Spawner Toolkit


Lets you tweak with spawner generation in-game. Open GUI with the /stk command. Not that polished, but functional.

Utilities
5 hours ago
2.0
8
Enemies Environment Cheats
Owner:
Jejeje1232
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
6 hours ago
Latest Version:
0.0.11 (5 hours ago)
Factorio version:
2.0
Downloaded by:
8 users

This mod intercepts enemy spawners generation and swaps them for the spawners you choose, according to rules you edit in an in‑game GUI. Open the GUI with /stk.

I made this mod since I didn't like the distribution of spawners in my modpack (Rampant, Bob's, Explosive, Armoured, etc), so this makes it easier to edit.

The lists

  • List A (Replacements): the spawners the mod is allowed to place. Each row has a match Mode (Exact / Literal / Pattern), an I(n)/O(ut) toggle (In = add to the pool, Out = remove from it), and an optional W priority.
  • List B (Sources): which existing spawners to target. Each row has a Mode, an In/Out toggle (In = this source gets replaced, Out = skip it), and an optional Rate% override.
  • List C (per stage, opt‑in): start the replacement pool from every detected prototype, then remove the ones List C matches.

At the bottom is a detected‑prototype browser: type in the Match field to filter every unit-spawner prototype live, and lick a name to copy its exact spelling into the field.
By "Pattern" I mean a Lua Pattern.

Stages

A Stage owns an evolution band (evo < threshold), a replacement rate%, its own List C switch, and its own Lists A/B/C. The active stage is the first whose threshold is above the current evolution.

The Stages (evo bands) checkbox turns it all off.

Rate vs Weight

  • Rate answers whether we replace a given spawner (a per‑spawner coin flip). The stage's rate % is the band's default; a List B Rate% replaces it exactly for the spawners that pattern catches.
  • Weight (List A W, when Weighted List A is on) answers which replacement wins once the flip passed. A prototype's priority is the highest explicit W matching it (blank = 1).

Other controls

  • Export / Import your whole config as a single line via the GUI to back it up.

Quick start

  1. /stk.
  2. In the detected grid, click the spawner you want as a replacement, then Add to List A.
  3. In the Match field type the pattern or exact name you want to replace, set Mode, Rate% to whatever you want, Add to List B.
  4. Reveal some terrain, matching enemy spawners are swapped for yours.
  5. List edits apply on Save.

Compatibility note: RampantFixed

On the base game, on vanilla surfaces, and on any surface RampantFixed ignores, the mod behaves exactly as configured.

RampantFixed's new‑enemies mode rewrites vanilla spawners on its own deferred schedule. So if your List A uses vanilla names (biter-spawner, spitter-spawner) on a Rampant new‑enemies surface, Rampant may convert them back after we place them. But you can:

  1. Put a non‑vanilla, non‑rampant spawner mod's names in List A and set Rampant's allowOtherEnemies = true.
  2. Put rampant names in List A, they hold at generation.