Factorio 2.1 continuation of Qon's Next Gen Evolution, ported through GTrista and Vismark. Enemy evolution responds to pollution absorbed by nests, with prototype-based support for modded spawners. Preserves the original configurable evolution model and one-minute updates, with lifecycle and diagnostic fixes. Nauvis only; Space Age is not supported.
Small changes concerning balance, gameplay, or graphics.
Version: 2.1.0
Date: 2026-10-21
Info:
- Factorio 2.1 continuation by DiabolicWolf, based on Qon, GTrista and Vismark.
- Nauvis-only support. Space Age and per-planet behavior are not implemented.
Features:
- Discover modded nests by unit-spawner prototype type, regardless of their names.
Changes:
- Retain the original five settings, coefficients, evolution formula and 3600-tick cadence.
- Refresh the saved spawner-name list after any mod configuration change.
- Import recognized diagnostic counters from one removed predecessor when available.
- Preserve existing map settings and enemy evolution when enabling or updating the mod.
- Clamp the final enemy evolution factor to its valid range.
- Declare Rampant Evolution controllers incompatible to prevent competing evolution updates.
Bugfixes:
- Exclude non-spawner absorbers whose names contain spawner.
- Handle zero diagnostic totals and commands without a player.
- Preserve initialized diagnostic counters and spawner discovery across reloads.
Version: 2.0.0
Info:
- Updated for Factorio v2.0, Port by GTrista
Version: 1.2.0
Info:
- Updated for Factorio v1.1
Version: 1.1.0
Features:
- NGE tracks evolution factor changes statistics from the different sources from now on.
- New command /ngevolution works like /evolution but shows how much each factor (vanilla and NGE)
has contributed to the total evolution.
The accuracy of the values reported haven't been tested yet, but the statistics collection
exists now at least so I wanted to get that out now.
Thanks to kaldskryke and Solinya for [requesting](https://mods.factorio.com/mod/NextGenEvolution/discussion/5e8a3d4103ee8c000c72e41d)
this feature!
Version: 1.0.0
Info:
- Updated for Factorio v0.18
Version: 0.0.4
Changes:
- The mod now only runs once/minute instead of per second. It was running every second for debug
purposes but it isn't really necessary if you aren't checking your evolution every second so
it was changed. Now it should actually be 0 performance impact now that the debugging stuff is gone.
Version: 0.0.3
Changes:
- The presets now start with the vanilla pollution evolution factor 0 instead of 9 (or instead of 12 for death worlds).
Version: 0.0.2
Bugfixes:
- Now should support evolution factor when there are multiple forces killing the natives.
Changes:
- Uses the API that was fixed in [0.17.39] https://forums.factorio.com/viewtopic.php?f=11&t=70801
- Code cleanup and refactoring.
- New default values for the different evolution sources.
Should be somewhat comparable in balance as default settings in vanilla if you set evolution
due to pollution produced (vanilla map gen settings > enemy > evolution) in map gen settings.
So it is suggested you turn that to 0 and rely on this mod to evolve them from pollution. But you
can use both if you want of course.
Version: 0.0.1
Major Features:
- Initial release