




Welcome to Project CEVO!
Experience over a thousand new things, with new player progression, ai companions, bosses, weapons customization, and more. Gain power by completing researching, investing in expertise, and unlocking professions or jobs. Specialize your character with attributes, gear, legendary items, and talents. Every research unlocked, expertise gained, profession/job applied grants you new bonuses and stats. New items and equipment provide increases to your power, through bonus attributes, talents, and unique abilities(thorns/lifesteal/rifts/hit-effects/etc..). Craft unique builds by specializing your character in a million different ways, and by utilizing over 300 new items to perfect your playstyle. Use these new tools to take on newly added bosses, minions, hives, and other challenges.
We make almost no changes to the original items or gameplay loop of Factorio. This mod is non-destructive, and an additive experience. Inspired by Vampire Survivors, Diablo, Hellgate:London, etc... We are building an ARPG inspired gameplay loop on-top of Factorio. Grow your factory, and now grow yourself.
Please keep this in mind!
This is an active beta so expect:
- Bugs/crashes/save issues
- Unfinished menus and art
- Nauvis is the only tested planet
- Space-age stuff is wip
- Balance issues
- Missing content
- Compatibility varies
- Editor mode is not supported for custom menus
- You should not use this on a long-term save
- You will likely need to start a new save for each major update
Mod compatibility is untested, and post-nauvis content is untested...
No AI was used in the creation of this mod.


CEVO progression is horizontal, it does not replace or take over the normal factorio progression. We've added many complex systems, each layered on top of one another.
Current progression follows:
[Personal Research] -> [Expertise] -> [Profession] -> [Job]

Players now have levels. Each level provides attribute points and expertise points. Some items, gear, and progression options are locked behind certain levels. There are currently 7 attributes. Each attribute has their own player stat bonuses, and are used in various unlocks or requirements. These attributes can be gained through equipment, armor, artifacts, or player progression.

There are 3 core parts of career progression...
- Jobs
- Professions
- Expertise
Each provide their own stats, and have their own requirements. Jobs/Professions are pseudo classes, providing core buffs and changes. Expertise are small stat increases, which are obtained using expertise points.

Talents are a core part of player progressions, gear progressions, and itemization. Talents provide % stat increases. They are found in many places, from armor to professions. These can be seen in the menus and tooltips for the relevant item. You can also track your current talent amounts inside the progression menu.
Debuffs also exist, which are % stat decreases. These serve to balance out items and progression. They can also be seen in the progression menu.

Research is unlocked through shared exp and provides additional talents and bonuses. These are directly tied with equivalent expertise, which build into progression, and then jobs.


Pollution and evolution are now broken into 6 core tiers. Each tier increase the difficulty of enemies spawned, and creates new evolution events. These events spawn bosses, and increase the chances of hordes appearing.

Weapons can now be customized with attachments. Currently there are:
- Stocks
- Magazines
- Barrels
- Scopes
- Grips
Each can provide a variety of changes such as:
- Talents
- Debuffs
- New projectiles/Combat capabilities
- Changed weapon stats
Each weapon has a tier/type that can be applied.


AI Companions will follow and support you in combat(In the future may do more than combat). You can control them using the included hud, or with keybinds.

Companions can be customized in the same way as weapons and attachments...
- Helmets
- Systems
These will apply bonuses to your companions, anything from increased movement speed to max hp.

Artifacts are powerful items that can be crafted after killing the boss tied to said artifact. These provide strong talent and attribute bonuses, and persist through death. Each boss contains an artifact that is unlocked after their first beaten.


There are several types of bosses, and specific ways to find bosses...
- World Bosses:
- Found in the world
- Set distance from spawn
- Further you go, stronger they are
- Ambush Bosses:
- Spawned off of caches/ambushes(read below)
- Also scale with distance from spawn
- 5-10% chance of spawning
- Evolution Bosses:
- Spawn on evolution events
- Hard to get specific boss
- Can be repeated be dropping pollution
Boss are also broken up into combat types, with some overlap of the above list:
- Base Busters:
- Evo events
- Good hp
- Highly AOE
- Physical focused
- Assassins
- Ambush bosses
- High speed
- Lower HP
- Smaller, quicker attacks
- World Bosses:
- A mix of all types
- Varied stats
- Good aoe, smoke focused
- Summoners:
- Evo events
- Slow
- Creates lots of enemies
- Decent aoe
- Lots of hp
- Hives/Spawners:
- Evo events
- Atypical, no attacks
- Extremely tanky, powerful, enemy spawners
- Can be paired with bosses, or mass of enemies
CEVO adds custom hives and enemies that will appear alongside bosses. So you will find yourself fighting new minions and other challenges alongside the boss itself.

Typical enemies now have new interactions as well. They can spawn in various ways...
- Reactions:
- Killing fauna
- Killing enemies
- Destroying spawners
- Pollution
- Threat:
- Periodic
- Based on overall progress
- Consistent
These will spawn either "Waves" or "Hordes" which are varying sizes of enemy groups that attack the player. Threat increases as the player destroying spawners, or places certain items, or killing bosses. Threat will increase the frequency and scale of these events. These could spawn anywhere from 10-100+ enemies at any time.
You will also find a several new types of enemies that spawn. These Variants have increased stats and can drop rare loot as well. You can find them out in the wild, or leading hordes. They are distinguished by their bright colors and increased size!

You will now find new structures around the world. These are special enemy structures that are considered important or prized by their faction. Destroying one of these will drop new items and a chance to drop legendary items. There is also a chance to spawn bosses, hordes, or waves, in response to your destruction of their structures.



Over 300 plus new items have been added. These are tied specifically to all the new progression and game mechanics. They were built as alternatives to current weapons, not replacements.
Weapons/Armor/Equipment provide or include:
- Attributes
- Talents
- Requirements
- New stats/bonuses/hit-effects
Equipment are a core part of both gear and player progression. Weapons and armor are the main combat mechanics.

Legendary and easter egg items can now appear, for all current and added item types. These are items that cannot be researched or crafted. They must be found in game.
Legendary:
- Boss drops
- Cache drops
- Enemy drops
- Spawner drops
Easter Eggs:
- Activity based
- Mining special materials
- Crafting certain items
- Activating certain things
- Some boss/cache/enemy drops
These are the main end-game content currently. They serve as goals and fun power spikes.


With so many new tools, we've taken some time to provide everything you need to get started.
Every item shows:
- If a boss drops it(only in factoriopedia)
- Combat capabilities
- Talents
- Attributes
- Requirements
- Tier/Type
Boss will also show drop chances inside of factoriopedia. Your progression menu will show stats, attributes, active talents, etc...
Weapon and companion tooltips will provide supply/attachment info.
Attachments/Supplies will provide info on what they change.

Patreon helps fund future art overhauls, changes, and eventually server costs for official servers(Post mmo update). Supporters can help shape the mods direction, and get access to closed tests.
I've also provided a roadmap as a visual guide to the current timeline of goals.



We are working on setting up this mod to be easily extendable and compatible. Our documentation page https://cevo.dev/docs/ has important information on how to make extensions/expansions and integrate third-party mods.
Everything is open-source and some documentation is provided for those who are interested in helping create the project. We can always use:
- New Art
- Music/Sounds
- Code refactoring, bug fixes, etc...
Our discord is a good place to ask questions, provide bug reports, or just be a part of the community.


