Factorio

Factorio

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Guarantee Dec 19, 2024 @ 8:16am
No enemies mode
I wanna play again with DLC and I am thinking about picking no enemies mode. Because last time I played it was so much pain in my ass. I had to spend 30% of my time reloading turrets and repairing them. I don't wanna do it again, it's not fun for me, but I also wanna try new enemies on other planets. Will I be able to have enemies only on other planets?
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Showing 1-15 of 26 comments
Schobbob Dec 19, 2024 @ 8:31am 
turn enemy expansion off then it will be a lot more chill
königplatzen Dec 19, 2024 @ 8:36am 
I'm wondering, too
The same question is for peaceful mode and enemy expansion, which are the next gradations of enemy behaviour.

The only thing, which is individual is enemy base size and frequency.
Maybe deactivate pollution? Not sure, if pollution is a thing on Gleba

And Vulcanus guys are also questionable
Last edited by königplatzen; Dec 19, 2024 @ 8:37am
Chindraba Dec 19, 2024 @ 8:52am 
I think that rather than going all-in on no enemies, when you've already done at least part of a playthrough is to figure out which part of the enemy behavior was the problem. Then modify that issue and keep the rest, or at least keep most of the rest in some fashion.

If they were attacking way to early in your progression of building the base - perhaps because you're like me a slow to build - you can expand the starting area, or you can reduce the speed of expansion by changing the min and max times.

If the evolution is the problem, they get too big too fast, you can reduce the factors on evolution, especially the one for time, and maybe the effect of pollution.

You can slow pollution's spread by making things absorb it faster, or letting it 'diffuse' slower, either way, with less pollution getting to the nests there will be fewer attacks. You can also increase the cost to attack on biters to get the same effect - or do both.

I don't know all the settings, or even if they exist, for making changes on Gleba, but I'm sure there are some. Vulcanus, however, is much simpler. You get to pick the time and place for any attacks, and once you know how they work you should never get hit until you're ready and every attack ought to end up as guaranteed demolishing of the demolisher.
BlueRock Dec 19, 2024 @ 9:05am 
Chill play style that works for me but still includes enemies: Set starting area large (so enemies don't start too close to initial crash site). Then either set enemy expansion off or set game preset to 'train world' which also disables enemy expansion. Enemy expansion is what allows enemies to repopulate areas that you have already cleared and forces you to build walls to keep them out. Without enemy expansion you don't need walls as long as you keep an eye on your pollution cloud. If your pollution cloud starts to get close to an enemy base, just clear out the enemies close to the edge of your pollution. They will never attack as long as your pollution doesn't reach them. Efficiency modules also help a lot on miners or factories to keep pollution down. On Gleba, pollution doesn't matter, but spore cloud does. Spore cloud is generated from harvesting only.
Guarantee Dec 19, 2024 @ 9:06am 
Originally posted by Chindraba:
I think that rather than going all-in on no enemies, when you've already done at least part of a playthrough is to figure out which part of the enemy behavior was the problem. Then modify that issue and keep the rest, or at least keep most of the rest in some fashion.

If they were attacking way to early in your progression of building the base - perhaps because you're like me a slow to build - you can expand the starting area, or you can reduce the speed of expansion by changing the min and max times.

If the evolution is the problem, they get too big too fast, you can reduce the factors on evolution, especially the one for time, and maybe the effect of pollution.

You can slow pollution's spread by making things absorb it faster, or letting it 'diffuse' slower, either way, with less pollution getting to the nests there will be fewer attacks. You can also increase the cost to attack on biters to get the same effect - or do both.

I don't know all the settings, or even if they exist, for making changes on Gleba, but I'm sure there are some. Vulcanus, however, is much simpler. You get to pick the time and place for any attacks, and once you know how they work you should never get hit until you're ready and every attack ought to end up as guaranteed demolishing of the demolisher.
Nice suggestions, thanks, will try
Guarantee Dec 19, 2024 @ 9:07am 
Originally posted by BlueRock:
Chill play style that works for me but still includes enemies: Set starting area large (so enemies don't start too close to initial crash site). Then either set enemy expansion off or set game preset to 'train world' which also disables enemy expansion. Enemy expansion is what allows enemies to repopulate areas that you have already cleared and forces you to build walls to keep them out. Without enemy expansion you don't need walls as long as you keep an eye on your pollution cloud. If your pollution cloud starts to get close to an enemy base, just clear out the enemies close to the edge of your pollution. They will never attack as long as your pollution doesn't reach them. Efficiency modules also help a lot on miners or factories to keep pollution down. On Gleba, pollution doesn't matter, but spore cloud does. Spore cloud is generated from harvesting only.
Thank you, will try that
Ryuukaze Dec 19, 2024 @ 9:39am 
I chose to play "peaceful" (enemies don't attack first) and "no evolution" and "no expansion". It was a nice run, and only involved combat when I wanted it to. I keep considering just a "no expansion" run, but haven't talked myself into it yet.
GAMING_Alligator Dec 19, 2024 @ 4:37pm 
Originally posted by Guarantee:
I had to spend 30% of my time reloading turrets and repairing them.

You know you can automate both of those things, right?

Not saying don't play peaceful, if that's what you want to do, but if those are your reasons for wanting to do so, you might want to explore the game's systems a bit more to get a better understanding of things like logistics networks, and how they help you have more fun.
Last edited by GAMING_Alligator; Dec 19, 2024 @ 4:40pm
MoDon Dec 19, 2024 @ 7:47pm 
If you turn off all enemies you will not have eggs on Gleba
Pay Child Suport Dec 19, 2024 @ 8:26pm 
blueprints are your friend.

especially in early game. find/create a blueprint that lets you survive your mining of initial resources. search for jumpstart base.

and then get a car that lets you explore the bigger resources, kill all the buggers and secure the oil. oh, and you should dismantle your jumpstart base as soon as converted the starter iron into red belts.
Last edited by Pay Child Suport; Dec 19, 2024 @ 8:29pm
Hurkyl Dec 19, 2024 @ 8:29pm 
Originally posted by MoDon:
If you turn off all enemies you will not have eggs on Gleba
The egg rafts still drop eggs.
Stormer Dec 19, 2024 @ 8:39pm 
install rampent so the turrets are firing so often your forced to fully automate instead of hand load them
Chris!! Dec 19, 2024 @ 9:55pm 
Me and my friend go on a rampage the moment we have access to red ammo and 2 upgrades of bullet damage and firing speed. We found out the best way to defend the base is to kill every single nest within the vicinity, then wall off every single chokepoint of the parcel of land we want to claim so they can't expand inside it. This saves us from having to set up defenses on every single outpost or worry about the pollution cloud provoking constant attacks.

Nest destruction now added a big 0.17 out of our current 0.29 to evolution progress, over half of both time and pollution combined. The pollution cloud is also so tiny in comparison that the bigger and badder biters are not gonna pester us for a long time, and we can spend a good amount of time not worrying about attacks until we unlock much better military hardware for "peace negotiations".
Guarantee Dec 20, 2024 @ 4:06am 
Originally posted by GAMING_Alligator:
Originally posted by Guarantee:
I had to spend 30% of my time reloading turrets and repairing them.

You know you can automate both of those things, right?

Not saying don't play peaceful, if that's what you want to do, but if those are your reasons for wanting to do so, you might want to explore the game's systems a bit more to get a better understanding of things like logistics networks, and how they help you have more fun.
I know, but by the time I automated it with drones I was already done with mobes, had to install anti-pollution mode.
Because I don't rush to get drones as fast as possible
Guarantee Dec 20, 2024 @ 4:08am 
Originally posted by Chris!!:
Me and my friend go on a rampage the moment we have access to red ammo and 2 upgrades of bullet damage and firing speed. We found out the best way to defend the base is to kill every single nest within the vicinity, then wall off every single chokepoint of the parcel of land we want to claim so they can't expand inside it. This saves us from having to set up defenses on every single outpost or worry about the pollution cloud provoking constant attacks.

Nest destruction now added a big 0.17 out of our current 0.29 to evolution progress, over half of both time and pollution combined. The pollution cloud is also so tiny in comparison that the bigger and badder biters are not gonna pester us for a long time, and we can spend a good amount of time not worrying about attacks until we unlock much better military hardware for "peace negotiations".
It just got to the point I wasn't able to manage destroying nests on time even with an artillery
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Date Posted: Dec 19, 2024 @ 8:16am
Posts: 26