More Enemies


Simple idea of just having more enemies, and larger 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.

Tweaks
2 days ago
2.0
553
Enemies

Changelog

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
    - Update dependency version for base to 2.0.42 (below has not been tested)
    - Update 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 gathereing 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