Reactive Evolution Factor (Base Game fork)

by Sudain

Fork of Reactive Evolution Factor by Ralnoc. Removes the Space Age dependency, making it compatible with base Factorio 2.0 and Space Exploration. Destroying alien spawners and worm turrets reduces the evolution factor. Optionally, killing individual biters and spitters also reduces evolution.

Tweaks
7 days ago
2.0
29
Combat
Owner:
Sudain
Source:
N/A
Homepage:
https://github.com/Ralnoc/factorio-ev...
License:
MIT
Created:
8 days ago
Latest Version:
1.0.1 (7 days ago)
Factorio version:
2.0
Downloaded by:
29 users

This is a fork of Ralnoc's mod Reactive Evolution Factor. Amazing mod, highly recommend if you play space age.

This drops requirements for space age (this means loss of functionality for Gelba), and sets Events Logger as optional. Adds support for evolution reduction when killing units.

Console commands you can use to verify it is working:
-- Spawn a biter-spawner near you
/c game.player.surface.create_entity{name="biter-spawner", position=game.player.position, force="enemy"}

-- Spawn a spitter-spawner
/c game.player.surface.create_entity{name="spitter-spawner", position=game.player.position, force="enemy"}

-- Spawn worm turrets
/c game.player.surface.create_entity{name="small-worm-turret", position=game.player.position, force="enemy"}
/c game.player.surface.create_entity{name="behemoth-worm-turret", position=game.player.position, force="enemy"}

-- Kill all enemy entities on the surface (nuclear option, use carefully)
/c for _, e in pairs(game.player.surface.find_entities_filtered{force="enemy"}) do e.die() end

-- Read current evolution on your surface
/c game.print(game.forces.enemy.get_evolution_factor(game.player.surface))

-- Set evolution to a specific value for testing
/c game.forces.enemy.set_evolution_factor(0.5, game.player.surface)

-- Set it high so you have room to see reductions
/c game.forces.enemy.set_evolution_factor(0.8, game.player.surface)