Bob's Enemies


Adds a few harder enemies.

Content
3 days ago
0.13 - 2.0
277K
Enemies
Owner:
Bobingabout
Source:
https://github.com/modded-factorio/bobsmods
Homepage:
https://forums.factorio.com/viewforum...
License:
Copyright, Redistribution, No editing
Created:
9 years ago
Latest Version:
2.1.0 (3 days ago)
Factorio version:
0.13 - 2.0
Downloaded by:
277K users

Re-adds Alien Artifacts to the game, with large artifacts dropped by spawners and smaller artifacts optionally dropped by enemies. A new Ground Radar has been added that will mark items like artifacts that have been dropped on the ground for deconstruction. Artifacts can be set to appear in a single variety or in seven varieties.

Expands Nauvis enemies from four size tiers to eight in seven distinct factions, each with their own mechanics, strengths, and weaknesses. Adjusts default enemy settings to account for the increased challenge. Settings may be used to make new enemies appear earlier or later, as well as changing their unlock order. With the Quality mod, enemies may even appear with increased Quality levels, which also affects the artifacts they drop. A system that allows other mods to add new factions to the mix has also been included.

A new base spawning system has been added, which will create territories where similar enemies will appear. Calibrate your defenses accordingly.

Basic faction

The vanilla faction. Their offensive power is relatively weak, but their acid will slow characters and vehicles, and the slowing effects from each tier of enemy can stack with each other. Later on, they start generating rocks made of Hardened Bile which will act as obstacles to your vehicles.

Hardened Bile is highly impact-resistant. Clear it out with Construction Robots.

Piercing faction

Replaces acid spray with high-speed piercing barbs, trading damage over time for immediate damage and increased range on Worms. They speed up when taking most types of damage.

Piercing Worms easily out-range most turrets, and their spread fire is highly effective against lines of opponents.

Electric faction

Creates electrified acid pools that greatly slow anything passing over them and inflict catastrophic damage to combat robots that normally fly over acid, but will also damage their allies of other factions. Electric damage speeds them up.

Getting caught by electric acid quickly slows you to a crawl. Note that the Piercing Biter is also being affected.

Acid faction

The acid of this faction lacks the basic faction's slowing ability, but lasts much longer and inflicts a damaging sticker. They also spew acid when killed or struck by a vehicle.

This faction's long-lived acid tends to leave battlefields littered with pools of it. In the top center, two dying spitters are spewing acid in all directions.

Explosive faction

Launches exploding attacks with a larger damage radius than the other factions', but no damage over time. However, instead of exploding only once, their bile may explode repeatedly after several seconds have passed. They also explode on death.

Driving over this faction's acid pools may not damage you, but every single one of them is a land mine waiting to randomly explode. Combat robots are highly vulnerable to the blasts.

Poison faction

When damaged, biters and spitters of this faction generate clouds of poison that heal allies and damage foes - even those that do not breath. Poison worms do the same when attacking.

Enemies of this faction are individually weak, but a swarm of them, all supporting one another with healing, can be very deadly if fire is not properly focused.

Fire faction

Enemies belonging to this faction start fires that do both fire-type and acid-type damage, meaning fireproof structures are not immune. The damage they do starts weak, but quickly increases as more fuel is added.

Enemy fire is capable of spreading secondary fires onto entities the original blaze damages.