Territorial Biters

by Mooncat

Makes the world in Factorio more organic by dividing them into different colonies and making them fight each others. Colonies with high evolution factor will also try to expand up to a certain size.

Tweaks
a month ago
1.1
540
Enemies Environment
Owner:
Mooncat
Source:
N/A
Homepage:
https://mods.factorio.com/mod/territo...
License:
GNU LGPLv3
Created:
a month ago
Latest Version:
1.0.1 (a month ago)
Factorio version:
1.1
Downloaded by:
540 users

This mod divides the biters into different colonies and makes them fight against each others.
Admit it, you like to see the enemies burn themselves. 😈

This mod also makes biters occasionally go out from their nest searching for food. But it is very common that they will find another biter colony and end up fighting.

Biters will try to expand their nest when their evolution factor is high.

🛈 Technical Information

When biters are generated, they will be assigned to a random enemy force. The number of existing enemy forces increases with the number of generated and built spawners.

The attack range of biters increases with their evolution factor. In the early game, it is not likely to have enemies crossing through your base and end up killing you. But this will happen more frequently in the mid to end game. You will need to cover your base with defense even with pollution control.

When they reach certain evolution factor, they will enable the ability of base expansion. The maximum base size increases with their evolution factor.

🛈 Balance Impact

Even though the biters will expand their bases, biters from the other colonies will also try to destroy their bases. The overall difficulty won't jump too high.

âš  However, when you are outside destroying biter bases, always be prepared that a biter squad might come from behind.

🛈 Performance Impact

This mod uses the on_nth_tick event to perform actions, and the number of actions increases with the number of generated chunks, to keep biters busy in large maps. But the number has a upper limit, so the script impact shouldn't be too expensive to execute.

But this mod can still reduce UPS seriously if multiple big enemy colonies are generated closely, especially in a deathworld or a planet with high threat generated by Space Exploration, not because of the scripts, but because the in-game AI can be intensive.

🛈 Compatibility

This mod has been tested in vanilla as well as with Space Exploration + Krastorio 2.

Because this mod will assign biters into forces other than the default enemy force, mods that try to change their evolution factor will not work on the custom enemy forces added by this mod.

In case you want to add support for the custom forces, their names start from enemy_1, and then enemy_2, enemy_3, up to enemy_11.

🛈 Add To Existing Games

It is possible to add this mod into an existing game. Upon first load, this mod will scan all generated chunks and assign the enemies on them into different forces. But it will increase the loading time if the map is large.

🛈 Removal

Upon removal, the custom enemy forces will stay in the game and the generated biters will stay in their current forces.

But they will no longer send squads to the other biter bases (unless they are triggered by pollution) or expand their own bases. All newly generated enemies will be in the default enemy force.