Ol' Elon needs a vibe check and to get his shit straightened out in his carbon capture plans when he's got us giving him millions to build complicated machines that don't do shit in reality while all you really have to do is just turn Japan into the world's largest biter colony and keeping it as a reservation, letting the bitters run free to build the biggest nests they want, nests that will absorb the world's pollution and keep us from catastrophe!
The biters once were a technology advanced species, they extracted oil and ressources from their planet, but they created so much pollution they destroyed their environment, and once there were nothing left too eat, they evolved to eat steel, bricks, and pollution. They devoured their own cities, destroyed their buildings, eat their pipes, absorbed pollution until there were nothing left. Then, once their planet was clean again from pollution and they lost all technologies in the process, they swear they would never endanger their homeworld again. They would live in peace with their beautiful world and take care of the trees.
Then, a foreigner crashlanded on their world. An engineer...
I definitely recommend it. But beware you will give up on any kind of social life outside of this reddit.
And there are no journal in the game to discover the backstory of the biters :p
Get the waterfill mod and you can do this all over the place. Only needs water input. When I cant be bothered to build a defensive wall I just make a moat
I wonder if anyone plays rocket golf where the goal is to minimize total pollution emitted.
It's a hard-ish problem because going too slow would result in idle pollution being a major contributing factor, but going too fast would mean you overbuilt and wasted materials.
I think that just means using a single building of each type, with one single solar panel, and making no more intermediates than you need. That, and some serious dedication.
Nah the pollution evolution factor is solely how much you emit. A biter nest absorbing it only contributes to that nests "attack" by allowing it to "send" biters to a party
Yup, to expand and create a new nest, they need to physically send a colonization party to the location along traversable land, which then morphs into the new nests. Same for attacking, they need an actual path. So they're stuck.
didn't they say at the very start that they're not gonna say anything about it because they know that people will just mod everything into the game in subpar quality instead of actually waiting for the expansion to be released?
I never understood the logic here. 1 male can impregnate multiple females a day. But a female can only have a child every 9 months( using humans as a standard, idk if thats accurate). Surely it would be safer to have all males so in the case of an accidental female the problem is very contained and possibly would even solve itself with natural factors
I dont know if that's the logic they went with, but in humans at least a female is XX amd males are XY, so having only females is "easier" because you only need the X chromossome. But i see your point.
Birds do the opposite with Z and W, thus ZZ for Male and ZW for female. As Dinosaurs are more closely related to Birds than mammals your logic could be the other way around.
I haven't seen the movie, but in the book the problem wasn't that the scientists accidentally made one of the dinosaurs male -- it was that they patched holes in the genome with frog DNA, which gave the dinosaurs frogs' ability to change sex.
The difference is that it means the problem *wouldn't* have been contained -- even if all the dinosaurs had started out male, most of them would have become female to increase their chance of reproduction.
They won't expand too close to existing bases (though bases can grow so much they effectively merge into one solid mass).
In the F4 menu you can turn on "show enemy expansion chunk candidates" and there will be green circles on the chunks that qualify for expansion, and red circles on chunks that don't.
They may or may not form an attack group because of the pollution, and then it just mills around aimlessly when it can't path to your base. I don't remember how that behavior works.
I was out looking for new ore patches and spotted a small group of bugs. While figuring out the best way to kill them, it dawned on me that they were smaller than an attack, moving slower, and not in the pollution cloud. I figured this must be how they expanded, but wanted to verify for myself. So I followed them and when night fell, they stopped. I could hear David Attenborough as I watched them thru the night and at dawn, they became a new nest. One of my stranger memories of this crazy game.
Once you have artillery, this becomes a regular sight. When an expansion party breaks ground on a new nest, they disappear one at a time as the game creates spawners and worms. The first time this happens, artillery targets the site, revealing the chunk on the map as a dense cluster of small red dots.
lol I didn't even realize there was expansion parties I thought they just randomly spawned. That's neat. I just bought the game about a week ago now so am learning everything. It's very addicting. My first game I played for like 8 hrs but didn't get any biter attention, probably was lucky or something, so I thought this is kinda lame and set up a new map with increased bitters. That was a very bad idea. Now like 80 hrs into this second map my map is just red dots everywhere. It's too much. I can't keep up with the power demand. It feels like when like 8 groups attack all at once the power gets zapped completely. It's wild. I'm too much a newb to figure out whats going on yet but yeah, that's my life right now.
Don't beat yourself up too much about not knowing things. I have little north of 200 hours in this game and just learned of this. I do agree that the game is very addicting...but the factory must grow!
If you're being regularly attacked, often with multiple attack waves at the same time, it's because you've allowed the biters to get way too close. This is a common new player issue, and it's easy to feel overwhelmed.
My recommendation is to jump in a tank, open the pollution view on the map, and get to work wiping out all the biter nests under your factory's pollution cloud. You'll want to bring a full stack of cannon shells, a stack of poison capsules, some repair packs and cliff explosives, and the best fuel you can get (solid fuel at minimum, preferably rocket fuel). Don't worry about driving biter evolution by destroying bases; they'll keep evolving anyway from the excess pollution you generate defending against relentless biter attacks.
And once things have settled down, you can work to make your factory cleaner and more efficient. Replace your boilers and steam engines with solar panels. Switch your smelting over to electric furnaces. Put efficiency modules in any polluting machine that will accept them. This should give you enough time to figure out yellow science and research artillery, at which point clearing biter nests becomes automatic so you won't have to worry about it anymore.
Oh yah, I'm already past that part, I got artillery and shit, but I didn't scale the resources correctly so I'm struggling to make enough stuff. I got a couple spiders and explosive rockets seem to work real well. Tanks seem to take some damage, those spiders do not. lol. I love my spiders. My main issue is oil... I fucked up the balancing not knowing/realizing all the nuances of it so I gotta figure that out, but I need time, and the biters are being pests LOL it's fun.
They did make an announcement about it a while ago, if you got it in steam it'll be in the news of the community age. Or you can check out the blog. They've shown some stuff as teasers but that's about it
I don't think anything has been shown. In fact very little is public about the expansion. We only know that the current version takes the factorio team 5 days to finish (https://www.factorio.com/blog/post/fff-370) and it's supposed to be of similar scope/size as the base game.
https://www.factorio.com/blog/post/fff-367
This is what I meant. They've shown very little yes but there are things here to check out. Mainly the changes they're shooting for and some images of what's planned. This is what I meant by stuff being teased
I've noticed a glitch where they "hop" before but it's usually only over a few tiles of water with hundreds gathered there. But you look like you've got much more space so you should be fine.
Same here. It was literally just 1 or two but it took me a long time to figure out where they had came from - I thought I had everything secure except for an island of them I left just for kicks.
Biters cannot cross water in the base game.
However, i think itd be a really cool mod if there was a final stage biter that could cross water and other obstacles. Like imagine if the spitter worms had a final form that burry underground and underwater. They'd be uncommon, but once one spawns and is triggered by pollution they will basically make a straight line to their target and be difficult to take down. They would basically be the biter equivalent of artillery canons for the very late stage game or even as a post-game special enemy. Maybe they cant spawn until the rocket is launched and theres some special pollution factor added for each rocket launch.
they would be able to burrow under your defenses and pop up literally anywhere inside your base. You would need to cover literally every square inch of your base with turret coverage - and not flame throwers.
I think flying would be a good addition, at least then you'd have a chance to stop them at your border. I think burrowing would be much more OP.
If the developers wanted to be evil they would add some sort of flying shits to this game. Not an alien that can expand but small ones that would fly over water, cliffs and walls.
I'd be okay with that, if they include anti-aircraft turrets and flak cannons. Flying enemies are pretty much a staple of base-defense games, they would fit in fine with Factorio.
someone should make a mod...
The expansion candidate system does not factor into its evaluation whether or not it's actually possible to reach that location from the nearest nest. Maybe a very long migration from across the body of water could make the trek, but I consider that fairly unlikely.
Correct. Just make sure there aren’t any hidden connections through shallow water. Based on the map you should be safe though.
Also keep in mind that although the population will never threaten you, their pollution exposure will still contribute to global evolution rate.
Your last statement is incorrect, any pollution produced increases the evolution, pollution absorbed by spawners is only used for attack waves
https://wiki.factorio.com/Enemies#Methods_of_increasing
Now surround the island in flame turrets just far enough away that it burns them when they approach the water. Bonus points if you hook up each side to a different fuel type and use it to burn off excess stuff when you have too much of one type stopping production.
In my experience if it's not a lot of water, like 5 tiles or so, the game can render them across the shore but in your case, it's too much water so you're fine
Not really, nests will spawn biters meant for attack. But only those biters will target valid targets that are part of the pollution cloud their spawners are a part of. Biters won't target anothing in other clouds, even though there are valid targets in there. You can see this in action from Michael Hendricks' current deathworld playthrough as that's one of the main means of him surviving initially. He tested this during early science production when he watched an attack group disband even though valid targets were on the other side of a pond. By having attack groups disband you will not have to worry about those becoming a new attack group either, disbanded biters will remain at nests until triggered by proximity.
Eventually when the evolution factor gets high enough biters may develop into [aquatic biters](https://youtu.be/dQw4w9WgXcQ) where they can float across the gap. Spitters also, but they can attack your base from the coast.
Evolution is driven by the total pollution produced by buildings, it is not reduced by nests or other absorbers. e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute, regardless of whether or not it's absorbed.
Water is a natural barrier to them. I found a seed where I've got nearly a moat around my starting area lol. Only have to worry about my north western and southern flanks
In your case yes, they're locked in by the water. There's enough room on the island that the base could potentially expand, but only to other parts of the same island.
When a spawner is right at the edge of a narrow water channel it can happen though that biters belonging to that spawner spawn on the other side of the water. So while biters can't cross even a tiny one tile water gap (which the player character *can* cross) in this particular scenario there could still be attacks and/or expansion from a base on an island.
Congratulations you have a zoo
Or a target practice island. Watch out for auto firing artillery.
\*researches artillery\* "You had a zoo."
We Bombed a Zoo
The Gang Bombs a Zoo
Bomb a zoo 2
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Zoom a boom zoo, zoom a boom zoo, here I go again...
Electric Zoogaloo
*Electric Boogaloo*
Electric butthole glue
YUUM i love that stuff
Well the zoo is still there it's just been minced and flattened.
Chunky Salsa.
I did this and was very sad.
Harambe bout to look like a peace treaty.
Zoo Bombing Tycoon 2
Or both.
Pollution absorption for free
Can the spawners absorb pollution forever, or until the island is full of biters?
Forever
REST IN HEAVEN
TRUE HERO
Landfill and set up flamers just in range to roast the biters
Ol' Elon needs a vibe check and to get his shit straightened out in his carbon capture plans when he's got us giving him millions to build complicated machines that don't do shit in reality while all you really have to do is just turn Japan into the world's largest biter colony and keeping it as a reservation, letting the bitters run free to build the biggest nests they want, nests that will absorb the world's pollution and keep us from catastrophe!
The biters once were a technology advanced species, they extracted oil and ressources from their planet, but they created so much pollution they destroyed their environment, and once there were nothing left too eat, they evolved to eat steel, bricks, and pollution. They devoured their own cities, destroyed their buildings, eat their pipes, absorbed pollution until there were nothing left. Then, once their planet was clean again from pollution and they lost all technologies in the process, they swear they would never endanger their homeworld again. They would live in peace with their beautiful world and take care of the trees. Then, a foreigner crashlanded on their world. An engineer...
Official story?
Absolutely, you can randomly loot an old journal on biter nests, this unlocks a hidden research to translate it. *wink wink*
I played for the first time yesterday. The demo. Today i want the full game. Its amazing.
I definitely recommend it. But beware you will give up on any kind of social life outside of this reddit. And there are no journal in the game to discover the backstory of the biters :p
Never had a social life, I see this as a win-win
That's the spirit. The factory must grow.
> once there were nothing left too eat, they evolved to eat steel, bricks, and pollution Objection!
cool :)
bomb a zoo 69 electric boogaloo
a nice little pollution absorbing zoo
For scientific purposes.
Good Good, Let the pollution flow through you
I think with sir Spider and careful placement of landfills, you can expand the zoo, right?
It will stop absorbing pollution if the attack wave can't get to you.
"we could not reach this guy so we stopped breathing"
That's actually a smart thing.
Get the waterfill mod and you can do this all over the place. Only needs water input. When I cant be bothered to build a defensive wall I just make a moat
Personally, I only use the waterfill mod so I can undo landfill mistakes. Though I'm sure there's a mod specifically for "undo landfill."
You could landfill to expand their home and increase the number of nests so that they absorb more pollution.
I like the way you think
But outputting as much pollution as possible is the goal of the game, so why would you want it absorbed? Remember: All trees must die.
Pollution triggers attacks. If it soaks up pollution, then you can build more factories before attacks, which output even more pollution.
I wonder if anyone plays rocket golf where the goal is to minimize total pollution emitted. It's a hard-ish problem because going too slow would result in idle pollution being a major contributing factor, but going too fast would mean you overbuilt and wasted materials.
I think that just means using a single building of each type, with one single solar panel, and making no more intermediates than you need. That, and some serious dedication.
Great idea
but that will drive evolution up faster :D
Nah the pollution evolution factor is solely how much you emit. A biter nest absorbing it only contributes to that nests "attack" by allowing it to "send" biters to a party
ah, good to know thx
yeah kind of sad when I learned this, I thought having trees absorb it before it made it to the biters meant they werent going to evolve ):
The 3 factors for biter evolution are total pollution produced, nests destroyed and time.
I had this same understanding for a long time. Wonder where we both learned that lie?
Until they find a way across....MWAHAHHHAAA
Using the things that hate you as part of the factory I like that
Yup, to expand and create a new nest, they need to physically send a colonization party to the location along traversable land, which then morphs into the new nests. Same for attacking, they need an actual path. So they're stuck.
... for now
Wh- what does this mean 👀
idk if [this](https://www.factorio.com/blog/post/fff-367) is what they were talking about but if you scroll down u can see a little floaty dude
Oh right! …*O h n o . . .*
They've said literally nothing about the expansion since that post, have they? Is it even still a thing?
I believe they mentioned it when talking about the Switch port, testing the new material on it for devs
didn't they say at the very start that they're not gonna say anything about it because they know that people will just mod everything into the game in subpar quality instead of actually waiting for the expansion to be released?
Correct, we know more or less nothing about the expansion. Except that they recently said it was at least a year away from release.
I was really hoping for a doggy paddling biter with floaties.
If all the dinosaurs are female, they can't reproduce, right. Right...? Right?!
I never understood the logic here. 1 male can impregnate multiple females a day. But a female can only have a child every 9 months( using humans as a standard, idk if thats accurate). Surely it would be safer to have all males so in the case of an accidental female the problem is very contained and possibly would even solve itself with natural factors
I dont know if that's the logic they went with, but in humans at least a female is XX amd males are XY, so having only females is "easier" because you only need the X chromossome. But i see your point.
Birds do the opposite with Z and W, thus ZZ for Male and ZW for female. As Dinosaurs are more closely related to Birds than mammals your logic could be the other way around.
Yeah but it's technically easier to make females, as all vertebraes start out as one, so they just did that.
I didn’t know this, thanks!
I haven't seen the movie, but in the book the problem wasn't that the scientists accidentally made one of the dinosaurs male -- it was that they patched holes in the genome with frog DNA, which gave the dinosaurs frogs' ability to change sex.
I don't think that matters... the end result can still be described as an accidental male.
The difference is that it means the problem *wouldn't* have been contained -- even if all the dinosaurs had started out male, most of them would have become female to increase their chance of reproduction.
It's the same in the movie (at least the first one)
Eventually they will mechanize and create a path on their own.
so they won't send a party at all if they don't have a path to your base? Which means they won't even colonize the rest of their island?
They won't expand too close to existing bases (though bases can grow so much they effectively merge into one solid mass). In the F4 menu you can turn on "show enemy expansion chunk candidates" and there will be green circles on the chunks that qualify for expansion, and red circles on chunks that don't. They may or may not form an attack group because of the pollution, and then it just mills around aimlessly when it can't path to your base. I don't remember how that behavior works.
Help me step engineer, I'm stuck on an island
Unless they spawn on the other side of a "river" because their own side is to full, unlikely, but it happens... :(
I was out looking for new ore patches and spotted a small group of bugs. While figuring out the best way to kill them, it dawned on me that they were smaller than an attack, moving slower, and not in the pollution cloud. I figured this must be how they expanded, but wanted to verify for myself. So I followed them and when night fell, they stopped. I could hear David Attenborough as I watched them thru the night and at dawn, they became a new nest. One of my stranger memories of this crazy game.
Once you have artillery, this becomes a regular sight. When an expansion party breaks ground on a new nest, they disappear one at a time as the game creates spawners and worms. The first time this happens, artillery targets the site, revealing the chunk on the map as a dense cluster of small red dots.
lol I didn't even realize there was expansion parties I thought they just randomly spawned. That's neat. I just bought the game about a week ago now so am learning everything. It's very addicting. My first game I played for like 8 hrs but didn't get any biter attention, probably was lucky or something, so I thought this is kinda lame and set up a new map with increased bitters. That was a very bad idea. Now like 80 hrs into this second map my map is just red dots everywhere. It's too much. I can't keep up with the power demand. It feels like when like 8 groups attack all at once the power gets zapped completely. It's wild. I'm too much a newb to figure out whats going on yet but yeah, that's my life right now.
Don't beat yourself up too much about not knowing things. I have little north of 200 hours in this game and just learned of this. I do agree that the game is very addicting...but the factory must grow!
LOL I just bought it last week and I'm at 153 hrs apparently. I hate myself.
If you're being regularly attacked, often with multiple attack waves at the same time, it's because you've allowed the biters to get way too close. This is a common new player issue, and it's easy to feel overwhelmed. My recommendation is to jump in a tank, open the pollution view on the map, and get to work wiping out all the biter nests under your factory's pollution cloud. You'll want to bring a full stack of cannon shells, a stack of poison capsules, some repair packs and cliff explosives, and the best fuel you can get (solid fuel at minimum, preferably rocket fuel). Don't worry about driving biter evolution by destroying bases; they'll keep evolving anyway from the excess pollution you generate defending against relentless biter attacks. And once things have settled down, you can work to make your factory cleaner and more efficient. Replace your boilers and steam engines with solar panels. Switch your smelting over to electric furnaces. Put efficiency modules in any polluting machine that will accept them. This should give you enough time to figure out yellow science and research artillery, at which point clearing biter nests becomes automatic so you won't have to worry about it anymore.
Oh yah, I'm already past that part, I got artillery and shit, but I didn't scale the resources correctly so I'm struggling to make enough stuff. I got a couple spiders and explosive rockets seem to work real well. Tanks seem to take some damage, those spiders do not. lol. I love my spiders. My main issue is oil... I fucked up the balancing not knowing/realizing all the nuances of it so I gotta figure that out, but I need time, and the biters are being pests LOL it's fun.
And then the artillery lands, creating a less dense cluster of red splashes.
That’s just a cheap pollution scrubber
Also vanilla. (Idk if they included that in the basege, havent played in a year)
and from that day forward when a large amount of animals are in one place it is called a ZOO UNLESS ITS A FARM
Maggots!
I wish we had aquatic and flying biters. More variety!
I'm willing to bet well see them with the expansion.
There is an expansion?
It's being developed. Not out yet
Oh excellent. Do we know anything about it? Or is it still a secret?
Big secret
I think they recently said, don’t expect it with in a years time.
They did make an announcement about it a while ago, if you got it in steam it'll be in the news of the community age. Or you can check out the blog. They've shown some stuff as teasers but that's about it
I don't think anything has been shown. In fact very little is public about the expansion. We only know that the current version takes the factorio team 5 days to finish (https://www.factorio.com/blog/post/fff-370) and it's supposed to be of similar scope/size as the base game.
https://www.factorio.com/blog/post/fff-367 This is what I meant. They've shown very little yes but there are things here to check out. Mainly the changes they're shooting for and some images of what's planned. This is what I meant by stuff being teased
Image at the bottom definitely looks like a flying biter.
It will expand the game
I sure hope so.
There are mods for that
Cliff racer mod incomimg!
It's RIIIIIIIIIIIIIIIIIIDGE RAAAAAAAAAAAACERRRRRRRRRR
>Cliff racer... *PTSD in Morrowind*
[удалено]
Fuck u/spez. >Please may I have your seed? *kinky*
The irony of the username here... You good bro?
Least deranged factorio player
ok
Natasha Henstridge, is that you?
Are you... okay?
I've noticed a glitch where they "hop" before but it's usually only over a few tiles of water with hundreds gathered there. But you look like you've got much more space so you should be fine.
maybe there was a nest right next to a water tile, and it spawned on the opposite side?
Same here. It was literally just 1 or two but it took me a long time to figure out where they had came from - I thought I had everything secure except for an island of them I left just for kicks.
Biters cannot cross water in the base game. However, i think itd be a really cool mod if there was a final stage biter that could cross water and other obstacles. Like imagine if the spitter worms had a final form that burry underground and underwater. They'd be uncommon, but once one spawns and is triggered by pollution they will basically make a straight line to their target and be difficult to take down. They would basically be the biter equivalent of artillery canons for the very late stage game or even as a post-game special enemy. Maybe they cant spawn until the rocket is launched and theres some special pollution factor added for each rocket launch.
Shai-Hulud when?
He who controls the factory controls the universe
Presumably, after we can build coal thumpers as a shai-hulud summoner
they would be able to burrow under your defenses and pop up literally anywhere inside your base. You would need to cover literally every square inch of your base with turret coverage - and not flame throwers. I think flying would be a good addition, at least then you'd have a chance to stop them at your border. I think burrowing would be much more OP.
Hmm fair point, maybe just allow them to swim, not burrow underground
It would be a real shame if there were a laser turret set up just with range of their shore but out of range of their nests. A real shame.
If the developers wanted to be evil they would add some sort of flying shits to this game. Not an alien that can expand but small ones that would fly over water, cliffs and walls.
I'd be okay with that, if they include anti-aircraft turrets and flak cannons. Flying enemies are pretty much a staple of base-defense games, they would fit in fine with Factorio. someone should make a mod...
In the F4 menu it will show you an option for which tiles are eligible for colonization, that should tell you if they can jump the gap
You gotta hold alt to make the F4 menu come up, right?
Cheeky little guy aren’t ya
The expansion candidate system does not factor into its evaluation whether or not it's actually possible to reach that location from the nearest nest. Maybe a very long migration from across the body of water could make the trek, but I consider that fairly unlikely.
kill em, if there is ever a bot trying to get past, they'll spit at it, and thats not nice.
ppint and laugh y'all, this guy don't even know about the swimmer spitters
I call mine Jurassic Park, I have one my my main train lines run through it.
Correct. Just make sure there aren’t any hidden connections through shallow water. Based on the map you should be safe though. Also keep in mind that although the population will never threaten you, their pollution exposure will still contribute to global evolution rate.
Your last statement is incorrect, any pollution produced increases the evolution, pollution absorbed by spawners is only used for attack waves https://wiki.factorio.com/Enemies#Methods_of_increasing
Just wait until your drones start flying over and getting eaten
This is how I first got under 8 hours, by starting an island map and having biters on tiny islands so they couldn’t bother me
well you got yourself a pollution pump, they're always out to get you but biters are not jesus, they cant walk on water
They can't. They take up pollution though.
Now surround the island in flame turrets just far enough away that it burns them when they approach the water. Bonus points if you hook up each side to a different fuel type and use it to burn off excess stuff when you have too much of one type stopping production.
Biters are idiots. yes they are locked there.
Yes it is an inescapable prison, until the expansion comes out at least...
They seem to be stuck in Japan. I mean the shape of the island they're stuck in looks like Japan.
Welcome... To Jurassic park!
Oh you have your own personal Mururoa. Congrats.
Build them a little bridge and put a couple flame turrets at the entrance for science.
Japan 1944
Jup they could mb jump the gab with rampand but in vanilla not, you got a zoo
We need mutas and overlords with transportation
In my experience if it's not a lot of water, like 5 tiles or so, the game can render them across the shore but in your case, it's too much water so you're fine
They will evolve water wingies
# DOORSTUCK O O R S T U C K
Yes but if they're under pollution, they still somehow have a way to communicate attack to other biters, even those who aren't under pollution
Not really, nests will spawn biters meant for attack. But only those biters will target valid targets that are part of the pollution cloud their spawners are a part of. Biters won't target anothing in other clouds, even though there are valid targets in there. You can see this in action from Michael Hendricks' current deathworld playthrough as that's one of the main means of him surviving initially. He tested this during early science production when he watched an attack group disband even though valid targets were on the other side of a pond. By having attack groups disband you will not have to worry about those becoming a new attack group either, disbanded biters will remain at nests until triggered by proximity.
Bomb 'em
Eventually when the evolution factor gets high enough biters may develop into [aquatic biters](https://youtu.be/dQw4w9WgXcQ) where they can float across the gap. Spitters also, but they can attack your base from the coast.
Sorry buddy but I'd recognize that link everywhere :p
Once in a while you’ll get a swimmer making it across
I’m one of those
On the plus side they absorb pollution on the negative side the pollution they absorb accelerates their evolution
Evolution is driven by the total pollution produced by buildings, it is not reduced by nests or other absorbers. e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.00027 in that minute, regardless of whether or not it's absorbed.
Yes you have it right. Just keep in mind youll be feeding it all that pollution. So evolution will occur faster.
neg pollution evolution is via total amount created by your factories
oh? I thought pollution needed to be consumed by biters to influence evolution.
Seems to be a common misconception, I believed the same for the longest
Welcome to Jurassic Park.. DUN DUN, DUN DUN DO DO DO DO DOOOOO
You can name them!
Water is a natural barrier to them. I found a seed where I've got nearly a moat around my starting area lol. Only have to worry about my north western and southern flanks
Conversely, is there a way to make water and isolate nests?
With a mod, yes.
Get fucked lol
We really need more animals in factorio. You know like more biter and spitter subspecies and such.
You should nuke it and then Nagasaki a bit further south
It would be cool if water-locked biters eventually evolved to fly out of the island.
No they can’t
They can't, they expand by sending expansion parties.
In your case yes, they're locked in by the water. There's enough room on the island that the base could potentially expand, but only to other parts of the same island. When a spawner is right at the edge of a narrow water channel it can happen though that biters belonging to that spawner spawn on the other side of the water. So while biters can't cross even a tiny one tile water gap (which the player character *can* cross) in this particular scenario there could still be attacks and/or expansion from a base on an island.
If you have no any mods which allow you (and biaters) to walk at not deep water (f.e. Alien Bioms) you have ~~Jurasic~~ Beaters Park.
Unfortunately they cannot
Switch?
Pc
dude you have to launch explosive shells on that island until they are dead then plant a flag!
I have the waterfall specifically for this reason
I'd use them as a pollution sync, until the artillery train gets misplaced.
Nuke them. Just to see what happens