Demolisher Agriculture


Why should only Nauvis have all the agricultural tower fun? Grow and harvest Demolisher pupae for infinite tungsten today! ( just don't wait too long for them to hatch!) Also gives a nutrient option to Vulcanus in the form of Demolisher larvae, great for oil cracking productivity in Biochambers!

Content
2 months ago
2.0
664
Manufacturing

g Very lovely mod but baby demolishers are brutal relative to how easy they are to spawn.

7 months ago

1 minute spoil time to spawn multiple beasts that can wreck your whole base? I'm not against the idea of demolisher farming being risky, but considering how much damage a runaway demolisher can do It would honestly be safer to farm fucking nuclear bombs than these things.

I don't think increasing the spoil time would help much either, because a backup is innevitable due to the way the agritower works. Idunno if its within the scope of the mod, but would it be nice if it was possible to make these changes to make the mod less of a meme and more of a real alternative to tungsten:

1.) Baby demolishers no longer oneshot buildings, they phase through them dealing some damage in the process (150 or so, kills belts and non stack inserters, damages everything else).

2.) Baby demolishers run a fixed distance away from their spawn point in a pseudo straight line, and then "burrow underground", i.e. (despawn).

3.) When a baby demolisher spanws, all existing puppae despawn to prevent 30 demolishers running rampant at the same time.

This would still make demolisher farming still risky but one slipup would no longer oblitherate your whole base and it would actually a viable and fun way to get tungsten.

7 months ago

It would honestly be safer to farm fucking nuclear bombs than these things.

Hahahahahahahahahahahahah amazing quote... new mod idea?

Jokes aside, I do see your points though. Unfortunately I am unsure of the viability of all three of your suggestions.

Interestingly, I have been brave enough to use this in my own Factory, and it generates a nice amount of tungsten even with 1 tower, definitely feeling worth it as an alternative to worrying out setting up new tungsten mines etc. I have hooked up some simple circuit conditions to only activate the agriculture tower if no pupae exist in any of the downstream buildings and belts. And theres fail safes to simple put any pupae that aren't used straight into the lava. I have been a little disappointed to be honest, because this excessive care has simply meant I have had no babys spawn at all.

I think this is kind of what I wanted the mod to be - its the spoil challenge of Gleba, but you must make it completely failure safe, because like you say, these demolishers do make a mess of things.

In my initial testing I found that a few Tesla turrets could keep them at bay when, and so didn't think they were too over-powered.

You may also find it interesting that the original idea was going to be that if you don't harvest the "trees" fast enough they also spawn, but I couldn't work out that mechanically due to a lack of Lua scripting API for the ag tower. haha. So its still kind of "easy" mod compared to that.

Perhaps lowering the HP of the babies would be the best way to lower the risk of 30 baby demolishers?

7 months ago
(updated 7 months ago)

I mean yeah, obviously its not impossible to make the system failsafe proof. Harvest only when there's no puppaes downstream, put excess tungsten in a chest, and void chest contents if it gets too high so there's always room for more puppae.

Still, it feels bit weird that a single screwup destroys your whole factory. Maybe nerfing the demolishers that much is excessive, but what about making it run away/burrow/despawn after a while? It is a baby so I would assume its first instinct is to run away from all the noise instead of toward it.

That way if something does screw up you still take a lot of damage, but at least you can automate the repair of your factory with an automall instead of having to personally go back to vulcanus and take care of the demolisher every time, and would make the placement of the farm more important since you would wanna put it away from important infastructure.

7 months ago

Yea could make them despawn after a while perhaps, which might be the best idea - I'll have to look into the best way to achieve this. Its really hard to choose a balance here because on the one hand, maybe screwing up shouldn't lead to your entire vulcanus base destroyed - but on the other hand, Vulcanus is a little easy, and you are farming the strongest enemy in the game.

6 months ago

I think the main balancing factor is risk/reward.

You are risking having your entire factory oblitherated for the reward of not having to spend 5 minutes setting up a mine.

18 days ago

I find that sometimes even the ghosts of the belts towards the kill zone get destroyed, making it a impossible to completely automate it.

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