Proliferation


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.

Content
3 days ago
2.0 - 2.1
423
Combat Armor Enemies Environment Mining Fluids Manufacturing

Changelog

Version: 1.2.1
Date: 2026-10-29
  Changes:
    - A chaos missile that lands in a Replicator base, outpost or city is now taken as an attack. Its walkers join the garrison there, and the whole garrison goes after whatever fired it, your character, a turret or a vehicle, then walks home. The base can end up with more walkers than it would build itself, which makes its next waves bigger; its bays build no more until the count falls back. A chaos missile anywhere else works as before.
  Bugfixes:
    - Replicator waves could stand still for good, whole garrisons with them, ignoring artillery and mortar fire until you walked up to them. A wave sent to found a new base could be aimed at a lake, and one sent somewhere it had no path to was sent there again and again and never gave up. Founding sites now land on ground a walker can stand on, and a wave whose orders keep failing gives up and walks home, where its walkers guard the base and answer calls for help again. Waves already stuck in a save pick themselves up within a minute or two.
    - A wave standing next to a belt it smelled food on but could not eat from went back to it over and over. A meal that finds nothing now counts against it like any other failed order.
    - Walkers whose wave had ended stood where they were and nothing gave them orders again. Bases now call them back and send them after nearby enemies like any other idle walker.
    - A Replicator ship's wave with nothing left to attack no longer waits in the field for good; it goes home and the pad sends a new one when it is full.
    - Walkers sent after something they cannot reach, an enemy across water or up a cliff, now stop after a few tries and stand guard instead of being sent at it every minute.
    - Walkers and Hala humanoids that cannot walk back home, because the way back is gone, now stop trying after a few attempts. Walkers stand where they are; a humanoid takes up a new post there.
    - On a Hala whose buildings had fallen, a city searched its whole reach for your things every few seconds while your ghosts were all that was left. It now waits longer between searches like any city that finds nothing.
    - A Replicator ship flying the deep route whose boarding launch failed tried again every second for the rest of its trip. It now waits for its next turn.
Version: 1.2.0
Date: 2026-10-28
  Major Features:
    - Gatherer bases. A share of new Replicator bases on Nauvis, Vulcanus, Fulgora and Gleba live off the land. They have no matter node and no pumpjack; where the node would stand there is a gathering hub, and small eight-legged gatherers bring it what the land has. Aquilo and Hala never roll one, and a planet another mod adds rolls one only if the settings allow it. Bases already standing are unchanged. The share is a setting, one new base in ten by default, and zero turns them off.
    - A gatherer cuts trees, breaks rocks, mines ore, even the patches you are mining, and picks up raw items lying around, and carries what it gets to the hub, which turns each load into matter. It starts near the base and works outward as the land around it runs out, so the ground around an old gatherer base is patchy: trees gone, rocks broken, holes chewed in the ore. It never takes liquids or endless ores.
    - A small bay next to the hub builds new gatherers out of matter, five more at each stage, and sends them out. A gatherer base gets matter only from what its gatherers carry home, so kill them faster than the bay can replace them and the base runs dry and goes dark.
    - Kill a gatherer and its load drops where it fell. Hit one and the gatherers near it and the base's whole garrison come for whatever hit it, whoever that is.
    - Gatherers keep away for a while from ground where they keep dying, and the base's garrison goes after whatever killed them, worms included.
    - Accelerators give a gatherer base's hub productivity: while they work, the hub makes more matter from every item the gatherers bring in, so taking them out leaves the base poorer.
    - A new Replicator technology, Replicator gatherer haul, comes right after their last stage and before extraction efficiency in their order of research, and has four levels, each of which lets a gatherer carry more home in a trip. They only research it while gatherer bases are switched on.
    - Two new Replicator technologies with no last level, alloy productivity and component productivity, come right after extraction efficiency. Each level gives them a tenth more alloy or components out of the same input, so they get better at making both the longer a game runs. As the levels go in, railgun, rocket and tesla bases have the alloy to finish their walls.
    - Gatherers, the gathering hub and the gatherer bay have art of their own: an eight-legged bug at half a walker's size with a violet back, a hub like a dissolving vat and a bay like an iris pod. The hub and the bay glow violet while they work.
    - The CIWS, a new Replicator turret: a gatling under a dome that shoots incoming fire out of the air. It reaches 40 tiles all round and fires the same gun ammunition their other turrets use, fed by an inserter off the base's ammo belt. With no ammunition it does nothing.
    - It shoots artillery shells, rockets, atomic rockets, tank cannon shells and the drones of your puddle jumper, drones at half the chance. Each bullet that hits has a small chance to blow the projectile up in the air, harmlessly. It also shoots combat robots and construction robots. It never shoots players, vehicles or buildings, and a big enough barrage still gets through.
    - The Replicators only research the CIWS after artillery or a nuke from a force at war with them has hit something of theirs. It then comes next, after whatever they are researching and any base stage they still lack. Railgun, tesla and rocket bases build it from stage 4, and so do Hala cities; legacy bases, outposts and the mothership do not.
    - The stats window counts what their CIWS has shot down, once it has shot something.
  Changes:
    - Five new settings: the share of gatherer bases, whether planets from other mods may roll them, a list of such planets that may anyway, how much a gatherer carries before research, and what each level of the haul research adds.
    - Among their technologies with no last level, the Replicators now research the one with the fewest levels first, so none of them is left behind for good as more are added.
    - New Replicator technologies reach a game already under way. When the game loads, the Replicators fit each one into their research where it belongs and go on with what they were researching, so a long game never needs a new save for one. Older saves get the haul and the two productivity technologies this way.
    - Your Replicator data pack recipe takes two components and no alloy, like theirs. That is one more electronic circuit and two fewer alloy per pack.
    - A gatherer base that has gone dark gets one gatherer back every 5 minutes, up to its usual crew, so biters can no longer leave it dead for good. None come while you stand within 120 tiles of it, so starving one and walking in works as before.
  Bugfixes:
    - In railgun, rocket and tesla bases the stage 2 alloy plant jammed. It now stands from stage 3, where its alloy is used.
    - Replicator research could stall for good once a base started making walkers, because their data machines never got the alloy they needed. Data is now made from components only, at the same cost, and their research keeps going.
    - Railgun, rocket and tesla bases never laid the belts of their fourth stage. Their belts are now made from components too, two for one component, at the same cost.
    - Walkers sent after whatever hit a gatherer or a base now walk home once the fight is over. Before, a fight far out left them standing where it ended, for good, while their base built new ones.
    - Gatherers could starve their base trying to reach a tree they could never get to, like one on top of a cliff. After a few failed tries they now give up on it, and once nothing they can reach is left near the base, they move out to the next ring.
    - A gatherer could get wedged between two cliffs on its way home and stand there for good with its load. It now steps clear and walks on. One that truly cannot get home, cut off on an island, drops its load where it stands and its base builds another.
Version: 1.1.0
Date: 2026-10-26
  Changes:
    - Updated for Factorio 2.1. This version needs 2.1; 1.0.0 stays on the portal for 2.0.
    - A Replicator base's flamethrower turrets come up loaded with matter and its roboports charged, whether stamped or built by its robots. 2.1 shares fluid along a pipe network differently, and a new base's empty flamethrowers and roboport otherwise took the matter and power its generators needed, leaving it idle for its first minutes.
Version: 1.0.0
Date: 2026-10-25
  Major Features:
    - The mothership. Once every Replicator technology that has an end is done, a last one stands, shown as ????. Research it and a new place opens on the starmap, Deep Replicator Space, reached from Hala, 25,000 km out. The route carries only big and huge Replicator ships, and a lot more of them than any other route, until your ship carries more Replicator buildings than three huge ships, plus twice its mothership if one rides it.
    - Fly a ship there and the mothership builds itself onto it: a U of Replicator hull round your ship's left, front and right, at least two medium pads' length out from its edge, its arms longer the bigger your ship, with a two-tile bridge running in from each side to your hub. The moment it stands, each of its three hubs sends 50 walkers at you. It stays on your platform when you leave and keeps sending humanoids and walkers across, and everything it sends comes out of machines on its own hull. It is not repaired, and while your ship is parked it throws small and medium ships at you, through open space only. Cut a bridge and the attack comes round another way. The only way out is to destroy it.
    - Three hubs power it, each holding one full ZPM. They power your ship too, because a platform is one network for everyone on it. Hit a hub and its ZPM overloads and goes onto a belt that grows one tile every 2 seconds toward your hub. An overloaded ZPM explodes 180 seconds after it was made, wherever it is, for 10,000 damage to everything within about fifty tiles, your ship and its hull alike. Cut the belt, carry the ZPM a long way off or to the mothership, or lose the ship.
    - Take a hub out in one go, before it overloads, and its full ZPM drops. Bring down all three hubs and the mothership stops making anything, stays on your ship and fights on with what it has. A mothership cut off from your ship by damage counts as destroyed. Bringing down the third hub unlocks ZPM fabrication, which lets you make empty ZPMs yourself. A ship that has beaten one gets a new one only after it leaves Deep Replicator Space and comes back, and only one mothership stands at a time.
    - Advanced core fabrication, a new technology after the zero-point gate, costs 2,500 of every pack but promethium plus Replicator data and the zero-point flask, and is the last step before ????, which costs 10,000. It teaches the Liquimetal Processing Facility two new recipes, and the facility now takes liquimetal through a pipe. An advanced core takes 25 components, 10 alloy and 1,000 liquimetal, and draws a thousandth of a full ZPM's charge. An empty ZPM takes 500 advanced cores and liquimetal, and draws the charge of a whole ZPM, which can come from several partly charged ones in turn. Each spent ZPM comes out empty.
  Changes:
    - The ZPM charger now hands out the ZPM at the charge it has when it stops, whether the ship left the Star or a circuit condition switched it off. Put the ZPM back in and it carries on from there.
    - The ZPM charger puts the charge of the ZPM it holds on the circuit wire, in percent, and a circuit condition switches it on and off. Eject at 60 percent, or when the heat sensor says it is time to go.
    - Shoot anything of a Replicator base and its whole garrison comes for whatever fired, however far away it stands: artillery, mortars, turrets at the edge of their range, you. A city sends every walker within 400 tiles of the hit.
    - A walker with no orders and no bay near enough to call it home goes for the nearest enemy within 400 tiles, whoever it belongs to, instead of wandering where its last fight ended.
  Bugfixes:
    - Walkers stood still while artillery shelled their base, and only fought back once you came close. The game only calls units to help when a turret or a nest is hit, and most of a Replicator base is neither.
Version: 0.35.1
Date: 2026-10-16
  Graphics:
    - Hala and the Star have their own pictures on the starmap, in the planet list and in their technologies. Hala is a dark world shelled in Replicator blocks under banded storms; the Star is a white-hot sun with a gold corona. The technology that leads to the Star shows it too.
    - Hala's ground is its own: a floor of Replicator plates in mixed sizes and a field of cracked rubble with loose blocks, with Replicator components scattered over both, some half buried.
    - Hala's lightning is white instead of Fulgora's blue and violet.
    - The ZPM has its own art instead of a yellow fuel cell: an amber crystal with a stained-glass head. A charged ZPM lying on the ground or on a belt glows at night.
    - The empty ZPM is the same crystal gone dull and frosted. The Zero-point energy technology shows the new ZPM.
    - The zero-point flask has its own art instead of a yellow cryogenic pack: a faceted round flask of glowing amber with a lead collar. The Zero-point energy technology shows it too.
    - Replicator alloy and Replicator component have their own art instead of a grey steel plate and circuit. The component is a Replicator block, a grey chevron with a peg at each end; the alloy is a freshly cast bar of swirled metal with the block's chevrons rising on it. Replicator component research shows the new component.
    - Replicator rounds have their own art: the player's magazine is dark steel with a liquimetal-blue stripe, the Replicators' own is their grey metal with a gold stripe, and both carry a Replicator block in their face. Replicator ammunition research shows the player's magazine.
    - The chaos missile, the nano artillery shell and the drone have their own art. The chaos missile carries a crown of Replicator blocks round a red core, the shell a glowing liquimetal band and a frosted tip, and the drone is an Ancient drone glowing amber. Replicator chaos missile and Replicator nano artillery research show them.
    - The Replicators' own rockets and railgun slugs have their own art, in their grey metal with gold.
    - The Replicators' rockets, chaos missiles, nano artillery shells and drones look like themselves in flight too. A drone flies as a glowing amber drone, lighting the ground under it, with no exhaust or smoke.
    - The Replicator advanced core is a machine heart with a red light. The four Replicator modules keep vanilla's colours, with that heart sunk into the lid and wired in; their technology shows them.
    - Matter and liquimetal have drops of their own: matter in the alloy's swirled metal, liquimetal a refined light grey with dark circuit tracks.
    - Replicator scrap is a heap of broken blocks, the Replicator asteroid chunk a dark rock with blocks half buried in it, and the Replicator repair pack a wrench and a liquimetal injector.
    - Replicator data has its own art instead of a grey military science pack: a round flask of dark liquimetal with Replicator blocks hanging in it.
    - The tower at the heart of a Hala city has its own art instead of a tinted lightning collector: a silver octagonal tower with gold-lit windows, a crown, a needle where the lightning lands and three tall fins. Its windows glow at night.
    - The ZPM charger has its own art instead of a gold electric furnace: a square casing round a hexagonal socket under a glass dome, three Replicator blocks closing on it like claws. The dome glows amber only while it fills a ZPM. Zero-point recharging shows it.
    - The Liquimetal Processing Facility has its own art instead of a grey assembling machine: a salvaged Replicator crucible strapped into a steel deck, a copper coil wound round it and liquimetal in its open top, with a control cabinet, a hopper of Replicator blocks, a ZPM socket and a vent stack round it. While it makes a flask the liquimetal swirls, its circuit tracks and the coil light green and the ZPM socket glows amber. It leaves a wreck of its own.
    - The ZPM generator has its own art instead of a grey fusion reactor: a ZPM pedestal, a salvaged Replicator socket in a riveted steel ring, with brass bus bars on insulators running out to a capacitor bank, a cooler, a control cabinet and a transformer. The ZPM you load stands in the socket, and while it gives power it glows amber, the bus bars light up and the cabinet's lamps turn green. Its technology shows it, and it leaves a wreck of its own.
    - The heat shield projector has its own art instead of a gold accumulator: a squat block with gold heat-sink fins and a honeycomb lens, which lights up only while the shield is up. Heat shielding shows it.
    - A heat shield is now a shallow golden dome of honeycomb glass over its hexagon instead of a flat gold hexagon. Touching shields join into one field, and it still turns red as it heats.
    - The heat sensor is a gauge you can read at a glance: its needle turns with the temperature where it stands, across green, yellow, orange and red bands that change at the melting points of plastic, copper and iron. The heat signal shows it too.
    - The Replicators' belts have their own look: a light liquimetal surface, a dark steel-blue arrow in their alloy's colour, and a dark rail. Their underground belts and splitters run on the same belt, in grey housings with steel-blue stripes where vanilla's are yellow, and a destroyed one leaves wreckage in the same colours.
    - Replicator boarding asteroids are no longer tinted rocks: each is a flat-topped rock carrying a small Replicator outpost, bigger the bigger the asteroid, from a landing pad to railguns, gun turrets, assemblers and chemical plants. They no longer spin; each faces the spot it will hit, its turrets aimed at your ship.
    - The Replicator Tower, the ZPM charger, the heat shield projector and the heat sensor leave wrecks of their own when destroyed: a scorched stump with the rest fallen into a pile of Replicator blocks, bigger for a bigger building. The tower topples into a long trail.
    - The Replicators' assembler and chemical plant have their own art instead of tinted vanilla machines. The assembler prints a Replicator block in an open bay; the chemical plant shows liquimetal through windows in its two tanks, in all four directions. Both leave wrecks of their own. The Replicator chemical plant you build yourself looks the same.
    - The Replicators' gun turret and railgun turret have their own art. The gun turret's head is built from locked Replicator blocks with twin gold-tipped barrels; the railgun's double rail is lined with blocks, with a gold line between the rails that lights as it fires. Both leave wrecks of their own. The gun turret's muzzle flash comes from the tips of its barrels.
    - The Replicators' laser turret has its own art: the gun turret's base under a head of locked blocks round one long emitter, a dark crystal lens in a gold collar that glows red while it fires. It leaves a wreck of its own.
    - The disruptor has its own art instead of a green laser turret: a captured Replicator block strapped into a steel cradle on a truss stand, with a gold coil ring in front that floods green while it fires. It leaves a wreck of steel scrap with the captured block in it.
    - The advanced disruptor has its own art instead of a green tesla turret: a steel column with liquimetal running down it, and on top a cage of Replicator blocks round a floating advanced core that glows green while it fires. The cage folds shut over the core when idle and opens as it rises. It leaves a wreck of its own.
    - The disintegration ray has its own art instead of a green tesla turret, built like someone improvising with what Fulgora left behind: a salvaged Fulgoran vessel in a steel frame, superconductor coils and Replicator blocks clamped in as capacitors, and on top a stack of mismatched magnifying lenses that glow white-hot while it fires. It parks upright like a lightning rod and leaves a wreck of its own.
    - The five Replicator scanners have their own art instead of a green radar: a steel deck and cabinet under a turning dish of steel plates in a brass rim, its receiver a captured Replicator block in a gold coil. Each tier clamps more salvage to the deck, from a captured block at tier I to gold solenoids, a caged advanced core and at tier V a ZPM glowing amber, and lights one more of the five green lamps on the cabinet. Their icons carry the tier as green bars, their technologies show them, and each leaves a wreck of steel scrap and broken dish plates.
    - The Replicator scrapper has its own art instead of a green recycler: a hopper of broken Replicator blocks over a shredder of toothed steel rollers, a sorting carousel carrying silver components and alloy round to the chute, and a cabinet with green lamps, on a riveted steel deck. While it works the rollers turn, the carousel goes round and the lamps light. Its technology shows it, and it leaves a wreck of steel scrap and Replicator scrap.
    - The Replicators' walls have their own art: blocks laid like brickwork in two courses. The three type walls each wear what makes them immune to their base's own guns: sloped armour plates with slugs stuck in them on a railgun base's wall, insulators and a grounding strip on a tesla base's, blast deflectors faced with reactive tiles on a rocket base's. Their brass, blue and red glow faintly at night. Every wall leaves a wreck of its own.
    - The Replicators' medium electric pole has its own art: a slim spire of three Replicator blocks stacked point to notch, a gold collar near the top and a crown of block tips holding the wires. It leaves a wreck of its own.
    - The Replicators' own research shows their own buildings, units and munitions instead of vanilla pictures: the Replicator Tower for the city, each wing's turret, digger or humanoid deployer for its wing, the extractor over a matter node, a walker rearing to strike, a walker plated in gold, their rounds, rocket and slug, and the rest after what each rung unlocks. The damage, rate of fire and extraction rungs keep vanilla's corner badge.
    - The Replicators' substation has its own art: a squat octagonal frame round a gold coil core, four Replicator blocks rising at its corners like a crown, its wires running from terminals on an insulator mast. It leaves a wreck of its own.
    - The Replicator accelerator has its own art instead of a grey electric furnace: an accelerator ring on its roof with a single Replicator block floating at the centre. While it works, blue pulses run round the ring. It leaves a wreck of its own.
    - The Replicator generator has its own art instead of a grey steam engine: a long housing with matter flowing in a glass tube along its flank, and a flywheel of Replicator blocks turning at its front. It no longer puffs steam. It leaves a wreck of its own.
    - The two Replicator bays have their own art instead of grey steel chests. The walker bay is a crate of blocks under a hatch of chevron leaves, a walker's leg reaching out between them. The humanoid bay is an upright pod with a figure standing behind its window, which glows faintly at night. Both leave wrecks of their own.
    - The Replicator digger has its own art instead of a grey assembling machine: an open pit where a bore head of Replicator blocks turns in Hala's ash, throwing clods, with freshly dug alloy pooling on the bank. It leaves a wreck of its own.
    - The ZPM reactor on a boarding pad has its own art instead of a nuclear reactor: an octagonal plinth where a ZPM stands in a gold cup, three conduits carrying its amber light out to the edges. It leaves a wreck of its own, the ZPM lying dead among the blocks.
    - The Replicator storage tank and a pad's cargo tank have their own art: one squat tank, a band of Replicator blocks round the outpost's matter tank, a hazard band and a cargo hatch on the cargo tank, so the loot is easy to tell apart. Both leave wrecks of their own.
    - The Replicator lab has its own art: a liquimetal dome over an octagonal base, a single Replicator block floating inside that turns while it researches as the dome glows blue. It leaves a wreck of its own.
    - The Replicator beacon has its own art: a mast of Replicator blocks with the machine heart on top, its tubes running down into the module sockets, where its modules sit as small Replicator modules in their own colours. The heart's red lens beats while it works, and it is the advanced core you take from it. It leaves a wreck of its own.
    - The Replicator roboport has its own art: its hatch is an iris of four chevron leaves that slide apart, its robots charge on gold sockets shaped like the Replicator block, and a rotor of blocks turns on its antenna. It leaves a wreck of its own.
    - The Replicator solar panel has its own art: three tilted panels of navy glass with gold chevron cells and a Replicator block at the centre.
    - The Replicator accumulator has its own art: four blue cells capped with Replicator blocks, joined by gold bus bars. Pulses climb the cells while it charges and fall while it discharges.
    - Both leave wrecks of their own.
    - The Replicator pumpjack has its own art: a walking beam of Replicator blocks with a gold block for the counterweight, and a slug of matter climbing the sight tube on its wellhead with every stroke. It leaves a wreck of its own.
    - The Replicator lamp has its own art: a Replicator block standing on end with a frosted lens in a gold ring on top. It leaves a wreck of its own.
    - The Replicators' robots have their own art: little flying Replicator block bugs, legs tucked under, a faint blue seam along the back. The construction robot carries a welding arm whose tip lights while it works, the logistic robot a gold basket. Shot down, they fall as themselves and leave wrecks of their own.
    - The Replicators' chests have their own art: a squat grey crate under a lid of one Replicator block. Their logistic chests keep the familiar red, yellow and blue on a band and on the lid's chevrons, and the lid slides back when a robot opens it. Each leaves a wreck of its own.
    - The Replicators' inserters have their own art: an octagonal plinth turning a Replicator block, slim struts and a claw of three block fingers, gold on the inserter and red on the long-handed one. Each leaves a wreck of its own.
    - The Replicator flamethrower turret has its own art: the gun turret's base drawn long, its feed pipe on the back, and a head of blocks with one wide nozzle in a gold ring. An orange fuel capsule behind the head brightens while it fires. It leaves a wreck of its own.
    - The Replicators' pipes have their own art: rounded grey cast pipe with gold collars at the joints and a chevron on the plain runs, and their underground pipes end in a dark Replicator block sinking into the ground. Their machines' unconnected pipe ends wear the same covers. Each leaves a wreck of its own.
    - With Space Age, the Replicator tesla turret has its own art: a stack of blue insulator discs crowned by a Replicator block with three lightning rods, which lean forward to aim and light up blue while it fires. It leaves a wreck of its own.
    - With Space Age, the Replicator rocket turret has its own art: a box launcher of four red-rimmed tubes on the gun turret's base, a gold chevron on each side. It tips nose-down to fold and leaves a wreck of its own.
    - The advanced disruptor and disintegration ray researches show their own turrets instead of the tesla weapons picture.
    - Six of your own Replicator researches show what they give you instead of vanilla pictures: Replicator matter usage the Replicator pumpjack beside a drop of matter, Replicator accelerators the accelerator lit, Replicator matter flamethrowers the matter flame turret, Bond disruptor the disruptor with its coil lit, Replicator matter flame damage the flame turret firing under the damage badge, and Replicator matter efficiency a drop of matter and two alloy bars under the productivity badge.
    - The Replicator walker is no longer a recoloured biter: it is a flat bug of Replicator blocks on six legs that scuttles three legs at a time, rears back and stabs with its front legs, and falls apart into its blocks when it dies.
    - The humanoid Replicator is no longer a recoloured spitter: it is shaped like the engineer, in liquimetal silver, and its lightning leaves from its chest.
    - The puddle jumper has its own art: a rounded ship built to fit through a gate, hovering over its shadow. While it fires, its drive pods swing out and its drone hatches open; they fold away again soon after the last drone leaves.
    - With Space Age, the Replicator spidertron has its own art: a spidertron with Replicator blocks down its flanks and Gleba scales on its back, a crest in the player's colour and a big red eye.
    - The matter node is no longer a recoloured oil seep: the ground has cracked open over a pool of swirled dark metal, with Replicator blocks half sunk round its rim. With Space Age, Hala's liquimetal wells are a hexagonal mouth of grey Replicator blocks with liquimetal welling up in it, dark circuit tracks across its surface. Both have icons of their own.
    - The Replicator walker and the humanoid Replicator have icons of their own instead of a spidertron and a spitter: the walker's block bug and the engineer in liquimetal silver, which the walker alerts show too. The Replicator stats shortcut shows the scanner's dish instead of a grey radar, the hub health signal a platform hub with a red heart, and the puddle jumper's drone launchers show the drone instead of a rocket launcher.
    - With Space Age, a Replicator asteroid chunk floating in space looks like its icon: a dark rock with Replicator blocks half buried in it, instead of a light grey copy of the metallic chunk.
    - A Replicator fragment is no longer a piece of the crashed ship: it is a Replicator component driven half into the ground, in a ring of thrown-up soil, with thin clear tubes of liquimetal running from it into the ground like roots. Now and then a faint pulse runs up the tubes into the block, which shows at night too. There are six of them, and a destroyed one leaves the block knocked flat with its tubes torn off and the liquid spilled. It has an icon of its own.
  Changes:
    - The Replicator spidertron's equipment grid is 12x7 instead of vanilla's 10x6.
  Bugfixes:
    - The puddle jumper's invisible legs no longer carry the lightning warning on Fulgora and Hala.
  Settings:
    - Replicator pollution, a startup setting: how much their buildings pollute, as a multiple of what the same vanilla buildings do. 0 turns it off, and anything up to 100 draws the biters onto their bases. The default, 1, keeps it as it was.
  Locale:
    - The Replicator pumpjack, chemical plant and flamethrower turret you build yourself no longer say they cannot be mined. Their description now says the Replicators' own cannot, and yours can.
Version: 0.35.0
Date: 2026-10-12
  Major Features:
    - Space Age: the Star. Bring down the tower at the heart of a Replicator city and a zero-point anomaly shows up at the centre of the system, along with the route from Vulcanus into the Star.
    - The first ship you park inside the Star learns Zero-point recharging. The ZPM charger fills an empty or partly charged ZPM there, one percent a second at any ZPM quality, faster at a better charger quality. Glowing motes stream into it while it works.
    - The Star heats the ship. Past the melting points of plastic, copper, iron and tungsten its buildings burn faster and faster, then the floor from the edges in, and the hub with the whole ship. Every charger working heats it a little faster.
    - The heat sensor shows the ship's temperature to anyone looking at it; hover over a sensor to read the temperature where it stands. Wired to the hub, it puts the hub's health in percent and its temperature on the circuit network, so a ship can leave before it melts.
    - Heat shielding (fifty zero-point flasks) unlocks the heat shield projector: 500 MW for a hexagon thirty tiles across that holds the heat off for about ten minutes. Touching hexagons share one temperature. Without full power a shield drops. Away from the Star a projector draws nothing.
  Balancing:
    - A ZPM holds 10 TJ, up from 400 GJ. The ZPM generator's panel shows it in TJ.
  Settings:
    - Star glare, per player: full, reduced or off.
  Bugfixes:
    - Replicator turret rounds dealt physical damage. They deal nano now, like the rest of the faction's weapons and like the player's salvage rounds.
Version: 0.34.0
Date: 2026-10-04
  Major Features:
    - Space Age: Hala. A technology past the zero-point gate, twenty-five zero-point flasks, unlocks Hala, the Replicators' homeworld, and its route, Aquilo to Hala.
    - Every trip on Aquilo to Hala owes you a huge Replicator ship partway through. On top of that, the route meets Replicator ships more often than anywhere else, and the bigger the ship, the likelier it is.
    - A platform sitting in Hala's orbit meets a huge Replicator ship every ten minutes it goes without one.
    - A Replicator ship's pad that has lost its matter or its turrets comes apart into walkers thirty minutes later, over a short while, up to five times the walkers it landed with. A new map setting turns this off; on by default.
    - Hala itself: dark day and night, no water, ore or trees, ground in two shades of grey, and storms of its own Hala lightning that strike hard.
    - A drill placed on Hala's bare ground digs Replicator scrap instead of ore.
    - The Replicator scrapper, a new building (five zero-point flasks to research), breaks Replicator scrap down into Replicator alloy and components, and sometimes iron, copper or stone.
    - Liquimetal, pumped from wells beside the Replicator cities on Hala with an ordinary pumpjack.
    - Humanoid Replicators guard Hala's cities. Each is named, hits with a lightning chain, carries a shield that recovers when left alone, feeds the walkers around it while it fights, and drops three advanced Replicator cores.
    - Space Age: on Hala the Replicators build cities. A city's core stands fully working the moment it appears, on matter far richer than any base's, with its first humanoid, First, beside its tower.
    - Cities grow wings as the Replicators research them: railgun, Tesla, liquimetal, missile and economy, each built against the core. Every city builds its wings one at a time, in an order of its own, and starts the next when the last has nothing left to build or has stopped getting anywhere.
    - Every part of a city has its own Replicator Tower. A city's five towers wait in a chest in its core and are the only ones it ever gets. Destroy a tower and that part is never rebuilt; destroy them all and the city is dead, and its ground is free again: a new city can rise there unless something of yours stands close by.
    - On Hala a Replicator fragment that would grow into a base grows into a city instead, if a city could rise there. It never grows a base or an outpost on Hala.
    - Only a city's liquimetal wing makes walkers and humanoids. Once it stands the city attacks you, harder and from further away than any base; take it out and the attacks stop. A young city only defends.
    - Every part of a city sends out walkers from a deployer of its own, all of them made in the liquimetal wing, and they all share one garrison of sixty. A city's wave is that whole garrison.
    - A city's humanoid deployer walks out a new humanoid, named as the next of the five, while fewer than five stand.
    - A city's economy wing digs alloy and components straight out of Hala's ground with its Replicator diggers, and feeds them to its liquimetal wing.
    - Cities appear as Hala is explored, far apart, never close to the landing or to anything you have built.
    - The Replicator splitter.
    - A Replicator Tower runs on a ZPM of its own, recharged by the storm, which draws lightning away from everything else. Destroy one and its ZPM is yours, always full.
    - The advanced bond disruptor, researched with zero-point flasks once Hala is in reach: a Tesla turret whose lightning jumps through a crowd of Replicators. Each hit does less than the bond disruptor's, and nothing at all to anything else.
    - The puddle jumper, a hovering craft that walks over water and cliffs. Its four launchers fire drones on their own when nobody is aboard.
    - Drones, the puddle jumper's ammunition: a homing missile that flies from one Replicator to the next until its damage is spent. With no walker, humanoid or turret left in reach it goes on to their buildings, which each player can turn off in the mod settings. A startup setting picks its damage: anti-nano by default, which only the Replicators take; explosion or physical turn it on every enemy, and trivialize the endgame.
    - Someone on Hala is trying to reach you.
    - The Replicator scanner, a building in five tiers, each researched after the last off the Replicator technologies' first step, matter usage. Each scanner watches the Replicators on its own planet. Tier I shows their bases and how far along they are, and Hala's cities. Tier II adds how tough their walkers are, tier III what they are researching, tier IV how many walkers and waves they have out, and tier V warns you on the map where a wave coming for you is heading.
  Changes:
    - The Replicator stats window now needs a scanner. Until you build one it only tells you to build one; until now everyone had the whole window from the start. It has one tab for each planet you scan, Hala's cities included, and each tab shows only what that planet's best scanner reveals.
    - The stats window no longer counts Replicator ships landed on your platforms.
    - The wave alert has a setting of its own, Replicator attack alerts, for each player. On by default.
    - Replicator bases that find nothing of yours in reach look less and less often, and wake when you attack them, build near them, or a neighbour falls.
    - A wave coming for you goes for the nearest thing of yours again, no longer for labs and mining drills first.
  Compatibility:
    - Without Space Age the additions are the Replicator splitter and the Replicator scanner, whose top two tiers take other goods instead. Nothing standing changes when this version loads.
    - The Replicators' research queue is rebuilt once when this version loads. Their city stages are researched only while one of their cities stands on Hala, and then after three levels of their combat technologies; with no city standing, the queue is what it always was.
Version: 0.33.0
Date: 2026-09-29
  Major Features:
    - Space Age: Zero-point energy. A technology after every science pack but promethium, ten thousand of each, unlocks the Liquimetal Processing Facility and the zero-point flask.
    - The Liquimetal Processing Facility turns a ZPM and three advanced Replicator cores into a zero-point flask every ten seconds and hands the ZPM back empty. A flask is worth as much research as the ZPM held: a full one is one unit, more at a better quality, and a full legendary one is two and a half.
    - The ZPM generator, researched with zero-point flasks, draws on a ZPM for up to 1 GW, more at a better quality, and only as much as your machines use. A spent ZPM comes out empty and the next one goes in. Mine the generator and its ZPM comes back with the charge it had left.
    - Replicator modules. The Replicator speed module is joined by productivity, efficiency and quality ones, each twice as good at its job as a tier 2 module with the same drawbacks. A technology after Aquilo makes all four from a tier 2 module, Replicator components and alloy, and an advanced Replicator core.
  Changes:
    - Boardings follow the asteroids. Of all the asteroids your ship meets, a share are Replicator ships, about one in five hundred by default, so a busy route brings more of them than a quiet orbit. A ship waiting in orbit can be boarded too, except over Nauvis.
    - Only one Replicator asteroid comes at a ship at a time, and none while a Replicator building still stands on it. Clear the last Replicator ship to meet the next. The /proliferation-board command still fires while one stands.
    - An empty ZPM is its own item, kept for later.
    - The facility and the generator say what they are doing under their name: crafting or working, idle, waiting for power, no ZPM, how many cores they have of the three, or output full. A small panel beside each one's window shows the ZPM's charge, and for the generator the energy left, what it gives right now and how long that lasts, and for the facility how far its craft has come, the flask it will make and its cores.
  Compatibility:
    - Without Space Age nothing changes. Nothing standing changes when this version loads.
Version: 0.32.0
Date: 2026-09-28
  Major Features:
    - Space Age: the Replicators board ships. While one of your space platforms travels between planets, the Replicators can fire an asteroid at it. Shoot it down and it leaves a Replicator asteroid chunk. Let it reach you and a Replicator ship lands against your hull: a small outpost with its own tank of matter that runs on your ship's power and sends walkers at your ship until the tank runs dry.
    - How often: about one trip in four between the inner planets, more on the long routes out to Aquilo, and on a timer toward the shattered planet. A ship crawling along at 10 km/s or less can be boarded now and then. Never in Nauvis orbit, never on a route to or from Nauvis, never while parked.
    - What comes depends on how far the Replicators have researched and how far out you fly: small and medium Replicator ships between the inner planets, big ones from Aquilo on, huge ones only toward the shattered planet. A huge asteroid wears a huge asteroid's armour: gun turrets and rockets barely scratch it, a railgun brings it down.
    - Medium, big and huge Replicator ships land with a boarding party already standing on them that attacks at once: 10, 20 and 40 walkers. Whatever a Replicator ship's bay builds after that goes straight for your ship.
    - Replicator asteroids and their chunks are a very light grey, easy to tell from ordinary asteroids at a glance.
    - A crusher breaks a Replicator asteroid chunk into Replicator alloy and a component.
    - Medium, big and huge Replicator ships carry Replicator cargo tanks of thruster fuel or oxidizer you can pump out.
    - The big and huge Replicator ships have Replicator beacons whose speed modules really speed their machines. Destroy one and it gives up an advanced Replicator core, whose use lies on the Replicators' home world, and sometimes its modules, which work in your machines and speed them up twice as much as a speed module 2.
    - The huge Replicator ship runs on a ZPM reactor that powers your whole ship while it stands. Destroy it and it drops its ZPM with whatever charge is left; one that ran dry drops nothing.
  Changes:
    - Three new map settings: whether boardings happen at all, on by default, the share of asteroids that are Replicator ships, and quality Replicator ships, off by default. With quality on, each Replicator asteroid comes at a quality from normal up to the best in your game, all equally likely, and the Replicator ship it lands is built at that quality, walkers included; what its buildings drop comes at that quality too. It may be imbalanced. All three can be changed in a running game.
    - The stats window counts Replicator ships landed on yours and how many have gone dark.
    - An alert on the map when a Replicator asteroid is on its way to your ship, pointing at it, another when a Replicator ship lands, and one at your hub when a Replicator ship breaks up against it.
    - A new diagnostic command, /proliferation-board, fires an asteroid of a size at the ship you stand on; add a side (front, left or right) to pick where, a quality (with quality Replicator ships on) to pick that, and now to land its Replicator ship at once. It says how long the asteroid takes to arrive, and when one is already on its way, how long until it counts as missed.
  Compatibility:
    - Without Space Age nothing changes. Nothing standing changes when this version loads.
Version: 0.31.0
Date: 2026-09-26
  Major Features:
    - Fragments. A Replicator walker that dies sometimes leaves a small fragment behind, about one in a thousand. It shows on the map and one hit destroys it; your turrets shoot it if it lies in their range. Left alone for five to fifteen minutes it grows. Near the middle of the map it becomes one to five walkers. Farther out it becomes walkers half the time, a small outpost four times in ten, and one time in ten a whole new base.
    - Outposts. A small Replicator post with a few turrets, the machines to make walkers and one tank of matter that never refills. It comes with a first wave of five already built. Its walkers gather at the post five at a time and then leave as a wave. When the tank runs dry the outpost goes dark and just stands there, poorly defended. Destroying its tank pays research.
    - Waves that come for you go for your labs and mining drills first, when any are in reach, instead of whatever stands nearest.
  Changes:
    - Two new map settings: whether walkers leave fragments at all, on by default, and the chance per dead walker, a tenth of a percent by default. Both can be changed in a running game.
    - The stats window counts fragments lying, outposts standing and how many have gone dark, and bases grown from a fragment, once there are any.
    - A new diagnostic command, /proliferation-seed, drops a fragment where you stand; /proliferation-seed now drops one that grows within ten seconds.
  Compatibility:
    - Every Replicator building now has a plain name other mods can look up, so a mod that names the building next to you no longer shows "Unknown key".
    - Nothing standing changes when this version loads.
Version: 0.30.0
Date: 2026-09-25
  Major Features:
    - Feed and replicate. A wave that passes within reach of your belts, or of anything lying on the ground, breaks off from what it was doing and goes to eat it. Every ten plates or ore it eats stands a new walker up where it is eating; gears, circuits, cable, batteries and plastic cost half again as much, anything else two and a half times, and items from other mods three times. Ten walkers eat plates faster than a yellow belt carries them. When the food runs out the wave goes back to what it was doing.
    - A wave that at least doubled while it fed founds a base where it fed. If it fed inside the starting area it first walks out to just past the edge, on the side where it ate.
    - A chest the Replicators destroy is eaten by the nearest wave, if one is close, and what it held stands up as walkers where it stood.
    - A captured chest now comes apart into walkers five to fifteen minutes after it was taken, as a captured machine does, and every item inside counts as a point of health. A full steel chest of plates is a lot of walkers.
  Changes:
    - Waves set out to found a new base less often: a railgun base's waves one time in two, down from two in three; a tesla base's one in eleven, down from one in six; a rocket base's one in six, down from two in seven. Bases now mostly come from feeding.
    - Two new map settings: whether the Replicators feed at all, on by default, and how many plates make one walker, ten by default. Both can be changed in a running game. With feeding off a captured chest comes apart on its own health alone.
    - The first thing a wave eats at each stop raises an alert on the map.
    - A captured building that comes apart raises an alert with the number of walkers it made.
    - The stats window counts walkers born from feeding and bases founded where a wave fed, once there are any.
  Compatibility:
    - Nothing standing changes when this version loads. Items from other mods are food too, at the dearest rate. Anything lying on the ground is food, the loot their dead buildings drop included, so pick it up after a fight or the next wave eats it. Only their own items are never food.
  Bugfixes:
    - A captured building of any quality above normal now comes apart on schedule. Before, it was forgotten on the first pass after capture and stood forever as a faction building.
Version: 0.29.0
Date: 2026-09-23
  Major Features:
    - Assimilation. A building the Replicators beat down below thirty percent of its health is not destroyed: it becomes theirs, replaced in place by their own equivalent at the health it had left. A captured gun turret keeps your ammunition and fires it at you; a captured laser turret stays on your grid and drinks your power until you cut the wire. Assemblers, chemical plants, pumpjacks, chests, belts, inserters, poles, solar panels, accumulators, pipes, walls and every turret they have a match for can be taken. The lab never is.
    - A captured machine that stands idle comes apart into walkers five to fifteen minutes later, one walker per walker's worth of health it has left, plus one. Kill it first and it drops their loot instead. Turrets, walls, poles and the rest never come apart.
  Changes:
    - Two new map settings: whether the Replicators capture buildings at all, on by default, and the threshold, thirty percent by default. Both can be changed in a running game.
    - The stats window counts captured buildings once there are any, and how many are about to come apart.
    - A capture raises an alert on the map for the force it was taken from.
    - Only a walker's hit captures. A Replicator turret, at a base or captured, destroys what it shoots, as before.
  Compatibility:
    - Nothing standing changes when this version loads. Buildings another mod adds are never captured; the Replicators destroy those as before.
Version: 0.28.0
Date: 2026-09-23
  Major Features:
    - Walkers earn their health. A fresh walker has the health of a small biter, fifteen, and a new technology, Replicator walker plating, adds sixty a level up to the seven hundred their tooltip shows. It costs what hardening costs and their labs take the two in turns, so a faction that has hardened has plated about as far. A fresh walker dies to a pistol; a plated one does not. The health bar still reads seven hundred; a fresh walker simply empties it much faster.
  Changes:
    - Three new startup settings: the walker health a fresh faction starts with, the maximum their plating can reach, and how much each level adds. Together they decide how many levels the research has.
    - The stats window and the research readout report the walkers' earned health and the plating level.
    - The stats window's stage line now says when a base may already be building toward the next stage. A base's stage is the stage it has finished, so walkers, a stage 3 thing, could be out while the window still said stage 2.
    - The walker's description says that the health shown is a ceiling.
    - The engine holds seven technologies in a research queue and the faction now has nine, so two of their endless technologies, rate of fire and walker strength, start their first level a round later than they did. Nothing is lost.
  Compatibility:
    - Saves from 0.27.0 start plating from the floor: every standing walker is softer the moment this version loads and earns its way back. The new technology joins their research queue on its next refill; whatever they were researching keeps its progress.
Version: 0.27.0
Date: 2026-09-19
  Major Features:
    - A Replicator stats window. Press Control+Shift+R, or the radar button on the shortcut bar, and it tells you how many bases they have and of which kind, how many pods stand, the lowest, highest and average base stage against the stage their research allows, how many walkers stand and how many are out in waves, what they are researching and how fast, their endless technology levels, and what their armour has hardened to and learned. It never says where a wave is going.
  Changes:
    - The entity descriptions of every Replicator building and walker now say that the resistances shown are the ceiling, not where a fresh faction starts.
Version: 0.26.0
Date: 2026-09-19
  Major Features:
    - Replicators earn their armour. A fresh faction shrugs off thirty percent of most damage and ten percent of a bullet, and a new technology, Replicator hardening, raises both a step at a time up to the profile they were known for: ninety percent of everything, a quarter of a bullet, double from the disruptor. It costs more than their endless technologies and gets dearer with every level, and it shares their labs with the three of those, so a single base never gets far and a sprawling faction gets there in a couple of days of play. Interrupt it the way you interrupt any of their research: cut the belt to the labs, or take the labs.
    - Adaptive armour, off by default. Switched on, the whole faction learns from what hits it: every hit of a damage type they take raises their resistance to that type, a tenth of a percent a hit, up to thirty on top of the hardening. What you use most stops working first, so bring more than one kind of gun.
  Changes:
    - Ten new settings. The starting values and maximums for their general resistance and their bullet resistance, the percent each hardening level adds, a cost multiplier for every Replicator technology, the adaptive armour switch with its own step and maximum, and a toggle that lets fallen walkers drop a nano round or two.
    - The research readout reports the hardening level, the two resistances it stands at, and what adaptive armour has learned.
    - The engine holds seven technologies in a research queue and the faction now has eight, so their last endless technology, Replicator walker strength, starts its first level a little later than it did. Nothing is lost; it joins on the next round.
  Balance:
    - Type walls and signature turrets keep their armament immunity and their one weakness, and their general armour is now five points above the plain profile at every level rather than a flat ninety-five from the start.
  Compatibility:
    - Saves from 0.25.0 start hardening from the floor: every standing Replicator is softer the moment this version loads and earns its way back. Their research queue is rebuilt once so the new technology is picked up straight away; whatever they were researching keeps its progress.
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 suit, 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.