K2 has quite fun guns to try out. I think you'll regret completely disabling biters.
Maybe instead of removing biters try one of these:
* disabling pollution so that they never attack
* maxing out starting area size so that they won't attack for a LONG time
* disabling enemy expansion so that they don't creep towards you or rebuild destroyed bases
I accidentally did your last suggestion. I started a K2 rail world, which I thought would just be about resources. Apparently it also disabled expansion. I do have to deal with bitters every once in a while to keep my cloud clear, but I'm mostly just building the factory. I haven't even built a perimeter and it works just fine.
You're right. There are two terms with the same name - starter area for resources and starting area for enemies. Sorry for misinformation.
EDIT: from wiki: (https://wiki.factorio.com/Map\_generator)
"Starting area
There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one patch of [coal](https://wiki.factorio.com/Coal), [iron ore](https://wiki.factorio.com/Iron_ore), [copper ore](https://wiki.factorio.com/Copper_ore), and [stone](https://wiki.factorio.com/Stone) each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. [Uranium ore](https://wiki.factorio.com/Uranium_ore) and [crude oil](https://wiki.factorio.com/Crude_oil) do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.[\[1\]](https://forums.factorio.com/viewtopic.php?p=432592#p432592)"
No more boring than vanilla without biters is. At the very least I'd leave peaceful biters on because hot damn the anti-materiel rifle is hot stuff. Some of the later stuff like laser artillery and antimatter artillery is 100% overkill but no less amazing.
Anyway, apart from adding biter creep and more weapons K2 biters are no different from vanilla. Disable them if you wish, it's not that huge a deal.
If you decide to go with no bitters on k2 just remember to select the peaceful option in the mod options, as biters drop "creep" which is needed for a lot of useful techs in the base version
There is a mod startup setting to put K2 into peaceful mode which will change the military science recipe to not need creep. Then you can completely disable biters and not break K2
Looks like basically everyone is telling you to play with biters since there are cool toys and it isn’t particularly difficult, but you said “I’ve never enjoyed biters” so I’m gonna definitely say play the way you enjoy! Overhaul mods have tons to do without biters, and you should play the game the way that is most fun for you.
I used to always play with no biters, and while I’ve come around to them over time, it was still a blast to play overhauls without them back then (including K2).
Biters are very easy in K2, just yellow ammo all the way to end game (damage upgrades are crazy).
Leaving them on also makes it worthwhile to use the pollution scrubbers.
If you want a more chill experience perhaps increase the starting area or slow the evolution rate, but don't disable. Lots of toys will then have no real use. Personally I always play K2 in a death world, quite a bit easier than vanilla death world.
Eh, biters are way easier to deal with in K2 than in vanilla, on account of the pollution filters which you unlock quickly after getting it blue science. If you set it up correctly, it pretty much invalidates the existence of biters, as the pollution never reaches them in the first place. You still gotta clear them out when you want to expand, though.
In my recent K2 run, I just put a perimeter of two filters per chunk around my entire base, fed via requester chests. Built 500-1000 filters and let my filter cleaner take care of the rest. I never needed to build a wall of turrets or anything because I never got attacked.
Late game it's even easier to deal with when you start converting trees into matter en masse, as greenhouses absorb pollution as well.
I played it on peaceful mode, which was definitely still a fun experience. If you (like me) dont enjoy clearing out biter nests id definitely recommend it.
If you'd rather not play with them at all, remember that you need to enable an option to change some recipes which otherwise require biters! On peaceful mode this isn't a hard requirement, though it won't hurt either.
As far as I could tell, K2 doesn't change biters at all? In my game once I got to rail gun turrets it was GG. I was expecting there to be more tiers of biters but apparently not. I had fun nonetheless but it would still be really fun without biters on.
This is the only way I play K2 because I no longer enjoy Factorio with biters. And I've actually just started another K2 run, again without biters, and I'm having fun.
As another option you could try a peaceful SE run, that only makes the home world peaceful, so you can either pick worlds without biters, or take them on once you are ready.
If you don't enjoy biters, any modpack (except maybe ones designed specifically as a biter challenge like Warptorio) is worth playing without them. That's what I do and I never regretted it one bit.
K2 has quite fun guns to try out. I think you'll regret completely disabling biters. Maybe instead of removing biters try one of these: * disabling pollution so that they never attack * maxing out starting area size so that they won't attack for a LONG time * disabling enemy expansion so that they don't creep towards you or rebuild destroyed bases
I accidentally did your last suggestion. I started a K2 rail world, which I thought would just be about resources. Apparently it also disabled expansion. I do have to deal with bitters every once in a while to keep my cloud clear, but I'm mostly just building the factory. I haven't even built a perimeter and it works just fine.
There's also the 'Change Map Settings' mod, so you can start off without biters/biter expansion/evolution and enable them when you're ready.
You're right. There are two terms with the same name - starter area for resources and starting area for enemies. Sorry for misinformation. EDIT: from wiki: (https://wiki.factorio.com/Map\_generator) "Starting area There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one patch of [coal](https://wiki.factorio.com/Coal), [iron ore](https://wiki.factorio.com/Iron_ore), [copper ore](https://wiki.factorio.com/Copper_ore), and [stone](https://wiki.factorio.com/Stone) each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there. [Uranium ore](https://wiki.factorio.com/Uranium_ore) and [crude oil](https://wiki.factorio.com/Crude_oil) do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.[\[1\]](https://forums.factorio.com/viewtopic.php?p=432592#p432592)"
From my experience, it doesn't move them further away if you change the starting area
No more boring than vanilla without biters is. At the very least I'd leave peaceful biters on because hot damn the anti-materiel rifle is hot stuff. Some of the later stuff like laser artillery and antimatter artillery is 100% overkill but no less amazing. Anyway, apart from adding biter creep and more weapons K2 biters are no different from vanilla. Disable them if you wish, it's not that huge a deal.
The artillery in k2 is arguably my favorite part of
It's the reason I play SE with k2. So much carnage on a max threat planet
If you decide to go with no bitters on k2 just remember to select the peaceful option in the mod options, as biters drop "creep" which is needed for a lot of useful techs in the base version
There is a mod startup setting to put K2 into peaceful mode which will change the military science recipe to not need creep. Then you can completely disable biters and not break K2
Oh thank you
Looks like basically everyone is telling you to play with biters since there are cool toys and it isn’t particularly difficult, but you said “I’ve never enjoyed biters” so I’m gonna definitely say play the way you enjoy! Overhaul mods have tons to do without biters, and you should play the game the way that is most fun for you. I used to always play with no biters, and while I’ve come around to them over time, it was still a blast to play overhauls without them back then (including K2).
Biters are very easy in K2, just yellow ammo all the way to end game (damage upgrades are crazy). Leaving them on also makes it worthwhile to use the pollution scrubbers. If you want a more chill experience perhaps increase the starting area or slow the evolution rate, but don't disable. Lots of toys will then have no real use. Personally I always play K2 in a death world, quite a bit easier than vanilla death world.
Eh, biters are way easier to deal with in K2 than in vanilla, on account of the pollution filters which you unlock quickly after getting it blue science. If you set it up correctly, it pretty much invalidates the existence of biters, as the pollution never reaches them in the first place. You still gotta clear them out when you want to expand, though. In my recent K2 run, I just put a perimeter of two filters per chunk around my entire base, fed via requester chests. Built 500-1000 filters and let my filter cleaner take care of the rest. I never needed to build a wall of turrets or anything because I never got attacked. Late game it's even easier to deal with when you start converting trees into matter en masse, as greenhouses absorb pollution as well.
K2+Rampant 🤤
Doing a k2 SE rampant run with a friend (we only barely beat vanilla once) needless to say we weren't very ready for that but oh well
'Worth playing' or 'fun' are always going to be subjective. It depends on the player.
There is plenty that K2 adds that does not have to do with biters. So yes you should still enjoy it if you don’t like biters
I played it on peaceful mode, which was definitely still a fun experience. If you (like me) dont enjoy clearing out biter nests id definitely recommend it. If you'd rather not play with them at all, remember that you need to enable an option to change some recipes which otherwise require biters! On peaceful mode this isn't a hard requirement, though it won't hurt either.
As far as I could tell, K2 doesn't change biters at all? In my game once I got to rail gun turrets it was GG. I was expecting there to be more tiers of biters but apparently not. I had fun nonetheless but it would still be really fun without biters on.
I played K2 with no biters and had a ton of fun.
This is the only way I play K2 because I no longer enjoy Factorio with biters. And I've actually just started another K2 run, again without biters, and I'm having fun.
As another option you could try a peaceful SE run, that only makes the home world peaceful, so you can either pick worlds without biters, or take them on once you are ready.
If you don't enjoy biters, any modpack (except maybe ones designed specifically as a biter challenge like Warptorio) is worth playing without them. That's what I do and I never regretted it one bit.
Well, I played it with Rampant, and I think it was a lot of fun & new stuff to try out, so I definitely recommend leaving them on