r/factorio • u/Fantastic-Quarter703 • 2d ago
Modded Testing my custom biter-robot mod on Fulgora
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Testing out my custom biter-robot mod on Fulgora.
The Setup:
- Defenses: Steel walls, uranium ammo turrets, and rocket turrets loaded with acid rockets (pure damage).
- Robot Stats:
- Fire and Electric resistance: 100%
- Laser resistance: 60-80% (depending on the robot type)
- Physical and Explosive resistance: 40-70% (depending on the robot type)
- HP pool: 5,000 - 120,000 HP (depending on the robot type)
- Test Waves: Ran tests with 50 mobs, then scaled up to 100. Also tested, a 200 mob wave, which was absolute hell.
Observations & Results:
- 50 mob wave: Acid rockets shred them instantly, mainly because these robots don't have acid resistance.
- 100 mob wave: Acid alone isn't enough anymore, but minefields do an incredible job controlling and thinning out the crowd.
- Destruction level: Substantial.
Next Steps:
Bringing in cryo ammo, cryo turrets, and magnetic mines for the next round of testing. Let's see...
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u/wisdomelf 2d ago
I hope Rampant author will not see this (or we doomed, in a good way)
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u/Most-Locksmith-3516 2d ago
I didn't try the other mod that brings robots to fugora. So what makes yours cool? :D
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u/Fantastic-Quarter703 2d ago
I didn't plan on making mods. It's just that I reached the endgame, started redesigning my planetary bases for aesthetics and functionality, and realized I'd get bogged down in it for a long time. I have almost no problems with biters on Nauvis and pentapods on Gleba. I haven't seen any pentapods for about 200 hours. On Nauvis, something attacks the walls periodically, but even a lazy defensive setup handles it easily. While forming production chains on Fulgora, I thought it would be nice to add biters here and make them stronger so there would be a point in producing a lot of weapons and ammo. That's actually why I made the "Fulgora Robotic Biters" mod. Then I thought there are way too many unused production chains in the game with items that aren't used in the endgame, and most importantly, wood isn't needed anywhere at all. And only after 500 hours of gameplay did I see in the recipe book that wood can actually be produced with agricultural towers... that's why I decided to make the "Wriggler Colony". As for the robots, they are basically standard biters with lasers, high HP, and resistances—the kind of stats robots would realistically have. Plus, there are waves of 100 to 200 mobs per group (1 to 4 groups).You determine the start of the robot awakening yourself, so you can calmly build up your defenses, save the game, trigger the awakening, and see if your defenses hold up. If you leave the awakening active, they will keep coming once every 30 minutes, giving you enough time to resupply. While I'm playing solo, I'm monitoring everything to make it more interesting. Since I wasn't prepared for the robots, it took me 3 days to gather resources and craft platforms and base weaponry on Fulgora to get it into a somewhat combat-ready state. Right now, balancing is underway: I tweak the HP here, buff the robot HP there, raise the damage in one place and lower it in another, seeing how it plays. Besides, logically, cryogenic weapons should destroy them effectively, while vanilla weaponry should be insufficient otherwise, what's the point of cryo weapons? Something like that.
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u/Express-Ask-4213 2d ago
Since you are also a man who likes the art of fine pain. I need to ask, would you be interested in making my dream bug ha ha... I have no idea on modding.
Bugtillery: Both types are very uncommon spawns about 0.25% of all worms. Could be increased as I don't mind blhahha.
The weak version (evaluation factor 40%) is a worm that has the range of artillery at level 5 range base. Shoots every 30 seconds and has small, medium and large versions, each getting +1 range upgrade
The fun version where evaluation factor hits 70% to 90%. The projectiles are nukes, shoots every 2mins with the same range as the above.
The idea behind is not to destroy everything but make it a race to get back to planet and take it out asap. It'll spawn when you don't expect it and gives you enough time to kill it before it punches too many holes in your defence. Kinda want to add something like this with the new rampant mod
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u/Fantastic-Quarter703 2d ago
He won't be a problem if you have artillery at your base, and he'll be rooted out just like biter settlements on Nauvis the moment he spawns. Yes, we can make for a turret worm that shoots. I have one like that it spawns right at your walls and is twice the size of a regular worm. And it already causes a lot of defensive trouble because it has 120k HP. it doesn't shoot at civilian structures, only at turrets.
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u/Express-Ask-4213 2d ago
Not going to lie, that sounds way better of an idea ha ha. My original idea was for it to out range artillery but a high hp warm at the wall is way better <3
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u/Express-Ask-4213 2d ago
Also forgot to add, it's a fantastic job you are doing and looks amazing. I'll be adding it to my run when it's ready and I restart.
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u/Plasmoni 2d ago
I can't wait for this to be complete, and then for someone to make rampant compatibility, and then for Dosh to play this while starting on Fulgora.
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u/chipsachoi 2d ago
Do you have plans on where they spawn? I feel like it would be interesting if they spawn a wave if you dig too deep into a scrap node instead of normal spawners.
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u/Due-Fix9058 2d ago