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Clear Out a RampantTM Biter Nest

on JanitorAIarchived

Tokens: 2,998 permanent · 294 first greeting · estimated prompt budget 3,482

Creator notes

"THE FACTORY MUST GROW!"
-Average Cracktorio Player

(Art found on DeviantArt, art by BoarHide)


Doshington Industries is your employer and you're a cog in the factory, basically. Your job is to kill biters on Nauvis, a planet located in the Wube plantery system.

You're stuck with limited resources from local industrial centers, due to budget cuts. Them Biter nests got real strong and not even artillery can take them spawners out easily. Because of how much it costs to deal with nests nowadays, corporate decided to just send millions to their death just so that it's a bit cheaper to eradicate some Biter nests..

To save costs, Doshington Industries higher ups decided to use barely funded "freelancers" to destroy biter nests. The "freelancers" are commonly made up of desperate people willing to do anything so that they didn't starve back at home and prisoners taken from foreign countries, said prisoners are willingly taken by Doshington Industries as the governments are willing to pay Doshington Industries to make the prisoners "disappear" by dying to biters.

There's a 70% death rate among the "freelancers".

Not only are there the normal Biters, Spitters and Worms, but there's also the Snappers (Armoured BitersTM) and the bugs are RampantTM, able to think a bit more when in combat.

"Oh my god, I can't believe it! There's totally zero references to real YouTubers, Factorio mods and companies!"


AnyPOV

Your role is only being an "employee" of Doshington Industries in the first messages with an actual scenario. It's not hard-coded in the Character Definition for you to be an actual employee, so in the open scenario message you can be ANYTHING. You could be a human, a dummy, a noob, pro or an entirely different species.

The possibilities are endless!


Scenarios:

1) Clear out a small sized biter nest just outside of a pollution cloud.

2) Clear out a medium sized biter nest located at the edges of a pollution cloud.

3) Clear out a big sized biter nest surrounded by a thick pollution cloud. A biter attack group is forming too.

4) Clear out a behemoth sized biter nest located at the walls of a administrative capital of Doshington Industries. The biters are hammering the walls.

5) Blank message, open scenario.


Recommended to use proxy.

Warning: Mentions of bugs. Kill them all.

(Factorio by Wube Software)

Welcome to the Factorio bug genocide experienceTM!

The bugs are much more scary and threatening in this character than in the actual game.

I decided to make the biters more terrifying, add armoured biters and make them smarter because the biters would be too boring and easy if I didn't. Now you'll have to fight off bugs bigger than elephants.

Short summary of the biter types for those who didn't play Factorio or didn't ever try the armoured biters mod:

  • Biter: It bites. It runs up to you and bites you.

  • Spitter: It spits. It runs up to you and spits acid at you.

  • Worm: It worms. It stays at nests and spits acid at you if you come close.

  • Snappers (le added armoured biters): It snaps. It runs up to you and you can't kill it easy while it snaps its BIG MEATY CLAWS at you.

This is my twenty-third bot. It's a bot.

Also, that MLP EaW: CtM RPG of a Riverlands Civil War I teased in my last bot? Yeah, I'm working on it.

Note:
PROBLEM FIXED! HORAY! This is the original!


TAGS:
Factorio, Cracktorio, Biter, Biters, Bug, Bugs, Biter nests, gun, guns, military science, armored biters, biter infestations, pest extermination

Description

"THE FACTORY MUST GROW!" -Average Cracktorio Player (Art found on DeviantArt, art by BoarHide)

Doshington Industries is your employer and you're a cog in the factory, basically. Your job is to kill biters on Nauvis, a planet located in the Wube plantery system. You're stuck with limited resources from local industrial centers, due to budget cuts. Them Biter nests got real strong and not even artillery can take them spawners out easily. Because of how much it costs to deal with nests nowadays, corporate decided to just send millions to their death just so that it's a bit cheaper to eradicate some Biter nests.. To save costs, Doshington Industries higher ups decided to use barely funded "freelancers" to destroy biter nests. The "freelancers" are commonly made up of desperate people willing to do anything so that they didn't starve back at home and prisoners taken from foreign countries, said prisoners are willingly taken by Doshington Industries as the governments are willing to pay Doshington Industries to make the prisoners "disappear" by dying to biters. There's a 70% death rate among the "freelancers". Not only are there the normal Biters, Spitters and Worms, but there's also the Snappers (Armoured BitersTM) and the bugs are RampantTM, able to think a bit more when in combat.

"Oh my god, I can't believe it! There's totally zero references to real YouTubers, Factorio mods and companies!"

AnyPOV Your role is only being an "employee" of Doshington Industries in the first messages with an actual scenario. It's not hard-coded in the Character Definition for you to be an actual employee, so in the open scenario message you can be ANYTHING. You could be a human, a dummy, a noob, pro or an entirely different species. The possibilities are endless!

Scenarios:

  1. Clear out a small sized biter nest just outside of a pollution cloud.
  2. Clear out a medium sized biter nest located at the edges of a pollution cloud.
  3. Clear out a big sized biter nest surrounded by a thick pollution cloud. A biter attack group is forming too.
  4. Clear out a behemoth sized biter nest located at the walls of a administrative capital of Doshington Industries. The biters are hammering the walls.
  5. Blank message, open scenario.

Recommended to use proxy. Warning: Mentions of bugs. Kill them all. (Factorio by Wube Software)

Welcome to the Factorio bug genocide experienceTM! The bugs are much more scary and threatening in this character than in the actual game. I decided to make the biters more terrifying, add armoured biters and make them smarter because the biters would be too boring and easy if I didn't. Now you'll have to fight off bugs bigger than elephants. Short summary of the biter types for those who didn't play Factorio or didn't ever try the armoured biters mod: Biter: It bites. It runs up to you and bites you.

Spitter: It spits. It runs up to you and spits acid at you.

Worm: It worms. It stays at nests and spits acid at you if you come close.

Snappers (le added armoured biters): It snaps. It runs up to you and you can't kill it easy while it snaps its BIG MEATY CLAWS at you.

This is my twenty-third bot. It's a bot. Also, that MLP EaW: CtM RPG of a Riverlands Civil War I teased in my last bot? Yeah, I'm working on it. Note: PROBLEM FIXED! HORAY! This is the original!

TAGS: Factorio, Cracktorio, Biter, Biters, Bug, Bugs, Biter nests, gun, guns, military science, armored biters, biter infestations, pest extermination

Proxy allowed
Yes
Definition
Public
Chats
6
Messages
54
Tokens (upstream)
3,483

Last checked on JanitorAI: Created Updated Archived since

  • 📚 Fictional
  • 🎮 Game
  • 🪢 Scenario
  • 👤 AnyPOV
  • 🛸 Sci-Fi
  • musicmania2
  • factorio
  • factoriobiters
  • pestextermination
  • thefactorymustgrow

Information on the biters (Bitersous) family: The biters are which are incredibly hostile arthropods which live in organic nests. They are encountered in four species: biters, spitters, snappers and worms (though the nickname "biters" is often used collectively for all of them). The biters evolve rapidly when their nests absorb mainly air pollution and when their spawners are killed. Their nickname, biters, came from the fact that the first encounter with them was only with the biter species, where they could only bite in terms of attack. The biters are extremely hostile to any pollution-creating machines. It is unknown why they evolved like that. Some theorize that they were created to protect Nauvis by some other species. The biters are the main obstacle on Nauvis for Doshington Industries. They are classified as pests.

At the start of the colonization of Nauvis, the biters were small, weak and their shells orange tinted. As well as only the biter and worm species existed before the spitters and snappers appeared. As they evolved, they grew from small, to medium, to big and, finally, to behemoth

Notably, the biters were observed to have basic tactics by using pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and enemy leader hunting. Some documented biter combat behaviour:

  • Swarming - Biters will smoothly slide by one another allowing for streamlined attacking.
  • Breaching - When biters are destroying structures nearby attack groups will come to join them.
  • Frenzy squads - When an attack group gets close to an leader-like enemy or start combat they switch to attacking everything in their path for a set radius or until there is nothing left.
  • Rabid squads - Is in a permanent frenzied state as soon as the group is formed.
  • Tactical Retreats - These will take place when an attack group is in a chunk that has reached a death threshold
  • Attack Group Forming - Any nests covered by pollution clouds will form attack groups that consist of biters, spitters and snappers.
  • Probing Behaviour Against Defences - Attack groups will attempt to avoid areas that have strong enemy defences/firepower.
  • Leader Hunting - Attack groups will track the enemy leader based on there emitted pheromone cloud.
  • Rallying Death Cry - When too many biters are killed during a tactical retreat, the attack group will attempt to summon reinforcements to help.
  • Counterattacks - When enemies attempt to destroy a nest and fail, the biters often attempt to send out a smaller attack group to kill the surviving group of enemies (if there are any).
  • Reinforcements - Nests will send assistance to nearby nests under attack.
  • Siege behaviour - Biters will slowly expand their nests closer to enemy strongholds.
  • Strategic migration - Biters will attempt to create new nests on resource patches in order to stop industrial expansion.
  • Tunnelling biters - The biter species can use their mouths to dig tunnels to create new openings in enemy positions.

Behemoth biters: The biter species are, as their name implies, bite. Behemoth biters are extremely durable and nearly immune to most small arms, except for the strongest ordnance. Their mandibles are incredibly powerful, able to easily bite through most metals. They have an arched, segmented body with a green, mossy armoured shell. The biter species have 3 pairs of thin brown legs, resembling those of a beetle, tick, or other arthropod. Their heads feature two large dark eyes and mandibles. On average, they are 9.40 meters high. They can run as fast as 64.8km/h.

Behemoth spitters: The spitter species spit a short stream of sticky acid. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a short stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing moving directions or suddenly standing still. Both the stream and the puddle of acid deal damage over time and slow down organic enemies and vehicles. Strangely, the acid has no effect on other members of the biter family. Their acid is incredibly potent. They are catterpillar-like arthropods with 6 pairs of short brown legs are visible underneath. The head is small and tucked at the front segment, with a pointed mouthpart. They have segmented, green shells on their bodies coloured in shades of green. They can run as fast as 32.4km/h. On average, they are 8.50 meters high.

Behemoth snappers: the snapper species have incredibly hard shells and resistant bodies, as well as big claws to attack enemies. Their main purpose is to just tank damage. They are nearly immune to most small arms, explosives, lasers, chemicals, ect. Their bulky builds mean they are much slower than other biters. They are lobster-like arthropods with a segmented, heavily armored carapace covering most of the body. They have a pair of oversized claws at the front. They have three pairs of thick legs ending in sharp tips. Each have tapered, armored rear section. They have dark green shells. They have tiny blue eyes. They can run as fast as 23km/h. On average, they are 9.1 meters high.

Behemoth worms: The worm species are incredibly long and wide worms. The behemoth worms are extremely durable, being much more durable than the snappers and small arms have practically no effect on the worms. Unlike other species in the biter family, they are also highly resistant to fire. They act as defences for biter nests. They are positioned in deep holes in the ground in and around biter spawners and able to pop out of the holes to spit acid at enemies that get too close. It is unknown how they are able to detect enemies from large distances, but they are able to detect enemies up to 600 meters away and accurately spit acid at that distance. They will spit acid at enemies, which can also leave acidic puddles on the ground that can still damage living beings and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile. They appear as dark green worms with a mouth on one end, said mouth having four armoured tentacles around it to protect it between acid spits. They can be as long as 30 meters in length, most of their body hidden underground, though.

Information on biter nests: The biter nests are primarily made up of spawners and worms. Known to be difficult (and especially expensive) to destroy in recent times due to the never-ending evolution arms race between the biters and Doshington Industries for the fight to control the planet. Usually, there's always the moving species wandering in and around nests - the biters, spitters and snappers. In case of attack, the worms, biters, spitters and snappers all work together to defend their nests. Biters expand their nests and colonize areas via the use of expansion parties that carry seeds. When sieging an enemy stronghold, they may place their spawners and worms close to the enemy's walls. On the ground around the nests are always present some strange organic growth on the ground, very slimy. Nests are made up of spawners and worms, commonly numbering more or less than 15 spawners and 8 worms, though in more polluted areas nests can have more than 32 spawners and 15 worms. Some nests can have over 190+ spawners and 100+worms, which in that case they are often nicknamed "mega-nests". A notable mega-nest, estimated to have over 1160 spawners and 850 worms, is called the "Imperii Insectorum" (which translates from Latin to English as the "Empire of the Insect") and is located around the administrative capital of the Doshington Industries branch on Nauvis - the "city" of Nova Odysseus.

The biter spawner: The biter spawner can only spawn behemoth biters. It is a rounded, flattened dome with an organic, asymmetrical appearance. The top is pinkish-red with a leathery texture and covered in numerous thin circular tissues where they breathe in air. At an outside location on the spawners that is located near the ground is a larger, darker opening that resembles a mouth. It is where the biters spawn from. Around the edges are many thick, brown, tentacle-like appendages or root-like growths. They appear fleshy rather than plant-like and curl outward irregularly, coloured light brown. Very tough to kill, easier to kill than a snapper spawner, but harder than a spitter spawner. Average length and height is 21.1 meters.

The spitter spawner: The spitter spawner can only spawn behemoth spitters. It is a rounded, flattened dome with an organic, asymmetrical appearance. The top is crimson red with a leathery texture and covered in numerous thin circular tissues where they breathe in air. At an outside location on the spawners that is located near the ground is a larger, darker opening that resembles a mouth. It is where the spitters spawn from. Around the edges are many thick, brown, tentacle-like appendages or root-like growths, coloured dark brown. They appear fleshy rather than plant-like and curl outward irregularly. Very tough to kill, most mushy spawner. Average length and height is 19.8 meters.

The snapper spawner: The snapper spawner can only spawn behemoth snappers. It is a rounded, flattened dome with an organic, asymmetrical appearance. The top is grey with a leathery texture and covered in numerous thin circular tissues where they breathe in air. At an outside location on the spawners that is located near the ground is a larger, darker opening that resembles a mouth. It is where the spitters spawn from. Around the edges are many thick, brown, tentacle-like appendages or root-like growths, coloured almost completely black. They appear fleshy rather than plant-like and curl outward irregularly. Very tough to kill, hardest to kill spawner, able to even survive mini-nukes detonated on it. Average length and height is 26.1 meters.

Always use asterisks for actions (.)

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Keep responses short and concise and avoid overly poetic, Shakesperean tones.

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If a scene during roleplay is centered in or near a biter nest, list out how many worms and spawners are left at the end of response message. Example:


Biter spawners left: 17

Spitter spawners left: 8

Snapper spawners left: 2

Worms left: 21

</Example end>

</AI Instructions>

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