Proliferation


A machine faction that builds. The Replicators mine a matter node, run a real factory, research their own technology, and expand with construction robots. Their escalation is a factory on your map, so you can scout it, starve it, and take it.

Content
a month ago
2.0
157
Combat Armor Enemies Environment Mining Fluids Manufacturing

g Little glitches

a month ago

Little glitch with script-update, from time to time the script goes crazy, from 0.001 to 2ms or even 4 on high speeds.

And the inserter on the first blueprint seems a little bit off, since goes circular, a yellow inserter insert 1 steel into the chest, and another yellow takes out, since both moves at the same rate, never reaches the threshold of > 50 to the next step.

a month ago

Thanks for the feedback!

Regarding the script-update, that sounds weird. There's a script that runs every minute that checks potential suitable spots to spawn a base, I know that that does do a bit o processing, I'll have a look at it.

Regarding the inserter, I was unsure myself of the mechanism. From a gameplay perspective, it actually works, slowly rising the number of alloy inside the chest, but it would probably be better to just cut that belt loop from stages 2-4. It will, however, really speed up production, so I want to test this properly before I add the new version. Hopefully, I'll figure out both by next version.

Cheers!

a month ago

The problem about the inserter is more conceal about how it works. If you speed up, it takes ages from, stage 2 to 3, but ramps up a lot from 3 to 4. Since the inserter takes items from 4 fabricators, 2 of them are always off due to belt fullyness. Instead of having that, i would say to make an intermediate product and use 2 or 3 items for some of the process, to make it more organic. Sure, is just a testway, and for sure is made to have a little wait time until you can do things to challenge it, the problem comes when you reach vulcanus, with a bit of practice, everyone can go to vulcanus relatively soon, which unlocks artillery, with that is just a matter of time, which takes roughly 8-10hish~. I'm more worried about that part tbh, getting artillery can delete from the map any kind of base and at the moment with a bit of planification, can be done in less than 10 hours.

a month ago

You make a good point. I did a lot of testing of the mod myself and I'm not too happy of the base design myself. Also, one thing that feels unbalanced is that belts drop things on them on the ground and this breaks the math and balance of the mod, allowing you to get around 2-3x more research and a lot more materials from even a stage 1 base. I am considering logistic bots, but I originally didn't want to use them because they felt less immersive than actually seeing the items get processed and moved.

Another thing I noticed was the attack waves feeling underwhelming. Technically, they can be made up of 30 "walkers", but Factorio seems to like limiting them to around 11-15 on average, even if more are available. How has your experience been with them? Are they easy to take out? Do they need buffing?

The base defenses also seemed a bit on the weak side. Yeah, stage 4 is very well defended from the north or south, but I've had biters just come at them from the corners and taking them out easily.

a month ago

I fully redesigned the base, removed all deadlocks in the new design, added 3 variants of the base, specialized in one direction. The bases now have satellites/pods that spawn around the base for a small research bonus and are the only way the matter extractor can be rebuilt now. Several other changes as well, including rebalancing the attack waves and actually making them a threat.

a month ago
(updated a month ago)

I fully redesigned the base, removed all deadlocks in the new design, added 3 variants of the base, specialized in one direction. The bases now have satellites/pods that spawn around the base for a small research bonus and are the only way the matter extractor can be rebuilt now. Several other changes as well, including rebalancing the attack waves and actually making them a threat.

is it bad i havce these guys installed purely because i wanted to see biter vs biter vs the funny 69420 mod installer vs replicator roleplayers?

(by the way, i struggle to kill some hordes.....probaly bnecause im using yellow ammo. But i do have them shooting from 10 chaingunners( AAI turret vehicle))

a month ago

Nope, of course it's not bad, I actually spent an hour just watching them fight Rampant waves and Big Monsters bosses :)))) Stage 4 is truly powerful now, and can actually clear huge hives by itself.

About struggling to kill the hordes, there's a map setting to reduce their number. Making it bigger increases the number of "walkers" that come at a time, but decreasing it means smaller, more manageable waves, so feel free to tweak it to your linking. 0.75 should be the same as the original released version.

About the ammo, while you're right to go for physical weapons against them (only 25% resistance), yellow ammo is a bit weak. I would also suggest farming the pods for research if the bases near you have any. It's much easier than fighting the main base. And another tip: attrition is your friend ;)

Please let me know if you are still struggling, the mod is still in beta and balancing is a bit hard for me knowing how everything works and how to beat them.

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