Pure tower defense: progress by killing biters, dense nest placement, periodic waves with bosses, Master Ammo Chest system. Rewritten with prototype-based enemy scaling for better performance and control. Discord of the server where im more active: https://discord.gg/93Vcq8PPSY
Large total conversion mods.
Version: 0.1.0
Date: 2026-07-20
Bugfixes:
- Fixed multiplayer error "was registered for the following commands when the map was saved": commands are now registered on every load, not only on new games.
- Fixed Master Ammo Chests and turrets placed by construction robots never being registered (Factorio 2.0 removed event.created_entity). The system now also rescans the world every 5 seconds, so pre-existing and script-created turrets work too.
- Fixed ammo being DESTROYED by the distribution system: ammo that did not fit into a turret was removed from the chest and deleted. All transfers now conserve items - anything that does not fit is returned to the chests.
- Fixed non-ammo items placed in a Master Ammo Chest being destroyed by distribution.
- Fixed crash when the Base Heart inventory is full (spill_item_stack now uses the Factorio 2.0 'stack' parameter).
- Fixed East/West being swapped in wave direction warnings, and corrected for Factorio's inverted Y axis.
- Fixed the entire nest ring being regenerated every time a new player joined a multiplayer game.
- Fixed behemoths appearing as early as wave 5: wave composition now uses a point-budget system with weighted tier probabilities instead of picking all unlocked tiers uniformly.
- Fixed kills awarding 0 tokens when the research difficulty multiplier was above 1.0 (rounding bug). Every kill now awards at least 1 token.
- Fixed worms still generating on the map despite the "worms disabled" message - they are now removed from map generation entirely.
- Fixed the Fast Biter speed/health startup settings having no effect (values were hardcoded).
- Fixed missing in-game names for all 56 enemy variants and all bosses ("Unknown key" entries).
- Fixed the on_entity_damaged handler running for every damage event in the game (now filtered to spawners only) - significant performance improvement in big fights.
Balancing:
- Research costs completely rebalanced: costs are compressed (raw^0.7 * 0.5) so late-game technologies no longer cost hundreds of thousands of tokens. Example: Physical projectile damage 3 drops from 42,600 to about 900 tokens; endgame techs land around 20k instead of millions.
- New startup setting "Research Cost Scale" (10%-300%) that scales every technology's token cost, including infinite techs - tune the whole progression speed to your taste.
- Research time massively reduced: tokens are batched per lab cycle (max ~200 cycles per tech) and labs research twice as fast. No more 12-hour researches.
- Infinite technologies now scale linearly (about 500 tokens per level) instead of vanilla's exponential formulas, which made them prohibitive almost immediately.
- Trigger-based technologies (visit planet, craft item...) are converted to token costs based on tech-tree depth, so the full tree including Space Age is researchable without leaving Nauvis.
- Fixed the progression deadlock at game start: Steam power and Electronics keep their vanilla unlock triggers (craft 50 iron plates / craft 10 copper plates), because Electronics is what unlocks the lab itself. Everything after that costs Biter Tokens, which you carry to your labs to research.
- Space Age science packs now have token values, so those technologies are priced correctly.
- Token rewards now scale with enemy size (small 1, medium 2, big 4, behemoth 8) and variant (tank +50%, fast -25%).
- Destroying an enemy nest now awards 10 tokens - clearing ground to expand pays off.
- Waves beyond 50 now spawn multiple bosses instead of using unimplemented HP-scaling settings (which were removed).
- Boss waves now include an escort of normal enemies (half a normal wave) instead of a single lone boss.
- Biter expansion pacing reduced from every 10-60 seconds (map flooding) to every 2-10 minutes, and can now be disabled entirely with a setting.
Features:
- Space Age bosses on Nauvis: with Space Age installed, every second boss wave features Gleba stomper pentapods with strafer escorts, and every third boss wave features a Vulcanus demolisher that emerges near your defense line. The whole experience in one world.
- Master Ammo Chest redesigned to a top-up model: each turret is kept stocked at a configurable target (new setting, default 40) instead of receiving an equal share of everything. This ends the out-of-ammo alert spam and the vanishing-mixed-ammo problems.
- Better ammo now automatically replaces worse ammo in turrets once enough is stocked (upgrade from yellow to red ammo just by filling the chest).
- Modded turrets and modded ammo are now supported automatically via ammo-category matching.
- New setting to disable the Master Ammo Chest system for players who prefer belt-fed designs.
- New setting for maximum wave size in points (default 400, was a hard cap of 100-300 enemies).
- New admin command /tde-test-boss [wave] - spawns that wave's boss roster right next to you (biter bosses, stompers, demolishers) for testing.
- New admin command /tde-test-enemy <name> [count] - spawns any enemy next to you; /tde-test-enemy list shows the available non-Nauvis enemies (demolishers, pentapods).
- Themed waves: from wave 8 onward, some waves get special compositions - SWARM (masses of fast enemies, bigger budget), ARMORED (tank and armored variants), SPITTER (ranged assault), ELITE (fewer but bigger enemies), and INVASION.
- INVASION waves: guest enemies from other installed mods attack Nauvis! The mod automatically detects enemy units added by any mod (Space Age pentapods, Armoured Biters, Rampant factions...) and prices them into the wave budget by health. No hard dependency - works with whatever you have installed.
- New admin command /tde-test-wave [theme] - force-spawn a themed wave immediately.
- New setting to disable themed waves.
- From wave 15, regular waves also mix in a small squad (15% of the wave budget) of guest enemies when Space Age or enemy mods are installed.
- Added optional dependencies on Armoured Biters and Rampant Fixed - their enemies join waves automatically when installed. No content is copied from them; see CREDITS.md.
- New Biter Token icon: a bounty coin with a biter overlay (composited from base game art).
- Base Heart redesigned: nuclear reactor structure tinted red, with matching collision and selection boxes (5x5) and a proper map icon.
- Master Ammo Chest visuals fixed: proper steel chest graphics with correct collision/selection boxes and an ammo-badged icon.
- The TDE status GUI now shows how many tokens are stored in the Base Heart.
- New setting "Disable Pollution (Pure Wave Defense)": turns pollution off so nests never launch pollution-triggered attacks and enemies only come in scheduled waves. Also calms pollution-driven AI mods like Rampant Fixed.
- Wave survival bonus: if the Base Heart is above 90% health when the next wave arrives, you earn bonus tokens (5 + wave number). Good defense pays, not just kills.
- The TDE status GUI now shows Base Heart health with color-coded warning levels.
- Rampant Fixed compatibility: nest tracking now automatically rebuilds from a map scan when Rampant converts spawners into its faction versions, so waves keep spawning; Rampant's internal utility entities (dummies, chunk scanners) are excluded from invasion waves.
- Armoured Biters compatibility verified: all five Snapper tiers join invasion waves and guest squads.
- Difficulty presets: new startup setting with CASUAL / NORMAL / BRUTAL / CUSTOM. One dial tunes wave pacing, wave size, nest density, token gain and research costs together; CUSTOM uses the individual settings.
- New TDE technologies paid in Biter Tokens: Heart Regeneration (5 levels, +60 HP/min each), Token Efficiency (3 levels, +10% tokens per kill each), MAC Logistics (3 levels, +10 ammo kept per turret each), and Turret Fortification (3 levels, +20% gun/laser/flamethrower turret damage each).
- Fixed the Base Heart's passive healing never actually working (healing_per_tick does nothing on container entities) - it now properly heals 60 HP/min, plus 60 more per Heart Regeneration level.
Optimizations:
- Removed per-kill and per-distribution log spam.
Version: 0.0.2
Date: 2025-12-23
Bugfixes:
- Fixed wave direction bug: waves now spawn from random nests instead of always the closest nest.
- Fixed fast biter HP scaling from flat 5 HP to a tier-scaled multiplier.
Balancing:
- Improved biter variant ratios and smoothed wave difficulty progression.
- Increased wave size scaling and improved nest tier scaling by distance.
Features:
- New command /tde-test-all to test all critical systems.