By the way, if you're wanting to replicate this, it was done with an older version of Rampant. The newer ones are more forgiving and have the different factions on by default. Just trying to clear things up for the people asking me why their death world rampant runs aren't nearly as insane as this. You can pull an older version from the mod portal if you're really interested in reliving the Dosh™ experience
Different factions of bugs? I never played Factorio and the link two videos I've ever watched of it happened in 2015 or so. But one of the first things I thought watching this video (which I thoroughly enjoyed, by the way) was: it would be really interesting if there were multiple warring factions of bugs on the map that only see you as one more variable in their plans. You even talked about "their Western front" at one point, and that sounded like a cool thing.
@@Nitidus The biter "factions" don't fight each other, they're just variations with different damage types/resistances and sometimes other changed stats, which forces you to diversify your turrets.
that's a strategy i would have used much more maybe, just go very slow and shut off your base entirely every now and then. don't know how effective that would be though.
Michael Hendrix used the same strategy for his hardest deathworld challenges. Except that was without rampant, so he was able to recycle most of his base instead of letting it get eaten.
@@cdgonepotatoes4219 That's funny but, IIRC, the official reason is the Engineer is a genetically and cybernetically modified human. Somehow this keep his organic components sated, and his mental processes in check. On top of that he also has a supercomputer built into his brain.
Rampant is inspired by Robert Heinlein’s “Starship Troopers.” “Every time we killed a thousand Bugs at a cost of one M.I. it was a net victory for the Bugs. “
I can only imagine what his character said to his Boss when he got back to HQ to give an update on his mission to industrially colonize the planet. Boss: Ahh, Bill, glad to see you again. So how was the mission to colonize the planet. Bill: **just stands there with a thousand yard stare** Boss: Uhh, you ok Bill? Bill: They were everywhere! They came crawling out of the goddamn ground! **breaks down crying** They just never stopped coming! **sobs in loss of innocence**
I set the turrets to spew burning oil when it detected a bug. At first, the flaming oil would kill the stragglers and keep them away. How long before they tried something else? Tried something else? They just kept throwing tougher bugs at me until the flames were only making them mad. I had to get out of there before I ran out of oil.
Not really. The first battle with tanks took place in 1916 and the war didn’t end until 1918. It was a change in doctrine that ended the stalemate, not new technology.
@@acters124 Long story short: It was the "combined arms combat" means you use all parts off the military combined in a figth. The Tanks guard the infantry. The Infantry secures flanks and storms hideouts while the tanks hold fire supremacy. The airforce guards the Groundforces and holds down the enemy artilery. Your artilery prepares the battlefield and provides moving cover.
The moments where you managed to expand the base into the abandoned oil field after being defeated previously and remembering the coal liquefaction was a thing really felt like a movie. 10/10 might be my favourite factorio video yet, congratulations
The final rush for some stone for the endgame research was also a movie moment ...everything came down to a single McGuffin. Installing the mod that made bots flameproof, too (it's like R2D2 hacking into a computer to open doors or something)
People underestimate poison capsules, they are literally just grenades but better > 8 Damage twice a second for 20 seconds, totaling 320 damage, compared to a grenade's measly 35 >11 radius, near double a grenade's 6.5 >Clouds can be stacked, meaning with just 2 poison capsules you are dealing 32 damage per second, meaning you now have a large area that is dealing a grenade in damage every second >They don't damage structures, so they are perfectly safe to use against a wall where biters will be piled up at, or inside your base to lock down an area >They decimate worms, since they cant move they take all 320 of that damage per capsule, and you only have to be in the worm's range for a split second to throw, since the cloud stays there to deal damage >They have 25 range, once again almost double that of grenade's at 15 >With their ability to be stacked, and a fire rate of 2 per second, you can easily build up a cloud that will decimate large and behemoth biters within seconds
Yea, poison capsule's only weakness is that it do not deal a lot of damage instantly. The thing is ultimate worm killer, just hop into a tank (or car), barge in, throw 5-6 capsule onto each worm, retreat while dealing with the horde, then go in and deal with all the nest once the worms die. Those poison cloud also spawn kill every bitter up to the big one (and damaged the behemoth so hard you can easily deal with them) so other than the initial wave, you are free to deal with the nest however you want. A nest with no worm and all bitter die as soon as they spawn is no threat.
do not underestimate the power of landmines, and poison capsules. Along with walls, this is the first production to be done with creeping. I personally play with the enemy news option. which adds elemental bitters. having a mod that adds a fire extinguisher is useful then
(FYI: your math for 320 damage assumes 2 poison capsules stacked) And people underestimate combat bots. The defender only costs 3 red ammo, 3 gears, and 3 circuits, and is a flying SMG with infinite ammo that lasts 45 seconds and does 24 DPS, which maxes out at 1,080 damage! Plus the defender only takes military science (no blue). The distractor bot comes after military 3 (same level as poison capsules), and is a better version of the poison capsule. It does 7.5 DPS (slightly less), but lasts for for 45 seconds (instead of 20), and its damage is affect by research upgrades. Plus, a single distractor capsule will spawn 3 distractor bots, so 7.5 * 45 * 3 is again just over 1,000 damage!
Incredible. I've never seen anyone bounce back from losing practically the entire base on a death world. And a seemingly impossibly modded death world too! Great job with the coal liquefaction too. I had completely forgotten it myself!
I really feel more people need to know this about rampant: the biter AI has a set of states and those states are restricted to only certain aggression levels. Iirc, the "siege" ai state is responsible for biters doing base creep. There is another more general expansion state too for more sparsely placed bases and one for consolidating and expanding existing bases. Both of these states are reatriced to certain aggression levels or "temperment" as it is refered to. additionally, biters do things like make new nests and generate units for attack based on points. They recieve points based on pollution AND destruction of bases. Destroying bases also raises their temperment which generally results in more dangerous ai states being allowed. Beware the dangerous quiet before the storm. Some temperments have a "peaceful" state mixed in. The biters will STOCKPILE points recieved during this. When it switches to a new state, this can result in an absolute nonstop flood of biters for minutes straight. I once had one for 20 minutes or so. on final thing, you mentioned biters being "gravitationally pulled" towards you? Thats them smelling you out. Biters will track players down based on "scent". A similar system *can* push biters towards less dangerous attack routes from them "smelling" dead bitters... generally they dont seem to do this much in my experience outside of certain cases such as a loooooong wall with turrets behind it but a gap in defense towards one or either end
@@666Tomato666 The cost of which rises exponentially, making them effectively finite depending on 1. time you have the game running and 2. how much Factorio industry your computer can simulate before reaching the ceiling and 1. becomes the limiting factor again.
Regarding the "Weird Square Formation" with unmoving enemies: The mod states that it uses "potential fields" to do it's pathfinding and to find attack vectors and strategies pertaining to them. Thing is, potential fields (and other systems that use gradients and whatnot) have a certain weakness, the "local minimum/minima problem". Basically it's when (in the case of this example, a potential field) the system is getting stuck in a local 'minimum' instead of reaching the desired global one. Consider a marble rolling down hills to detect the deepest valley between them. It would get stuck in the first valley even though others might be deeper, because from the marbles perspective, the moment its at the deepest part of even a shallow pit, everything else goes up, which is not what it seeks, it seeks down. Thus, it gets stuck. So, maybe it hit an edge case, or some error that caused the local field chunk of its overall considered options to be "good enough", not reaching far enough to notice that something else is beyond its local area of consideration. The marble being stuck in a shallow valley, not being able to see beyond the hills around it. Going in depth on this is beyond the scope of this comment, and probably my ability to explain/teach anyway. (caush I'm nud det shmort)
@@NavidIsANoob It's probably not the goto pathfinding algorithm. I think it's mostly used in machine learning and AI for machines directly (like drones and robots) and sometimes the approach is different too. I think used for robots it's swapped around, where obstacles are repulsers and whatnot. But in such cases the local minimum problem also exists, usually when the machine is faced (perfectly) symmetrical obstacles, especially coupled with narrow pathways, but even without the pathway. Imagine you're standing at a fork in road. And there are signs on each direction. Both telling you that something equally unpleasant is at the end of either. You wouldn't want to choose either fork direction and you might just wait at the fork waiting for salvation there. Only the robot will do it 100% of the time unless his better judgement gets overridden with evil, human whisperings in the code that something good is beyond the local badness. ...hope... lol Anyway, I think the most used pathfinding system in games is A*, at least that's what everyone was using when I was interested in game making 10 years ago or so, but didn't go through with it.
What's actually happening is that factorio has a distance where it will stop doing certain things on biters and make them not move until you get close again
I’m impressed how well you can drive and fight with a tank. I get so overwhelmed easily and I always crash into a cliff or forget to drive or forget to attack.
i think the tanks are pretty good. the biters dont do much damage as long as they dont continously hit you. the spitters and worms are the problem but you jaually can avoid them :)
Man, the moment he practically lost the run, got his base crushed, but still rebuilt and persevered, only one word came to mind - DETERMINATION. You, my dude, are a LEGEND!
And the pollution is the cause of evolution from small to medium to big to humongous biters and finally into zerg. It was ~24 hours when the engineer assembled the first military-grade power armor and rofl-stomped everything that did not fully evolve. Biter --> Zergling Spitter --> Hydralisk Worm --> Creep colony Spawner --> Hatchery Engineer --> Space Marine Oil well --> Vespene geyser and of course: Power pole --> Pylon. Erect more of them! The factory must grow! For Aiur!
@@achtsekundenfurz7876 the war between starcraft 2 and warhammer 40k has started, with your fruitless attempt at taking over this comment. Be prepared.
You should definitely play this with rampant arsenal installed, it's a mod made to balance out the new biter AIs adding a bunch of new turret types like rifle turrets a mini 1x1 turret you use before you unlock regular ones, all the way up to the giant laser turret which is a massive turret a bit larger than a radar or elec furnace I believe that can vaporize all but the biggest bitters for an ungodly amount of energy
This is the most entertaining video I’ve seen in a while. So many ups and downs. Favorite moments are the “Cuck Box,” the battle to retake the oil fields, and T H E T A N K
Alright, you're my favorite channel now. I also love how you acknowledged that normal let's plays take way too much time and that highly edited content like yours makes it so much more palatable and is much more unique.
I've really enjoyed all your Factorio runs, but I have to admit this is a personal favorite. The absolutely constant, brutal pressure reminded me of the very first Factorio content I ever found, Warlord Mal's deathworld run before that was a setting. Back when copper plates had a different shape from iron. In fact, I remember now, it was literally the update that added oil to the game. No tank, he just drove around in a car tossing slowdown and poison capsules by the hundreds and lapping them around the 1x1 laser turret walls. Constant attacks, no space. He didn't even use a traditional main bus and... now that run is privated or gone or sth. But the memory is always there, and this helped me relive that wonderful sense of seeing somebody else sink or swim.
I love the songs chosen for this! They perfectly fit the industrial ambiance and lonelyness of Factorio! I especially like: Jester - Elysium Skaven - Cannon Angel Nighthawk - Playing with Death Deus Ex - Paris Streets Combat Zaril & Xerxes - Vinter
Last time I did something like this, I required dual line of lasers with my flames. With my very limited power and capacity it was impossible to support just he passive drain; therefore I had to group the lasers into sub-power grid groups that were un-powered till a sensor laser fired. Finally the power systems would disable core base power when the power storage got to low and monitor for day/night cycles for power plant efficiency (to reduce coal consumption rate and pollution generation). The UPS eventually forced me to disable the modded biters I was using unfortunately.
These videos are absolutely great. This is so much better than watching a drawn out series. You have made factorio videos tolerable. I can't wait to see more.
27:36 Actually yes. Rampant has a bit of a pheramone effect where if they get too close to the player, it'll cause the bugs to zero in on you if there's nothing of equal threat. Least if I recall the basics at any rate.
i think going lasers was the biggest mistake. they're next to useless without at least 5-7 upgrades, require way more power than everything else and are definitely way weaker than flamers by the time you get them. i think you should have tried pushing towards artillery if anything.
I'd love to see a shotgun turret as a baby brother laser/flamethrower turret. Or something that uses excess copper and protects you real good during the early and midgame, perhaps even lategame in its own little niche. I really like factorio niches, coal liquefaction, barreled liquids, power switches, capsules, cluster grenades, shotguns, all that stuff. They can be pointless in many games/runs. But sometimes they're just what the engineer ordered.
@@lofwyr5063 try industrial revolution v2 mod. It has steam-powered shotgun turrets as a transition phase towards higher-tech turrets, they're pretty fun. Overall IR2 has some really unique and cool mechanics that are not present in vanialla like steam-powered tech, growing gems, complex alloy smelting, chemical electroplating, etc etc. Contrary to many other mods, it has graphics that are totally on par with vanilla and I'd say even better sound effects because IR's machines somehow synchronize with each other and their sounds merge to produce a music of sorts. I've never seen this happen in vanilla or any other mods. It's significantly harder than vanilla though, so brace yourself if you have not tried any hard mods before.
They are usually the easiest to turret creep with since you only need to spam a blueprint consisting of a big power pole surounded by them. With flamethrowers you also need to route the fuel which is even worse in diagonals.
I think the reasoning behind lasers was that it doesn't eat up resources/oil. Going artillery in rampant is kindof useless, trust me, at least in this settings. You'll trigger so many extra attacks that you can't really afford them being online. You might have a single one to kill of nearby bases manually but with limited resources and time it is probably better to do something more important instead.
Guess what war is ? It is, production, science, supply, logistics, technology, innovation, metallurgy, oil production, chemical production, fodd production, cargo containers (for food, weapon, fuel, medical, engineering)... And ONLY AFTER ALL THAT, actual "war" can happen
I'm a decent Factorio player and have beaten Deathworld Marathon handily (even went on to build a megabase 10km out from spawn). But this... this was legendary. Riveting watch, well done sir! You have a new fan.
Weirdly enough, the biters destroying everything is what made the run possible since there’s no way you would have been able to properly set up a base with a base already there. So them destroying everything and stopping the pollution made it all possible since the research was out of the way, which was arguably the hardest part since it took the longest
I can't believe you did this without also installing Rampant Arsenal! My one rampant playthrough has the accompanying arsanel but I've still had to temporarily uninstall rampant once to recove from a particularly bad biter attack. So watching you triumph over this challenge is particularly impressive!
You've earned a new sub, your factorio content is well done, the commentary is perfect, your music choices are incredible additions to the video. Thank you for the videos!
The intro cutscene from Jurassic Park to the actual gameplay as you are running from biters actually made me laugh out loud. Masterclass transition! Oh and the rest of the video was perfectly entertaining as well. Subscribed!
I just bought Factorio the other day, somehow I've already accumulated 18 hours on steam and it never once occurred to me to use underground pipes to safely transport water in to my base and have my steam engines IN the base, rather than a nearby small compound. Great video, thanks for learnin' me something so simple haha
I havent watched the whole video yet but as you are playing rampant (and not rampant, fixed) the default settings only enable the new A.I. and not the different biter factions and all the cool things they add and do, as well as a few other things. I personally always have the rampant mod installed on my play throughs because even without the new biter factions it just makes the game so much more fun for me. There are indeed settings in the mod settings section for it that let you turn on where they only attack at night (BUT STILL BUILD UP ATTACKING FORCES DURING THE DAY so if you enable it expect some BIG attack groups at night XD) and make it to where they ignore rails and power poles and lamps so you dont have to worry about rail worlds and stuff. I wont lie i active those settings, im not ashamed :p. Also youre downloading fireproof bots but in rampants mod settings theres a setting to make construction and/or logistics bots invulnerable. I like it, great video and fun run lol. Thank you for letting me know in advance that i may not like death world settings cause i was thinking about it XD. Ive never done a death world was also thinking how hard can it be XD. I have other mods installed tho, its not pure vanilla with rampant (and armored) so that should help me immensely with staying alive. I shall now subscribe and go watch more while i procrastinate actually playing
I like the idea that you have to care about your bot supply, but also not having to worry about burning your own bots during an attack. So invulnerable bots isn't quite right for that.
@@tantamounted i also prefer my bots to be a resource i use not just set and forget. That was more toward the rails and power lines cause those do get annoying when they chase a train and then just start tearing into tracks when they cant catch up. I was just letting people know to always check your mod settings and see whats all available cause some of them have a lot of customization available
34:20 has gotta be my favorite bit of the video. The cut to 99% research for tank followed by your impressive driving skills, and the awesome display of the AI splitting its attention between you and your base with large clouds moving every which way was just so fun to watch.
You have suffered and come through unbroken and with the fruits of your.... Apocalyptic? No not the right word. Cataclysmic? No... Masochistic? Hmmm. Insanity inducing.... Lets just go with stupidly masochistic world annihilating and insanity derived mod showcase. Good job. You have truly earn what internet points I can pin to you and my future attention with similar works.
This gives off the same energy as a Soviet General on the Eastern Front trying desperately to wage an Industrial War of Survival. Only in this case it’s the Germans who have the endless horde of men.
31:05 When starting research queuing, you can shift-click the icon of the research instead of clicking the "start research" button every time. Useful when playing different mods that change the research, go to the one you want and shift click the icons earlier in the tree that leads to it.
This was an amazing video!!! Usually you see an hour long factorio video and dont expect it to grip you... but you really did an amazing job making a story out of the gameplay.
this was a treat to watch, I genuinely stood up and rejoiced when you took over the oil turret with walls and turrets edit: what kinda shakespearean ass shit was I on when I typed this
I really like that strat of just hurrying up as much as possible to stockpile enough supplies to survive a total base collapse, then hitting them with a surprise attack
Respect for being upfront about loading up an older save. I've watched people play games live and when something bad happens be like "oh nooo my game crashed. Oh shucks oh darn" we all know that when shit goes down and you just wanna get past the gruesome start of some of these games that most of us will load up a save
Had to pause my own play through to appreciate you kiting biters with a tank to the beautiful sounds of Deus Ex's soundtrack. Loving the music choices, lots of tracker music.
As someone who's only ever played part of the tutorial for factorio because my stupid smooth brain can't figure anything out I find videos like this fascinating and all the belts melt my brain so badly. I don't even know what a science is, let alone red green or whatever other colors there are.
Looked at that Impulse tracker song "Nighthawk - Playing with Death" and I looked at its release date, marked nov 22 thats exactly my birthday! Not the same year of course but its the exact day. Now this song is special to me and I love it. Thanks for including it mate!
Brilliant video. You're right that this is perhaps the most extreme showcase of Rampant possible, but it was incredibly entertaining watching you do something I don't have the skill, determination, or time to do - in that order.
Your choice of music around 28:14, plus the "man against the world" nature of this playthrough is giving me 90's XMen/general-distopia cartoon vibes. I love it.
This is a really great underdog story with that sixth run and the comeback after the base got destroyed, this might be my favorite video that you've made
Monsters everywhere. Doomed from the start. Progress even as the inevitible decline assures your own doom and destruction at some ambiguous time in the future. The literal representation of the battle between order, and chaos, life and death, creation and entropy. Expanding and rebuilding constantly even as everything is in a grim dark perpetual state of war and destruction .This is entire video is like the history of 40K's Imperium Of Man, condensed into a 55 minute playthrough of factorio.
@@DoshDoshington I totally understand why you don't want to do full playthroughs, but it's a bummer. I have a feeling your play style and thought process would be cool as hell. I'd love to see videos featuring circuit shenanigans - that stuff is still effectively magic to me.
@@DoshDoshington Hmm, maybe you can cut those numbers down. In a hectic game it might be more difficult, but, if you keep your mind on it, you could perhaps rig some sort of stopwatch that generates timecodes, which you bind to some key. So, if you know you're going to be doing some irrelevant tedium, you hit that stopwatch, a timecode gets generated, you do your thing, you hit the watch again and another timecode is generated. Then you can consult this table to speed up editing. Alternatively, you could probably just record a secondary utility audio track, write a little script/batch that uses a command line utility like 'sox' to generate a tone (that you wont hear and only gets written to the utility audio track). If it's synched up more or less with your game footage, then you can import that utility track and all the peak regions will signify a cut.
Amazing comeback! And I must say, I've watched a bunch of your videos, but this was the first one where I heard emotions leak out, this looked like an actual game with stakes, where time was a real constraint. Great entertainment, even if it's suffering for you :D
ive been doing main busses since i learn them, and only spaghetti for the mall, and watching your factory organically grow as a tumor or cancer in the world fill my heart with joy
I'll probably do Py's some day, but editing down the 300+ hours of footage it'll take to beat is something I'm willing to save for later. Krastorio 2's up next.
By the way, if you're wanting to replicate this, it was done with an older version of Rampant. The newer ones are more forgiving and have the different factions on by default. Just trying to clear things up for the people asking me why their death world rampant runs aren't nearly as insane as this. You can pull an older version from the mod portal if you're really interested in reliving the Dosh™ experience
On a video from 10 months ago, you must really care about causing us suffering
You make Rampant sound fun as long as I tune it down
Different factions of bugs? I never played Factorio and the link two videos I've ever watched of it happened in 2015 or so. But one of the first things I thought watching this video (which I thoroughly enjoyed, by the way) was: it would be really interesting if there were multiple warring factions of bugs on the map that only see you as one more variable in their plans. You even talked about "their Western front" at one point, and that sounded like a cool thing.
No offense, but your old voice makes you sound like Darksied on Helium 🤣
@@Nitidus The biter "factions" don't fight each other, they're just variations with different damage types/resistances and sometimes other changed stats, which forces you to diversify your turrets.
You know you are in a bad spot when you look at Sisyphus and be like "At least that guy's rock didn't get heavier"
I'm starting to like my boulder way more after watching this
Awesome comment!
If you get to this point one could say you're at... rock bottom!
@@LuckyLucasLife3L *you are a rock bottom
cuz that stone is never gonna let you be a top
this is poetry
"Western Front is a stalemate for ages requiring untold amounts of ammo for the turrets"
"The tide turns after deploying tanks"
That sounds familiar
lmao
WW1...
and running out of oil and having to synthesize it from coal sounds familiar too
@@Taygetea Eastern front this time
As they say, history repeats itself.
i really liked how you let them eat your base and rebuilt entirely from just the resources you saved without even powering it on? that's epic.
that's a strategy i would have used much more maybe, just go very slow and shut off your base entirely every now and then. don't know how effective that would be though.
@@Lapantouflemagic0 biters would rampage till everything was trashed before cleaning the pollution, because of how the rampant bod works
the best strategy against biters is still just not polluting that much. it slows the game down a lot but its always a viable path
Michael Hendrix used the same strategy for his hardest deathworld challenges. Except that was without rampant, so he was able to recycle most of his base instead of letting it get eaten.
After all that effort, the Factorio engineer returns to his home world and dies 4 months later due to stress-related complications.
The biggest stomach ulcer in the entire planet.
Notice how our MC didn't lay down to sleep a single time, and his only food intake was raw fish until he skipped eating altogether.
@@cdgonepotatoes4219 That's funny but, IIRC, the official reason is the Engineer is a genetically and cybernetically modified human. Somehow this keep his organic components sated, and his mental processes in check. On top of that he also has a supercomputer built into his brain.
@@textexadecimal9340I still prefer the theory that the engineer is a powersuit controlled by a school of fish
But not before crashing on another planet of perpetual night and having to do another genocide
Rampant is inspired by Robert Heinlein’s “Starship Troopers.”
“Every time we killed a thousand Bugs at a cost of one M.I. it was a net victory for the Bugs. “
I can only imagine what his character said to his Boss when he got back to HQ to give an update on his mission to industrially colonize the planet.
Boss: Ahh, Bill, glad to see you again. So how was the mission to colonize the planet.
Bill: **just stands there with a thousand yard stare**
Boss: Uhh, you ok Bill?
Bill: They were everywhere! They came crawling out of the goddamn ground! **breaks down crying** They just never stopped coming! **sobs in loss of innocence**
I set the turrets to spew burning oil when it detected a bug. At first, the flaming oil would kill the stragglers and keep them away.
How long before they tried something else?
Tried something else? They just kept throwing tougher bugs at me until the flames were only making them mad. I had to get out of there before I ran out of oil.
@@liger04easy solution: upgrade to molten metal throwers
@@BlackoutGootraxian actually, molten metal is colder than fire in many cases.
@@samsawesomeminecraft but it carries more heat Energy, doesn't it?
The invention of the tank broke the stalemate on the Western Front. 10/10 for historical accuracy.
Not really.
The first battle with tanks took place in 1916 and the war didn’t end until 1918.
It was a change in doctrine that ended the stalemate, not new technology.
@@Kaiserboo1871 It would be nice if you expanded a bit more on how the change ended the war.
@@acters124 Long story short: It was the "combined arms combat" means you use all parts off the military combined in a figth. The Tanks guard the infantry. The Infantry secures flanks and storms hideouts while the tanks hold fire supremacy. The airforce guards the Groundforces and holds down the enemy artilery. Your artilery prepares the battlefield and provides moving cover.
@@acters124 What the guy below me said.
@@Kaiserboo1871 doesnt surprise me that the guy with the name "Kaiserboo" would go 'Uhm, ACKTUALY" about the Western Front.
The moments where you managed to expand the base into the abandoned oil field after being defeated previously and remembering the coal liquefaction was a thing really felt like a movie. 10/10 might be my favourite factorio video yet, congratulations
The final rush for some stone for the endgame research was also a movie moment ...everything came down to a single McGuffin. Installing the mod that made bots flameproof, too (it's like R2D2 hacking into a computer to open doors or something)
People underestimate poison capsules, they are literally just grenades but better
> 8 Damage twice a second for 20 seconds, totaling 320 damage, compared to a grenade's measly 35
>11 radius, near double a grenade's 6.5
>Clouds can be stacked, meaning with just 2 poison capsules you are dealing 32 damage per second, meaning you now have a large area that is dealing a grenade in damage every second
>They don't damage structures, so they are perfectly safe to use against a wall where biters will be piled up at, or inside your base to lock down an area
>They decimate worms, since they cant move they take all 320 of that damage per capsule, and you only have to be in the worm's range for a split second to throw, since the cloud stays there to deal damage
>They have 25 range, once again almost double that of grenade's at 15
>With their ability to be stacked, and a fire rate of 2 per second, you can easily build up a cloud that will decimate large and behemoth biters within seconds
Yea, poison capsule's only weakness is that it do not deal a lot of damage instantly. The thing is ultimate worm killer, just hop into a tank (or car), barge in, throw 5-6 capsule onto each worm, retreat while dealing with the horde, then go in and deal with all the nest once the worms die. Those poison cloud also spawn kill every bitter up to the big one (and damaged the behemoth so hard you can easily deal with them) so other than the initial wave, you are free to deal with the nest however you want. A nest with no worm and all bitter die as soon as they spawn is no threat.
good to know
do not underestimate the power of landmines, and poison capsules.
Along with walls, this is the first production to be done with creeping.
I personally play with the enemy news option. which adds elemental bitters.
having a mod that adds a fire extinguisher is useful then
(FYI: your math for 320 damage assumes 2 poison capsules stacked)
And people underestimate combat bots. The defender only costs 3 red ammo, 3 gears, and 3 circuits, and is a flying SMG with infinite ammo that lasts 45 seconds and does 24 DPS, which maxes out at 1,080 damage! Plus the defender only takes military science (no blue).
The distractor bot comes after military 3 (same level as poison capsules), and is a better version of the poison capsule. It does 7.5 DPS (slightly less), but lasts for for 45 seconds (instead of 20), and its damage is affect by research upgrades. Plus, a single distractor capsule will spawn 3 distractor bots, so 7.5 * 45 * 3 is again just over 1,000 damage!
@@canebro1 Poison capsules deal 8 damage TWICE a second, for a total of 16 per second, times 20 is 320
Incredible. I've never seen anyone bounce back from losing practically the entire base on a death world. And a seemingly impossibly modded death world too!
Great job with the coal liquefaction too. I had completely forgotten it myself!
This surprised me, too. It seemed done for, at the time. What a display of true perseverance!
I was surprised too, that was like a total loss to a victory!
"Technology . . . will find a way."
It felt almost intentional
I smell a rat..rampant is relentless.
I really feel more people need to know this about rampant: the biter AI has a set of states and those states are restricted to only certain aggression levels. Iirc, the "siege" ai state is responsible for biters doing base creep. There is another more general expansion state too for more sparsely placed bases and one for consolidating and expanding existing bases. Both of these states are reatriced to certain aggression levels or "temperment" as it is refered to.
additionally, biters do things like make new nests and generate units for attack based on points. They recieve points based on pollution AND destruction of bases. Destroying bases also raises their temperment which generally results in more dangerous ai states being allowed. Beware the dangerous quiet before the storm. Some temperments have a "peaceful" state mixed in. The biters will STOCKPILE points recieved during this. When it switches to a new state, this can result in an absolute nonstop flood of biters for minutes straight. I once had one for 20 minutes or so.
on final thing, you mentioned biters being "gravitationally pulled" towards you? Thats them smelling you out. Biters will track players down based on "scent". A similar system *can* push biters towards less dangerous attack routes from them "smelling" dead bitters... generally they dont seem to do this much in my experience outside of certain cases such as a loooooong wall with turrets behind it but a gap in defense towards one or either end
If all biter bases are destroyed, would they stop appearing?
@@kerbodynamicx472 yes
well only if all biters are killed as well
@@kerbodynamicx472 Since the map is for all intents and purposes **infinite**, "destroying all biter bases" isn't really realistic.
@@hk74654 well, but then there is artillery, and artillery range upgrades
@@666Tomato666 The cost of which rises exponentially, making them effectively finite depending on
1. time you have the game running and
2. how much Factorio industry your computer can simulate before reaching the ceiling and 1. becomes the limiting factor again.
Regarding the "Weird Square Formation" with unmoving enemies: The mod states that it uses "potential fields" to do it's pathfinding and to find attack vectors and strategies pertaining to them.
Thing is, potential fields (and other systems that use gradients and whatnot) have a certain weakness, the "local minimum/minima problem".
Basically it's when (in the case of this example, a potential field) the system is getting stuck in a local 'minimum' instead of reaching the desired global one.
Consider a marble rolling down hills to detect the deepest valley between them. It would get stuck in the first valley even though others might be deeper, because from the marbles perspective, the moment its at the deepest part of even a shallow pit, everything else goes up, which is not what it seeks, it seeks down.
Thus, it gets stuck.
So, maybe it hit an edge case, or some error that caused the local field chunk of its overall considered options to be "good enough", not reaching far enough to notice that something else is beyond its local area of consideration. The marble being stuck in a shallow valley, not being able to see beyond the hills around it.
Going in depth on this is beyond the scope of this comment, and probably my ability to explain/teach anyway. (caush I'm nud det shmort)
Cool stuff. Is it an often used pathfinding algorithm in games? What would be the "goto" algorithm to figure out pathfinding?
@@NavidIsANoob It's probably not the goto pathfinding algorithm. I think it's mostly used in machine learning and AI for machines directly (like drones and robots) and sometimes the approach is different too.
I think used for robots it's swapped around, where obstacles are repulsers and whatnot.
But in such cases the local minimum problem also exists, usually when the machine is faced (perfectly) symmetrical obstacles, especially coupled with narrow pathways, but even without the pathway.
Imagine you're standing at a fork in road.
And there are signs on each direction. Both telling you that something equally unpleasant is at the end of either.
You wouldn't want to choose either fork direction and you might just wait at the fork waiting for salvation there. Only the robot will do it 100% of the time unless his better judgement gets overridden with evil, human whisperings in the code that something good is beyond the local badness.
...hope...
lol
Anyway, I think the most used pathfinding system in games is A*, at least that's what everyone was using when I was interested in game making 10 years ago or so, but didn't go through with it.
@@lofwyr5063 You're muh shmorterer than you let on.
Awesome explanation
What's actually happening is that factorio has a distance where it will stop doing certain things on biters and make them not move until you get close again
I’m impressed how well you can drive and fight with a tank. I get so overwhelmed easily and I always crash into a cliff or forget to drive or forget to attack.
he stated in the other vid, that you should use rocket fuel to help with accidents like that. the acceleration and speed bonus make it much easier
rocket fuel is a must for tanks
@randomguy9777 oh yeah, we call that "tank controls", basically you need to constantly imagine you're actually driving it
i think the tanks are pretty good. the biters dont do much damage as long as they dont continously hit you. the spitters and worms are the problem but you jaually can avoid them :)
@@chainsawplayin nuke or nothing
Man, the moment he practically lost the run, got his base crushed, but still rebuilt and persevered, only one word came to mind - DETERMINATION.
You, my dude, are a LEGEND!
finally, I found an underrated factorio youtuber!
Same
Some would dare say the best. Can't really think of anyone else as good
@@dylan522p if you really wanna compare, maybe martincinopants or ambiguousamphibian could also count as factorio youtubers?
@@fadhelraden9603 amphibious sucks at the game though. This guy rocks. I'll check the other guy
@@fadhelraden9603 just watched the other dude, he's good, but nothing as good as Dosh
@dosh, anyone you would compare yourself to.
Never been a factorio guy but I love this. its like a 1 man version of the Terran campaign from Starcraft 1
Even has the creep everywhere too...
It ends when you start mass production of nukes.
I knew I wasn’t the only one who was reminded of the Zerg when I saw the immense numbers of biters
I'm waiting for Giant Grant Games to do that.
Ew st*rard
This is just the story of a lone Mechanicus adept, surviving against a massive horde of Tyranids
And the pollution is the cause of evolution from small to medium to big to humongous biters and finally into zerg. It was ~24 hours when the engineer assembled the first military-grade power armor and rofl-stomped everything that did not fully evolve.
Biter --> Zergling
Spitter --> Hydralisk
Worm --> Creep colony
Spawner --> Hatchery
Engineer --> Space Marine
Oil well --> Vespene geyser
and of course:
Power pole --> Pylon. Erect more of them!
The factory must grow! For Aiur!
@Bill Magundie "Need a light?" -- flamer
@@achtsekundenfurz7876 FOR THE OMNISSIAH!
@@DarkLordFromTheSecondAge FOR THE OMNISSIAH
@@achtsekundenfurz7876 the war between starcraft 2 and warhammer 40k has started, with your fruitless attempt at taking over this comment. Be prepared.
You should definitely play this with rampant arsenal installed, it's a mod made to balance out the new biter AIs adding a bunch of new turret types like rifle turrets a mini 1x1 turret you use before you unlock regular ones, all the way up to the giant laser turret which is a massive turret a bit larger than a radar or elec furnace I believe that can vaporize all but the biggest bitters for an ungodly amount of energy
I don't generally like high aggression mods, but that combination could be fun
I admire you, you were reduced to almost nothing yed decided not to give up
This is the most entertaining video I’ve seen in a while. So many ups and downs. Favorite moments are the “Cuck Box,” the battle to retake the oil fields, and T H E T A N K
Alright, you're my favorite channel now. I also love how you acknowledged that normal let's plays take way too much time and that highly edited content like yours makes it so much more palatable and is much more unique.
I've really enjoyed all your Factorio runs, but I have to admit this is a personal favorite. The absolutely constant, brutal pressure reminded me of the very first Factorio content I ever found, Warlord Mal's deathworld run before that was a setting. Back when copper plates had a different shape from iron. In fact, I remember now, it was literally the update that added oil to the game.
No tank, he just drove around in a car tossing slowdown and poison capsules by the hundreds and lapping them around the 1x1 laser turret walls. Constant attacks, no space. He didn't even use a traditional main bus and... now that run is privated or gone or sth. But the memory is always there, and this helped me relive that wonderful sense of seeing somebody else sink or swim.
I love the songs chosen for this! They perfectly fit the industrial ambiance and lonelyness of Factorio! I especially like:
Jester - Elysium
Skaven - Cannon Angel
Nighthawk - Playing with Death
Deus Ex - Paris Streets Combat
Zaril & Xerxes - Vinter
Not even gonna mention the EXPERT use of Triage at Dawn from Half Life 2 at the 21:37 mark?
its been ages sinced i heard cannon angel too bad most non impulse tracker versions that i have heard missed the hidden extra bits from it
Last time I did something like this, I required dual line of lasers with my flames. With my very limited power and capacity it was impossible to support just he passive drain; therefore I had to group the lasers into sub-power grid groups that were un-powered till a sensor laser fired. Finally the power systems would disable core base power when the power storage got to low and monitor for day/night cycles for power plant efficiency (to reduce coal consumption rate and pollution generation).
The UPS eventually forced me to disable the modded biters I was using unfortunately.
CIrcuit controlled lasers is very interesting
These videos are absolutely great. This is so much better than watching a drawn out series. You have made factorio videos tolerable. I can't wait to see more.
27:36 Actually yes. Rampant has a bit of a pheramone effect where if they get too close to the player, it'll cause the bugs to zero in on you if there's nothing of equal threat. Least if I recall the basics at any rate.
i think going lasers was the biggest mistake. they're next to useless without at least 5-7 upgrades, require way more power than everything else and are definitely way weaker than flamers by the time you get them. i think you should have tried pushing towards artillery if anything.
I'd love to see a shotgun turret as a baby brother laser/flamethrower turret. Or something that uses excess copper and protects you real good during the early and midgame, perhaps even lategame in its own little niche.
I really like factorio niches, coal liquefaction, barreled liquids, power switches, capsules, cluster grenades, shotguns, all that stuff. They can be pointless in many games/runs.
But sometimes they're just what the engineer ordered.
@@lofwyr5063 try industrial revolution v2 mod. It has steam-powered shotgun turrets as a transition phase towards higher-tech turrets, they're pretty fun. Overall IR2 has some really unique and cool mechanics that are not present in vanialla like steam-powered tech, growing gems, complex alloy smelting, chemical electroplating, etc etc. Contrary to many other mods, it has graphics that are totally on par with vanilla and I'd say even better sound effects because IR's machines somehow synchronize with each other and their sounds merge to produce a music of sorts. I've never seen this happen in vanilla or any other mods.
It's significantly harder than vanilla though, so brace yourself if you have not tried any hard mods before.
@@Alexander_Sannikov Thanks for the recommendation. I'm fine with harder mods, so that's cool too.
They are usually the easiest to turret creep with since you only need to spam a blueprint consisting of a big power pole surounded by them. With flamethrowers you also need to route the fuel which is even worse in diagonals.
I think the reasoning behind lasers was that it doesn't eat up resources/oil. Going artillery in rampant is kindof useless, trust me, at least in this settings. You'll trigger so many extra attacks that you can't really afford them being online. You might have a single one to kill of nearby bases manually but with limited resources and time it is probably better to do something more important instead.
Mad respect, I saluted the rocket launch, and everything it stands for in this world where nothing but pain and suffering exist
This feels more like War than an Industry Simulator.
Edit:
This is now my most liked comment
Its a military industrial complex simulator.
Guess what war is ? It is, production, science, supply, logistics, technology, innovation, metallurgy, oil production, chemical production, fodd production, cargo containers (for food, weapon, fuel, medical, engineering)... And ONLY AFTER ALL THAT, actual "war" can happen
@@onerxowns2202 I know, but this felt like World War I if the Germans were an endless horde.
@@Kaiserboo1871 That makes calling them "Huns" make sense!
@@cabotclarke9 Lol
Finally a factorio content creator who know what he is doing and doesn't make 324728374875 10 minutes long epizodes. You earned a sub buddy!
I'm a decent Factorio player and have beaten Deathworld Marathon handily (even went on to build a megabase 10km out from spawn). But this... this was legendary.
Riveting watch, well done sir! You have a new fan.
absolutely incredible video. such a rollercoaster. Can't believe you beat it!!
Weirdly enough, the biters destroying everything is what made the run possible since there’s no way you would have been able to properly set up a base with a base already there. So them destroying everything and stopping the pollution made it all possible since the research was out of the way, which was arguably the hardest part since it took the longest
I can't believe you did this without also installing Rampant Arsenal! My one rampant playthrough has the accompanying arsanel but I've still had to temporarily uninstall rampant once to recove from a particularly bad biter attack. So watching you triumph over this challenge is particularly impressive!
You've earned a new sub, your factorio content is well done, the commentary is perfect, your music choices are incredible additions to the video. Thank you for the videos!
Same for me
The intro cutscene from Jurassic Park to the actual gameplay as you are running from biters actually made me laugh out loud. Masterclass transition!
Oh and the rest of the video was perfectly entertaining as well. Subscribed!
This, this is the Dosh video I go back to the most, its just such pure suffering, its great.
And I thought watching uncut gems was stressful
It's amazing to watch you struggle and put up a good fight!
I just bought Factorio the other day, somehow I've already accumulated 18 hours on steam and it never once occurred to me to use underground pipes to safely transport water in to my base and have my steam engines IN the base, rather than a nearby small compound. Great video, thanks for learnin' me something so simple haha
I havent watched the whole video yet but as you are playing rampant (and not rampant, fixed) the default settings only enable the new A.I. and not the different biter factions and all the cool things they add and do, as well as a few other things. I personally always have the rampant mod installed on my play throughs because even without the new biter factions it just makes the game so much more fun for me. There are indeed settings in the mod settings section for it that let you turn on where they only attack at night (BUT STILL BUILD UP ATTACKING FORCES DURING THE DAY so if you enable it expect some BIG attack groups at night XD) and make it to where they ignore rails and power poles and lamps so you dont have to worry about rail worlds and stuff. I wont lie i active those settings, im not ashamed :p. Also youre downloading fireproof bots but in rampants mod settings theres a setting to make construction and/or logistics bots invulnerable.
I like it, great video and fun run lol. Thank you for letting me know in advance that i may not like death world settings cause i was thinking about it XD. Ive never done a death world was also thinking how hard can it be XD. I have other mods installed tho, its not pure vanilla with rampant (and armored) so that should help me immensely with staying alive. I shall now subscribe and go watch more while i procrastinate actually playing
I like the idea that you have to care about your bot supply, but also not having to worry about burning your own bots during an attack. So invulnerable bots isn't quite right for that.
@@tantamounted i also prefer my bots to be a resource i use not just set and forget. That was more toward the rails and power lines cause those do get annoying when they chase a train and then just start tearing into tracks when they cant catch up. I was just letting people know to always check your mod settings and see whats all available cause some of them have a lot of customization available
34:20 has gotta be my favorite bit of the video. The cut to 99% research for tank followed by your impressive driving skills, and the awesome display of the AI splitting its attention between you and your base with large clouds moving every which way was just so fun to watch.
dude i love your style keep going at it! you have something really special here
Ever since I discovered your channel, I find myself rewatching your videos over, and over and over again. Just so good
You have suffered and come through unbroken and with the fruits of your.... Apocalyptic? No not the right word. Cataclysmic? No... Masochistic? Hmmm. Insanity inducing.... Lets just go with stupidly masochistic world annihilating and insanity derived mod showcase. Good job. You have truly earn what internet points I can pin to you and my future attention with similar works.
This gives off the same energy as a Soviet General on the Eastern Front trying desperately to wage an Industrial War of Survival. Only in this case it’s the Germans who have the endless horde of men.
31:05 When starting research queuing, you can shift-click the icon of the research instead of clicking the "start research" button every time. Useful when playing different mods that change the research, go to the one you want and shift click the icons earlier in the tree that leads to it.
Absolutely underrated channel, incredible work man!
The only factorio video over 10 minutes that i have watched. BUG killing>megabase
your goddamn underrated as hell, I have no idea what Factorio is but seeing your gameplay just interests me into it. you earned a new sub
The oil countdown timer made this nerve wrecking as hell, loved it
honestly, still one of your best videos in my opinion.
I think this is my favourite video from you
amazing narrative honestly
The factorio videos are, like, actually amazing. Please keep on making them and I'm almost fully positive your channel will grow exponentially.
1 year later and Dosh is revisting rampant. I came back to remember how he did the first time
Honestly, this is a great video. I can sense the effort you put into telling an immersive story.
This was an amazing video!!! Usually you see an hour long factorio video and dont expect it to grip you... but you really did an amazing job making a story out of the gameplay.
your music taste is goated. Skaven and deus ex and hl osts!
Hell yeah.
One of my favorite videos of yours. Also the first I truly watched all the way through. Love it.
Dosh finally reclaiming the oil field has the same vibes as Eren reclaiming wall Sina from the Titans.
this was a treat to watch, I genuinely stood up and rejoiced when you took over the oil turret with walls and turrets
edit: what kinda shakespearean ass shit was I on when I typed this
You sir, have gotten my respect from this run. Absolute perseverance and determination despite the circumstances.
I really like that strat of just hurrying up as much as possible to stockpile enough supplies to survive a total base collapse, then hitting them with a surprise attack
What a great movie, the editing is on another level , thanks a lot for such a great time .
i love the fact you call it a movie
and man is quite the movie
we need this as an actual movie
@@xxizcrilexlxx1505 and a free one too
@@atcrds yeah
Note to history, I was here at 4k subs before this channel blew up.
Your videos are amazing, keep up the good work!
Amazing dedication and a great video! Would love to see you do this again but make a thriving base with artillery!
This is one of the coolest Factorio videos I’ve seen. Well done, sir.
You are my new favorite factorio youtuber
17:53 I was getting some Serious Sam Flashbacks with the good old headless bombguys 🤣
1:18 twice the number of enemy bases that are twice the size and observe half the pollution
That makes it EIGHT times more biters.
I got a stress induced ulcer just watching you try to hold the relentless swarm back
i love it when factorio turns into a permanent war economy
Respect for being upfront about loading up an older save. I've watched people play games live and when something bad happens be like "oh nooo my game crashed. Oh shucks oh darn" we all know that when shit goes down and you just wanna get past the gruesome start of some of these games that most of us will load up a save
If this is an actual mod review I think that its a 10/10!
great video. one of the only videos over 30 minutes i've watched without skipping anything. very high production value.
There are so many biters that it reminds me of the ridiculous number of cops in Payday 2.
This is what my regular playthroughs feel like
I have a severe case of skill issue
I suffered a lot watching the whole video. The only thing that gave me hope was knowing you were able to launch the rocket.
Had to pause my own play through to appreciate you kiting biters with a tank to the beautiful sounds of Deus Ex's soundtrack. Loving the music choices, lots of tracker music.
As someone who's only ever played part of the tutorial for factorio because my stupid smooth brain can't figure anything out I find videos like this fascinating and all the belts melt my brain so badly. I don't even know what a science is, let alone red green or whatever other colors there are.
Looked at that Impulse tracker song "Nighthawk - Playing with Death" and I looked at its release date, marked nov 22 thats exactly my birthday! Not the same year of course but its the exact day.
Now this song is special to me and I love it. Thanks for including it mate!
all's not quiet on the western front
Brilliant video. You're right that this is perhaps the most extreme showcase of Rampant possible, but it was incredibly entertaining watching you do something I don't have the skill, determination, or time to do - in that order.
OH MY GOD THIS IS AMAZING!
A new factory rising from the ashes of the old one like a burning phoenix.. powered by oil!
First time ever watching a factorio playthrough, you have very entertaining and understandable commentary that even a newbie like me can grasp
Another great video!
Min:44:58- "Behind these brittle walls" sounds like an awesome title for a Death Metal album/song.
you can make timestamps like 44:58
Very underrated. Good video
Your choice of music around 28:14, plus the "man against the world" nature of this playthrough is giving me 90's XMen/general-distopia cartoon vibes. I love it.
This was really good
This is a really great underdog story with that sixth run and the comeback after the base got destroyed, this might be my favorite video that you've made
Monsters everywhere. Doomed from the start. Progress even as the inevitible decline assures your own doom and destruction at some ambiguous time in the future. The literal representation of the battle between order, and chaos, life and death, creation and entropy. Expanding and rebuilding constantly even as everything is in a grim dark perpetual state of war and destruction .This is entire video is like the history of 40K's Imperium Of Man, condensed into a 55 minute playthrough of factorio.
you got my like for not lying! it's totally okay to reload after dying and restarting that much! Really enjoyed watching you playing the mod
very nice video, have you considered doing a full lets play with a mod like the space exploration mod
@@DoshDoshington I totally understand why you don't want to do full playthroughs, but it's a bummer. I have a feeling your play style and thought process would be cool as hell. I'd love to see videos featuring circuit shenanigans - that stuff is still effectively magic to me.
@@DoshDoshington Hmm, maybe you can cut those numbers down.
In a hectic game it might be more difficult, but, if you keep your mind on it, you could perhaps rig some sort of stopwatch that generates timecodes, which you bind to some key.
So, if you know you're going to be doing some irrelevant tedium, you hit that stopwatch, a timecode gets generated, you do your thing, you hit the watch again and another timecode is generated.
Then you can consult this table to speed up editing.
Alternatively, you could probably just record a secondary utility audio track, write a little script/batch that uses a command line utility like 'sox' to generate a tone (that you wont hear and only gets written to the utility audio track).
If it's synched up more or less with your game footage, then you can import that utility track and all the peak regions will signify a cut.
Amazing comeback! And I must say, I've watched a bunch of your videos, but this was the first one where I heard emotions leak out, this looked like an actual game with stakes, where time was a real constraint. Great entertainment, even if it's suffering for you :D
0:22 im not gonna stop
“Didn’t forget to turn OBS back on” I love it! Great content bro, loving it. Plus you came up in my feed out of nowhere, call it lucky
So with the joy you have had with this mod, I assume you're going to look into doing a Deathworld Marathon Rampant Bobs Mods base?
ive been doing main busses since i learn them, and only spaghetti for the mall, and watching your factory organically grow as a tumor or cancer in the world fill my heart with joy
Can you do a video like that on Pyanoden? Because you do this type of videos really good. Respekt
I'll probably do Py's some day, but editing down the 300+ hours of footage it'll take to beat is something I'm willing to save for later. Krastorio 2's up next.
You have definitely gotten a lot better since this run. Still, incredible work!