Factorio evolution mod. IR2 is a remix of my original 2019 mod for Factorio 1.
Factorio evolution mod Tweaks Blueprint Evolution. Command to print evolution info: /evolution_factors - print the current game settings for how time, pollution, and killing spawners change evolution. Highlighted mods Recently updated Most downloaded Trending Search mods Natural Evolution Enemies. Natural Evolution - Expansion Works best with Natural Evolution Buildings and Natural Evolution Enemies. Part of the N. com/mod/research_causes_evolution It replaces vanilla enemy evolution with a new mechanic: unlocking technologies The main goal of this MOD is to try and make the enemies harder, so one has a little more challenging game experience! This mod tries to manage the following areas of the These mods, especially natural evolution, add a tremendous amount of depth to what I consider one of the most interesting aspects of factorio: the relationship between the industrial factory Units spawn with unique stats. Creates two new difficulty levels between peaceful and normal difficulty. Nests absorbing pollution causes evolution to increase. If the pollution were to increase enough that it would damage the trees then that would contribute to evolution increase instead (9). At each Phase the Expansion becomes largeer and tougher. by Damgam. Enemies and other mods that increase Enemy difficulty. If you want a more of a challenge than what Vanilla can offer you Mods introducing new content into the game. E. Small values are generated more often. 16. 18 mod. The lag only occurs when the enemies are engaged which is attacking a base or nuking it. 1 versions of NEE). After saving, the parameters for the Save game will be set to 0. Current release version: Hello, I recently adopted a mod called "Research causes evolution": https://mods. Adds new Enemies to the game. 21 Balancing: - Poison faction now tier 6 (up from 2) - Inferno faction probability reduced at high evolution to same as another factions rate - The damage of the fire spitters has been returned to the values of version 1. The mod is keeping track of any changes that it's making, so it should be compatible with other mods that are modifying similar settings, and researching this tech will only remove the boosts that this mod has added. 5 version of the mod. 1 2. com and it is fully working. Added settings to change evolution speed(sub mod) 1. L; ↳ Fentus Challenge & Tool Mods; ↳ Logistic Train Network; ↳ MoMods; ↳ Reika's Mods; ↳ Resource Spawner Overhaul; ↳ Yuoki Industries Adds the following settings into the mod setting menu when the mod is active: Evolution Reduction Factor = Set to 100 to use the same reduction rate as the standard 0. Started a new game and was placed in a large badlands area. Adds a few different biter types and their respective spawners. You may want to take fixing the old Ported to 1. a month ago. com/ko3dzi. 1 Date: 16. With this mod installed, is the /evolution command inaccurate? If so, how can I tell if the mod is working as intended? My evolution rate seems much lower than I would have expected. 2 - complete rewrite, added worms to the reduction effect and added config. A. 1 14. Natural Evolution Buildings. Highlighted mods Recently updated Most downloaded Trending Search mods Enemy Death Evolution. 1, but not supported. 0: 2. 10. 1 year, 2 months ago. Please visit home page for more details. Browse. I already use Rampant, but I’m curious about what evolution or new enemies mods are the best. (Continuation of Better_Modbuttons by Dr_Pepper) Schall Endgame Evolution; Nullius; NewGame+; Inserter Throughput; YARM - Resource Monitor; Recipe Explorer; The Blueprint Designer Lab; Dana: crafting tree/graph explorer; Factorio Tweaks by billbo99 ; Remote however this mod should also handle interacting with other mods a bit easier. Download Information Downloads Sounds like a beautiful mod dude Thanks for making this! If you would want you can have my Evolution mod? It would fit nicely into your whole mod And you can make it compatible for dytech and such! Since i have my hands full on the modpack and replicators Tries to balance evolution level with number of nests covered by pollution. Adds a tech tree to biter force, based on evolution factor. If you want a more of a challenge than what Vanilla can offer you ↳ Mods; ↳ Download mods; ↳ Mod portal Discussion; ↳ Mods; ↳ Mod Packs / Libs / Special Interest; ↳ 5dim's mod; ↳ Angels Mods; ↳ Atomic Power; ↳ Bob's mods; ↳ DyWorld; ↳ F. 0001. Major Features: - With Quality mod enabled, biter expansion parties can create higher quality nests and worms. 17+] Rampant. An alternative to pollution produced causing evolution. It might be a momentary diversion for folks who: Aren't challenged by launching vanilla rockets any more and want a slower, longer and quirkier game Factorio version: 1. Enemies Mod tag Factorio 1. Utilities Mod category: Utilities Providing the player with new tools or adjusting the game Tries to balance evolution level with number of nests covered by pollution. 25 Date: 6. 0 Date: 2022. Changelog: 0. Industrial Revolution 2. Reduce Evolution with Destruction of Spawner = If spawner destruction reduces evolution Factorio Mod forcing mod buttons to look uniform and aligned, harmonizes most icons. Change regular evolution settings in map generation settings (if you don't want regular evolution also) and absorbtion evolution in mod settings. Adds enemy drops and exploitation of their corpses. Added parameters to more smoothly adjust evolution growth for longer game play with mods. x] Rescaled Evolution Factor. 20. Initially our problems arose when we first fired Rampant and RA up about two months ago. And pollution reaching nests will also increase evo even quicker. Places some indicators on your UI Download and install from the Factorio mod portal. -----As Orzelek said, his fix and the one on the initial Makes evolution grow when enemies die. This mod introduces a dynamic mechanic where destroying alien spawner buildings and worm turrets directly reduces the evolution factor of enemy forces. 3 is released I'll release a version with the Alien Control Stations back in! Adds GUI to display evolution factor and monitor alien spawn rates. By targeting and eliminating these structures, players can slow or reverse the pollution factor . Skip to content. Removed time based evolution, Pollution and Biter Nest evolution is reduced. For context I am an ecologist by trade, so I am naturally inclined to explore these ideas. 17 - Version numbering scheme changed so that it The evolution factor of enemies is based on the total amount of produced pollution. So it doesn't change and "data" stage settings at all. 2019 Changes: - Upgraded to Factorio 0. 12 intermediary download. one mod setting has 2 array entries ([1,2]) and another mod setting has 3 array entries ([1,2,3]). Thanks! Control biter evolution rates Mod category: Tweaks Small changes concerning balance, gameplay, or graphics. Unfortunately it's an old mod and deprecated, but you could probably find something else like it on the mod portal. Sets vanilla map evolution factors to 0 in new game settings and can change existing save map evolution factors in mod settings. 00002 – You are going to have to Starts off the game at maximum evolution Behemoth Biters & Behemoth Spitters from the game start and not before long joined by Behemoth Worms! As seen in Michael Hendriks YouTube series "Is it possible to beat Factorio with absolutely very normal settings? (and 1 teeny tiny mod)" Good Luck Soldier! Despite what I said about being afraid, I couldn’t resist trying a run on default settings with this mod. Has stats for displaying We play a 2-player LAN Factorio game. This will not make enemies easier, this increases/ decreases the speed at which they will get harder Changes evolution mechanic to allow for green play. by Narc. Highlighted mods Recently updated Most downloaded Trending Search mods Biter Evolution Control. You can prevent attacks caused by pollution reaching the biter nests however. by krazykylep. 4 Factorio. NEW ON Version: 1. Factorio Forums. Version: 0. 18. BenediktMagnus Inserter Posts: 29 Joined: Wed Mar 09, 2016 11:04 pm. Removed time based evolution, Pollution and Biter Nest evolution is reduced Utilities Mod category: Utilities Providing the Try removing the natural evolution mods, because they do have unresolved desyncs. Control biter evolution rates Tweaks Mod category: Tweaks Small changes concerning balance, gameplay, or graphics. This will not make enemies easier, this increases/ decreases the speed at which they will get harder New research does not add to evolution, also the current evolution factor gained from completed research is not adjusted after adding mods with research if Rampant is installed. - Removed player weapon rebalancing starting option. Would you be able to add a startup option to this so we can set a custom evo? The same happen's if I completely remove the Natural evolution Mod. Changed range, power, and reload Adds configurable multipliers for Biter evolution rates. by Frendzel. 0000003 -- vanilla: 0. www. That way you have to EvoGUI - Evolution Factor Indicator and more deprecated . R. I posted a beta version that seems to be working in 2. This will not make enemies easier, this increases/ decreases the speed at which they will get harder Hello, I recently adopted a mod called "Research causes evolution": It replaces vanilla enemy evolution with a new mechanic: unlocking technologies Factorio. I'm not sure what would cause this. 4: 2. Uses blockable biter projectiles. com | Forums | Wiki | Mod Portal | API Docs. - Disabled technologies are excluded from the evolution calculations, improving compatibility with other mods. Default values are balanced to allow you to turn vanilla pollution Natural Evolution Enemies (fixed) by OneNonlyNova. By targeting and eliminating these structures, players can slow or reverse the pollution factor Command for changing evolution. These mods, especially natural evolution, add a tremendous amount of depth to what I consider one of the most interesting aspects of factorio: the relationship between the industrial factory and the natural world around it. 000004 to 0. Will do that once I start playing again. evolution reached: 38% enemy variations: 1 beginning enemy level: 1 end level: 4 7 hours into game and only larva everywhere! where giant monsters? where challenge? Top. source code. (Continuation of Better_Modbuttons by Dr_Pepper) Reset Evolution and Pollution; Schall Ore Conversion; Shuttle Train Continued; Simple Circuit Trains; Smart chest; TeamCoop; Pyanodon; Homeworld Redux; Rescaled Evolution Factor Description: The mods I use and Factorio UnOfficial FAQ index. 12 (reduced by 1. I once used a mod which made the pollution evolution factor decrease if the pollution decreased. Enemies Mod tag: Enemies Changes to enemies or Existing biters have either be transfered to the new faction when updating the mod. 15-0. 1 132. This will give you a clear picture of what to be expected on the battlefield. 13 - 1. The Deathworld preset is recommended for the 'best' experience, except some players may wish to turn the time factor of evolution back to its default setting. Click here The reason you don't get evolution is because the trees are absorbing the pollution at a level that is too low to damage them, this is actually decreasing the evolution with the (-3) factor. Bugfixes: - Critical If someone adds mods in the middle of the game (like I do constantly), then your mod will adjust next time research is changed, so if I had 73 unavailable before, and a new mod adds 14 more pieces of research, then next time research is triggered, and 4 of those new pieces are available, and 10 unavailable, then my new limit is (154-83)/154=~0. 3K. by blabdude. Same goes for Pollution and time. Highlighted mods Recently updated Most downloaded Trending Search mods Reset Evolution and Pollution. 11. Cheats Mod tag: Cheats Factorio. Default values are balanced to allow you to These mods, especially natural evolution, add a tremendous amount of depth to what I consider one of the most interesting aspects of factorio: the relationship between the industrial factory and the natural world around it. This mod fixes some research bugs (some technologies upgraded biters) in Natural Evolution Ennemies (1. 18) All things Alien! Adds new Enemies and updates to Biter/Spitters Spawners. 3 and installed your latest version of your mod from mods. - Worm: Slightly increased recharge time. 1 - 2. 001. 14 0. Content Mod category: Content Mods This mod has been retired and replaced with a new remix, Industrial Revolution 3. 1 217. Added Powerful Laser Turret (sub mod) When playing with a high HP multiplier, giant biters can spawn with over 300K HP Turret takes a long time to reload but has a high base damage rate of 50K. It also slightly changes the evolution of them if I'm not mistaken. Post by BenediktMagnus » Fri Mar 25, 2016 12:21 pm. And that brings about a different problem of affecting performance. Version Game Version Download Release Date Downloads ; 1. To slow down the evolution factor by 1000 times, the slider in the mod settings menu is set to 0. Top. With this mod is enabled when enemies die they drop small Alien Artifacts, Are you still experiencing lag after the release for Factorio 0. settings: chanceBase: optional: Alien types of "zero chances" are hidden, by default option of "Hide unspawned alien types". Once I put up air filters, the medium biters stopped coming, and only small biters attacked. - >> This mod now focuses on interplanetary war logistics in [space-age]. If you want the vanilla options still, use the mod settings in Rampant Evolution. by TheSAguy. 002 to 0. so if you kill a spawner for the next 2 minutes the evo level stays the same. 14 - 1. Vanilla: So at Evo 0, killing a nest will cause 0. Contributions. Combat Factorio version: 2. Whenever something is researched it just counts how much tech exists in total and uses that evolution setting from then on. Places some indicators on your UI for various little statistics that are nice to have. Configurable. Excellent idea for a mod. So, as you can see it slows Factorio. Does it factor in the chance based 0. 2019 Bugfix: - Another attempt at EvoGUI compatibility fix Version: 0. 5 times) - The growth curve of the health of spitters at the average levels of evolution has been V2. Description / Info: This MOD will make the game harder! Focus on Weapons research and getting good defenses up! This MOD adds and tries to manage the followi Hello, I recently adopted a mod called "Research causes evolution": It replaces vanilla enemy evolution with a new mechanic: unlocking technologies Add some very useful buildings to combat the Enemy threat, as changed by N. Highlighted mods Recently updated Most downloaded Trending Search mods Extended Evolution Settings. 1 109K. 1 - added compatibility and config option for Bob's Enemies MOD 0. 6M Downloads | Mods . We did try that too. Draconic Evolution is a mod that adds some extremely expensive high tier items to the game. All evolution parameters are configurable and retroactively work on-the-fly. Log in . 10? computer seems to stop for a while before starting each save (progress bar stops at 0% for a Mod by Qon, edited by GTrista. I've tested old saves and new games with the latest 3. If you want a more of a challenge than what Vanilla can offer you Compatible I have included a config. If you want to leave vanilla evolution for kills and pollution, then switch to false. If you want the Another idea would be to keep it based on current evolution level (the higher the evolution level the lover the effect ) but rather than reducing the evo level stop it increasing for some time. Seems to be something with your 0. The same happen's if I completely remove the Natural evolution Mod. This means that biters will still get stronger, no matter how proficient you are at cleaning pollution. Similar to EvoGUI, but simpler and prettier! Other mods can add custom sensors via the remote interface. 4 (Just naming convention updated. With evolution, biter units will improve in several ways. Units spawn with unique stats. 0. 1 Date: 12. Mods [MOD 0. 8. Useful with big mods like Bobs Mods or Angels Mods where game take alot more time to reach high tech. 1 - Updated to Factorio 11. There's lots of mods that can help you control how In the case of a mismatch of group quantity between multiple mod settings the mod's default settings are used when needed to avoid errors, i. You can still use the vanilla factors, but then they wont be included in the stats for rampant evolution, changeable on the fly without something like the change map settings mod, and vanilla factors wont be included in the recalculating of evolution that Rampant Evolution does. 1 - Initial Release, Evolution Factors 2) Vanilla evolution was disabled in the original mod. com. Cheats Mod tag: Cheats Play it your way. In the mod, the percentage will vary from 1 to 25%. Factorio. 000002 – Gives you a more time. 2019 Changes: - Thumbnail included in the mod Version: 0. This is because time evolution progresses on all planets in Draconic Evolution is a mod that adds some extremely expensive high tier items to the game. Welcome to the Revolution. Notes: - The default settings can be changed in the mod Map settings Funny story: the inspiration for this mod came from the mod simply named "clock" from the Bob's mods 0. 1 15. ko-fi: https://ko-fi. Highlighted mods Recently updated Most downloaded Trending Search mods Evolution Technology. Start with copper, tin and stone technologies, where steam-powered machines are your only automation option; work towards refining iron and generating Hey, im not sure if this is intended, but since 0. 2 years ago. Mods, but can be used as Standalone. The game already includes /evolution to see some evolution info, mainly about the current value, but not modifiers or statistics. Factorio version: 1. Please go to Home Page for details. 8 and don't get any errors RodneyMckay. 14. When a worm revives (mod option) it will revive to the exact same position, The evolution % maximum when the revive chance doesn't increase any more, i. Utilities Mod category: Utilities Providing the player with new tools or 2) Vanilla evolution was disabled in the original mod. Added settings to change evolution speed(sub mod) This mod adds in a small indicator of evolution and the highest level of enemies correspond to it 22. So you find that the Vanilla enemies are weak and no challenge and you’re hoping to find a mod that will give you a challenge with your next play through Well, you found the mod you need! The main focus of this mod is to have Enemies that have different types of attack and resistances. Mods. If evolution factor is exactly 1 (100%) then it won't go down though since all changes are proportional to the difference between 1 and current EF (since the mod follows the vanilla evolution model that works like that). Mod by Qon, edited by GTrista. Aspargin wrote: ↑ Sun Dec 26, Factorio Mod forcing mod buttons to look uniform and aligned, harmonizes most icons. lua file which should make altering the hard values easy, however I have hard coded the evolution reduction to be less effective the greater the evolution factor is, this makes it easier to reduce the evolution factor in the early game but will require significant alien massacres (attempted alien genocide) to reduce the evolution factor late game. Destroying Enemy Spawners Factor reduced, only 10% of vanilla. 1. lua to make customization easier, removed potential for bugging out as evolution factor can now no longer go below zero. 2 months This mod introduces a dynamic mechanic where destroying alien spawner buildings and worm turrets directly reduces the evolution factor of enemy forces. to choose between the two difficulty levels, edit config. 03. Content Mod category: Content Mods introducing new content into the game. FuryoftheStars Smart Inserter Posts: 2768 Joined: Tue Apr 25, 2017 2:01 pm. 4 years ago. I’d like to reach 8k SPM, and would love to continuously push back wave after wave of angry locals. Time Evolution Factor reducedby 50% - From 0. 0 Date: 16. Add some very useful buildings to combat the Enemy threat, as changed by N. 13. Has stats for displaying Tries to balance evolution level with number of nests covered by pollution. Tries to balance evolution level with number of nests covered Adds new Enemies to the game. I have only tested it on Nautis and Gleba so let me know if it misbehaves on other planets. 0: Download: 10 days ago: 52: 1. Values like: 8% Evolution after 30 Minutes in a fresh Game, with less than 20 burner Miners and Furnaces. Expansion now comes in Phases: Peacefull to Armageddron. 2024 Balancing: - The HP for the Spawner has been reduced from 10000 to 1500, but the multiplier from evolution growth has been increased. If you want a more of a challenge than what Vinalla can offer you Part of the N. 0 403. by Skybeach88. By targeting and eliminating these structures, players can slow or reverse the pollution factor Control biter evolution rates Tweaks 1. by Strath. AlyxDeLunar - For his MOD Dynamic Expansion that I’ve used in my MOD. Graphics Download for Natural Evolution Mods. Utilities Mod category: Utilities Providing the player with new tools or adjusting the game Factorio. Highlighted mods Recently updated Most downloaded Trending Search mods Slow Evolution. Also provides fireball (incl. 0 – Integrated AlyxDeLunar’ Dynamic Expansion mod v1. 5 new biters and 5 new spitters, each with their own unique strengths and weaknesses. 10 days ago. 12. Tries to balance evolution level with number of nests covered by pollution. Mod adopted by H8UL (credit to admo for original mod). by wodzu93. 0. factorio. 3 Date: 12. 2019 Features: - Decreased Terraforming Station Evolution deduction by 20% Bugfix: - EvoGUI compatibility fix Destroying alien spawners or worms will reduce alien evolution. I'm not currently activly playing and have not tried it with Shadow Pack. When I type "/evolution" in the console/chat, the game reports that my evolution score of 0. We didn't try Natural Evolution until about a month later out of a desire to actually play an entire game with the newer players, but we were getting the desync errors in If evolution factor settings (mod settings > global map settings) are negative then yes, those negative factors will make evolution factor go down. If you want a more of a challenge than what Vanilla can offer you Compatible with Rampant and Bob's. Quick links. Enemies Mod tag: Enemies Changes to enemies or entirely new enemies to deal with Discussion 1; Metrics Latest version: 1. Cleaning it back up does not reverse this effect. 17K. I was playing with biters for the first time and I found them getting too difficult too quickly so I searched for a method to decrease the rate of evolution without making them easier (by setting evolution_factor). Nothing else or tested Version: 0. Advanced Evolution. Log in. Adds new Enemies which can be disabled in mod settings. towers) and poison ammo. I’m pleased to say that, thanks in no small part to applying what I’ve learned from your past series, I’ve lasted 15 hours so far, and built a flamethrower-defended double-walled base! All things Alien! Adds new Enemies and updates to Biter/Spitters Spawners. IR2 is a remix of my original 2019 mod for Factorio 1. and if you kill 10 spawners then the level stays the same for 10 minutes etc. I've also got the Time Display mod you're referring to -- I read it to find how to get the current playing time. 0 1. Command for changing evolution Content Mod category: Content Mods introducing new content into the game. From 0. Show estimated time to research finished, enemy evolution, playtime, and daytime in this simple and unobtrusive interface. 5K. It's based on a planet's evolution and accumulated attack The mod mentions quality buildings follow normal quality chance percentages but I see a higher quantity of high tier quality nests than I would expect given the chance percentages. 0 - basic update to work with Factorio 0. 001 and at 95% it will only cause 0. Enemies and Expansion. I run a quality mod with 3 extra qualities and those end stage ones should be very very rare but I've seen several at that level just around my base which seems off. 1 year, 5 months ago. posted by Alien artifacts don't act as fuel unless you have Natural Evolution Buildings enabled (0. Built a few dozen burner miners and furnaces and after less than a hour evolution was at 30% (!) all from pollution. Blueprints Mod tag: Blueprints Change blueprint behavior. Note: This only changes the evolution rates from the time the mod starts, the Evolution factor (current level) is not changed. Evolution from pollution; Evolution from destroying spawners; Evolution from time; Note: This only changes the evolution rates from Starts off the game at maximum evolution Behemoth Biters & Behemoth Spitters from the game start and not before long joined by Behemoth Worms! As seen in Michael Hendriks YouTube series "Is it possible to beat Factorio with absolutely very normal settings? (and 1 teeny tiny mod)" Good Luck Soldier! Otherwise the revived biters will be controlled by Factorio as normal. 001 -- vanilla: 0. 16 - 1. Download Information Downloads Dependencies 1 / 2 ; Discussion 0; Metrics Owner: Skybeach88 Source: N/A Homepage: N/A License: MIT Factorio. By targeting and eliminating these structures, players can slow or reverse the pollution factor There is a time based evolution setting in the mod settings to use inplace of the vanilla settings. By targeting and eliminating these structures, players can slow or reverse the pollution factor progression towards more dangerous enemy forces. 00002 – You are going to have to Factorio. Download Information Downloads I was wanting to start a game with ~20% evolution (among other scary biter mods that only kick in with a little evo) and this is the only mod I seem able to find. I just updated factorio to 0. This mod provides the ability to produce random blueprints, copy, and to mutate blueprints. Re: [MOD 0. 35K. It introduces a unique mechanic where destroying enemy turrets and unit-spawners reduces the evolution factor, adding strategic depth to combat and base-building. Higher numbers increase the amount of evolution reduced per destroyed enemy structure. 2024 Changes: - Updated to Factorio 2. Transport containerized items across land and sea using trains and ships! First, venture to the edge of your starting island using trains to find lead, then set sail for offshore oil using tanker ships, dredge metallic nodules from the seabed, and recover titanium from other islands. - Replaced leveling (20 levels) system with "Quality Spawning" system (5 tiers). 2. 12. 2018 Changes: - "Under new management". Changes evolution mechanic to allow for green play. 1 year, 3 months ago. 79. Content Mod category: Factorio. Natural Evolution - Enemies. A group's ID is just its order in a mod setting array and may be needed for some commands. In case you want to add support Factorio. Player's arsenal. Wiki; Active topics; FAQ; Board index. - You can combine your setting choices in this mod with setting choices in the vanilla new game options, to define evolution to be what YOU like, easier or harder, realistic or Factorio Mod - Natural Evolution. IR3 is an "overhaul" mod (meaning that it fully revamps and extends the vanilla game) based on gradually improving your material science. Unfortunately it freaked out a bit on me. It currently supports all alien types from vanilla game, Schall Alien Mutation mod, Places some indicators on your UI for various little statistics that are nice to have. Changes evolution mechanic to allow for green play. Evolution from pollution; Evolution from destroying spawners; Evolution from time; Note: This only changes the evolution rates from the time the mod starts, the Evolution factor (current level) is not changed. Description / Info: This MOD will make the game harder! Focus on Weapons research and getting good defenses up! This MOD adds and tries to manage the followi Adds new Enemies to the game. 4610 for a max of There's a "natural evolution enemies" mod I believe it's called. Its easier in to just store the evolution settings of the surface (which still has to be done) than migrating each biter to the new faction on a update. Utilities Mod category: Utilities Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay. 0 Downloaded by: 126K users. ) v1. It's been fun! Natural Evolution - Expansion Works best with Natural Evolution Buildings and Natural Evolution Enemies. Evolution is now tracked by surface so the evolution reduction only applies to whatever planet the enemy is on. After testing we have determined that this mod causes severe lag to the computer joined to the MP game. GoddamnAri 2 months ago (updated 2 months ago) It is refering as the Peaceful mode option (as in the worldgen settings) that one Deadlock Mod Integration Dragon Industries - Nauvis Division Endgame Combat Enhanced Map Colors Epic Artillery Sounds Equipment Gantry Even Distribution Explosive Termites EzLib Factorio Library Factorio Standard Library Factorissiomo 2 Fill4Me Flow Control GDIW - Gah! DarnitWater Grappling Gun Gun Equipment Honk ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ Discover Mods; ↳ Discover Tools Around Factorio; ↳ Technical Help; ↳ Bug Reports; ↳ Resolved for the next release; ↳ Fixed for 2. If you want the This mod introduces a dynamic mechanic where destroying alien spawner buildings and worm turrets directly reduces the evolution factor of enemy forces. Post by FuryoftheStars » Sun Dec 26, 2021 3:42 pm. 1. 26 Date: 6. 9. 17. Version Game Version Download Release Date Downloads ; 0. 4K users. Adds configurable multipliers for Biter evolution rates - Evolution from pollution - Evolution from destroying spawners - Evolution from time. 000008 pollutionfactor = 0. Highlighted mods Recently updated Most downloaded Trending Natural Evolution Graphics. Suggestions: post to the discussion boards. Content Mod category: Content Mods introducing new content into Adds configurable multipliers for Biter evolution rates - Evolution from pollution - Evolution from destroying spawners - Evolution from time. 0; ↳ Assigned; ↳ Not a bug; ↳ Pending; ↳ 1 / 0 magic; ↳ Duplicates; ↳ Minor issues; ↳ Desyncs with mods; ↳ Won't fix. It showed the current time of day, and it made me think I wanted the same for evolution factor. Overview. It is curious Add some very useful buildings to combat the Enemy threat, as changed by N. 0 Date: 18. Highlighted mods Recently updated Most downloaded Trending Search mods Advanced Evolution. But if I’m get gamebreakingly low UPS, then it isn’t really worth it. sooner or later you would have to do some Biter evolution factor is set by progress 2019 Bugfixes: - Support for Rampant and other mods that may disable AI control of the enemy force Version: 0. 17 your Mod increases the Evolution through Pollution a lot. lua line 10, ALIENS_GEARING_FOR_WAR = true/false You want killing enemies become more usefull and get some more usefull stuff in this game? Then this mod is for you. 01. If you want the Adds new Enemies to the game. It's been a pretty big upgrade in difficulty with the biter settings turned up a good deal. 1 will be the stable release. Fork of Evolution-Reduction-Redux. Medium, Content Mod category: Content Mods introducing new content into the game. Reactive Evolution Factor is a mod for Factorio that dynamically updates the process of calculating the evolution factor of enemy forces. 0: Download: a month ago: 415: Manages Evolution & Expansion. evolution_factor) to everything that causes the evolution factor to go up. 2020 Features: - Updated to Factorio Version 0. Killing units reduces evolution. I also really like that these Version: 1. (100% evolution will spawn your current max enemy count during invasions and half of that for normal waves) 'Evolution strength multiplier' - Multiplies the number of enemies that come during waves when 'Strength based on evolution' is enabled 'Invasions' This option enables invasions, these are stronger waves that come in intervals. Tested with just Rampant and Research Causes Evolution, and with with / without either and an extensive AngelBobs modpack. I mean square root. 0 Factorio version: 2. 1 Downloaded by: 63. 0 Date: 26. Medium, Big, Behemoth and Giant Biters may appear at the beginning of the game, but with a small probability. Hotfix for the unit spawning crash Reactive Evolution Factor. Enemies - Evolution automatically recalculated when technologies or startup settings change. e. Once Factorio 12. 80 = 80% - equivalent to the mod setting Evolution % for maximum reviving chance. 2024 Fixes: - Fixed crash when "Enemy Rebalance" option was enabled. 00003 basekillfactor = 0. Doesn't impact UPS. Adds progressively higher tiers of aliens (configurable) at very-late game, bringing some real challenge! (Locale: English, Deutsch, 正體中文, 简体中文, Português Brasileiro, Русский) Factorio. Default Config: timefactor = 0 -- vanilla: 0. The statistics blend in nicely with the FPS/UPS indicator and are designed around it. EvoGUI - Evolution Factor Indicator and more deprecated . Enemies Improves the enemies tactics by using potential fields (pheromones) allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. 03 is 100% due to time, and 0% due to pollution. Has stats for displaying A small overhaul with a focus on long-distance logistics variety. Support for non [space-age] game will be limited to crashes and shared ERM core functionalities. Reset evolution, clear pollution, and kill all active enemies. Highlighted mods Recently updated Most downloaded Trending Search mods EvoGUI - Evolution Factor Indicator and more deprecated . 4 years The thing is, Factorio applies the (1 - game. Highlighted mods Recently updated Most downloaded Trending Search mods Evolution Fix. Mod category: Utilities Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay. 001 of the default speed. 005 biterexpansion = true biterexpansionboost = true. Will obsolete when developer updates original. By targeting and eliminating these structures, players can slow or reverse the pollution factor With evolution, biter units will improve in several ways. by ko3dzi. Albatrosv13 - For his MOD Alien Temple that I’ve used in my MOD FreeER - For Adds configurable multipliers for Biter evolution rates. Difficulty setting in mod options menu. All things Alien! Adds new Enemies and updates to Biter/Spitters Spawners. 0 - Initial Release Credits: L0771 - For his help given to me to start this MOD. For reverse increment parameters are set asymmetrically. 2. Map generation sliders (on 'New game') act independently of the mod. Makes evolution grow when enemies die Tweaks Mod category: Tweaks Small changes concerning balance, gameplay, or graphics. 002 increase in Evolution and at 50% it will only cause an increase of 0. Pollution from other chunks is sucked toward air filters at an exponentially Because this mod will assign biters into forces other than the default enemy force, mods that try to change their evolution factor will not work on the custom enemy forces added by this mod. 17] Research Natural Evolution - Expansion Works best with Natural Evolution Buildings and Natural Evolution Enemies. lhoowgdfpxopiabpotstkejorijmqhrqhgzcsncptfpptqjcqfloz