Factorio: Testing advanced dragon's-teeth designs

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  • Опубліковано 21 лис 2024

КОМЕНТАРІ • 89

  • @pylonialwaffles6944
    @pylonialwaffles6944 3 місяці тому +753

    I liked that you had the tileable bit at the bottom of each demonstration.

  • @jingermcblabbersnitch7162
    @jingermcblabbersnitch7162 2 місяці тому +500

    I wish there was a similar demonstration with green biters and spitters, which is a more realistic scenario

    • @amirharithbinhairuzzamilmoe
      @amirharithbinhairuzzamilmoe Місяць тому +22

      Bonus if its small biters. I could imagine them dying like popcorn, plus imagine how fast they would be able to reach the turrets.

  • @Joel-qo6gt
    @Joel-qo6gt 2 місяці тому +459

    ah, the most interesting question: what's the most efficient way to screw with these bugs' pathfinding?

    • @Arzon527
      @Arzon527 2 місяці тому +66

      The last couple options seemed to be the best. Keeping a "clear" path is important on the teeths integrity, while making the bugs double back seemed to give them the most trouble. I wonder if a j shaped tunnel could be used to path them longer

    • @bmobmo6438
      @bmobmo6438 Місяць тому +56

      @@Arzon527 They will start attacking walls if the path gets too long though, design 3 seems to actually be best since it delayed them the most without taking damage

    • @vasianduban9995
      @vasianduban9995 7 днів тому

      for best result you should add gates that are opening and closing

  • @cf453
    @cf453 2 роки тому +156

    Nice work. I use the first one, 6 layers deep, with some lasers and max-spaced flamethrowers. Outside of the wall is a bit shorter than flamer range.
    Cheap and easy.

  • @stycfy2437
    @stycfy2437 2 роки тому +78

    Seems like one flamethrower is enough for the last one if they consistently bundle up like that

  • @benmalatin5237
    @benmalatin5237 23 дні тому +7

    Interesting! Thanks for sending me down a little wikipedia rabbit hole about real life dragon’s teeth. It’s a really interesting defensive strategy.

  • @tAether
    @tAether 3 місяці тому +122

    First one is the best, not the best at slowing down but wasn't attacked at all, meaning doesn't need bots as much, meaning less destroyed bots

    • @DrFreenote
      @DrFreenote 2 місяці тому +92

      At the very bottom you can see the yellow caution indicator (indicating turrets firing) and red caution and destruction indicators (indicating wall damage and destruction). The first pattern left two wall pieces destroyed. The second, third, forth, and fifth patterns left none damaged or destroyed. The sixth pattern left three destroyed.

    • @scragar
      @scragar 28 днів тому +1

      @DrFreenote
      I think the first only took damage because of the pathfinding, a bunch of biters charged the same path, and that resulted in some getting stuck, causing them to attack the wall.

    • @von_nobody
      @von_nobody 27 днів тому +9

      @@scragar And this is problem, Biters need be confuse but still have path forward, at some point on big waves they always attack walls like this, many times I find out that 2 tiles space between layers reduce number of destroyed walls but still confuse attackers.

  • @pirminp7090
    @pirminp7090 2 місяці тому +51

    Nice showcase ❤, please make a video with statistics as well, time until killed, resource costs, damaged teeth etc.

  • @blu12gaming44
    @blu12gaming44 2 роки тому +14

    I use the first design, but have landmines in between to do as much damage as possible before they can reach my turrets.

  • @darokdeed
    @darokdeed Місяць тому +13

    would be nice to see with combined armies and behemoth variations and then how much % of hp is missing from the walls

  • @sarbe6625
    @sarbe6625 23 дні тому +2

    I prefer the third option primarily because it is easier to adapt to awkward angles and diagonal walls on account of it being square instead of rectangular in the tileable pieces.

  • @CospeBala
    @CospeBala 25 днів тому +3

    For me, the best results was number 1, 3, 5 and 6, where the 1 the advantage is the simplicity

  • @TheChungassSupreme
    @TheChungassSupreme 12 днів тому +1

    Honestly, it seems like design 1 was the most effective in terms of Cost-to-efficiency ratio, at least when it's just a single target type. But design 3 could be slightly modified so each cell houses its own laser, and upkeep could be handled by drones, so in terms of damage to defense, it would likely be a vastly superior design for late game defense.

  • @charliefaxbucketeer1343
    @charliefaxbucketeer1343 2 роки тому +258

    Germany invented Dragon Teeth since WW2 and it's used for slow down or permanent get the tank stuck and get them destroyed or captured. To this day, We still use Dragon Teeth to slow down Biter Attacks.

    • @runtergerutscht4401
      @runtergerutscht4401 2 роки тому +30

      Or to get our own tanks stuck

    • @coryc9040
      @coryc9040 3 місяці тому +8

      ​@@runtergerutscht4401just pour some dirt on top and drive over

    • @danser_theplayer01
      @danser_theplayer01 2 місяці тому +2

      Did Germany invent that? I was associating it with american "hedgehogs".

    • @shrouddreamer
      @shrouddreamer 2 місяці тому +18

      ​@@danser_theplayer01 Czech Hedgehogs are a different type of defensive construction, made out of three steel bars instead of concrete. As the name suggests, they were invented in Czechia (Czechoslovakia back then).

    • @MrHaggyy
      @MrHaggyy 2 місяці тому +3

      Germany made great use of the dragon teeth, but it was a well known option if you couldn't build a trench or need a replaceable option.

  • @DiggitySlice
    @DiggitySlice 2 місяці тому +7

    According to history, all you need is some dirt and you can go right over these

  • @DorangoBread
    @DorangoBread Місяць тому +23

    Nice! You're just missing the control study (no walls)

    • @widecat1404
      @widecat1404 Місяць тому

      Real

    • @gozzilla177
      @gozzilla177 27 днів тому +6

      No walls and a simple 1/2 layer normal wall I'd say

  • @charlesdaugherty321
    @charlesdaugherty321 2 місяці тому +4

    1 is the most cost effective. Least placed blocks.

  • @icepancake
    @icepancake 2 роки тому +4

    Looks very nice!

  • @theharbingerofconflation
    @theharbingerofconflation 2 місяці тому +4

    Personally I just like to build multi-entrance labyrinths

  • @NeuroShoKK13
    @NeuroShoKK13 4 місяці тому +15

    It makes no sense to build obstacles that are too wide, because the beetles begin to break them.

  • @giulianodenardi7654
    @giulianodenardi7654 2 місяці тому +14

    2:06 Hey, wait for meeeeee 💀

  • @OnyxIdol
    @OnyxIdol Місяць тому +1

    This reminds of playing tower defense in Warcraft 3. A good pattern there are spirals (or snail houses). I wonder how well they would work here.

    • @janweissmann4075
      @janweissmann4075 Місяць тому +1

      In pretty much all WC3 TD maps you only needed to have ANY path open to the AI. In Factorio I belive they start attacking when the path to the next "checkpoint" is "blocked". Aka if they walk too long facing walls, they will start attacking. This basically only happened in WC3 if you completly blocked the paths of the AI which was possible on many maps but obviously not smart most of the time ;)

  • @WhatIsAmadillo
    @WhatIsAmadillo 24 дні тому +3

    Oh huh, never even thought about doing something like this. I wasn't aware you could mess with the bugs' pathing like this, but it makes sense
    How does it hold up when spitters get involved? Is it able to keep them out of spitting range before they die?

    • @Kameolontti
      @Kameolontti 13 днів тому +1

      Spitters prefer to engage turrets but will engage wall pieces if they can't get in range of turrets.
      This is why I use multi-entrance labyrinth designs. It doesn't matter if they break some stone. It slows all the heaviest attacks down a lot, including ones that involve behemoths and large groups of spitters.

  • @IAmNumber4000
    @IAmNumber4000 2 місяці тому +9

    Looks like 3 and 6 were most effective

    • @jadedandbitter
      @jadedandbitter 2 місяці тому +3

      Since 3 took no damage, it's the clear winner

    • @aprinnyonbreak1290
      @aprinnyonbreak1290 2 місяці тому +10

      6 is the most effective in the context of a single attack, but 1 and 6 were both damaged, meaning they're going to need more upkeep.
      3 is the best balance of effectiveness to upkeep. 3 also has the unique advantage of actually becoming more effective in the short term if parts are broken during a particularly brutal wave.

  • @jankington216
    @jankington216 Місяць тому +1

    If you could require them to go backwards a significant distance in order to get forward, they may just be screwed

    • @benblack5126
      @benblack5126 Місяць тому +6

      Nah. Paths that have them double back 3 or 4 tiles make them too frustrated. They start damaging walls around that point

  • @brick14
    @brick14 Рік тому +16

    What about spitters?

    • @gozzilla177
      @gozzilla177 27 днів тому

      I imagine spitters aren't gonna pass any wall just spit over them lol the idea is slowing biters usually

  • @Fabian-UwU
    @Fabian-UwU 27 днів тому +1

    Can you try a tesla valve design? :D

  • @mrleonspain
    @mrleonspain 2 місяці тому +1

    How do you make the camera movements so smooth?

  • @timetobargeinandgivemyopin7260
    @timetobargeinandgivemyopin7260 Місяць тому +3

    Song name? Edit: chasing clouds - shenoda

  • @thorH.
    @thorH. 2 роки тому +3

    How would you use one if you are mostly attacked by the huge ones?

    • @graxtheswampgoblinarchmage5356
      @graxtheswampgoblinarchmage5356 3 місяці тому +6

      It's best to just use that first normal design right outside your walls, to slow the biters down as they approach, the normal design is low cost and doesn't get attacked as they approach the main defenses, keeps your walls from taking as much damage

  • @Cewu
    @Cewu 2 роки тому +1

    Pretty nice

  • @wikidude445
    @wikidude445 2 роки тому +4

    Factorio Head

  • @Ozlav
    @Ozlav 24 дні тому

    Nice, does this still work if the last wall in front of the turrets is closed?

  • @TriconPOE
    @TriconPOE Місяць тому

    Starting to remind me of wc3 td mazes

  • @SonOfZeusGaming
    @SonOfZeusGaming Місяць тому

    soo |----| looks to be the best one followed by + and o

  • @Hynnar
    @Hynnar 11 днів тому

    Oh, I've been using these types of designs since I started playing. Except yours didn't attack the walls. Was thay intentional?

  • @mrosskne
    @mrosskne 2 місяці тому +1

    why are there only two kinds of land animal on this whole planet?

    • @commandoepsilon4664
      @commandoepsilon4664 2 місяці тому

      Presumably because they've eaten anything that wasn't them. It's entirely possible they aren't even indigenous, and given their tendency to consume pollution may be some kind of bio-weapon.

    • @Ashmun
      @Ashmun 2 місяці тому +3

      The rest of the fauna is living underground because they don't want to pay taxes.
      Also, in the upcoming dlc there are going to be new ennemies, yay!

    • @Vlad-yy3le
      @Vlad-yy3le Місяць тому +3

      Because they ate the rest

  • @clebsgaming92
    @clebsgaming92 4 місяці тому

    nice testing and nice music

  • @MrValarath
    @MrValarath 28 днів тому

    Music score?

  • @poepse
    @poepse 26 днів тому

    Nice music

  • @DarthPenguinius
    @DarthPenguinius 2 роки тому +3

    Thank you for your video. But that music...

    • @hansmo1
      @hansmo1 Рік тому +11

      that track slaps doesnt it

  • @daskampffredchen
    @daskampffredchen 2 місяці тому +2

    Interesting how they are all open

    • @Dream146
      @Dream146 24 дні тому

      yes because if they aren't then they just get attacked

  • @thekingofcardboard
    @thekingofcardboard Місяць тому +3

    What advantage do these have over solid walls?

    • @Vlad-yy3le
      @Vlad-yy3le Місяць тому +5

      They dont attack walls coz they think they can reach the turrets, but get stuck or confused

  • @NotGrimman
    @NotGrimman 23 дні тому

    Biter pachinko

  • @перевести_на_русский

    2:06 простите что опоздал, на дороге были пробки

  • @VirtualKota
    @VirtualKota 22 дні тому

    Bug plinko

  • @nokia-gm8gv
    @nokia-gm8gv Місяць тому

    damn nce

  • @umbra_mortes
    @umbra_mortes 2 місяці тому

    На 2:00 некорректно сделано, второй слой нужно было сместитьв сторону

  • @0to100_real_quick
    @0to100_real_quick Місяць тому +1

    Have you tried this with the advance AI mods?