Simple idea of just having more enemies, with larger and/or more enemy attack groups. Comes with five preset difficulties: Easy(0.1), Vanilla(1), Vanilla+(1.75), Hard(4), and Insanity(11). Each added setting can be configured independently of the selected difficulty to personal taste. Engineer beware - they come for you.
Small changes concerning balance, gameplay, or graphics.
Version: 0.7.2 Date: 2025-08-11 Bug Fixes: - Fixed mod added enemies not joining in attack groups - Fixed mod added spawners not being affected by the selected difficulty -> Added several settings for cold-biter spawners -> Added several settings for explosive-biter spawners -> Added several settings for toxic-biter spawners -> Added spawners settings are affected by difficulty if they left are at their default values Misc: - Added compatability for the Proto-biters mod by snouz -> Added biters and spitters will join in attack groups -> Added several settings for proto-biter and proto-spitter spawners -> Added spawners settings are affected by difficulty if they left are at their default values
Version: 0.7.1 Date: 2025-08-11 Bug Fixes: - Fixed non-recoverable error when attack group blacklist setting is empty (default)
Version: 0.7.0 Date: 2025-08-10 Minor Features: - Added configurable, proactive attack groups -> Toggleable by planet (Nauvis and Gleba, presently) -> Toggleable requirement for the attack groups to spawn near spawners -> Configurable starting peace time before attack groups can spawn (45 minutes by default) -> Configurable setting to control/affect the probability of attack groups actually spawning - -> Should be configured such that attack groups cannot spawn on Vanilla difficulty or below -> Configurable settings for the frequency of attack groups/processing -> Configurable attack group target blacklist (entities to ignore when looking for a target for the attack group) - Updated initialization logic to maintain when a surface is first visited (Nauvis & Gleba) on mod update -> Is so that the 'peace time' doesn't reset everytime the mod updates going forward -> 'peace time' can still be reset using the /more_enemies.init command -> Lays the groundwork for migrating any needed data during version updates going forward Bug Fixes: - Corrected use of force.get_evolution_factor() to include the corresponding surface as a parameter -> Was otherwise defaulting to Nauvis if not provided -> i.e. Nauvis' evolution factor was being used all the time for calculations, ignorig Gleba's actual evolution factor Balance: - Overall difficulty, once again, is higher with the addition of the proactive attack groups (hence them being toggleable/configurable) - Attack group spawning is faster/more frequent the higher the difficulty - Attack group size is larger the higher the difficulty - Probability threshold of an attack group spawning is based on the selected difficulty times the probability modifier setting, times the current evolution factor -> local max_probability = 1 - (1 / selected_difficulty.value) -> if (max_probability < 0) then max_probability = 0 end -> max_probability = max_probability * probability_modifier -> local threshold = max_probability * evolution_factor - "max_probability" is the maximum probability of an attack group spawning at 100% (1) evolution factor - Idea is that attack groups become increasingly more frequent as the evolution factor increases
Version: 0.6.1 Date: 2025-08-01 Bug Fixes: - Fixed evolution factor multiplier doing almost nothing, then spiking the amount of times entities are cloned after passing a certain point i.e. Changed the evolution multiplier formula, where 'y' is the current evolution factor, and 'x' is the selected difficulty (Easy (0.1), Vanilla (1), Vanilla+ (1.75), Hard (4), Insanity (11)): -> Old -> https://www.wolframalpha.com/input?i=x%5E%28y%2F%28x%5E%28y%2Fx%29%29%29+*+%28y%5Ex%29%2C+y%3D0+to+1 -> Current -> https://www.wolframalpha.com/input?i=x%5E%28y%2F%28x%5E%28y%2Fx%29%29%29+*+y%2C+y%3D0+to+1 Balance: - Overall difficulty is higher now as a result of changing the evolution factor multipier formula - Difficulty should be smoother though, rather than doing seemingly little to then going from 0 to 100 very rapidly - Can be adjusted using the planet specific "unit spawn multiplier" settings -> i.e. If too many spawns, set below 1 to reduce the amount of spawns
Version: 0.6.0 Date: 2025-07-25 Minor Features: - Separated maximum number of clones to be per planet (Nauvis and Gleba) Also separated per planet limit to have separate unit and unit-group limits - Each one should have its own configurable runtime setting (4 total) Reduced the clone limit from a single setting of 1500, to four settings of 400 each - i.e. it's now 400 * 4 = 1600; 100 higher than the previous default limit - Added -> /more_enemies.exterminatus -> Calls game.forces.enemies.kill_all_units(), also clears all clones and staged_clones from the storage data and resets the counts to 0 - This will literally kill all of the spawned enemy units (cloned or otherwise) on both Nauvis and Gleba (haven't tested with mods that add enemies to other planets yet) - Also flushes the pathfinder -> Depending on how large the game/save is, this may/will likely lag for a moment (500+ hour save, lags for ~5-10 seconds on initial execution) -> Is also executed when the mod detects an update, or when using the /more_enemies.init command Misc: - Worked on optimizing overall performance and performance with B.R.E.A.M. - Still working on B.R.E.A.M. compatability and performance - Reduced default modded clone limit to 500 - Only applies to B.R.E.A.M. currently - Updated dependency version for base to 2.0.60 - Updated optional dependency version for space-age to 2.0.60 - Updated optional dependency version for behemoth-enemies to 0.0.8
Version: 0.5.5 Date: 2025-04-28 Misc: - Added CN locale/translations Thanks to Houraiji-Kyuusyou for the contribution!
Version: 0.5.4 Date: 2025-04-24 Bug Fixes: - Added missing existence check
Version: 0.5.3 Date: 2025-04-17 Bug Fixes: - Fixed difficulty level not applying appropriately to startup settings -> Makes "Easy" easier, and "Vanilla+", "Hard", and "Insanity" harder -> Only applies to startup settings at default values -> i.e. Any startup setting left at its default value will be modified by the chosen difficulty level - Added additional logic to try and further prevent infinite unit group cloning - Should now properly clean up unit groups from storage after they've finished gathering/been ordered to move - Created schema for storage objects to be based from -> Allows for simpler logic and greater maintainability - Added/exposed several additional settings -> To allow finer tuning of performance -> Default settings are identical to vanilla - Maximum number of gathering unit groups: 30 - Maximum clients to accept any new request: 10 - Maximum clients to accept short new request: 100 - Direct distance to consider short request: 100 - Short request max steps: 1000 - Fixed a few typos that could have caused errors -> Were only in a few scenarios where the mod would have already been in an error state
Version: 0.5.2 Date: 2025-04-05 Bug Fixes: - Fixed error on load when ArmouredBiters was present, but did not have its spawner enabled - Added missing existence checks before changing unit-spawner settings
Version: 0.5.1 Date: 2025-04-04 Bug Fixes: - Seperated B.R.E.A.M. clone settings from planet clone settings - Added B.R.E.A.M. difficulty (Easy (0.1), Vanilla (1), Vanilla+ (1.75), Hard (4), Insanity (11)) - Added B.R.E.A.M. use_evolution_factor - Added B.R.E.A.M. clone_units - Added B.R.E.A.M. do_clone (false by default) By default more-enemies won't track or clone B.R.E.A.M. created entities (toggleable) - Redid some difficulty detection Namely detecting Vanilla - No need to do some processing when difficulty is Vanilla
Version: 0.5.0 Date: 2025-04-03 Minor Features: - Added infrastructure to detect and support cloning of entities created by other mods, assuming they raise the 'script_raised_built' event -> Currently only supports B.R.E.A.M. - Added as an optional dependency Adds an additional setting for maximum number of modded clones Mod created entities are tracked ~somewhat independently of vanilla entities -> Allows for cloning of mod added entities even when othwerwise at the the maximum number of clones -> Maximum number of modded clones helps to prevent it froming runnning amok though - Tested compatibility with Cold_Biters, Explosive_Biters, and Toxic_Biters by MFerrari Added as optional dependencies - Changed the internal version checking to automatically initialize fresh upon detecting a version change - Cloned entities (and staged entities) are now purged upon initializing fresh - Updated the purge command Removed -> /more_enemeies.purge Added -> /more_enemies.purge_all -> Clears all of the cloned enemies, and enemies staged to be cloned -> /more_enemies.purge_clones -> Clears all of the vanilla cloned enemies, and vanilla enemies staged to be cloned -> /more_enemies.purge_modded_clones -> Clears all of the mod added cloned enemies, and mod added enemies staged to be cloned
Version: 0.4.0 Date: 2025-03-30 Minor Features: - Compatability with ArmouredBiters - Compatability with behemoth-enemies - Added console command /more_enemies.purge -> removes all cloned enemies, and enemies staged to be cloned Bug Fixes: - Reverted randomness of clone placement for now, as it was causing some enemies to spawn inside of their spawners
Version: 0.3.4 Date: 2025-03-30 Bug Fixes: - Added more missing validity checks - Added the ability to toggle on and off the clone processing /more_enemies.get_do_nth_tick -> Gets the value of do_nth_tick /more_enemies.set_do_nth_tick X -> Sets do_nth_tick to true if X == "true", or X >= 1; otherwise sets do_nth_tick to false This can effectively disable cloning altogether if needed. - Fixed enemmy unit groups cloning all the way up to the limit despite difficulty settings To that end, runtime difficulty settings (the multipliers) should function properly now - Added some slight randomness to the placement of clones
Version: 0.3.3 Date: 2025-03-29 Bug Fixes: - Added validity check before adding member to unit group
Version: 0.3.2 Date: 2025-03-29 Bug Fixes: - (Hopefully) fixed issues related to loading; should hopefully be more compatible with other mods now May not fully work out of the box, but hopefully should not stop the game from loading Not seeing issues locally anymore, other than needing to optimize performance
Version: 0.3.1 Date: 2025-03-29 Bug Fixes: - Fixed error on load when Space Age was not present - Updated dependency version for base to 2.0.42 (below has not been tested) - Updated optional dependency version for space-age to 2.0.42 (below has not been tested)
Version: 0.3.0 Date: 2025-03-27 Minor Features: - Added configurable logging in the mod settings (Log level of 'None' by default) Odrder of precedence: Info > Debug > Warn > Error > None (Default) Includes "Do not print" and "Do function traceback" settings Do not print: prevent log messages from displaying in game; only log to the factorio-current.log file Do function traceback: enables the traceback for each log statement (for aid in debugging) - Added console commands: /more_enemies.init -> Initialize the supporting data structures from scratch, erasing any existing data /more_enemies.reinit -> Reinitialize the supporting data structures, making a moderate attempt to maintain existing data /more_enemies.print_storage -> Prints the contents or the supportings data structures /more_enemies.version -> Prints the current mod version, and the underlying storage version - Added entity cloning. Applies to Nauvis and Gleba, both configurable If > 1, or above difficulty Vanilla, entities will be cloned when they spawn according to difficulty settings and evolution factor If < 1, fewer entities will be cloned for the given difficulty setting - Added unit group cloning. Applies to Nauvis and Gleba, both configurable If > 1, or above difficulty Vanilla, unit groups (enemy attack groups) will be cloned when they finish gathering according to difficulty settings and evolution factor If < 1, unit groups will be cloned fewer times - Added evolution factor [0 - 1] as a means of scaling the entity and unit group cloning more appropriately Can be toggled on or off. Toggling off causes the maximum amount to be spawned at the very beginning of the game. Bug Fixes: - Fixed Hard difficulty actually using some of the Easy settings - Fixed main menu simulation 'nauvis_biter_base_laser_defense' breaking when the character died on higher difficulties; now they explode! Balance Changes: - Insanity now goes to 11
Version: 0.2.0 Date: 2025-03-14 Minor Features: - Added preset difficulty settings (Easy (0.1), Vanilla (1), Vanilla+ (1.75), Hard (4), Insanity (10)) - Each setting can selectively override what would be set by the chosen difficulty - By default, everything is set to vanilla
Version: 0.1.0 Date: 2025-03-13 Minor Features: - Initial release