What does this mod do?
Be warned, this is not a light-weight mod; depending on your settings, expect performance degradation.
Comes with five preset difficulties: Easy(0.1), Vanilla(1), Vanilla+(1.75), Hard(4), and Insanity(11). Each setting can be configured independently of the selected difficulty to personal taste.
Makes no changes by default, i.e. you won't notice any changes unless you explicitly change the settings.
Born out of a desire to have increased difficulty by way of simply increasing the amount of enemies and/or attack groups.
Adds several settings for both startup and runtime to configure the amount of enemies up (or down).
Enemy entities (biters, spitters, pentapods) will be cloned based on the selected Difficulty (and other configured settings).
Enemy unit groups (the groups that form and attack from pollution or for retaliation) will be cloned based on the Difficulty setting (and other configured settings).
If attack groups are enabled (on by default), after 45 minutes (default, configurable) from the start of the game/initial mod installation/surface creation (e.g. arriving at a planet), there will be a chance for proactive attack groups to form.
- Chance is affected by difficulty and current evolution factor; i.e. the higher the difficulty and/or the evolution factor, the more likely an attack group will spawn
- Proactive attack groups will seek out and attack the closest non blacklisted hostile entity to them (beware, this can make Gleba significantly harder)
Have successfully "played" on Insanity with max settings, but is NOT RECOMMENDED; your game will lag, but hey, there will be more enemies.
Known Compatibility
- Space Age
- Only makes changes to Gleba
Not currently planning any changes to Vulcanus, butopen to ideas- With the Demolisher/Territory API changes added in 2.0.61, I am reconsidering this
- ArmouredBiters
- behemoth-enemies
- B.R.E.A.M.
- Cold_Biters
- Entrenched Enemies
- Explosive_Biters
- Proto_biters
- Toxic_Biters
Future Plans
- Additional, more granular settings
- Option for custom, specific difficulty - i.e. setting the difficulty to a specific number other than one of the preset difficulties (0.1, 1, 1.75, 4, & 11)
- Possibly a configurable cloning cooldown timer for entity and unit group cloning
Potentially configurable proactive attack groupsWould attack of their own accord, independently of pollution or artillery strikes- -> Added as of 0.7.0
- Refine/improve the logic by which attack groups are formed/targets are selected to be more intelligent
- Presently simply attacking the closest non-blacklisted entity they can find
- Developing an "overmind" on the side, that scales with evolution factor and difficulty, and will "learn" to an extent about the player and their factory
- -> Would be toggleable/configurable, as usual
- Potentially configurable proactive expansion groups
- Would be independent of normal enemy expansion
- Bug fixes/Compatibility
- Performance optimization
- Continue to improve compatibility/performance with B.R.E.A.M.
- Requests
- Feel free to ask, and I'll see what I can do
Want something to be compatible/actively work with more-enemies?
- Just let me know, and I'll see what I can do
- Only real need is for the mod in question to raise the 'script_raised_built' event
- i.e. add this line when creating an entity that should be detected by more-enemies
script.raise_event(defines.events.script_raised_built,
{
entity = --[[entity that was created]],
name = defines.events.script_raised_built,
tick = game.tick
})
If you've read this far, hello and thank you for doing so! I hope you enjoy the mod, and may your factory ever expand!