This mod is one way to deal easier with aliens in every game that has high difficulty settings because of evolution rate or complexity or terrific AI added by other mods.
It attempts to keep the biters evolution under a threshold defined by your progression in game.
When aliens get satisfied with the damage they have done to your structures or players, their units are supressed, resulting in a "suicide attack" feeling. This will happen less often over game time though.
Aliens do this the first time they kill a player or destroy one type of building, or when they destroy the last building of its kind.
Aliens are also suppressed when destroying something and you have no technology researched, or if their evolution is really low when such event happens.
Evolution is also reduced when aliens destroy or kill things, but if the reduction percentage is great at the beginning, it will decrease over destructions, until you are unable to notice it.
The players progression is measured on researchs, e.g. how many tech are researched compared to all techs in the tree (adapts to other mods) and also how far you are to reach the rocket silo research.
VERSIONS
v0.0.9 November 4 of 2019
public version
Corrected a bug on when an entity is killed by a projectile
v0.0.7 November 1 of 2019
public version
Added the new thumbnail.png for 0.17 in mod portal
v0.0.6 November 1 of 2019
public version
Update for Factorio 1.17
Alleviate CPU usage by
1/ doing calculations of the research tree on specific tech reaserched event
2/ caping limitation by the result on every minute only, thus on destroyed entity an other mecanism is still in use
Research taken in account are now all non infinite research
Once you got the silo research it stops limiting evolution
Makes the game even easier than before this version since the lowest technology path score is used
(the two technology scores are
1/ researches against global technology tree
2/ researches against the silo rocket branch of the technology tree)
v0.0.5 October 28 of 2018
Corrected a bug where the number of researches wasn't calculated correctly
v0.0.4 April 27 of 2018
public version
corrected typo and comments in code
Added a versions file
Added an info file
Added a list of building in code for more code safety, thanks to eradicator advice
Cutting and organizing the code in several files
Corrected a bug where the progression of the player calculated every minute didn't take new researchs into account
v0.0.3 April 24 of 2018
public version
Limitation of the number of biters who die near a destroyed building to 1
typo
biters are not so systematically killed after a destruction
evolution control is now done every minute
biters are killed if they destroy your last building of any type
v0.0.2 April 23 of 2018
public version
Version number is increased due to the use of Factorio game "global table".
Biters evolution reset to 0 is too brutal. Removed.
Now, after a player is killed or a building is destroyed :
Limits the biters evolution depending on the number of players already killed
Limits the biters evolution depending on the number of buildings of the same designation already destroyed
Limits the biters evolution depending on the research progression
Added a log (appdata/Factorio/script-output/)
v0.0.1 April 23 of 2018
private development version
Enemies's attacks are interrupted after a kill or a destruction when player progression is too weak
Or when aliens achieved a goal of destroying an important building for them or a particular building for the first time
Biters evolution reset to 0 in this case