Friday Facts #431 - Gleba & Captivity | Factorio

tfkgmjfy@lemmy.world to Factorio@lemmy.world – 56 points –
Friday Facts #431 - Gleba & Captivity | Factorio
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Nice use of the biter nests.

But one thing they failed to mention, is how it affects people who turn biters off

It's a productivity boost, not a critical product, so turning biters off doesn't lock you out of anything critical. And now you have more reason to leave them on.

I always play with biters, so it doesn't affect me.

But I still think people not playing with biters should get to experience the full game.

I guess a mod will fix it, if the devs dont

The thing change a little bit, and you can't disable everything from biters anymore, but we have no enemies mode, where biter nests still exist, but no biters are spawn. (This is still on top of the peaceful mode, where enemies are spawned, but don't attack antil provoked).

https://www.reddit.com/r/factorio/comments/1fvwegy/friday_facts_431_gleba_captivity/lqa84rp/

Ah nice, wish they would have included that in the FFF

They won't anymore!
I think it will be interesting to "grow" more nests using pollution and then try to tame large clusters, trying to install the milking drones, killing biters but sparing the nests. Sounds nervous, just as it has to be!

Biter eggs also make use of the spoiling mechanic as they spoil into live biters

I can imagine all the fun this will bring already.

Probably the most satisfying animations of the game. I could watch it for hours

That nest lab was awesome. Kind of wish they kept it I couldn't tell if was intentionally pale, or they hadn't finished all the art on it, but it looked really good pale

Well it looks synthetic. It's not meant to be an exact copy, but a bootleg version of a spawner. If you compare it to a normal spawner, everything is more industrial, less organic.

But the best lab is still there under the cover of the laboratory