Zomtorio

by Tend

Turns biters into an overwhelming zombie horde. Enemies come in far larger numbers and are individually much weaker - a swarm to be mown down, not a handful of bullet-sponges. Your destroyed buildings become sources of new zombies, infection creeps through your factory along the flow of goods, and the dead don't always stay dead. This mod makes the early game a real challenge, and rewards that with endless fuel.

Content
a month ago
0.17 - 2.1
1.36K
Combat Enemies

Changelog

Version: 2.0.1
Date: 2026-06-26
  Bugfixes:
    - Fixed the mod failing to load with "Path __zomtorio__/graphics/... does not match any enabled
      mod". The published mod name is "Zomtorio" (capitalised), so its internal asset and require
      paths must use the matching __Zomtorio__ prefix; they were lowercase. All paths corrected.
    - Fixed contagion spreading sluggishly along belts - a belt carrying only a single item could
      fail to infect the next belt (it seemed to need a second item). Belt item-presence is now
      sampled on every sweep, so a lone item in transit is no longer missed.
Version: 2.0.0
Date: 2026-06-26
  Major Features:
    - Complete rewrite for Factorio 2.1 + Space Age. Biters become an overwhelming zombie horde:
      far more numerous, individually weak, and represented by cheap "swarm" clusters (one entity
      standing in for many zombies) so huge numbers don't cost UPS.
    - Buildings destroyed by the horde spawn zombies equal to their total raw resource cost.
    - Infection and contagion: a hit from the horde infects buildings, robots, belts, inserters and
      pipes with damage over time, and it spreads downstream through the factory along the flow of
      goods - movers (inserters, loaders, drills) when actively transferring, belts while items ride
      them, and fluids through pipes, tanks, pumps and fluid wagons. Full repair cures it. The player
      is infected only by an actual bite (and only if it gets through shields); any net heal cures.
    - Corpse reanimation via the Space Age spoilage system: killed zombies drop burnable corpses that
      hatch wherever they sit. Reanimation is bounded to one generation - a corpse hatches into a
      "shambler" that drops no corpse, so the chain ends.
    - Telegraphed, evolution-scaling horde events that strike at night, on top of pollution-driven
      attacks. A horde advances as a cohesive wall from one direction and targets your factory.
  Features:
    - Spitter swarms: engine-spawned spitters form their own violet swarm clusters alongside biters.
    - Corpse disposal: the zombie pyre (no power, burns inserted corpses) and the corpse kiln (dries
      corpses into a non-spoiling, storable fuel at a deliberate loss).
    - Melee technologies: Tier 1 unlocks swarm multi-kill, Tier 2 strengthens it and unlocks the
      Double Tap toggle (clean, corpse-free kills) - on by default once researched.
    - Zombies (individuals and swarms) move faster at night (configurable).
    - Denser, more aggressive nests and base expansion; pollution recruits far more attackers; engine
      nest output folds into local swarms once the active-zombie cap is full.
    - Console command /zomtorio-horde [minutes] to trigger a horde on demand.
    - Extensive configuration: horde size, active-zombie cap, building infection on/off and
      time-to-death, post-repair immunity window, player infection, night speedup, corpse
      reanimation on/off and timer, bot corpse collection, pollution cost per zombie, nest spawn
      rate, base expansion rate, night assault escalation, and horde-event on/off, intensity and
      frequency.
  Info:
    - Requires the Space Age expansion. v1 acts on Nauvis only; other planets are unaffected.