Leave your engineer life behind and become the director of a biter hive. Absorb wild biters at nests, grow your network across the map, research the hive-only tech tree, and take the fight back to the engineer. Full RTS-style unit control is integrated: select, group (Alt+1..9), and command your swarm, order reinforcements from barracks and the Mutation Altar through a real production queue with ×1..×5 speed scaling, and send them to war through pheromone lures or Pheromone Vents. Features: - Play as a hive director with no body — command your swarm from a god view - Pentapod-style pollution economy: absorb biters, spend on buildings and science - Full unit management (integrated Unit Control): selection, movement, attack, patrol, hold position, follow, and 9 hotkey groups - 4 biter tiers (tanky melee), 4 spitter tiers (fragile ranged), 3 pentapod classes (wriggler / strafer / stomper) - Production queue at Barracks and Mutation Altar: pause, cancel, ×1..×5 speed with fair refund - Hive Supremacy, Pheromone lures, Pheromone Vents with attack-group dispatch - Fog of war that remembers only what your units actually saw - Demolish hive buildings from a button in their GUI, or send a biter to tear them down with Alt+Right-Click - Full Space Age integration: pentapod units, Gleba-inspired visuals
Mods introducing new content into the game.
Version: 1.1.0
Date: 2026-09-18
Major:
- Full integration of Hive Mind Reworked and Unit Control into one mod: Hive Commander. Everything the two mods did is now unified in a single package, with the director's swarm fully selectable and commandable.
- Pentagon (Space Age) support: three pentapod unit classes — Hive Wriggler (fast melee), Hive Strafer (fragile ranged), Hive Stomper (heavy assault). Recruitable at the Barracks, upgradeable at the Mutation Altar through the same chain.
- Production queue at Barracks and Mutation Altar. Recruitment and upgrades are no longer instant — each click adds a task to the queue and units emerge one at a time. Per-task pause / cancel, global pause-all / clear-all, 100% refund on cancel. Panel in the top-left of the screen with progress bars and per-task timers.
- Queue speed ×1..×5. A header button cycles the multiplier; intervals shrink and pollution cost scales proportionally. Switching multiplier charges or refunds the difference for all remaining tasks — no free discounts.
- Unit groups. Alt+1..9 assigns the current selection to a hotkey group; 1..9 selects it. Units may belong to multiple groups. Reassigning a group drops members that aren't in the current selection.
- Fog of war, engineer-style. Hive memory accumulates as your units and buildings scout; nothing is auto-cleared. Placing your first hive triggers a one-time unchart of everything you saw in god mode before joining. Camera tethered to nearest hive presence (96 tiles), gentle pull-back when out of range.
- Demolish hive buildings from their GUI. Button appears inside the barracks / altar / lab / chemical hive / hive node windows. Returns 50% of base cost. The anchor Hive itself cannot be demolished.
- Alt+Right Click demolition. With biters selected, Alt+RMB on a hive building sends the nearest selected biter to tear it down on arrival, with the same 50% refund.
- 16 custom technology icons, replacing the borrowed vanilla sprites. All hive techs now use their own 256×256 PNGs shipped in graphics/technology/.
- Phase 2 unit upgrade techs moved under the Mutation Altar (prerequisite). Tree now flows: Lab → Spawners → Worms | Supremacy | Attraction | Vent | Barracks → Altar → 4 infinite upgrades.
- Starting pollution on join raised from 300 to 1000. Room for the first hive, a couple of nodes, and a lab without an immediate grind.
Balance:
- Unit stats rewritten from multiplier-based to absolute values, roles split cleanly:
- Biters: tanks. HP 25 / 100 / 500 / 1000 across the 4 tiers; damage 4 / 10 / 25 / 60.
- Spitters: ranged. HP 15 / 50 / 250 / 750; damage 8 / 20 / 45 / 120; range 15 / 16 / 18 / 22.
- Pentapods: wriggler (fast melee), strafer (long range, fragile), stomper (heavy assault).
- Barracks recruitment pack sizes: small/medium biters and spitters x5; big and behemoth biters and spitters x3; wrigglers x5; strafers and stompers x1.
Bugfixes:
- Item / entity icon lookups in production queue no longer crash on prototypes without an icon (pentapod spider-units). All pcall-guarded.
- Queue GUI no longer uses the nonexistent "production-progressbar" style, and pause / cancel buttons use ASCII labels that render in the default font.
- Queue tick no longer rebuilds the frame every 6 ticks, which destroyed button references and dropped clicks. Only values refresh now; the frame rebuilds on structural change.
- Pause state unified into per-task flags. The global pause-all button toggles all tasks; individual task pause is now independent.
- game.get_entity_by_unit_number no longer used for building references in the queue or for GUI buttons — direct entity references are kept instead. Fixes "Барак не найден" and no-op dispatch.
- Density of the entire set of technology icons reduced: 256×256 PNGs replace the earlier 64×64 AI outputs that Factorio refused to load against icon_size = 256.
- Unit Control type checks extended from `"unit"` to `"unit" | "spider-unit"` in 9 places so pentapods are selectable, movable, and attackable through the standard UI.
- set_command no longer writes unit.speed for spider-units (the engine rejects it) — fixes the "Entity is not car or unit or projectile" crash on hold position.
- Cached nearest-source resolution in fog of war no longer scans every surface for every unit every tick.
Optimisations:
- Mod Lua time cut from ~24.4 ms/tick to ~6.4 ms/tick on a save with 550 active hive units (measured under load). UPS in the same save rose from 34 to ~56.
- Labels.tick called once per 60 ticks (was every tick). This was the single largest cost (~14 ms/tick).
- Fog of war camera refresh interval raised from 6 to 6 (via tick % 6 gate in main.lua) and unchart work de-duplicated against the camera pass.
- Telemetry.measure short-circuits when the debug toggle is off — profiler allocations no longer happen every tick.
- Selection indicators suppressed above 100 simultaneously selected units, keeping render pressure linear for large swarms.