Mods introducing new content into the game.
Version: 0.3.0
Date: 19. 08. 2026
Features:
- Standalone play: without bdooms_td installed, this mod's bosses and
custom nests now come from vanilla's own enemy systems instead of
sitting completely inert. Swarm Lord and Hive Lord are added as rare,
evolution-gated entries in the vanilla biter-spawner's result_units
(prototypes/biters/bosses/swarm-lord.lua, hive-lord.lua) - they spawn
the same way medium/big/behemoth biters do, get swept into vanilla's
pollution/retaliation attack groups on their own, and need no explicit
command from this mod. The four custom nests (prototypes/biters/
nests.lua) get a real autoplace, scaled to well below the vanilla
spawner they're cloned from, so they appear during normal map
generation and are eligible for vanilla's own expansion system to
build more of over time.
- New runtime setting td-max-bosses-per-surface (default 3): caps live
bosses per surface regardless of type or how they came to exist.
scripts/boss_manager.lua enforces it both for script-driven spawns
(BossManager.spawn, extracted from control.lua's old local spawn_boss)
and for vanilla-engine-spawned ones, discovered and registered (for
ability ticking) or culled past the cap by the new
BossManager.on_population_tick, called every on_nth_tick(60).
- Swarm Lord's pulse ability (scripts/bosses/swarm_lord.lua) no longer
requires a Core to spawn its swarm biter clusters - it only attaches
an attack command when one exists (bdooms_td installed), otherwise the
biters spawn uncommanded, same philosophy as the ambient bosses above.
Changes:
- With bdooms_td installed, none of the above activates - the
prototypes/utility/mod_compat.lua ModCompat.is_active("bdooms_td")
check added in 0.2.0 gates every standalone-only addition, so boss
waves and nest density remain exactly wave_manager.lua's and
nest_manager.lua's job, unchanged. No standalone reward drops - Biter
Essence and its research economy remain exclusively bdooms_td's.
Version: 0.2.0
Date: 19. 08. 2026
Changes:
- Adopted bdooms_td's generalized cross-mod integration pattern
(shared/mod_integrations.lua, scripts/mod_compat.lua,
prototypes/utility/mod_compat.lua - see bdooms_td 0.23.0) instead of
staying a one-off remote interface. Registers bdooms_td under a new
"core" category. This mod doesn't call back into bdooms_td yet - the
"bdooms_enemies" remote interface (control.lua) is still how
bdooms_td reaches in - but on_init/on_configuration_changed now log
detected integrations via mod_compat.log_detected(), matching
bdooms_td, and the plumbing is in place for this mod to call out
through ModCompat once there's something worth calling.
Version: 0.1.0
Date: 19. 08. 2026
Changes:
- Initial split from bdooms_td (version 0.21.0): the custom biters
(Swarm Biter/Spitter, Tank Biter/Spitter), bosses (Swarm Lord, Hive
Lord), and custom nests (Hive Nest, Swarm/Tank Nest and Spitter Nest
variants), plus their supporting scripts (boss ability logic, boss
registry, nest seeding), moved here from bdooms_td unchanged in
behavior. bdooms_td now depends on this mod and drives wave spawning
and essence-drop bookkeeping through its "bdooms_enemies" remote
interface, since Factorio gives every mod its own isolated storage
table at runtime.