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Ok, so I went a bit down the wrong road with the next episode of the main project. The next part (finally) involves a lot of base building stuff, and while script-writing I made the mistake of pacing the progress similar to the more interesting/challenge-unique stuff. Unfortunately it took me until the editing stage to realize it was just boring to watch. I don't think many people are waiting for 3 episodes worth of challenge-ignoring standard base building, especially since parts of the base will be similar to the last challenge. So I decided to toss all progress and start over, planning to zip through most of the "repeated" base building stuff, so we can get to focussing on finding new ways to deal with the immortal biter bases once again. So no progress to upload this week unfortunately, but enjoy this sneak peek on the way to the conclusion of the "getting-all-achievements-on-100%-biter-evolution-world" side project instead!


So, another sort-of-problem with this series is, I haven't defined any clear end goals. Unlike for the ultimate deathworld challenge, where I knew beforehand that what I wanted to achieve was theoretically possible IF I could beat the opening, I had NO idea what to expect and what would be possible for THIS playthrough.

So, here's your chance to decide my fate and the direction of this playthrough! I'm looking for a bunch of nice end-goals to try and achieve! I've already thought of a few options below:

- Explore out full circle until we meet naturally spawning behemoth worms: all terrain inside the "behemoth worm circle" must be fully revealed

- Neutralize all nests within the pollution cloud (may be impossible, nests (should?) stop absorbing pollution if they can't send enemies to attack)

- Rubber ducky? (a mod which introduces a recipe which requires one of EVERYTHING IN THE GAME)

And more boring ones like:

- Research all techs / simul-launch X rockets (but IDK, with the limited resource availability, I probably want to spend most of them towards "real progress" instead of "useless stuff" and arbitrary numbers of things)


So yeah, bring on your ideas!

Michael

Files

SNAEAK PEAEK - Clip to be used in the post-finale of the side project (Getting ALL achievements )

Comments

Anonymous

In normal factorio, you can win the end game like you did with the ultimate death world challenge by creating a peaceful world. With indestrucible bases you should be able to "win" if you can produce enough energy and oil to disable all bitter attacks forever. Which does not look like cheating as much as neutralizing the bitter bases. So I would like to see the opposite of the ultimate death world challenge and instead of creating a peacefull world it would be nice to try to reach a number of bitter kills for example. And now, not neutralizing the bitter base, and in fact, polluting as much as possible and killing as much bitter as fast as possible would become your goal. That would probably make a funny base, and you could consider every bitter base as an easy producer of bitters to kill. It will probably forces you to expand and pollute as much as possible. So I don't know let's say you select a big number and your end goal would be to reach this number of bitters kills and automate killing as best as possible.

Anonymous

To add to my previous comment, I think a good goal would be to reach a sustainable 1k kill per minute (or 2k or more depending about how you feel this is a challenge enough).

Anonymous

I like the idea of maximizing biter deaths as a win condition