Tower Defense Evolution - Pure Kills System


Pure tower defense: progress by killing biters, dense nest placement, periodic waves with bosses, Master Ammo Chest system. No pollution attacks, only evolution.

Overhaul
2 months ago
2.0
578
Combat Environment
Owner:
i.am.mack
Source:
https://github.com/tiomack/Factorio-tde
Homepage:
N/A
License:
MIT
Created:
2 months ago
Latest Version:
5.2.0 (2 months ago)
Factorio version:
2.0
Downloaded by:
578 users

ransform Factorio into a pure tower defense experience with kill-based progression, periodic waves, and automated ammunition distribution!

expect some bugs (this is my first mod :D)

Core Concept
Tower Defense Evolution completely reimagines Factorio's progression system. Instead of researching technologies with science packs, you unlock them by killing biters. Every technology now costs a specific number of kills, from basic automation (10 kills) to endgame fusion reactors (8000+ kills). This creates a natural tower defense loop: build defenses → kill attacking biters → unlock better technology → build stronger defenses.

Wave-Based Combat System
Periodic Assault Waves
Waves attack every 10 minutes (configurable 1-30 minutes)
Attacks come from cardinal directions (North, South, East, West)
Wave size and composition scale with game progression
Boss waves every 10 waves featuring super-strong behemoth leaders worth massive kill bonuses (BE WARNED IS HARD!)

No Pollution Attacks
Pollution no longer triggers biter attacks
All combat is structured through timed waves and defensive nest responses
Predictable, strategic gameplay focused on preparation and positioning

Master Ammo Chest System
Chest Ammunition Distribution
Master Ammo Chests automatically distribute ammunition to ALL turrets across your entire base
Simply place ammo in any Master Ammo Chest - the system handles global distribution
Automatic load balancing ensures even ammunition distribution
Eliminates complex logistics networks for turret supply
Craft from basic materials: iron chest + coal + iron ore + copper ore

World Generation Features
Strategic Resource Placement

Infinite resource patches near spawn (iron, copper, coal, stone)
175-tile safe zone around spawn (configurable 100-300 tiles)
Dense biter nest placement outside safe zone for active defense requirements
Nests expand gradually as waves progress

Defensive Nest Behavior

Biter spawners activate when attacked, sending defensive units
Nested alert system - attacking one spawner can trigger nearby nests
Distance-based scaling: further nests are stronger but worth more kills

Technology Progression
Carefully Balanced Kill Costs

Starting techs: 10-40 kills (automation, gun turrets, basic logistics)
Mid-game techs: 100-800 kills (military upgrades, production chains)
Advanced techs: 1000-3000 kills (modules, space science, artillery)
Endgame techs: 5000-8000+ kills (spidertron, fusion power, space platforms)

Safe zone radius: 100-300 tiles (175 default)
Wave interval: 1-30 minutes (configurable, default 10)
Nest density: Configurable spacing
Kill multiplier: 0.5x to 3.0x for difficulty scaling
Resource amounts: Adjust infinite patch sizes
Kill message frequency: Toggle progress notifications