πŸ”‘ You're browsing as a guest. Type askbot auth in Factorio chat (or /spectator-chat askbot auth during captain games) to get a token, then paste it on BB Bets to unlock trading, coins, profile, tournament, etc.
Paste token β†’

Biter Battles β€” Docs

Everything the website does, how the in-game askbot fits in, and how to log in. Click any section to expand.

πŸ”‘ Log in with askbot auth

Most website features (BB Bets trading, BB Coins transfers, admin actions on markets, future features) require being logged in as your in-game player. There are no passwords on the website β€” auth happens through the in-game chat bot.

Steps:

  1. In Factorio chat, type askbot auth (or /spectator-chat askbot auth during a captain game).
  2. The bot whispers you an 8-character token, valid for 10 minutes.
  3. Open biterbattles.org/science/bb-bets, paste your in-game name + the token, click login.
  4. You're now session-authed for 30 days as that player.

Requires 1+ day of total playtime. The token is one-shot and expires fast β€” get a fresh one if you take too long.

πŸ’° BB Coins β€” wallet, transfers, history

BB Coins are a soft currency earned passively for time spent on the winning team. They power the BB Bets prediction markets and can be tipped peer-to-peer.

How you earn coins

  • Win bonus β€” 1c per 4 hours of winning-team active playtime (engine-tick based). Captains: 5Γ— (winner) / 2.5Γ— (loser). Credited 5–7 min after a normal game ends, ~30s–2 min after a captain game.
  • MVP awards β€” top-3 voted contributors on each team, in games β‰₯ 25 min and avg 8+ players (top1 = 3Γ— rate, top2 = 2Γ—, top3 = 1Γ—).
  • BB Bets β€” winning trades, LP fee payouts, market resolution payouts.
  • Tips received from other players.

Where to look

  • My account β€” Discord link, BB Triple Threat status, private settings (requires askbot auth login).
  • My public profile β€” your balance, transactions, BB Bets activity, captain stats, science / eff.
  • BB Explorer β€” global leaderboard, all transactions, top earners.

In-game commands

  • askbot coins β€” your balance.
  • askbot coins tip <player> <amount> (alias: send) β€” peer-to-peer tip, no fee, min 0.1c.
  • askbot data <player> β€” public profile (PnL, last 10 transactions, win/loss bets).
πŸ“ˆ BB Bets β€” prediction markets growing fast

Polymarket-style binary & multi-outcome markets paying 1c per winning share. Mid-price = market-implied probability. Fully on-chain (BB Coins).

Live tools

  • Markets dashboard β€” list of all live markets, prices, volume.
  • Create a market β€” winner / duration / production / custom (1d+ playtime, max 2 concurrent custom).
  • Per-market detail page: live order book, trades timeline, holders table, your positions / PnL, fee + slippage preview before every trade. Click on the chart to set a limit price.
  • Admins logged in via askbot auth can resolve / cancel any market directly from its page.

Mechanics

  • AMM β€” constant-product reserves, share prices = pool ratios. Buy with coins, sell shares back, get instant fills.
  • Limit orders β€” placed at any price ∈ (0, 1c). Filled peer-to-peer when AMM crosses or another taker matches.
  • LP β€” add coins to a market's pool, earn 3% base + 3.0Γ—LVR dynamic fee on each trade (capped at 70% of trade size β€” over-compensates impermanent loss). Withdraw anytime.
  • Fees β€” 1% burn on every AMM trade + dynamic LP fee. Limit fills pay flat 4%. Always preview before clicking buy/sell.
  • Resolution β€” winner/duration auto-resolve at game end, production at game end or T-minute, custom is creator/admin-resolved.

In-game commands (read-only / non-fee)

  • askbot market list Β· info <mid> Β· orders <mid> Β· shares Β· myorders Β· burned
  • askbot market preview buy|sell <mid> <opt> <amt> β€” fee breakdown
  • askbot market create winner|duration|custom … Β· cancel <mid>
  • askbot market lp add|remove <mid> <amt|all>
  • Buy/sell/limit are web-only β€” type askbot auth first, then trade with fee preview.
  • askbot market help trade|lp|fees|create|info|admin β€” section-specific help.
βš”οΈ Captain games β€” picks, ranks, history

Organised PvP: two volunteer captains pick teams one by one, fixed rosters, larger coin bonus rates. Most Saturdays at 1700 CET. Streamed weekly with Ghostie on twitch.tv/og_gh0stie. Captains have ultimate authority on team strategy β€” listen to them or get booted.

What's tracked on the website

  • Captain Games page β€” full match history, top captains, top players (overall / special-only / normal-only), winrate leaderboard (default: trailing 365 days, 10+ games), top referees, side-balance stats, longest game.
  • Match cards show pick order topβ†’bottom, north then south, with green/red highlighting for the winning team.

Coin bonus rates (vs normal games)

  • Winning captain: 5Γ— base (5c per 4h active playtime).
  • Losing captain: 2.5Γ— base.
  • Non-captain on winning team: 1Γ— base. Losing team non-captains: 0.
  • Crediting is via captain_win_bonus.php, ~30s–2 min after game-end.

Picking strategy

  • Pick order is typically ABBAABBAA (referee discretion); slightly favors the second picker in practice.
  • The picking screen shows playtime β€” far from ideal as a metric. Spectate first; ask the experienced players on the island who they'd pick and why.
  • The first 2–3 picks are the most consequential: lock in your main builder and a strong threatfarmer/outposter early.

Roles to fill on your team

  • Main builder (1–2) β€” the hardest role; usually decides the game. Treat them well, deflect new players who change builds without asking.
  • Main support β€” keeps main fed (ore, oil, frames), fills blueprints, builds modules on demand. Good captain spot.
  • Power builder β€” devote a player to power for the first hour; main must stay green.
  • Threatfarmer β€” even a basic grenade threatfarm pays back enormously; keep team threat slightly negative.
  • Wall builder β€” flamer wall (typical 2000Γ—500 perimeter β‰ˆ 42 min for one player). Start early; the gap from purple-sci unlock to game-over against a purple rusher can be just 10 minutes.
  • Lasers + nuke β€” for a late game you need 4/4+ laser upgrades and the power to run them. Nuke outpost ~90 min from scratch; iron-rich location, local acid production preferred.
  • Bots β€” situational. Roboports/bots eat red chips; main usually skips them, lasers/wall/rocket outposts often want them.
  • Offensive plan β€” purple/yellow/mil-sci spam, or an outposted rocket. Don't expect passive feed alone to win.

Captain skills

  • Stay in Discord voice; ping inactive players in-game with @name.
  • Reassign middle-skill players when bottlenecks form (oil, power, defense).
  • Boot players who do more harm than good, especially those changing main without asking.
  • Watch the other team (fish counter, teamstats, research) to read their plan.
  • Difficulty awareness: at 100% effectiveness, 64 white-sci-equivalents push enemies to 50% evo (big biters). At HaND (40%) it's 160. 70% evo = 200 equivalents, 100% = 1200.

To register, watch the captain-game lobby in-game / on Discord. Community-picks games happen when no one volunteers β€” every non-spectator ranks every player and teams are auto-balanced.

Draft analytics β€” APP, PVAP, tiers T1–T5

The Draft analytics section on the captain page surfaces who is over- or under-drafted relative to their actual win contribution. Three numbers do the work:

  • APP (Average Pick Position) β€” the player's mean draft slot across all captain games they've been picked in, with the captain seat (slot 1) excluded. Lower APP = picked earlier = considered more valuable by captains. Only players with β‰₯ DRAFT_MIN_PICKS picks are scored.
  • Slot win rate β€” the league-wide win rate of picks at each integer slot (2, 3, 4, …). Slot 2 wins more than slot 9 on average; we measure each player against that baseline.
  • PVAP (Pick Value Above Position) = player's win rate βˆ’ slot win rate at round(APP). Positive = wins more than someone usually picked at that slot would; negative = wins less. PVAP is the headline metric for sleepers/reaches.

Tiers T1–T5 are pure APP quintiles over the qualifying pool β€” nothing to do with win rate, skill, or PVAP. Computation:

  1. Collect APP for every qualifying player (β‰₯ min picks, non-captain).
  2. Sort ascending. With N players, the four cutoffs sit at indices floor(NΓ—1/5), floor(NΓ—2/5), floor(NΓ—3/5), floor(NΓ—4/5).
  3. T1 = APP ≀ 1st cutoff (top quintile, picked earliest) Β· T2 ≀ 2nd Β· T3 ≀ 3rd Β· T4 ≀ 4th Β· T5 = the rest (picked latest).

Tiers are then mapped onto every player (including small-sample ones) using the same cutoffs, so the broader table uses the same buckets. Sleepers are flagged when tier ∈ {4, 5} (picked late) and PVAP > 0; reaches when tier ∈ {1, 2} (picked early) and PVAP < 0.

Captain Draft IQ = per-captain average of the PVAP of every player they ever picked. Positive β†’ consistently spots sleepers; negative β†’ consistent reaches. Independent of which side of the draft was theirs β€” it's measured against the league slot baseline.

πŸ”¬ Science scores & efficiency leaderboards

The most-trafficked pages on the site β€” over 200k hits per category every 100 days.

Top per category

Aggregate / time-bounded

In-game commands

  • askbot science topscore Β· science <player> Β· challenge Β· challenge top
πŸ‘₯ Players online & stats

The "online" count is the canonical source: refreshed every 60s via RCON, stored in the po table. Used by the homepage counter and by the status page.

πŸ“‘ Server status

Status page β€” auto-refreshes every 30s.

Public sections

  • Factorio uptime, players online, last finished game.
  • Discord bots (radio TTS, hedwig, trustbot) state.
  • BB Bets / Captain reconciler health.
  • Tests state, network latency to NY/London/Paris/Frankfurt/Norway/Russia/Australia.

Admin sections

Visible only when logged in via askbot auth as a player in the Factorio admin list:

  • Long-running services + timer units (state, PIDs, last/next fire).
  • System metrics (CPU/RAM/network/connections charts), top UDP peers, mtr per host.
  • Recent journal errors (sanitized).
  • Reconciler lag, drift, DB stats.
πŸ† BB Masters tournament

The flagship competitive event. Organisation, brackets, schedule and replays live on the dedicated site:

bbmasters.net

Past BB Champions tournament site (bbchampions.org) is now offline.

πŸ€– BB Bets API β€” programmatic trading new

REST + WebSocket access to the BB Bets engine for scripts and bots. Same fees, slippage caps and balance checks as the web UI β€” no parallel implementation.

Get a token

Visit /science/api-tokens (after askbot auth) and click "Generate". Token shown once; cap 10 active per player.

Authorization: Bearer bb_<64-hex>

Default scopes: read,trade. No admin scope yet (resolve/cancel stay web-only).

Errors

Uniform envelope:

{"error": {"code": "INSUFFICIENT_BALANCE", "message": "..."}}

Codes: UNAUTHENTICATED, FORBIDDEN, INVALID_ARGUMENT, INSUFFICIENT_BALANCE, INSUFFICIENT_SHARES, NOT_FOUND, MARKET_CLOSED, SLIPPAGE_EXCEEDED, OUT_OF_RANGE, COOLDOWN, RATE_LIMITED, CANCEL_FORBIDDEN, METHOD_NOT_ALLOWED, TRADE_REJECTED, INTERNAL.

Read endpoints (GET)

  • /api/v1/me β€” auth check + balance.
  • /api/v1/balance β€” earned/lost/locked breakdown.
  • /api/v1/markets β€” list. Query: status, category, limit, cursor.
  • /api/v1/markets/{id} β€” full detail (pools, prices, k, fees, my_shares, my_orders, my_lp).
  • /api/v1/markets/{id}/orders β€” public order book (no player names).
  • /api/v1/orders β€” your orders.
  • /api/v1/transactions β€” your tx history.
  • /api/v1/pnl β€” per-market PnL Β· /api/v1/pnl/summary β€” aggregate.
  • /api/v1/game-state β€” live round snapshot: running, started_at, age, difficulty, players (online/active with freshness), open_winner_market.

Trade endpoints (POST, JSON body, scope=trade)

  • /api/v1/buy β€” {market_id, option_index, coins, max_slippage_pct?}
  • /api/v1/sell β€” {market_id, option_index, shares, max_slippage_pct?}
  • /api/v1/orders/place β€” {market_id, side, option_index, price, amount}
  • /api/v1/orders/cancel β€” {order_id}
  • /api/v1/markets/create β€” {category, lp, options?, initial_prices?, title?, duration_minutes?, production_meta?} Β· 1 market / 15 min cooldown

Optional Idempotency-Key header (any string ≀128 chars) β€” replays within 24h return the cached response with the original status code. Rate limit: 60 req / 60 s per token (HTTP 429 + Retry-After).

WebSocket β€” events stream

wss://biterbattles.org/bb-events

Token is sent as the first text message after connect (never appears in proxy logs):

ws.send("auth bb_<your_token>");
// β†’ {"kind":"auth_ok","player":"...","scopes":["read","trade"]}
// or  {"kind":"auth_error","reason":"..."}

ws.send("sub 0");      // firehose: every game / market / trade event
ws.send("sub 391");    // per-market: only events for market 391

// Event payload:
{"id":N, "kind":"new_trade", "market_id":391, "player":"X",
 "data":{...}, "at":"YYYY-MM-DD HH:MM:SS"}

ws.send("ping");       // β†’ {"kind":"pong"}
ws.send("unsub 391");

Caps: 50 connections / IP, 10 / authenticated player, 20 subs / connection. Pre-auth idle > 30s β†’ close.

Curl examples

TOKEN="bb_..."

# Buy 1c worth of option 0 (e.g. North) on market 391
curl -X POST -H "Authorization: Bearer $TOKEN" \
    -H "Content-Type: application/json" \
    -H "Idempotency-Key: $(uuidgen)" \
    -d '{"market_id":391,"option_index":0,"coins":1.0}' \
    https://biterbattles.org/api/v1/buy

# Get market detail
curl -H "Authorization: Bearer $TOKEN" \
    https://biterbattles.org/api/v1/markets/391

# Place + cancel a limit
curl -X POST -H "Authorization: Bearer $TOKEN" \
    -H "Content-Type: application/json" \
    -d '{"market_id":391,"side":"buy","option_index":0,"price":0.4,"amount":2}' \
    https://biterbattles.org/api/v1/orders/place

curl -X POST -H "Authorization: Bearer $TOKEN" \
    -H "Content-Type: application/json" \
    -d '{"order_id":47}' \
    https://biterbattles.org/api/v1/orders/cancel

# Create a custom market
curl -X POST -H "Authorization: Bearer $TOKEN" \
    -H "Content-Type: application/json" \
    -d '{"category":"custom","lp":5,"options":["Yes","No"],"title":"Will North win?","duration_minutes":60}' \
    https://biterbattles.org/api/v1/markets/create

Tokens leaked? Revoke from /science/api-tokens β€” instant; existing WS connections drop on next heartbeat.

πŸ“œ Askbot cheatsheet β€” every in-game command

Type these in the in-game chat. During a captain game, prefix with /spectator-chat to whisper the bot privately.

Auth & identity

  • askbot auth β€” get a one-shot token to log into the website.
  • askbot data <player> β€” public PnL / coins / bets summary.
  • askbot vs <playerA> <playerB> β€” head-to-head over the last 90 days: games together, games faced, who won. Full top-10 allies / rivals on the player profile.

BB Coins

  • askbot coins β€” your balance.
  • askbot coins tip <player> <amount> (alias: send) β€” tip, min 0.1c.

BB Bets β€” read-only / informational

  • askbot market list Β· info <mid> Β· orders <mid> Β· shares Β· myorders Β· burned
  • askbot market preview buy|sell <mid> <opt> <amt>
  • askbot market help trade|lp|fees|create|info|admin

BB Bets β€” actions

  • askbot market create winner|duration|custom … β€” open a market.
  • askbot market cancel <mid> β€” cancel (creator if no trades, or admin).
  • askbot market lp add|remove <mid> <amt|all> β€” provide / withdraw liquidity.
  • askbot market resolve <mid> <opt> β€” admin-only force resolve.
  • Trading (buy/sell/limit) is web-only. Use askbot auth then the website.

Science / ELO

  • askbot science topscore Β· science <player>
  • askbot challenge Β· challenge top
  • askbot elo

Factorio chat / control commands (non-askbot)

  • ` (backtick) β€” open chat / command window.
  • /help β€” list of all chat commands.
  • /admins β€” list admins online (ping politely if you need trust).
  • /spectator-chat <msg> β€” whisper spectators only (also used to message askbot privately during a captain game). Tab-complete: /spe[tab].
  • /nth <msg> Β· /sth <msg> β€” chat to north / south team only (available to spectators too).
  • /shout <msg> β€” message both teams.
  • /calc-send force=<n|s> color=<sci> count=<n> β€” preview evolution / threat impact of sending science. Auto-fills evo, difficulty, players from current game state. Color aliases: red=automation, green=logistic, gray=military, blue=chemical, purple=production, yellow=utility, white=space. Full form: /calc-send evo=20 difficulty=30 players=4 color=green count=1000.
  • /i <category> β€” scan inventories for items by category (e.g. /i ammo, /i defense). Great for finding who's hoarding.
  • /where <player> Β· /follow <player> β€” locate / spectate-follow a player.
  • /clear-corpses β€” wipes biter corpses (run after big fights to reduce lag).
  • /crafting-list β€” toggle the personal crafting-queue window.
  • /inventory-costs [all] β€” top players by inventory value (all = both forces).
  • /jail <player> Β· /suspend <player> β€” admin-only. Suspend = forced spectator for 10 min.
  • /announce Β· /announce-append β€” admin-only, posts text on spectator island.
  • /difficulty-revote Β· /difficulty-close-vote [<name|%>] β€” admin-only, re-open / close difficulty vote.
  • /scenario restart|shutdown|restartnow β€” admin-only, soft-reset / shutdown control.
  • /instant-map-reset [seed] β€” solo-mode (or admin), force a reset; pass a seed (341–4294967294) or omit to print current.
  • /current-map-seed β€” print the current map seed.
  • /set-pathfinder bb-default|bb-new|default β€” admin-only, switch pathfinder preset at runtime.

Server connect

  • Multiplayer β†’ "Free BiterBattles.org" (top of the list when sorted by player count), or add to favourites: biterbattles.org:34197.
  • The local solo copy at %appdata%\Factorio\scenarios\Factorio-Biter-Battles doesn't auto-update β€” delete the folder and reconnect to refresh.

πŸ“– Mini-wiki BB β€” in-game gameplay

Quick reference focused on what you actually do in-game: rules, strategy, builds, combat. For the full wiki β€” pictures, blueprints, deeper articles β€” head to freebb.miraheze.org. Click any section below to expand.

🎯 Game basics β€” goal, evolution, threat, difficulty

Biter Battles is a scenario ("soft mod") originally written by M3wM3w at Comfy Factory. Two teams (north / south) face off across a central river. You win when the enemy silo dies. You make the enemy biters stronger by feeding science flasks to your own team's scoreboard β€” those flasks raise the enemy biters' evolution and threat. It's an indirect-PvP speedrun: build fast, build compact, every tile you defend is a tile you have to wall.

Two metrics drive the biters

  • Evolution (evo) β€” what biters spawn and how strong they are. Above 100% is possible (boosts HP and damage). Milestones (approximate):
    • 17% β€” medium biters appear
    • 50% β€” big biters (blue) appear
    • 90% β€” behemoths (green) appear
  • Threat β€” how big the next attack waves are. Every 2 minutes, 7 waves spawn, split between both teams in proportion to their threat. If your threat is negative, no waves spawn against you. Killing biters lowers threat. Threat increases passively over time and every time the enemy sends science.

Use the in-game /calc-send command to preview how a given send affects evo and threat β€” it auto-fills evo, difficulty and player count from the live game.

Difficulty = mutagen effectiveness (7 levels)

"Difficulty" is how effective science sends are, not how fast biters get strong on their own. Exact values from tables.lua:

LevelShortMutagen
I'm Too Young to DieITYTD20%
Have a Nice DayHaND35%
Piece of CakePoC50%
EasyEasy75%
NormalNormal100%
HardHard200%
Fun and FastFnF500%

On Normal, lower-tier sciences (green, military) readily bring opponents to 50% evo (big biters β†’ flamers required). On ITYTD, mutagen is only 20% as effective β€” those games typically run to multiple rocket sends. Effectiveness slowly rises after 3 hours so games eventually end.

How much do I need to send? (100% difficulty, January 2025 data)

  • 50% evo (big biters) β‰ˆ 64 white-sci-equivalents.
  • 70% evo β‰ˆ 200 equivalents.
  • 100% evo β‰ˆ 1200 equivalents.
  • Above 90%, every 1000 space science adds ~16.5% evo.
  • At HaND (35% effectiveness), multiply by ~2.85; at ITYTD (20%) multiply by 5.
  • Player count doesn't change evo % per send, but threat increase scales linearly: 125 modifier at 0 players β†’ 250 at 20+ players (capped).

By the numbers β€” mutagen strength & threat values (from tables.lua / ai.lua)

Each science type contributes "mutagen strength" per flask. Bigger sciences punch ridiculously harder than reds:

ScienceMutagen / flaskvs red
Automation (red)91Γ—
Logistic (green)232.6Γ—
Military9510.6Γ—
Chemical (blue)29232Γ—
Production (purple)1050117Γ—
Utility (yellow)2205245Γ—
Space (white)4375486Γ—

Threat farmers: each kill removes a fixed amount of threat from your team's pool:

TargetThreat removed
Small biter / spitter1.5
Medium biter / spitter4.5
Big biter / spitter13
Behemoth biter / spitter38.5
Small / medium / big / behemoth worm8 / 16 / 24 / 32
Biter / spitter spawner32

Late-game pain (past 100% evo)

  • Reanimation β€” biters above 100% evo can reanimate after dying. Chance scales linearly: at evo 150% with max threshold 350, you get ~42% reanim rate. Capped at 90%.
  • Boss biters β€” special wave members get 26Γ— normal HP (config: health_multiplier_boss = 20 Γ— 1.3). Half of late-game waves are bosses.
  • 3Γ— threat sends past 100% evo β€” every science flask sent above 100% evo gives the enemy 3Γ— more threat than the same flask at 99% (threat_scale_factor_past_evo100).

Fish β€” the secret OP item

  • Eat a fish to instantly heal and lead spitters into your turrets. Always carry some.
  • Send fish to spy: each fish reveals the enemy side for 45 seconds. Click the fish shortcut: LMB = 1, RMB = 5, Shift+LMB = all, Shift+RMB = half.
  • Fish are always allowed to be sent β€” even when the science-send build-score restriction is on.

Recent BB scenario tweaks (2026)

  • Science send build-score restriction (admin toggle, April 2026) β€” players need a minimum number of placed entities before they can send science. Required = ceil(48 / difficulty_value): ITYTD = 240, HaND = 138, PoC = 96, Easy = 64, Normal = 48, Hard = 24, FnF = 10. Fish always allowed.
  • Captain research lock (April 2026) β€” captains can lock the research queue and whitelist which teammates may add to it.
  • Classic vs advanced pathfinding (April 2026, classic default) β€” admin-toggle. Classic = simpler/more direct biter paths + extra structures (turrets, radars) on biter target list. Indicated by an icon in the top bar; warning shown when entering captain mode with classic on.
  • Daytime always-day by default (March 2026) β€” admin can revert to day/night cycle.

Main vs outposts

  • Main = the silo. Map gen guarantees the big ores nearby (no uranium); the immediate area is refined-concrete for speed.
  • Outposts = anything 500–3000 tiles out. Bigger / richer ore + oil patches, lower (not zero) biter pressure. Solo outposts as a new player are usually a bad idea β€” you'll die, respawn in main, and find your outpost already gone.

Versus vanilla Factorio

  • No main bus β€” too much area to defend.
  • Attacks never stop while threat > 0; you can't just kill nearby spawners and idle out.
  • Hand-fed builds are viable. "Burner city" is the go-to early strategy on the highest difficulty.
  • White science unlocks via rocket-silo tech (the space-science tech itself is useless).
πŸšͺ Joining the server, spectator, trust, basic chat

Connecting

  • Multiplayer β†’ look for "Free BiterBattles.org", usually at the top by player count. Direct connect: biterbattles.org:34197.
  • BB usually runs the latest stable Factorio (may lag a few days right after a release). Check the Discord #announcements if unsure.

Being a spectator

You join as a spectator on the central island. Spectating is the best way to learn; especially in 3+ vs 3+ games. Spectators see only the union of what both teams see β€” fog of war still applies if neither team has radars.

By default, spectator chat goes to both teams. Ask questions, but don't dominate the chat.

Joining a team

  • If sides are equal β€” pick a side or auto-join (random).
  • If sides are uneven β€” you can only join the smaller side.
  • Once joined, your chat is team-only (+ spectators) by default.
  • You can re-spectate by walking to the island and clicking the spectate button. Short cool-down before you can re-join your team. You can't switch teams.
  • First thing to ask: "How can I help?" If alone, see the new-player strategy below.

Solo / training mode (practice offline)

  • Launch the BB scenario in single-player from %appdata%\Factorio\scenarios\Factorio-Biter-Battles (delete the folder + reconnect to the server to refresh it β€” it doesn't auto-update).
  • Top-left red flag opens the Team Manager. Activate training mode there β†’ science you send goes to your own team's biters instead of the enemy's. Threat gain stays paused until both teams have players.
  • The cog menu enables specials (e.g. "Mixed Ore β€” Patches"); apply with /instant-map-reset.

Trust system (for blueprints)

BP libraries / imports are disabled by design β€” copy-pasting intricate builds would kill the game. New players also can't use in-game blueprints until they're "trusted":

  • Temporary trust β€” any admin can grant in-game; resets on server reboot.
  • Permatrust β€” automatic after 24 hours of total playtime. Click the fish icon to see your hours. Tracking started early 2024, so older players may need a manual grant.

Essential chat commands

  • ` (backtick) β€” open chat.
  • /help β€” full command list.
  • /admins β€” list admins online. Be polite. Especially do what Fordeka tells you.
  • /spectator-chat, /nth, /sth, /shout β€” see the askbot cheatsheet section above.
🌱 New-player strategy β€” defense first, then offense

If you're new and don't know what to do, take a defense role while learning the build patterns. Defense is what keeps the silo alive long enough to win.

Defense priorities (in order)

  • Fish are OP β€” heal you up while leading spitters into your turrets.
  • SMG > pistol β€” throw the pistol away.
  • Grenades β€” bread & butter pre-walls. Research military 2 early. 1 grenade kills a wave of small biters; 2 with Stronger Explosives 1 handle mediums.
  • Heavy armor β€” cheap, very effective. Get one.
  • Shotgun β€” best worm-killer. Mandatory for outposting.
  • Walls β€” at least 2–3 layers thick. A 1-layer wall is a liability. Keep distance between wall and turrets so spitters can't reach the turrets.
  • Gun turrets β€” fed yellow ammo, hand-fed at start. Frees you to build.
  • Flamers by 50% evo β€” biters have physical resistance, yellow ammo can't keep up. Panic if you don't have flamers when big biters spawn.
  • Lasers β€” only viable with both power and damage/speed upgrades. Without both you spiral. Games on harder than POC rarely reach lasers unless 10+ per side.

Offense β€” passive feed alone won't win

  • Try a solo speedrun (e.g. any%) β€” won't teach combined offense+defense, but you'll learn solid science build patterns.
  • If you outpost, have a plan: send science or do research. Even "build green sci fast and defend" is a real plan. At 100% difficulty, around 30% evo, you need 1k+ green sci to add 5% evo.
  • Send only what you don't need. Don't throw early science when later sciences are being researched. Don't throw science currently feeding the labs.
  • See research orders.

Playing with other people

  • Main is democracy. If it works, don't update it. If you replace, build the replacement first, then swap (build smelter+belt before replacing burners with electric).
  • Outposts are dictatorships. Ask before joining; follow their rules; don't be salty if rejected.
  • If you don't know how to help, ask. Don't argue with the lead builder.
  • There's never enough power or defense β€” these are always safe contributions.

Misc tips

  • Don't put repair packs in bot networks (except special-bot-games). Bots will die repairing walls; bots are scarce.
  • Don't automate or even hand-craft red belts unless you really know why. Red belts cost ~4Γ— yellow per item-throughput.
  • Rough rule: a 24-long furnace smelter (48 furnaces total) needs ~30 miners / 1 full belt of ore (no mining-prod tech).
  • Splitters don't generate resources. If you're building something, make sure something is being smelted to feed it.
🏭 Builds & production β€” burner city β†’ power β†’ smelting β†’ oil β†’ lasers

Burner city (the start)

Each player starts with 10 burner miners. Most teams expand to cover at least one iron, copper and coal patch. Burner miners are more cost-effective than electric in the early game (1 coal of input pays itself back). Don't remove burners while there's still iron in main β€” counts as soft-griefing. Many players prefer left-to-right placement (mouse motion + burner coal hunger).

Power

  • Power is the easiest place to contribute as a new player β€” the BP is simple and brownouts hurt everything.
  • Factorio 2.0: 1 water pump is enough for more boilers than you'll bother to wire. Burner inserters are safest in case of brownout.
  • 1 full yellow belt of coal supports ~33 boilers at full power. Solid fuel = 12 MJ vs coal's 4 MJ β†’ 1 belt of solid fuel can feed ~100 boilers (sushi-pipe / direct insertion).
  • Buffer some coal so players can grab it for grenades / capsules / topping up boilers.

Smelting

  • Two common designs: 12-long (one yellow belt out at steel furnaces) and 24-long (main standard, two belts in / two belts out at steel).
  • Pre-belt-saturating: 30 miners per yellow belt without mining-prod, 28 with prod-1, 25 with prod-2. Don't research mining prod 3 β€” too expensive.
  • Compress unfull belts before the smelter (real compressors, not balancers β€” balancers just spread the unfull-ness).
  • Steel smelters need 2 lanes of input; place buffer chests on the output, steel is always scarce.

Mixed ore

Patches typically run a 6:5:2:2 iron:copper:stone:coal ratio (not guaranteed). Pros: all ores in one place, cheap basic intermediates. Cons: unbalanced consumption clogs the system. Strategies:

  • Pre-smelt sort β€” splitters sort the mixed belt into pure-ore lanes. Clogs if you don't actually use all 4. Box overflow.
  • Post-smelt sort β€” full mixed belt past furnaces, inserters grab whatever they can; sort plates+bricks afterwards. Filter coal before or after.
  • Post-smelt sushi β€” assemblers next to a sushi belt grab whatever they need. Box overflow at the end.
  • Mix with pure ore when you need; drain excess copper into LDS / mass green chips, excess stone into walls / landfill, excess coal into buffered power.

Oil & refineries

  • 10 refineries = 2000% crude β†’ start there; expand modularly with bots.
  • Stage 1 = basic oil. Stage 2 = pre-build the advanced layout while researching. Stage 3 = swap to advanced oil (more petrol + heavy + light).
  • Refinery β†’ cracking ratios: 12-10-3 (12 refineries / 10 light-cracking / 3 heavy-cracking) or 3-3-1. For 100% petrol throughput at 4000% crude: 20-17-5 (20 ref / 22 chem total).
  • Place tanks at the end of every output pipe to buffer.
  • Circuit-controlled cracking β€” pump + tank + circuit condition stops light-oil cracking automatically when light demand spikes (solid/rocket fuel). Mandatory if you use solid fuel for power.
  • Pipeline limit: all connected pipes in a 320Γ—320 box; need a pump to split networks beyond that.
  • Common oil mistakes: no motors, no power poles, not enough steel for pumpjacks, disconnected pipes, missing one power pole on a long line.

Nuclear (late-game only)

  • Dedicated nuke outpost: reactor running in ~90 min from scratch; cold-start of the U-235 rolls takes 12–25 min.
  • 20 miners + 6 centrifuges (or 4.1 with speed-1 modules) continuously fuel 6.7 reactors. Petrol/acid use is negligible β€” set up local acid production, don't depend on someone else's pipes.
  • 2Γ—2 reactor = 480 MW (8 coal plants). 3Γ—2 = 800 MW. Single reactor alone is weaker than 1 coal plant.
  • 2Γ—2 build cost: ~37k iron + 18k copper + 2600 RC + same amount of concrete (4 asm2 = 14 min). Plan for it.
  • Multiple smaller (2Γ—2 / 2Γ—3) reactors > one big β€” biter side-attack risk.
  • Heat pipes have a throughput limit; don't space reactor + steam exchanger too far apart.

Lasers

  • Tileable / modular designs flip the late game.
  • From a standard 2-lane steel smelter: 1 lane ironβ†’steel supports ~4 asm2 lasers + 8 battery chemplants (no prod). 8 asm2 of lasers needs 5 refineries β€” main's refining will deplete fast if you don't expand it.
  • From mixed ore: 2 lanes mixed β†’ at most 2–3 asm2 of lasers; iron ratio is too low.

Attack / rush builds

  • Any single module from a main base can be turned into a science-spam outpost: green / mil sci on higher difficulties, purple / yellow on lower.
  • "Green Dragons" = chest-fed green sci, ~50 SPM per module.
  • Hand-fed mil sci is a strong rush on high difficulties.
  • Rocket outposts (LDS / BC mixers) are the late-game version.
  • Rushes benefit from targeted research + corner-cutting (basic oil instead of advanced, hand-fed steel outposts, etc).
πŸ”₯ Combat & survival β€” flamers, walls, threatfarming, spit-dancing

Weapon balance vs vanilla (BB scenario tweaks)

  • Gun turret: +16% base, +30% per damage upgrade β€” slightly buffed early, heavily nerfed past PPD 4.
  • Defender capsule: +16% base, +30% per upgrade.
  • Shotgun: +30% per upgrade.
  • Flamethrower turret: βˆ’80% base, +6% per refined-flammables (each level 1–7 adds +6%). Flamethrower handheld: βˆ’60% base, +6% per. Massively nerfed vs vanilla but the AOE + 20% slow on biters are still essential.
  • Laser turret: +0% base, but per energy-weapons-damage upgrade gets +0.2 / +0.2 / +0.4 / +0.4 / +0.4 / +0.5 / +0.5 (replaces vanilla +0.3 per level). All 7 levels stack to +2.6 = +260% on top of the BB baseline.
  • Land mines: βˆ’90% (effectively disabled).

Flamer wall (the canonical mid-game defense)

  • Place flamers 4 ghost-flamers behind the wall, 1-flamer-wide gap between flamers (so they spread and overlap fields of fire).
  • Build wall and flamers at the same time β€” neither survives alone.
  • Walls: 2–3 layers minimum mid-game; 6+ layers late-game with lasers behind. Keep β‰₯12 tiles between wall and flamer turret (spitter range).
  • Dragon teeth are dead since the May 3 2024 pathing change β€” don't bother.
  • Per 500 tiles of wall: 1000 walls / 85 flamers / 85 pipes / 82 undergrounds / 83 power poles / 2 pumps. Build rate β‰ˆ 7 min / 500 tiles for one player.
  • A typical 2000Γ—500 perimeter β‰ˆ 3000 tiles β†’ ~42 minutes for one player. Captains: assign wall builders early.
  • Watch the 320-tile pipeline limit; place bidirectional pumps where needed.
  • Pipette (q) + blueprinted undergrounds (after placing the first pipes) speed things up massively.

Threatfarming

Three flavors: intercepting waves, extraction (killing spawners β€” fast threat dump but hard with worms), and proper farming (killing biters near spawners, optionally killing worms). Goal: keep team threat ≀ 0 so no waves spawn against you.

  • Early game β€” grenades + fish + heavy armor + shotgun. Build a tiny grenade base near nests. Often better to leave the nest alive and grenade the defenders that spawn from it. Caps around 60% evo (with stronger-explosives upgrades).
  • Mid game β€” defender capsules with PPD/SS upgrades + follower-robot-count upgrades. Drive the perimeter in a car, use the car MG + nades for follow-up. Poison capsules instakill small biters from new spawns and DoT worms.
  • Late game (90%+ evo) β€” needs power armor + serious upgrades. Spidertrons aren't worth main's resources in vanilla; redirect with walled funnels of laser turrets near nests, slow + poison capsules.

Worms & spit-dancing

Worms / standing spitters lead their shots. Dodge by changing direction after they shoot. The trick:

  • Hold both A and D β€” your character moves toward the dominant key (whichever you pressed first / firmware-resolves to).
  • Hold the non-dominant key constantly + tap the dominant key to stay in a 2–3 tile corridor that never gets hit.
  • You don't need to spam the dominant key β€” ~50% holdtime is enough.
  • 3–10 exoskeletons turn dodging into a non-issue. Big-worm spit β‰ˆ 1-second kill if you stand still.
  • Defender capsules "swing" β€” they loosely follow you, so kite them into worms / spawners without taking hits yourself.

Support player checklist

  • Power, oil, ore β€” bases never have too much.
  • Build a "defensive base" away from main: stoneβ†’walls, ironβ†’gears+pipes, ironβ†’steel, finished flamer turrets ready to go.
  • Hand-craft boilers / steam engines / pumpjacks / refineries / chemplants β€” assembler time is scarce.
  • Keep your inventory tight; never block the primary builder's mall.
  • Use clear-corpses; rebuild after biter / friendly-fire damage.
  • If outposting, get a shotgun and clear worms before the base goes up.
  • Don't extend the bot network outside the wall β€” bots die, and grids work better than spokes.
πŸŽ–οΈ Special games & captain games β€” variants & etiquette

For captain-games scoring, picking strategy and roles see the Captain Games section above. This section covers the special-game variants admins can spin up.

Special games

Variant rule sets β€” restricted/unrestricted tech, free items, threat tweaks, etc. β€” set up by admins, often voted by the players online. Announced in #bb-special on Discord.

Free items

Most common addition. Lets thin teams reach late-game faster. Typical: armor + power + personal roboport + bots in infinity chests near each silo. You can't interact with the chest directly β€” drop an inserter onto it.

Belt trick to grab tons quickly: two belts facing each other create jitter; you can grab items off an inserter as soon as it picks one up (before the place animation completes). Holding mouse on the inserter's edge while jittering between the two belts β†’ hundreds of items in seconds.

Moat games

  • Defensive moat β€” water around main; early defense becomes trivial; usually goes to many rockets even on easy. Landfill carefully (small gaps so players cross but biters don't). Big biter corpses become landfill when killed β†’ can bridge your moat β†’ don't put lasers/turrets in vulnerable spots.
  • Outposting moat β€” moats with empty (non-landfillable) gaps that force you through biter nests to reach outposts.

Captain games (recap)

Most Saturdays at 1700 CET (check Discord events). Captains pick teams one by one, hold final say on strategy. Listen or get booted. Often 50+ players, well-balanced into late-game; experienced players in main and outposts β†’ great place to learn building. Community-picks games happen when no captains volunteer (every player ranks every player; teams auto-balanced).

πŸ“š Suggested research orders

Phases (think in groups, not strict order)

  • Phase 1 β€” Automation. Always first. Stop hand-crafting gears.
  • Phase 2 β€” Pre 17%. Higher difficulty = faster to 17%. Get grenades before 17%. Group: grenades (military β†’ logistic-sci β†’ steel β†’ military 2 β€” handcraft the 20 green sci needed); walls (steel-processing β†’ stone-wall); building (logistics β†’ electronics β†’ fast-inserter β†’ automation 2 β†’ adv. material processing β†’ steel-axe); other defense (gun-turret β†’ PPD 1 β†’ heavy-armor β†’ stronger-explosives 1 β†’ weapon-shooting-speed 1).
  • Phase 3 β€” Pre 50%. Goal: walled, flamers, mil-sci + blue-sci flowing. Group: oil (engine β†’ fluid-handling β†’ oil-processing); flamers (flammables β†’ flamethrower β†’ refined-flammables 1+2); blue (plastic β†’ adv-electronics β†’ sulfur β†’ blue). Only 50 mil-sci needed for flamethrower β€” handfeed if your mil-sci build lags. While waiting, queue defense upgrades: flamer dmg, stronger explosives, PPD, weapon-shooting-speed.

Order if the enemy is rushing or difficulty β‰₯ Normal

automation β†’ military β†’ gun-turret β†’ logistic-sci β†’ steel-processing β†’ military-2 (handcraft 20 green) β†’ stone-wall β†’ heavy-armor β†’ logistics β†’ electronics β†’ fast-inserter β†’ steel-axe β†’ PPD-1 β†’ WSS-1 β†’ automation-2 β†’ mil-sci β†’ stronger-explosives-1 β†’ PPD-2 β†’ WSS-2 β†’ adv. material processing β†’ engine β†’ fluid-handling β†’ oil-processing β†’ flammables β†’ flamethrower β†’ refined-flammables-1 β†’ refined-flammables-2.

Order on a slower game (ITYTD, Piece of Cake)

Same path, slightly different early ordering: automation β†’ military β†’ gun-turret β†’ logistics β†’ logistic-sci β†’ steel-processing β†’ military-2 β†’ stone-wall β†’ electronics β†’ fast-inserter β†’ steel-axe β†’ heavy-armor β†’ PPD-1 β†’ WSS-1 β†’ automation-2 β†’ mil-sci β†’ stronger-explosives-1 β†’ PPD-2 β†’ WSS-2 β†’ adv. material processing β†’ engine β†’ fluid-handling β†’ oil-processing β†’ flammables β†’ flamethrower β†’ refined-flammables-1 β†’ refined-flammables-2.

Rules of thumb

  • If you don't need it, don't research it β€” throw it instead.
  • Don't throw early science when later sciences are being researched.
  • Don't throw science actively feeding the labs.
  • If nothing is researching, queue defense upgrades.
⚠️ What not to do β€” common mistakes

Most of these are not absolute rules, but if you're new the chances you're applying the exception correctly are slim. Default to following them.

Don't pick a fight with the main builder (especially in captain games)

Main owns the team's research. Changing builds without asking, deconstructing, building into reserved space β†’ fastest way to lose friends and get jailed. Before you change anything: understand it, ping the builder with @name, mark the location with Ctrl+Alt+left-click. If it's an obvious mistake (missing pipe / inserter on an otherwise complete build) you can fix it; if you're unsure, ask. Stay in Discord at least to listen β€” the community can't teach you if you refuse to communicate.

Don't drain main's mall

A typical mall supports 2–3 players (usually the lead builders). Sweeping its belts wastes their time waiting for refills. If you're not in a location-bound critical role, use the burner city or spin a small mall outpost on a nearby ore patch β€” you'll get more resources faster anyway.

Don't ammo-belt your turrets

  • Yellow ammo eats iron β€” usually main's bottleneck.
  • Belts encourage too many turrets + buffer ammo on the belt itself = double waste.
  • Without expensive PPD upgrades, ammo belts can't hold past 40–50% evo.
  • Gun turrets have low range vs spitters β€” they get overwhelmed.
  • Use that time to build main, get oil, place flamers (50–100% evo coverage).

Don't automate (or hand-craft) red belts

Yellow: 15 items/s for 1.5 iron (10/iron). Red: 30 items/s for 11.5 iron (2.6/iron). Red belts cost ~4Γ— more iron per throughput, and almost never run 100% full. Sole exception: a specific smelter design that uses red belt instead of undergrounds. Many top players delay red-belt research deliberately.

Don't sweep science off the lab belts

Sending lab sci slows your own research. Even sending outpost-grown sci can backfire β€” threatfarmers are most efficient between 20–50% evo, so raising enemy evo while they have negative threat just helps them farm faster.

Don't join an outpost without permission

Outposts belong to whoever started them. Ask. Once invited, follow their rules. Don't be salty if rejected.

Don't put repair packs in the bot network

Bots will repair walls and die in the process. Walls are cheap; bots aren't. Let walls break and have bots replace them β€” much faster, fewer bot losses. Exception: special games with free bots.

Don't blueprint a giant wall in one shot

Bots are scarce; queueing a giant wall hogs them. Use a separate small bot network with a chest of walls right next to the roboport, or build a "wall belt" feeding chests near the wall. Both rebuild walls much faster anyway.

Don't add speed modules when power is shaky

Speed-1 in particular is a power glutton. Save modules for pump jacks and judicious main-builder placements. More assemblers usually beat speed-modded fewer.

Limit the chests of expensive items

Flamers, roboports etc have a natural cap. Unlimited chests will plow iron+steel into items you'll never place. Mall throughput depends on intermediate chests filling up to free room downstream β€” limit yellow inserter chests to ~2–4 stacks. Always-unlimited: lasers, steel buffers, rocket-part buffers, one yellow-belt chest.

Don't grab 200 of every item then go threatfarming

You'll die, lose your corpse, and the resources are gone. Take only what you need; refill from the mall when you survive.

Something missing or out of date? Ping us on the Discord, or contribute to the community wiki directly.