Factorio is a brilliant Zen garden and an absolutely terrible real time strategy game. Since the beta there's been more and more biter types and a gradual ramp up in how frantic you have to be to keep up. It's tremendously off-putting and completely opposite to what makes Factorio what it is.
Hopefully the developers realize this at some point and knock it off. Make a 'frantic mode' toggle for the experienced players but don't make it the default. I can handle needed a turret or two at key points but I can't handle needing to race the tech tree to keep up. I don't get why they made the defaults so hostile to new players. I'm not even that new to Factorio but it's still waaaay too frantic with default settings.
After that I started playing mods that in and of themselves increased the difficulty of the game, and having the biters on top of that was just way too much.
Also, in a vanilla game, once you're more or less invulnerable to the biters they become just an extra annoyance, and I'd rather just focus on building.
On the other hand, without the sense of urgency that biters give the game can become kind of boring...
It was so nerve wracking I felt like progress was so much slower due to all the fighting. After maybe 50 hrs in we realized the krastorio mod want being called correctly, so when we fixed that we learned all the new complex recipes were obsolete and all our defense were useless due to the restructuring of ammo types
So I guess my point is. Bitters have a time and place and I'm over them.
Your second or third base always goes so much smoother
I'm currently playing with the Krastorio 2 mod, where the ridiculous range of the anti-material rifle makes killing biter camps a bit too trivial.
I understand some people just aren't really into the tower defense side of factorio. that's okay, and it's a good thing that the settings can be adjusted to suit a wide range of playstyles. but if that's you, I'd recommend at least trying a low pollution / efficiency-focused playthrough. the game gives you a lot of tools to manage pollution, and the biter threat can be pretty minimal if you use them. imo this preserves the balance better than just turning off biters.
> the game gives you a lot of tools to manage pollution
The popular Krastorio 2 mod adds even more: wind turbines from the start, more efficient ways to produce energy between steam and nuclear, and it even has air purifiers that reduce pollution. That's almost cheating. On top of that, taking out biter camps is a lot easier with the anti-material rifle.
But I guess a toned down offense on your base, while still allowing the same kind of attack, would work just as well.
Also, the biters are somewhat boring at end of game, it's just the whole world map full of the exact same evolved bases everywhere.
Is that actually how it ends up going? Unless your base is extremely small, then going slower means less pollution reaches the biters and they evolve slower.
If you won't have 20 drills going after several hours, "play the tutorial" is probably the best advice.
"Don't start in the middle of a treeless wasteland" is also important advice.
Don't people just take whatever starting position the game gives you? Sometimes the starting position simply is a treeless wasteland. As far as I understand, moving to start far away from your starting position is a bad idea, because there's more biters there and the resources you need are much further apart.
One build style has you rushing to decent weapons, then walking far from spawn to set up your main base, so you don't have to bother with trains to get up to rockets. (The patches are randomly placed and don't have exclusion zones, so it's not impossible to see a 10M iron, copper, coal and oil all next to each other.)
The obvious missing piece is biter-clearance automation. The game is about increasing levels of automation. The next level after we get laser turrets and we get flying bots should be reaper drones with lasers that automatically patrol and eliminate biters within a large range. Also, I've put several thousand rockets into space (4K SPM baby), but I can't fire a nuclear weapon more than 54 meters?
Of course there are also mods, like M.I.R.V., by one of the devs :
Spidertrons are also not automated. They don't patrol. They don't run away when they are out of ammo, come back and reload.
Love the MIRV: like the too-short-range nukes on the spidertron, they are a great way to bomb yourself back to the stone-age. The video nicely shows how it's first missile on automatic mode blows up his own base. Brilliant.
2.) You can totally set an artillery train to patrol between outposts, not to mention that there won't be much biters left after the first cleanup.
3.) I guess you might want stationary artillery if you want to be extra-sure the nests are taken out ASAP ?
4.) I didn't get the opportunity to use a spidertron yet, is there really no patrol functionality, like the AAI Vehicles mod has ?!
I love Space Exploration, but when you hit late game man it starts to get tedious fast. I've gotten to naquium and the higher end space sciences, but I get bored with the logistics of keeping it all running and have quit both times I've reached this point.
See the “setting up research” on the editor wiki page:
https://wiki.factorio.com/Map_editor#Setting_up_research
Edit: you’d probably have to give yourself the necessary modular armor, roboport and initial bots.