A machine faction that builds. The Replicators mine a matter node, run a real factory, research their own technology, and expand with construction robots. Their escalation is a factory on your map, so you can scout it, starve it, and take it.
Mods introducing new content into the game.
Version: 0.25.0
Date: 2026-08-30
Major Features:
- Three kinds of base. A base is now a railgun base, a tesla base or a rocket base, rolled when it lands. All three grow through the same four stages of a new, rebuilt core; at the last stage each stands its own armament over it, and each has its own temperament: a railgun base would rather found a new base than fight, a tesla base comes for you, a rocket base goes for the biters.
- Bases roll their wealth. A base lands on one node, or on two, three or rarely four, and every node past the first carries a pod: a small self-contained factory of its own with its own extractor, generator, turrets, lab and roboport. Rich bases research faster, hold more walkers and take longer to clear. Pods are a proof of concept in this release; one design, one stage, three sides of the core. Expect them to change.
- Each type's wall and signature turret take nothing from the damage their own armament deals, resist everything else at ninety-five percent, and have one weakness each: explosives against a railgun base, fire against a tesla base, lasers against a rocket base. A railgun base's wall is proof against bullets. Find the hole, or bring the disruptor.
Balance:
- Walkers are twice as fast, sturdier, and hit harder, and a base garrisons more of them: twelve at the third stage, forty at the fourth, plus six for every pod standing. Waves look further for something to attack.
- The original layout is retired. It stays in the mod for saves that have it standing and for anyone who sets its spawn weight above zero; new bases are one of the three types.
- Every technology on your side of the tree costs twice what it did, the endless ones and the planet ones included. A base has as many as five labs now instead of two, and the extra three stand in pods, which are the easier ones to reach.
- A base is born with three spare extractors in a storage chest. Its core cannot make one; only a pod can. Kill a base's extractor three times and, unless it has a pod alive to make a fourth, that base is done.
- A base now dies when it cannot recover, not when one building falls: when its last roboport is gone, or when its extractor is gone with nothing left to replace it. A base with pods has a roboport in every pod, so it takes more than one strike; a base that has lost its extractor for good stops rebuilding and stays as loot.
- A Replicator railgun no longer damages Replicator buildings on its line of fire. Yours still do what yours do.
- Walkers walk through their own base's walls, turrets and machines, the way a spidertron walks through yours. A wave built inside a walled compound used to be a wave that never left. They still cannot pass your buildings, water, cliffs or nests, and you, your vehicles and the biters still cannot pass theirs. Your shells and pellets still hit their buildings.
- Their construction robots build further out than yours, eighty tiles from a roboport, so a base's crew reaches every pod it owns.
- A garrison stands still once it has cleared the ground around its deployer, instead of milling through its own base for its whole life. It still fights whatever comes close, still walks home if a fight carries it off, and still leaves with the wave. Six hundred idle walkers used to cost the game more than fifty bases did; now they cost nothing measurable.
Changes:
- The bases are compositions now: a core, pods at authored offsets, and a per-type module, each a separate blueprint the base assembles. Growth clears its own ground stage by stage, and a base whose ground is wet pays for landfill and paves it before it builds. A pod that would land in water is dropped and the base comes up one node poorer.
- The technology tree unlocks the underground pipe and the landfill recipe from the start; both were unreachable before, one by an oversight the new core exposed and one by an oversight nothing had exposed at all.
Bugfixes:
- A Replicator base whose endless technologies read as researched, which a save from an older version can carry, stopped researching for good once its finite tree was done: the labs stood idle and the readout said the faction had finished. An endless technology is now never treated as finished, the stale flag is cleared on the next queue check, and the readout counts only the finite ones.
- A Replicator flamethrower no longer burns its own base. Its fire used to hurt the walkers standing in it, who turned on the turret while the robots repaired it under them, a fight nobody could win. The fire now spares the force that lit it and still burns everything else, trees included. Your own salvaged flamethrower gets the same courtesy.
- A dying Replicator belt no longer spills what it was carrying.
- The second stage of the original layout starved its own chemical line once its belts connected. The new core does not.
Info:
- Saves from earlier versions migrate: every existing base becomes the original type at wealth one and keeps growing on its own schedule.
- Settings: one spawn-weight setting per base type (Map tab), a rare-four-node weight, base density and the garrison multiplier. The original type ships at weight zero.
- Compatibility: mods that upgrade or replace turrets without checking whose they are will act on Replicator turrets too. The faction rebuilds a lost turret as its own plain one, so nothing breaks, but the swapped-out items land in the base's chests.
Version: 0.24.0
Date: 2026-08-08
Major Features:
- Adds the Replicators, a machine faction that lands on a matter node and builds a working factory on it. Extractors, chemical plants, assemblers, labs, belts, power and turrets, all of it running for real.
- Their escalation is production. A base mines matter, smelts it into alloy, assembles components, makes its own science pack out of them and researches its own technology tree. Cut the belt feeding the labs and the research stops where it stands.
- Kill a base and you can have all of it. Looted data buys a technology tree of your own that hands over their extractor, their production chain, their accelerator and their flame turrets, and the matter node the wreck leaves standing is yours to put a drill on.
Features:
- Four build stages. The first is a production line, the last is a walled compound, and every stage in between is the same factory grown larger. Each one is unlocked by a technology the base researches itself.
- Construction robots stamp and revive the new buildings from inside the base, and repair what you damaged. Kill the roboports and the growth stops.
- Node accelerators feed components back into the ground to raise a node's yield. Destroy them and the base runs its node down.
- Deployers build walking machines and send them out up to a garrison cap. A garrison that fills up marches, picks an objective, and leaves. A wave that survives long enough founds a base of its own.
- Their turrets and their walkers deal raw matter, a damage type nothing in the world is built to resist. Their own buildings shrug off nine tenths of everything a factory shoots and a quarter of bullets, so an early raid is a gun turret problem.
- Three of their technologies never end. Turret damage, rate of fire and walker strength keep climbing for as long as a base is left alone.
- Bases appear as the map generates rather than on a timer, at a distance from where you started. You find them by exploring.
- Seven technologies on your own side of the tree, researched out of looted data, two of them endless. They cost a vanilla ingredient the Replicators never spend and three times the matter, because they rearrange matter and you have a box of scraps.
Features (Space Age):
- Space Age is optional and detected at load. With it installed, late bases also stand railgun, rocket and tesla turrets and manufacture the ammunition for them.
- Vulcanus: the bond disruptor, a laser turret retuned to take a Replicator apart at the joins. Double damage to anything they built, and exactly nothing to anything else in the world.
- Fulgora: the disintegration ray, a tesla turret rebuilt around a Replicator emitter. It chains, and the ground it lands on burns.
- Gleba: a spidertron rebuilt in Replicator alloy. A fifth rocket launcher, a quarter more room inside, a tenth more health and speed.
- Aquilo: the chaos missile, which stands Replicators up where it lands, on their own force, hostile to everyone including the player who fired it. And nano artillery, the best shell in the game against a nest and one of the worst against a Replicator base.
Info:
- Please note that this mod is still in Beta. It's very mechanically complex, so I might tweak how it works or the base stages themselves. That being said, feedback is greatly appreciated. The mod is generally feature complete, but every graphic in it is a tinted vanilla sprite rather than art of its own. Graphics are not my strong suite, so it might take a while until I can get proper graphics.
- Two startup settings, both off. Layout authoring mode is a tool for building the faction's blueprints by hand. Not really useful gameplay-wise, but technically, you can use it to tweak how the bases work. Diagnostic commands adds five admin-only console commands for reading what the faction is doing.
- Every prototype carries the proliferation- prefix, so nothing here collides with an overhaul mod's own names.