@Rafiz
Good tips. I might try them if needed on future deathworlds. For my map which was effectively forest, I only needed to change a couple of strategies.
Search found 89 matches
- Thu Feb 09, 2023 9:14 am
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
- Thu Feb 09, 2023 9:00 am
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
Re: vanilla death world too hard
https://i.imgur.com/RnkgAz5.png
finished in 33 hrs.
Kept going with the efficiency 1 module maxing. Kept increasing my solar-capacitor array.
Bugs didn't evolve to behemoth, and became much easier to repel with lvl 5 guns, lvl 4 lasers , lvl 3 flame. Guns are more powerful than lasers, but laser ...
finished in 33 hrs.
Kept going with the efficiency 1 module maxing. Kept increasing my solar-capacitor array.
Bugs didn't evolve to behemoth, and became much easier to repel with lvl 5 guns, lvl 4 lasers , lvl 3 flame. Guns are more powerful than lasers, but laser ...
- Mon Jan 30, 2023 10:30 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
Re: vanilla death world too hard
>I would claim, that the most difficult part still is coming, when evolution hits 25%. It could be problematic to spread out too much.
I was lazy just upgrading gun turrets to +4,+4 , and got a surprise when the big spitters evolved and trashed my turret groups. But I had enough time to place ...
I was lazy just upgrading gun turrets to +4,+4 , and got a surprise when the big spitters evolved and trashed my turret groups. But I had enough time to place ...
- Sun Jan 29, 2023 8:49 am
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
Re: vanilla death world too hard
step 1. Ignore start ore patches next to aliens and instead look for big rocks for coal.
Exactly. In case of your former map, you would not need coal/stone immediately and you could mine iron/copper first for some time.
You can also run around the map as you want. You only get detected by ...
- Thu Jan 26, 2023 7:35 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
Re: vanilla death world too hard
well i'm game for a difficult start, but i wasn't expecting it to be this hard, or have nothing to do with the core gameplay of factory logistics. This is something else.
Also deaths aren't allowed. 1 death = end of game.
step 1. Ignore start ore patches next to aliens and instead look for big ...
Also deaths aren't allowed. 1 death = end of game.
step 1. Ignore start ore patches next to aliens and instead look for big ...
- Thu Jan 26, 2023 7:16 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
Re: vanilla death world too hard
death world play thrus on youtube typically have rare map starts where there's no aliens near the start resources. Looks to me like they browsed thru a few previewed maps and selected the unusual one.
e.g. this one from late 2022AD
https://www.youtube.com/watch?v=L4_saoRBLjA
This does not give a ...
e.g. this one from late 2022AD
https://www.youtube.com/watch?v=L4_saoRBLjA
This does not give a ...
- Thu Jan 26, 2023 7:08 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
Re: vanilla death world too hard
> - Shotgun ammo is a lot cheaper than rifle ammo. You can use a shotgun to clean the nests, while healing with fish.
That's a long way into the game. It's the start, placing first burner mine, or even just picking some coal/ore by hand, that is the first long range goal that requires a lot of ...
That's a long way into the game. It's the start, placing first burner mine, or even just picking some coal/ore by hand, that is the first long range goal that requires a lot of ...
- Thu Jan 26, 2023 7:05 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
Re: vanilla death world too hard
Desert maps are tough. If also the biters are very near the ore patches, it can be quite problematic.
Thanks for the tips. I've also seen players place primitive buildings as walls to funnel biters into single file arrangements. I consider this a hack, but seems desert starts are meant to be ...
- Thu Jan 26, 2023 6:52 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
Re: vanilla death world too hard
this is a typical start on death world mode. First attempt to demostrate the absurd difficulty
no buildings placed, nothing done on world, only walked to coal.
standing near starting coal
https://i.imgur.com/Kg1C7P6.jpg
spotted by aliens near starting coal, about to be killed by 20 biters
https ...
no buildings placed, nothing done on world, only walked to coal.
standing near starting coal
https://i.imgur.com/Kg1C7P6.jpg
spotted by aliens near starting coal, about to be killed by 20 biters
https ...
- Thu Jan 26, 2023 6:09 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 18300
vanilla death world too hard
Trying to play Death World Vanilla.
Is this mode balanced so that every game is practically winnable?
Starting in a forested area is tough but playable. However starting in a desert seems impossibly hard. Get alien attacks with the first couple of burner mines, 10 biters to be fought off with ...
Is this mode balanced so that every game is practically winnable?
Starting in a forested area is tough but playable. However starting in a desert seems impossibly hard. Get alien attacks with the first couple of burner mines, 10 biters to be fought off with ...
- Tue Mar 16, 2021 10:22 pm
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 20656
Re: Some ideas for the "One big expansion pack"
Tbh I don't know why people are so hyped about space.
i've already said
1. play area restriction : limited area of an asteroid is an easy way to bring focus on the core fun logistics gameplay of factorio so would greatly improve the game. A good game designer can spot this in a split second, for ...
i've already said
1. play area restriction : limited area of an asteroid is an easy way to bring focus on the core fun logistics gameplay of factorio so would greatly improve the game. A good game designer can spot this in a split second, for ...
- Thu Feb 11, 2021 10:58 pm
- Forum: General discussion
- Topic: The thing that bothers me since game start
- Replies: 28
- Views: 12329
Re: The thing that bothers me since game start
What bothers me is the absurd difficulty of setting up nuclear reactors. It ought to be as easy as cake - Drop load of high-enriched uranium into a chest with a tank of water next to it, then walk away and think no more about it. Just like it would work in real life.
But... that's not the way ...
- Thu Feb 11, 2021 10:37 pm
- Forum: General discussion
- Topic: The thing that bothers me since game start
- Replies: 28
- Views: 12329
Re: The thing that bothers me since game start
>I am sorry this bothers you.
Really? You feel bad, guilt, and are ashamed of yourself? You will think about the harm your actions have caused, and will endeavour not to cause such harm by such action again?
> It's not going to be be changed.
Oh, Not sorry then.
Really? You feel bad, guilt, and are ashamed of yourself? You will think about the harm your actions have caused, and will endeavour not to cause such harm by such action again?
> It's not going to be be changed.
Oh, Not sorry then.

- Thu Feb 11, 2021 11:03 am
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 20656
Re: Some ideas for the "One big expansion pack"
>The devs are extremely good at learning from the community what is interesting.
Its double edged. Die-hard fanatics who live in the mod community will devour most mods and say it was extremely good fun, when in fact its better described as generic padding or inconsequential shuffling of good ...
Its double edged. Die-hard fanatics who live in the mod community will devour most mods and say it was extremely good fun, when in fact its better described as generic padding or inconsequential shuffling of good ...
- Thu Feb 11, 2021 7:24 am
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 20656
Re: Some ideas for the "One big expansion pack"
>they must be doing something right.
No need to arm wave. Its the logistics; the conveyor belts and the trains.
From the 1st instance I saw demo, I knew immediately the logistics was a new innovation in gameplay and one that would be a new experience, great fun, and when I played it I found I was ...
No need to arm wave. Its the logistics; the conveyor belts and the trains.
From the 1st instance I saw demo, I knew immediately the logistics was a new innovation in gameplay and one that would be a new experience, great fun, and when I played it I found I was ...
- Wed Feb 10, 2021 7:43 pm
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 20656
Re: Some ideas for the "One big expansion pack"
well we're going to find out. If the expansion pack is any good then we'll all buy it. But I'm skeptical. Tanks, Cars, Character upgrades, SpiderTrons, day and night, were all unnecessary. Role / Character orientation play is a poor choice in a 4X, factory management game. The game has an absurdly ...
- Tue Feb 09, 2021 9:36 am
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 20656
Re: Some ideas for the "One big expansion pack"
I was reading the dev blog vhttps://www.factorio.com/blog/post/fff-245 . i can be scything as f.
>" Being brought in to create content on a very mature...
Its virtually impossible to enter a dev team based on game design skills. He'll have got in for coding skills.
> One such problem that has ...
>" Being brought in to create content on a very mature...
Its virtually impossible to enter a dev team based on game design skills. He'll have got in for coding skills.
> One such problem that has ...
- Mon Feb 08, 2021 11:25 am
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 20656
Re: Some ideas for the "One big expansion pack"
>Currently the objective is "do science"; everything else is the logistics for supporting this goal.
Yes, I always thought the focus on creating sci packs was a lame, quik-fix solution to giving the game mid term goals. Yet they were enmeshed into the game over the years. If I was game designer I ...
Yes, I always thought the focus on creating sci packs was a lame, quik-fix solution to giving the game mid term goals. Yet they were enmeshed into the game over the years. If I was game designer I ...
- Sun Feb 07, 2021 6:59 pm
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 20656
Re: Some ideas for the "One big expansion pack"
my opinion was the dev team never really grasped what made Factorio a success. There were so many aspects added to the game that they had slaved over that while technically impressive didn't improve the game.
Factorio's main appeal over other games was :
resource logistics
factory optimisation ...
Factorio's main appeal over other games was :
resource logistics
factory optimisation ...
- Sun Jan 31, 2021 6:38 am
- Forum: General discussion
- Topic: the zen of factorio code
- Replies: 8
- Views: 3371
Re: the zen of factorio code
thanks