Hardcore Survival

by Mylon
Biters come to attack YOU. Frequently and often.
2 years ago
Owner: Mylon
Source: N/A
Homepage: https://forums.factorio.com/viewtopic...
License: MIT
Created: 3 years ago
Latest Version: 0.9.7 (2 years ago)
Factorio version: 0.14
Downloaded: 1129 times

Biters come to attack you. After your base reaches a certain size, biters will regularly come in waves every 10 minutes, then a 5 minute break. Can you launch a rocket while under constant attack by waves of biters? Radars are necessary to prevent biters spawning inside of your base so make sure you have complete coverage. Attacks are scaled mostly with pollution, but there's also a time component so it should pace well for a large range of players. Biters drop artifacts on death so be sure to collect them to do necessary research.

Biters may also behave in unexpected ways, so stay on your toes!

Note: This is designed for vanilla. For mods that increase the amount of industry or pollution or costs it is highly recommended you change the POLLUTION_AGGRO and EVOLUTION_SCALE setting in the control.lua file or use the provided remote.call in game.


Changed: Solar is nerfed. Days are 40% shorter, all of that being max daytime. Embrace the coal power.
Changed: Difficulty adjusted. More biters spawn now.
Changed: Laser turrets are slightly weaker, flame turrets much weaker.

Fixed: Loading a save no longer causes a crash.
Fixed: Scaling should send biters sooner when playing solo.

Added: Remote.call support so other mods can add their own biters to waves to spawn or change the difficulty of this game mode. See mod: Hardcore Survival Expansion for an example.
Changed: Difficulty is adjusted if certain mods are installed. Supported mods:
+ Angel's Petrochem
+ Angel's Refining
+ Bob's Plates
+ Bob's Warfare
+ Prospector

Fixed a crash related to the Factorissimo patch.

Added: Biter waves are now related to the number of connected players. Should scale better with the number of online players.
Changed: Biters should more reliably target player bases.
Fixed: Fixed infinite loop if pathfinder couldn't handle crowds out before larger biters showed up.
Fixed: Factorissimo should no longer cause a crash.

Fixed: Had a version conflict with this and the scenario version. Improved spawn logic, targeting logic, and fixed a critical flaw in late game. Also tweaked biter wave composition a bit.

Changed: Bases are destroyed on mod load for converting existing saves.
Fixed: Added an addition check to unit logic to make sure there aren't any bases anyway.