Survive 20 waves of scripted biter assaults. After each wave, choose one of three permanent buffs. Based on Space Age and Rampant.
Mods introducing new content into the game.
-- Roguelike Wave Defense 1.1.1
Date: 2026-08-31
Features:
- Added "Industrial Death" buff (mid-game, requires Industrial Rebirth):
grants a Death Box — insert a pistol to receive a random vanilla item
- Added buff numbering system: /rl-list-buffs lists all buffs by index,
/rl-give-buff <number> grants a buff directly
- Ore generator icons now match the items they produce
- "Chinese Can Fly" buff English name corrected
- Surreal Soil plants can now accept productivity/efficiency module 1
(removed inherited Gleba tile restrictions)
- Vulcanus Mind I now grants 20 recyclers
- "Future Is Here" buff: robot frame count adjusted to 100K
Fixes:
- Fixed "Unknown key: entity-name.rl-tech-ore" locale error
- Fixed death box crashing on Factorio 2.1 (game.item_prototypes →
prototypes.get_item_filtered API migration)
- Fixed death box producing mod-exclusive items (now filters out rl-* items)
- Fixed quality upgrader and ore button infinite duplication exploit
(selection-tool spawnable flag removed; cursor consume restored)
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.1.0
Date: 2026-08-30
Notes:
- Factorio 2.1 is now the sole target version. The 2.0 build line is
discontinued. Version numbering convention: 2.0 builds used 1.0.x,
2.1 builds use 1.1.x.
Features:
- Added storage versioning system with on_configuration_changed
migrations (pre-versioning saves are auto-upgraded to 1.1.0)
- Renamed internal buff IDs from "thor_person_*" to "fulgora_person_*"
to match the official English translation (Fulgora)
- Storage migration automatically renames thor_person_* keys in
buff_selected / buff_appearances / buff_stack_count on load
- Separated debug/admin commands into scripts/commands.lua
Fixes:
- Fixed severe garbled text caused by corrupted UTF-8 byte escape
sequences in Chinese strings across control.lua, config.lua,
wave-status.lua, and commands.lua
- Aligned all buff English names (name_en) with the official
translations in the buff specification spreadsheet
- Fixed "armored_up" buff Chinese name (was showing wrong characters)
- Matthew Effect English name now matches spec exactly (no space
after comma)
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.0.5
Date: 2026-08-27
Features:
- Now builds for both Factorio 2.0 and Factorio 2.1 (separate zip files)
- Thor Person scrap recycling recipes now benefit from the
scrap-recycling-productivity technology (+10% per level, same as vanilla)
- Perfect Recycler now correctly returns 100% of self-recycling items
(productivity bonus was being silently consumed by ignored_by_productivity)
- Added Chinese + English names for 3 tile types (yumako/jellynut
transplant soil, surreal soil) and 5 resource entities
(scrap A/B/C, compressed scrap, luxury scrap)
Fixes:
- Fixed wave reward GUI not appearing when all nests are captured
(captured nests trigger on_entity_destroyed, not on_entity_died — the
on-tick nest-survival check now also calls present_reward)
- Fixed force-gated mod recipes (scrap recycling, Nauvis alts, soil
recipes, etc.) becoming disabled after any mod version change
(recipe.enabled is runtime state that resets on prototype reload)
- Fixed "This Is Ridiculous" buff breaking the quantum processor
recycling recipe (now correctly has auto_recycle = false)
- Fixed Vulcanus Mind II / Gleba Mind II / Thor Person II generating
redundant "Nauvis alternative" copies for recipes that don't have
surface conditions (recipes without planet lock are left untouched)
- Fixed the mod adding side effects when loaded into a save that was
created without it — it now starts disabled and shows a notice
(admin can still opt in with /rl-enable)
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.0.4
Date: 2026-08-23
Features:
- New startup setting "Disable native nests (Nauvis)" (default ON): the mod
takes over enemy generation on the battle surface. Turn it OFF to let
vanilla biter nests and nest expansion coexist with the mod's waves
Fixes:
- Fixed waves spawning on whatever planet the player currently stands on
(Space Age): waves are now always fixed to Nauvis
- Fixed native-nest disabling also killing other planets' wildlife (e.g.
Gleba pentapod nests): the purge now only affects Nauvis
- Fixed reward chests spawning where the player's camera is looking
(remote/map view) instead of next to the player's character
- Fixed swarms targeting the player's body position instead of their
buildings: the attack destination is now the nearest player-built
structure near the wave anchor
- Fixed swarms stopping forever after destroying their target: they now
re-target the nearest building whenever they have no attack target, and
idle swarms re-scan so freshly built structures are attacked again
- Fixed crash "LuaCommandable doesn't contain key unit_count" in the
swarm re-targeting ticker
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.0.3
Date: 2026-08-13
Fixes:
- Fixed wave-gated elite families (strafers/stompers) never spawning in
regular waves: elite units are now drawn directly by the budget loop
with a wave-scaled weight, not only after the entity cap is hit
- Fixed other units standing idle on demolisher waves: demolisher bodies
are huge, so they no longer spawn inside the nest cluster. They spawn
at a fixed 200-tile radius on random bearings and advance on the base
on their own
- Removed the demolisher-per-wave cap (all demolishers from the budget
now spawn, spread around the 200-tile ring)
Balance:
- Elite units appear in regular waves from their unlock wave onward
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.0.2
Date: 2026-08-07
Balance:
- Lava tiles now granted by Vulcanus Mind II instead of Vulcanus Mind I
(lava pond access is a mid-game perk, not an early one)
- Stone-furnace -> calcite recipe rebalanced: 2 stone furnaces -> 1 calcite
Fixes:
- Fixed nests always spawning as a single nest: the deterministic (map-seed)
random generator made every nest sample the SAME candidate points, so only
the first nest ever found a spot. A shared generator is now reused per wave
- Nests now spawn as one compact CLUSTER around an anchor instead of being
scattered across the whole spawn ring; the enemy unit group spawns right
on top of the cluster (one combined target area)
Debug:
- /rl-debug-wave now force-triggers the next wave in ANY state: it clears an
in-progress wave (destroys nests/enemies) or closes the reward UI first
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.0.1
Date: 2026-08-06
Fixes:
- HUD panels (wave countdown + active buffs) are now draggable via their title bar,
minimizable, and closable; closed panels reopen with /rl-hud [wave|buff|all]
- HUD refresh switched to in-place updates so dragging is never interrupted
- HUD labels now follow the player's language (Chinese players no longer see English)
- Wave nest capture support: wave nests can be captured with the capture robot into a
captive biter spawner (biter egg farm); wave-clear logic stays correct
- Fixed garbled Chinese text in wave arrival message (was showing random characters)
- Fixed lava/oil tile item names showing raw numeric codes (added tile-name localisation)
- Replaced locale escape sequences with plain UTF-8 text so Chinese names display correctly
- Renamed the "armored_up" buff in Chinese (pure name change, no gameplay change)
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
-- Roguelike Wave Defense 1.0.0
Date: 2026-08-05
Features:
- 20 scripted waves with a design-token "attack strength" budget
- After each wave, choose 1 of 3 permanent buffs (3 choices per reward screen)
- 30-minute wave interval (adjustable) with a pollution-based early-trigger
- Pollution progress bar + wave countdown HUD (next-wave strength x 500 pollution to trigger early)
- Wave vs pollution trigger cooldown: waves can never fire more often than every 5 minutes
- Timer & pollution bar only resume after the player picks the reward buff
- Difficulty multipliers in Mod Settings:
* Wave interval multiplier (1.0 = 30 min)
* Attack strength multiplier (1.0 = baseline)
* Nest count multiplier (1.0 = baseline)
* Pollution threshold multiplier (1.0 = strength x 500)
- Temporary buffs, quests with bottomless donation boxes, magic box, quality upgrader,
ore generators, surreal plants, space platforms, lava/oil tiles, and more
Localisation:
- English (en)
- Simplified Chinese (zh-CN)
Notes:
- Requires Factorio 2.0 + Space Age
- RampantFixed is optional (not yet used by the wave AI)
- Changing data-updates autoplace requires reloading the save