Scary Nights deprecated

by Apriori

Nighttime just got a little more dangerous.

Content
8 years ago
0.13 - 0.14
8
Enemies
Owner:
Apriori
Source:
N/A
Homepage:
https://forums.factorio.com/viewtopic...
License:
MIT
Created:
8 years ago
Latest Version:
0.1.4 (8 years ago)
Factorio version:
0.13 - 0.14
Downloaded by:
8 users

Thought it was safe to leave your base at night? Think again! This mod drastically increases the chances of getting attacked at night. The increase isn't obvious at the start of a new game, but as the evolution factor increases, the size and frequency of nighttime attacks also increases. Not that they won't still attack during the day, but nighttime will be especially scary.

Extra attacks won't start until evolution factor hits 0.1 to avoid making it too hard at the start of a new game, and though not terribly noticeable at the start, it gets progressively more dangerous as time goes on. Works well with the day/night extender mod, and will cause biters to come at you longer and harder at night, but more reprieve during the day. Note that biters will still need to be within pollution range to be drawn to attack your base. Might be especially scary if you drop it into an existing game!

I started with code from the judgement day mod as a base to figure out how to do this, so thanks to Adil for his original mod. Anything in the code is free for all if you want to use it for whatever. It operates by looping through alien bases and assigning them to groups, which are switched to autonomous, which will eventually result in them attacking.

All credits to Doddler. I had only updated it for 0.13 and 0.14.
Forum page: https://forums.factorio.com/viewtopic.php?f=94&t=16461