Page 1 of 1

Exploiting enemy spawning

Posted: Thu Oct 02, 2014 3:26 pm
by EditorRUS
Quote from wiki:
Sometimes a small group of biters will leave their base to create a new base. This group will search for a suitable spot that's about 3 chunks away from existing biter bases and 3 chunks away from any of your buildings. Once they have found a suitable spot the group of biters die and form a new base.
Does it means I can destroy alien bases around, build some conveyers belts every 6 chunks away to cover up huge area of map and never expect them to spawn their base around my factory?

Re: Exploiting enemy spawning

Posted: Thu Oct 02, 2014 3:37 pm
by ssilk
I think they made it not so easy. Use the debug mode to see, where the biters can settle:
https://forums.factorio.com/wiki/inde ... Debug_mode
--> how_enemy_expansion_candidate_chunks (see map)

Re: Exploiting enemy spawning

Posted: Thu Oct 02, 2014 3:46 pm
by EditorRUS
I think they made it not so easy. Use the debug mode to see, where the biters can settle:
Bad/Good news:
Image
Image

The exploit is possible. This must be remade.

Re: Exploiting enemy spawning

Posted: Thu Oct 02, 2014 4:14 pm
by ssilk
Hm. Looks like so... ;)

Re: Exploiting enemy spawning

Posted: Thu Oct 02, 2014 4:53 pm
by DerivePi
I think a good solution would be to tie the biter spawn limitation to their evolution level. With a higher evolution level, the spawn limitation should be reduced and allow new hives closer to developed areas and to each other.

Re: Exploiting enemy spawning

Posted: Mon Oct 06, 2014 9:43 am
by pyrolytic_tungsten
I'll admit that on some games I would place a single wall at the site of a destroyed nest so I didn't need to be concerned about them coming back. Yeah, it seems slightly cheaty. Spawn limitation changing with evolution might be a good idea.

Re: Exploiting enemy spawning

Posted: Mon Oct 06, 2014 4:00 pm
by n9103
This is a double edged sword however, as newly spawned bases tend to be extremely easy to kill, meaning that many fewer alien artifacts.