Chowda's Unethical Population Control

by Chowda

Geneva approved biter control.

Content
2 hours ago
2.0
0
Combat Enemies Environment
Owner:
Chowda
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
4 hours ago
Latest Version:
0.20.0 (2 hours ago)
Factorio version:
2.0
Downloaded by:
0 users

Questionable solutions to the biter problem. Wearable bombs, biological weapons, a siege engine you can ride, napalm, a railgun, and a prison where captured biters scrub your pollution.

Wearables

Bomb vest (Military 2): light armor + 8 grenades. A 32.5 tile blast for 3,500 damage.

Nuclear bomb vest (Atomic bomb): light armor + 2 atomic bombs. Roughly a 140 tile blast, four times a launched nuke.

Hit Alt + Z or the shortcut bar to start a 3 second countdown. It goes off even if you die first, at the spot where you died. Take the vest off while you are still alive and it cancels.

Gas mask (Military 3): power armor equipment, 2x2. Blocks anthrax and plague from taking hold on the wearer. Checked fresh at every exposure, so equipping it mid-outbreak works.

Biological weapons

Anthrax grenade (Military 3): 30 damage per second for 20 seconds to everything in an 8 tile blast, then it wears off. Does not spread.

Plague grenade (Military 4): targets move 33% slower, then die at 30 seconds. It spreads every second to anything within 5 tiles, and it does not care whose side you are on. Once an outbreak reaches 50 hosts its range collapses to 1.25 tiles, and a strain burns out after 10 jumps. There is no cure.

Both hit everything living, including you, your character, biters, worms and nests.

Ironskin potion (Military 3): take 75% less damage and move 25% slower for 90 seconds. Drink another to extend it.

Guns

Railgun (Military 4): 0.4 second charge, 1.5 second reload, 45 tile range. Clears a 6 tile wide corridor and does not stop at the first body. Rail rods deal 5,000 physical to everything in that corridor.

Minigun (Military 3): 30 rounds a second at 32 tiles. Winds up for half a second and slows you to a walk while firing. Rounds spread wider at range. Four ammo types: standard, incendiary, armor piercing, and explosive.

Nailed baseball bat (Military, red science only): melee at 2.5 tiles, no ammunition. 240 damage to a small biter down to 30 against a behemoth. Flattens trees and rocks too.

Napalm

Napalm (Flammables) is a fluid, not a damage multiplier. Feed it to the vanilla flamethrower turret and you get 30 tiles at 1.5x damage.

Napalm turret (Flamethrower) burns napalm and nothing else, which is what lets it set the ground on fire instead of only what it is aimed at. Range 30.

Napalm ammunition (Flamethrower) runs the handheld flamethrower out to 15 tiles and leaves patches burning for two minutes. Napalm grenades (Military 3) drop a 5 tile puddle that ignites anything walking through it.

Siege

Catapult (Military, red science only): 80 tile range, 3 second reload, 20 boulder magazine. No power needed. Inserters load it, and it shells nests and worms in range on its own. Once you research artillery, the vanilla artillery remote aims it by hand.

It throws boulders or any grenade you craft into a catapult load: plain, cluster, anthrax, plague or napalm. A load lands and goes off exactly like the thrown grenade.

Walk up to one and press your normal vehicle key to climb in, then left-click to fling yourself 8 to 80 tiles at your cursor. You are invulnerable in flight. Landing costs you 50 damage and deals 100 splash within 3 tiles.

Prison

Tranquilizer gun (Military 2): 18 tile range, 2 darts a second. Knocks out biters and spitters by size, 1 dart for a small up to 8 for a behemoth. They stay down 30 seconds, and more darts extend it. Nothing else can be captured.

Containment cell (Military 2): use it on a knocked-out biter within 4 tiles to get a captive item. Miss and you keep the cell.

Place the captive and it builds a barbed-wire electric cell, 2x2 for a small up to 5x5 for a behemoth. A prisoner removes 1, 4, 15 or 50 pollution per minute by size.

Cells need power: 10 kW for a small up to 200 kW for a behemoth. Unpowered cells absorb nothing and prisoners are 40 times likelier to break out. They accept red and green wire like a lamp.

Prisoners sit on their own force at cease-fire with everyone, so your turrets ignore them. Only damage you cause sticks. Kill a prisoner and the cell goes with it. Let enemies destroy the cell and the prisoner breaks out hostile. Mine the cell and you get the captive back.

Executions: click a cell and press Execute prisoner. Evolution drops by 0.01% for a small up to 0.5% for a behemoth, and you keep the containment cell. The mod claims no shortcut slot and no selection tool, so it has nothing to collide with in your other mods.

Nuclear waste

Every uranium fuel cell a reactor finishes burning spills 1 nuclear waste beside it, on top of the vanilla depleted cell. Barrel it (Nuclear power) and you get a placeable 50 HP barrel.

Mine it and nothing happens. Shoot it, or let a biter wander into it, and it ruptures without exploding: a 3 tile contamination puddle at the spot doing 20 poison damage a second to anything living that walks in, clearing after 5 minutes. Puddles do not set off neighbouring barrels on their own.

Compatibility

Built for Factorio 2.0, base and Space Age.

All damage numbers, radii, timers and pollution rates are constants at the top of each file in scripts/ and prototypes/, so they are easy to retune.