100% Biter Evolution Start


Starts off the game at maximum evolution... (as seen in Michael Hendriks YouTube series [Is it possible to beat Factorio with absolutely very normal settings? (and 1 teeny tiny mod...)])... Good Luck Soldier! Changelog: 1.0.1 - Icon added 1.0.0 - First release

Tweaks
1 year, 10 months ago
1.1
524
Combat Enemies Environment

i Icon suggestion

1 year, 11 months ago

After watching the preview for your new series, I was hoping you would publish this mod. Unfortunately I'm afraid to try playing the game with it until I learn how you will accomplish it! Can't wait to see more.

Since the mod doesn't have an icon yet, I made this one you might like: Wielding a fish and a pistol against a couple of our big green friends: https://ibb.co/Dp1PLc7

1 year, 11 months ago

Despite what I said about being afraid, I couldn’t resist trying a run on default settings with this mod. I’m pleased to say that, thanks in no small part to applying what I’ve learned from your past series, I’ve lasted 15 hours so far, and built a flamethrower-defended double-walled base!

I was lucky enough to roll a viable biter-free starting area on the first try, and didn’t need to restart. Early game has been a careful, slow accumulation of resources through sporadic hand-fed smelting and hand-crafting, while tightly managing pollution to prevent any attacks. All science has been hand-fed assemblers; the only belt I’ve laid after 15 hours is to bring in stone from an outpost for making walls.

It definitely helped that I made an early effort to devalue the local property with random (ok, not random, actually chunk-aligned) clumps of pipes and stone furnaces, and explored distant lands with my car to expose more valuable real estate for biter expansion.

Rushing to flamethrower turrets was essential for defense, though I’ve so far I have tried not to depend on them. It’s amazing how many walls a behemoth biter can nibble through despite being on fire. Explosives were the key to making offensive action possible - rockets to take down behemoth worms, and landmines to slow down everyone else long enough to apply a liberal dose of fire.

Anyway, now that I managed to clear my immediate neighbors, it may finally be time to set up a real smelting line, and perhaps even automate red and green science for the first time! Rocket launch may yet be possible, but the challenge definitely isn’t over yet, and I have a long way to go.

1 year, 10 months ago

Hey, better late than even later!

I updated the mod with the icon you made, it's a good fit indeed. Congrats on making it that far!

1 year, 10 months ago

Thanks, glad you like the icon!

In fact I did finish and launch a rocket recently, with playtime a little over 30 hours. After automating blue science and evicting the neighbors from my pollution cloud, I basically rushed to the rocket by batch-crafting all the prereqs for yellow and purple science in manually fed assemblers - taking some cues from the end of your No Spoon series. By then I had power armor, shields, exoskeleton, rocket launcher, landmines, and no good reason to need them anymore. I never even researched damage upgrades beyond level 3.

Thanks to strict pollution management, my flamethrower-walled base was never attacked, except by one or two lonely spitters toward the end while I got distracted making low density structures. Except for getting killed a few times in careless engagements, overall it was easier than I expected. I will have to try a few non-default settings next time.

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