Hive Mind


I always wanted to do something with the biters besides shooting them, so here it is: you tame the hive and grow your factory out of it.

Content
2 days ago
2.1
108
Combat Enemies Mining Manufacturing

Changelog

Version: 2.0.0
Date: ????
  Features:
    - Nestworld, the home of the biters, beyond Gleba. Reached from Gleba (25 000 km) or Nauvis (35 000 km) after the Nestworld research, which needs Hive Mind.
    - Surface: 8 minute days, weak sun (70%), pressure 2500 that no other planet has, gravity 25, red smog. Pollution spreads far because the ground barely absorbs it.
    - Map generation: nest crust and rock, dead flesh on the shores, wild creep that grows larger far from the landing site, lakes of royal jelly with a small one close to the start, amber ore and three times the biter nests of Nauvis. New map settings for amber, jelly lakes, wild creep and wild hives.
    - Royal jelly: a new fluid, pumped from the lakes with an offshore pump.
    - Amber: a new ore.
    - Hostile world: the wild hives of Nestworld start at evolution 0.9 and are three times as many as on Nauvis.
    - Ancient hives: huge spawners (20 000 HP) far from the landing site, each guarded by four behemoth worms. They raise behemoths and two new enemies: the huge biter (12 000 HP, bites for 260) and the huge spitter (6 000 HP, long strong acid).
    - Waves: every 5 minutes, after a 5 minute grace period from your first building, the nearest hive sends a group at one of your buildings. Waves start at 8 units and grow by 12 an hour, up to 40.
    - Wild creep grows from every hive within 320 tiles of your buildings, about two tiles of radius a minute. It eats any floor except hive floor; a closed ring of hive floor keeps it out. Anything standing on it loses 1% of its health a second.
    - Corrosion: metal buildings on Nestworld lose 0.1% of their health a second (about 17 minutes from full to dead) unless they stand on hive floor. Living buildings, living walls and captive spawners do not corrode. No alerts are raised; repair robots fix it.
    - Hunger: a living building on Nestworld with no nutrients loses 0.2% of its health a second and shows "Starving".
    - Queens: the incubator's queen is now the young queen. It is still enough for the hive core, the incubator, the glands, the chitin press and the guard nest.
    - Four wild queens: fire, acid, storm and star. The bio smelter needs a fire queen, the bio drill an acid queen, the neuro lab, the synaptic beacon and the neural quality module a storm queen, and the overmind 5 star queens and 5 young ones. Wild queens spoil after an hour into a hostile huge biter.
    - Ancient hives come in the four kinds, told apart by the colour of their glands and of the creep around them: orange, green, blue and pale violet.
    - Subjugation research and the subjugator: place it next to an ancient hive whose worms are dead and hold out for 2 minutes. The hive sends a wave at it every 20 seconds, growing from 6 to 21 units. Then the hive is yours: its creep dies back, hive floor grows under it and the first queen of its kind waits inside.
    - Captured hive: grows one wild queen of its kind every 10 minutes on 2000 royal jelly through a pipe and nutrients (2 MW). It takes no power and no network slot, and starves without nutrients.
    - Capturing a hive of a kind finishes that queen's research and opens its branch:
      - fire: the cauterizer, which burns wild creep back to crust within 16 tiles and keeps it from growing back, and fire guards;
      - acid: leaching iron, copper and tungsten ore with sulfuric acid in the acid gland, 15 plates for 10 ore;
      - storm: storm guards, whose bite shocks and slows;
      - star: nothing yet besides the overmind; living ships come later.
    - The acid gland is no longer fixed to one recipe. Water from royal jelly (100 jelly to 80 water and 1 biohumus) comes with the Nestworld research and is the planet's water.
    - Only living power works on Nestworld: steam engines, turbines, solar panels and every other generator, other mods' included, cannot be built there.
    - Jelly heart (storm queen): a 5x5 living heart that burns royal jelly for 40 MW day and night, 20 jelly a second through a pipe on either end. Royal jelly now has a fuel value of 2 MJ. Works on any planet you bring jelly to and takes no network slot.
    - Ancient genome: the chitin press grinds 10 amber into 1 ancient genome and 5 stone.
    - Genetic science pack: grown in the incubator on Nestworld only, from 2 ancient genome, 50 royal jelly and 1 neural pack into 2 packs. It spoils after 3 hours. The incubator gets a jelly input that only shows for recipes with a fluid. The Hive genetics research is done by mining amber.
    - Genetic research: Tough hide (3 levels, -25% corrosion and creep damage each), Heart power (5 levels, +10% jelly heart output each) and the endless Guard genome (+20% guard damage a level).
    - Quality breeding (5 levels of genetic research): every craft of a hive core or guard nest has +4% chance a level to come out one quality higher, with the usual further steps. It works through a hidden beacon under each of them, so the chance shows in the machine's window and adds to quality modules. Guards hatch with the quality of their larva.
    - Living ships research (star queen, genetic packs):
      - bio thruster: the vanilla fuel and oxidizer, 50% more thrust from them, heals 2% of its health a second; ship-drives' afterburner, thrust controller and bridge treat it as a thruster;
      - chitin plating: a wall that can be built on platforms, takes 90% less from asteroid hits and heals 20 HP a second;
      - living foundation: platform foundation on which buildings heal 1% of their health a second.
    - Queen synthesis (cryogenic and genetic packs): the incubator grows any wild queen from a young queen, 10 ancient genome, 1000 royal jelly and the element of the kind (tungsten carbide, holmium, supercapacitors or quantum processors) in 5 minutes, on any planet.
    - /nest-test yes, for a separate map: researches everything, takes you to Nestworld and builds the demo hive, the Nestworld buildings, four captured hives, an infinite supply chest and four ancient hives to practise on. The test buildings are fed for free and waves are off until /nest-test waves.
  Info:
    - Own art for the planet, its ground, amber, the jelly heart, the cauterizer, the subjugator, the wild queens, the genetic pack, royal jelly and the new research. Huge enemies, ancient and captured hives and the bio thruster are recoloured vanilla sprites, because they have full direction sheets.
Version: 1.5.6
Date: 2026-10-28
  Features:
    - The rot loop: the nutrient gland turns 30 spoilage and 10 sulfuric acid into 1 biohumus. Productivity does not apply, so the loop always loses: the nutrients from one biohumus rot back into half of one.
Version: 1.5.5
Date: 2026-10-28
  Features:
    - Hive floor: living tissue laid like concrete, walking speed as on concrete, veins glow at night. Grown in the incubator from biohumus and stone bricks, 10 tiles a craft. Unlocked with Hive Mind.
    - The /hive-test demo hive stands on hive floor and runs on nerve plexuses.
    - Hive lamp: a glowing pod that shines at night without power or nutrients. Takes circuit wires and colour signals like a lamp. Grown in the incubator.
    - Nerve plexus: a living substation, supplies a 20x20 area and reaches 20 tiles with wires.
    - Nerve trunk: a living long-distance pole, wires reach 48 tiles.
    - Electric organ: a living accumulator, 3x3, stores 500 MJ and charges and discharges at 30 MW - a hundred accumulators in one block. Capacity grows with quality like an accumulator's.
    - Photosynthetic gland: a living solar panel, 2 MW in full Nauvis sun (about 33 solar panels), scaled by the planet's sunlight and by quality. Drinks 20 water and 4 sulfuric acid a second while it works; both pass through it, so glands stand in a row on one pipe of each. Sleeps at night.
    - Every hive building says in its description whether it takes a slot of the hive network.
    - Every hive building takes circuit wires: the core, incubator, guard nests, glands, chitin press, bio smelter, bio drill, neuro lab, overmind, synaptic node, electric organ and photosynthetic gland.
    - The synaptic node passes wired signals to every other node and radar on the planet.
  Changes:
    - Hive buildings with pipes have living pipe ports (a fleshy neck with a chitin collar) instead of metal assembler stubs.
    - Synaptic nodes are now radar-type buildings so they can take wires. Nodes in existing saves and blueprints are replaced automatically and keep their quality.
  Notes:
    - The synaptic beacon cannot take wires: Factorio does not allow it for any beacon.
Version: 1.5.4
Date: 2026-10-24
  Changes:
    - Names for the hidden Overmind recipe and the hidden power consumers of every building size.
Version: 1.5.3
Date: 2026-10-23
  Changes:
    - First release on the mod portal.