More Enemies


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.

Tweaks
6 hours ago
2.0
2.64K
Enemies
Owner:
TheEckelmonster
Source:
https://github.com/TheEckelmonster/mo...
Homepage:
https://discord.gg/vQes7MtBv2
License:
CC BY-NC-SA
Created:
1 year, 2 months ago
Latest Version:
0.7.6 (6 hours ago)
Factorio version:
2.0
Downloaded by:
2.64K users

What does this mod do?


Be warned, this is not a light-weight mod; depending on your settings, expect performance degradation.
Performance notably improved with version 0.7.3; UPS degradation still possible depending on setting configurations but is now more directly almost entirely from the sheer quantity of enemies.

Performance improved further with versions >= 0.7.4 (attack groups are only created if a valid path has been found - performed by the game engine and returned asynchronously)

Performance improved further again with versions >= 0.7.6 (replaced as many processes with O(1) or O(log N) versions where possible; additionally implemented a spatial lookup quadtree for improved location tracking/querying; added a pseudo-kinematics engine for dynamic load shedding of non-critical processes when under high system stress/variance)


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.

  • With version 0.7.3, have successfully hosted and joined multiplayer instances on Insanity difficulty.
  • With versions >= 0.7.4, Insanity may genuinely be viable now performance-wise
  • With versions >= 0.7.6 Insanity is now actually playable
    • Confirmed to be multiplayer safe

Known Compatibility


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 groups
    • Would attack of their own accord, independently of pollution or artillery strikes
    • -> Added as of 0.7.0
  • Potentially configurable proactive expansion groups
    • Would be independent of normal enemy expansion
  • Possibly compatibility with Space-Exploration
  • Bug fixes/Compatibility
  • Performance optimization
    • Continue to improve compatibility/performance with B.R.E.A.M.
    • Logical rewrite with version 0.7.3 significantly improved performance
  • 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
})

Gleba, at 500+ hours, on Vanilla+ difficulty as well as Entrenched Enemies


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!