports, which require space. So bots do indirectly occupy space. They scale very horribly because bots are stupid. They can't fully replace belts in most cases, and they absolutely cannot replace trains.
Yeah. Biters are triggered by pollution and get stronger over time. If you play in peaceful mode, you can ignore them until they're in your way. I keep them on the default setting, and just scale my military at the same time as everything else. Walls and turrets work fine until you get a car, armor, and grenades, then you can just clear nests. Lasers are easy mode once you have them up and running. Early game, walls are cheap and easy to automate, and wall in your factory area, two layer walls with turrets behind can hold back most invasions.
I invent my own. I watch KoS and Nilaus for ideas, and then figure it out on my own. The only blueprints I ever downloaded are belt balancers, and once you get the basics, you can figure the rest out.
i love when the laser turrets fire and the power cycles on and off and the lights in the base flicker and you know some biters are getting burned up outside. feels comfy as fuck
Wait this game has enemies? whats the point of that
The early base is easy mode for players who are focusing on mid to late game. Learn how to make your own. It really, really, really helps to figure out percentages and feed rates on your own. Same for malls, and main busses. Figure it out yourself, it's way more fun and challenging. Same for making custom maps with huge deposits - play the default, random maps and learn to handle challenges.
Yep! :D
How do I git gud at organising my base? Once I get into blue/grey research my base becomes a mess and I usually quit
who are you trying to impress? just make the fucking science packs.
Depnds on how far you're pushing. Are you making a megabase? Then don't worry, you'll dismantle your main base eventually. Just getting to rockets? Build a main bus, and branch off it, and just make it as long as you need it to be. Watch Nilaus on YT, he's a german engineering perfectionist. He's taught me a lot about planning and efficiency. Specifically, watch his last start on 1.17, when he starts from scratch with no mods.
My main bus is usually the issue. Should I be branching off factories to make the individual science packs or shoving every individual part down my bus?
>no mods
>starts the game with 30 robots doing everything for him
neat
making train lines are fun
I bought it for 20% off on Humble Store with a coupon