08.01.2021

Where Do Factorio Mods Go

What mods to go with for a new modded playthrough? Modded Question I've been browsing the factorio mod browser for the past few days, and I keep finding new interesting mods I really want to try out e.g Bobs, Angels, Yuoki, Clowns, SpaceX, Expanded rocket. Mods that allow you to walk on water make it so that items don't splash and disappear. Modded train carriages like Vehicle Wagons that store data about the carriage in their own mod-specific database rather than in the carriage entity itself do not carry that information over after a jump because as far as I know I can't read that info form my mod. Mapshot for Factorio. Mapshot generates zoomable screenshots of Factorio maps - example. They can be created in 2 ways: Through a regular Factorio mod, providing an extra command to create a mapshot. Through a CLI tool generating a mapshot of any saved game - without having to activate mods. The Bottleneck mod helps you to identify these delays. The mod will alert you on stalled or delaying machines so you can sort the issues and keep all your machines and production at optimum capacity. Quarry; You have quite a bit of mining to do on Factorio, and this mod will come in handy. It lets you mine ores using an ore patch.

Enemies (also commonly called biters) are creatures that want to harm the player. They are the native inhabitants of the extraterrestrial world in the form of arthropods living in organic nests, coexisting with each other peacefully. They are encountered in three species: Biters, spitters and worms. The species are further distinguished in four stages of growth, and thus strength. Enemies and nests show up on the map as red dots. Much like the player, enemies can slowly regain lost health.

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  • 2Creatures
  • 3Nests
  • 5Evolution

Achievements

Enemies are directly connected to the following achievements:

It stinks and they dont like it

Trigger an alien attack by pollution.

Steamrolled

Destroy 10 spawners by impact.

Creatures

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Biters

Biters are one of two main antagonists in the game. They come in four sizes: small, medium, big and behemoth. In the beginning of a game, there will only be the small ones. With increasing pollution, they will become bigger, related to the enemy's evolution. As common sense may suggest, their method of attack is a straightforward charge to 'bite' things.

PictureNameInfo
Small BiterWeakest of biters, can be easily killed with a pistol.
  • Health: 15
  • Damage: 7 Physical
  • Attack speed: 1.71/s
  • Speed: 43.2km/h
  • Range: 1
  • Pollution to join attack: 4
Medium BiterStronger and slightly faster than the small biter. Can pose a problem for and even kill weaker players.
  • Health: 75
  • Damage: 15 Physical
  • Attack speed: 1.71/s
  • Speed: 51.8km/h
  • Range: 1
  • Pollution to join attack: 20

Resistances:

  • Explosion: 0/10%
  • Physical: 4/10%
Big BiterDangerous, resistant to small arms. Can attack through walls, hitting objects directly behind them.
  • Health: 375
  • Damage: 30 Physical
  • Attack speed: 1.71/s
  • Speed: 49.7km/h
  • Range: 2
  • Pollution to join attack: 80

Resistances:

  • Explosion: 0/10%
  • Physical: 8/10%
Behemoth BiterExtremely durable and nearly immune to small arms, except for the strongest ordnance. Can attack through walls, hitting objects directly behind them.
  • Health: 3000
  • Damage: 90 Physical
  • Attack speed: 1.2/s
  • Speed: 64.8km/h
  • Range: 2
  • Pollution to join attack: 400

Resistances:

  • Explosion: 12/10%
  • Physical: 12/10%

Spitters

Spitters are much like biters and only appear slightly later on in the game as the evolution factor increases. Their main difference from biters is their ranged attack. Using predictive aiming, they spit a stream of acid at enemies which leaves behind a puddle of acid where it hits the ground. Due to the spitters' predictive aiming, the acid stream can be dodged by suddenly changing walking directions or standing still.[1] Both the stream and the puddle of acid deal damage of time and slow down players and vehicles. Most entities of the game have a much lower resistance to acid than other damage types (including turrets and armor), so spitters are effectively more potent against the player and his factories. Their behaviour and size classification are the same as with biters, but their health is universally lower and they are resistant exclusively against explosives, with no physical resistance.

PictureNameInfo
Small SpitterWeakest of spitters. Easy to kill with any weapon, but attacks at range.
  • Health: 10
  • Range: 13
  • Pollution to join attack: 4
  • Speed: 40.0km/h

Acid projectile:

  • Attack speed: 0.6/s
  • Area of effect size: 1
  • Damage (on contact): 12 Acid

Acid puddle:

  • Lifetime: 32 seconds
  • Damage: 7.2 Acid/second
  • Applies effect (on contact):
    • Movement/vehicle speed modifier: 60%
    • Duration: 2 seconds
Medium SpitterStronger and slower than the smaller version. Can pose a problem for and even kill weaker players.
  • Health: 50
  • Range: 14
  • Pollution to join attack: 12
  • Speed: 35.6km/h

Acid projectile:

  • Attack speed: 0.6/s
  • Area of effect size: 1.25
  • Damage (on contact): 24 Acid

Acid puddle:

  • Lifetime: 32 seconds
  • Damage: 28.8 Acid/second
  • Applies effect (on contact):
    • Movement/vehicle speed modifier: 50%
    • Duration: 2 seconds

Resistances:

  • Explosion: 0/10%
Big SpitterAn even bulkier spitter and so can take more damage.
  • Health: 200
  • Range: 15
  • Pollution to join attack: 30
  • Speed: 32.4km/h

Acid projectile:

  • Attack speed: 0.6/s
  • Area of effect size: 1.35
  • Damage (on contact): 36 Acid

Acid puddle:

  • Lifetime: 32 seconds
  • Damage: 130 Acid/second
  • Applies effect (on contact):
    • Movement/vehicle speed modifier: 40%
    • Duration: 2 seconds

Resistances:

  • Explosion: 0/15%
Behemoth SpitterThe bulkiest of the spitters and so can take even more damage.
  • Health: 1500
  • Range: 16
  • Pollution to join attack: 200
  • Speed: 32.4km/h

Acid projectile:

  • Attack speed: 0.6/s
  • Area of effect size: 1.75
  • Damage (on contact): 60 Acid

Acid puddle:

  • Lifetime: 32 seconds
  • Damage: 360 Acid/second
  • Applies effect (on contact):
    • Movement/vehicle speed modifier: 30%
    • Duration: 2 seconds

Resistances:

  • Explosion: 0/30%

Worms

The Worms are natural allies of biters and spitters and will attack the player if they get close enough with an attack similar to spitters'. They act like static turrets and will not follow attackers. They rely on high damage, great range and splash damage to keep the player away from the worms and the nests they protect, but either one of these advantages can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on the ground that can still damage players and vehicles, as well as slow them both down and leave a brief acidic, damaging effect for a few seconds. However, placed buildings and tiles are unaffected by the acid puddles, but still take damage normally by the acid projectile.

Worms come in 4 sizes, their power increasing with size. Like biters and spitters, behemoth, big and medium worms spawning is influenced by the evolution factor. Worms are only created during enemy expansion when a certain evolution factor requirement is fulfilled. This is 0.3 for the medium worm, 0.5 for the big worm and 0.9 for the behemoth worm. Below these evolution factors, worms can only be created by the map generation. In map generation, the game restricts higher tier worms behind the distance from the starting point. The further away the player goes from the starting area, the stronger the worms become.

PictureNameInfo
Small WormA weak worm. It is still capable of killing the player unless it is targeted as priority.
  • Health: 200
  • Range: 25

Acid projectile:

  • Attack speed: 0.66/s
  • Area of effect size: 1.4
  • Damage (on contact): 36 Acid

Acid puddle:

  • Lifetime: 32 seconds
  • Damage: 21.6 Acid/second
  • Applies effect (on contact):
    • Duration: 2 seconds
    • Movement/vehicle speed modifier: 60%
Medium WormMedium worms are dangerous to even more advanced players. They should be handled with care.
  • Health: 400
  • Range: 30

Acid projectile:

  • Attack speed: 0.66/s
  • Area of effect size: 1.55
  • Damage (on contact): 48 Acid

Acid puddle:

  • Lifetime: 32 seconds
  • Damage: 57.6 Acid/second
  • Applies effect (on contact):
    • Duration: 2 seconds
    • Movement/vehicle speed modifier: 50%

Resistances:

  • Explosion: 5/15%
  • Fire: 2/50%
  • Physical: 5/0%
Big WormBig worms are not as much more dangerous as resilient. They are almost immune to common gunfire of any sort.
  • Health: 750
  • Range: 38

Acid projectile:

  • Attack speed: 0.66/s
  • Area of effect size: 1.75
  • Damage (on contact): 72 Acid

Acid puddle:

  • Lifetime: 32 seconds
  • Damage: 259 Acid/second
  • Applies effect (on contact):
    • Duration: 2 seconds
    • Movement/vehicle speed modifier: 40%

Resistances:

  • Explosion: 10/30%
  • Fire: 3/70%
  • Physical: 10/0%
Behemoth WormBehemoth worms are the most dangerous of worms. They are just as resilient as Big worms, with much greater range.
  • Health: 750
  • Range: 48

Acid projectile:

  • Attack speed: 0.66/s
  • Area of effect size: 2
  • Damage (on contact): 96 Acid

Acid puddle:

  • Lifetime: 32 seconds
  • Damage: 691 Acid/second
  • Applies effect (on contact):
    • Duration: 2 seconds
    • Movement/vehicle speed modifier: 30%

Resistances:

  • Acid: 0/100%
  • Explosion: 10/30%
  • Fire: 3/70%
  • Physical: 10/0%
PictureDescription
A worm's attack animation.

Nests

The spawn points of biters and spitters. While nests themselves are generally defenseless, the enemies they release over time effectively serve as a form of guards to distract the player and any nearby turrets, and are often accompanied by worms. Nests exposed to pollution will use it to send enemies to join attacks. Enemies not engaged in combat may seek out the nearest nest for protection.

The nests are highly resistant to fire and otherwise generally more resilient than a medium worm.

PictureNameDescription
Biter's nest
  • Health: 350

Resistances:

  • Explosion: 5/15%
  • Fire: 3/60%
  • Physical: 2/15%
Spitter's nest
  • Health: 350

Resistances:

  • Explosion: 5/15%
  • Fire: 3/60%
  • Physical: 2/15%

Expansions

Every 4-60 minutes, a group of 5-20 biters/spitters will leave their base to create a new base which will consist of as many worms/nests as there are members in the group. This group will search for a suitable spot that's 3-7 chunks away from existing bases. The interval between enemy expansions is global, and the higher enemy evolution, the shorter the interval is on average. Furthermore, with higher evolution, the groups are bigger on average.

Once they have found a suitable spot, each biter/spitter in the group dies and forms a new nest or worm. There is a delay between each member sacrificing itself for to create a worm/nest, so creating the new base from the expansion group can take quite a long time, depending on the group size. Medium worms are only formed if the current evolution is higher than 0.3, big worms only if the current evolution is higher than 0.5 and behemoth worms are only formed if current evolution is higher than 0.9. The game randomly chooses whether to form a new biter nest, spitter nest, small worm, or bigger worm if the evolution factor is high enough. [2]

Defense

'Kills' tab on the production statistics screen.

Nests spawn biters and spitters freely. However, biters and spitters will only aggressively engage the player's factory if the pollution cloud of the factory reaches a nest because pollution is consumed to send biters or spitters to join the next attack. Every 1 to 10 minutes (random) the mustered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. The attack then proceeds to their target over the shortest path possible, accounting for terrain, but not for player entities that could pose an obstacle (like walls).

If there is a clear path somewhere around those obstacles, the biters will attempt to go around. If there is no clear passage or a clear passage would mean deviating too far from the original course, the biters will attack whatever is in their way to go through. This can be exploited to an extent; creating mazes at regular intervals along a barrier can direct the biters through a gauntlet not dissimilar to tower defense.

However, if a biter comes in proximity of a military unit or structure, it will prioritize these and attempt to immediately attack them instead, again trying to reach the new target over the shortest possible path with no too great detours, if possible.

Evolution

Spawn chances of biters from biter spawners by evolution factor.

Where Do Factorio Mods Go

Spawn chances of spitters from spitter spawners by evolution factor.
Weight graph of both spawners by evolution factor. The values shown are primarily for indicating when certain types start and stop spawning, for actual chances refer to the tables or other charts.

The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command (does not disable achievements):

The evolution factor goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase.

Besides choosing what kind of biter will be spawned, the evolution factor also influences the spawning interval. This interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) game ticks (= 6 to 2.5 seconds).

Methods of increasing

The evolution factor is increased by three kinds of events:

  • The passage of time very slightly increases the evolution factor.
  • The global pollution production increases the evolution factor.
  • Destroying nests significantly increases the evolution factor.

All these values are set in game.map_settings.enemy_evolution. From there they can be changed or modded.

The default settings are:

Source perVariable in enemy_evolutionPercent increase
Secondtime_factor0.0004%
1 Pollution unitpollution_factor0.00009%
Destroyed enemy spawnerdestroy_factor0.2%

Pollution production is the total pollution produced by buildings per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.e.g. : 10 boilers produce 300 pollution in one minute, raising the evolution factor by around 0.027%.

The percentages are applied on the base of (1 - current_evolution_factor)². So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.002 (0.2%) while doing this when the evolution factor is 0.5 the increase is only 0.0005 (0.05%).

This also means that the evolution factor approaches 1 asymptotically - generally, increases past 0.9 or so are very slow and the number never actually reaches 1.0.

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Spawn chances by evolution factor

The probability charts show the chances of each type of biter/spitter for each spawner at all evolution levels.

Advanced: Evolution factor components and computation

This section has charts plotting the individual evolution factor components and discusses possibilities for manually estimating the evolution factor.

1. Single-component evolution factor increase with time
2. Single-component evolution factor increase with pollution
3. Single-component evolution factor increase with destroyed spawners

Notes

  • Data from version 0.16.51.
  • This does not take into account that the evolution factor is factored with (1 - evolution)^2 and not (1 - evolution)
  • All charts end at approximately an evolution factor of 0.99.
  • To simplify calculation, the time and pollution charts are calculated using steps of 1,000 seconds / 1,000,000 pollution units - in both cases 1,000 times larger than the unit the game uses for the calculation. Because of the recursive nature of the calculation, this makes the values in the charts somewhat higher than those the game would obtain in the same calculation; however, the difference is fairly minimal (less than 1 percentage point). The spawners chart is calculated 1-to-1 and therefore accurate.
  • While time passed is shown on save files and spawners destroyed can be retrieved from player statistics, the game does not currently report the total pollution released by the player. Also, none of the well-known Factorio calculators show pollution generated by a particular factory. Therefore, to make use of the pollution chart the player's pollution output would need to be manually estimated.
  • Given that the game reports the actual evolution factor (console: /evolution) whenever the player wishes, these charts are intended primarily to help estimate the impact of planned base expansions and similar activities on the evolution factor's future development.


Comments

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These charts (click to enlarge) represent the situation where each evolution factor component (time, pollution, destroyed spawners) is the only component contributing to the evolution factor in that entire game. They are therefore not realistic, as in a typical game all three components will contribute, some at varying times and intensities.

Because of how contributions to the evolution factor (hereinafter, EF) are calculated (multiplied by (1 - current EF)), it is not possible to simply add the values indicated by these charts for a game's time passed, pollution generated, and / or spawners destroyed so far to retrieve the total evolution factor.

For example, if 20 hours have passed (single-component EF =~ 0.25), 10 million pollution units were released (single-component EF =~ 0.15), and 200 spawners were destroyed (single-component EF =~ 0.35), the actual evolution factor will not be (0.25 + 0.15 + 0.35 =) ~0.85.

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However, the evolution factor will always be less than the sum of all individual components as indicated by these charts, and at least as high as the highest individual component. Thus, using the values from above, the EF will be at least 0.35 and less than 0.85. A smarter approach is required to compute the amount of pollution released.


Computation of actual evolution factor

The actual EF can be computed as follow :

1 - EF = (1 - E[t]) * (1 - E[p]) * (1 - E[s]), where E[t], E[p], and E[s] are the single-component values from the pollution, time, and spawner charts, in that order.

A key observation in understanding where this formula comes from is that each incremental change of the evolution factor is effectively a multiplication of 1 - EF by a constant (depending on the nature of the change). For example, another way of saying that killing a biter nest augments evolution by 0.2% of 1 - EF, is to say that killing a biter nest multiplies 1 - EF by 0.998.

So, like multiplication, evolution is, barring rounding errors, associative and commutative. The commutativity means that the order in which you take evolution-increasing actions does not matter, and along with the associativity results in the formula above.

That knowledge can also be applied to compute the above charts exactly, or to compute a component of evolution without having to refer to the chart at all. For example, pollution as a function of time only is 1 - 0.999996 ^ t where t is the time in seconds.

For the values from above, we can deduce the evolution factor 1 - EF = (1 - 0.25) * (1 - 0.15) * (1 - 0.35) = 0.75 * 0.85 * 0.35 = 0.41, which gives an evolution factor of 0.59.

This formula can also be used to estimate impact of future player activities on the EF: a set of actions that is known to bring the evolution factor of a world from 0 to EF(2) (eg using the above chart and formula) will bring it from EF(1) to 1 - (1-EF(1)) * (1-EF(2))

For example, if the player planned to spend the next 20 hours building up their base, releasing 10 million pollution and destroying 200 spawners in the meantime (i.e., the same numbers as in the example above), and the EF at the start of this period were, say, 0.55, then the estimated EF at its end will be 1 - (1 - 0.55) * (1 - 0.59) = 0.81.

How To Install Factorio Mods

Gallery

  • The player near some enemy nests and worms.

  • The player among acid puddles created by attacking worms.

  • Both the player and some buildings getting attacked by biters.

  • Enemy nests seen in a map generation preview (deathworld setting).

  • Line of gun turrets defending against biters.

History

  • 0.17.0:
    • Behemoth worm added.
  • 0.15.0:
    • Increased the damage, range, and health of worms.
    • Decreased health and resist of Behemoth biters.
  • 0.13.10:
    • Biters and other units won't become aggressive as a result of friendly-fire.
Where Do Factorio Mods Go
  • 0.13.0:
    • Big and behemoth enemies now spawn 50% slower.
    • Changed the way evolution factor approaches the maximum (1).
      • The addition of evolution factor was changed from addition * (1 - evolution) to addition * (1 - evolution)^2
      • This means that the progress gets more slower towards the high values.
  • 0.12.26:
    • Running biters over with a vehicle will now anger them in peaceful mode.
  • 0.12.0:
    • Updated sounds for enemies.
  • 0.11.17:
    • Items dropped by enemies(*) are now collected automatically and from longer distances.
  • 0.11.6:
    • Range of spitters is now 15, less than turrets.
  • 0.11.0:
    • Spitters added.
    • Drawing of enemies optimised, so adding new colors does not impact VRAM.
    • Blood splashes on death are now procedural.
  • 0.9.0:
    • Turrets no longer search for enemies when none are near.
    • Biters can no longer destroy the shipwreck in the 3rd new hope campaign.
  • 0.8.1:
    • Further improvement to enemy AI.
  • 0.8.0:
    • Decreased the range of medium worm from 25 to 20.
  • 0.7.2:
    • Biter AI improved.
  • 0.7.1:
    • Peaceful mode added for freeplay.
  • 0.7.0:
    • Enemy creepers were replaced by small, medium and big biters.
    • Enemy turrets were replaced by small, medium and big shooting worms.
    • Enemies move and attack in groups.
    • Enemies wander around their base when they have nothing to do.
    • Enemies call for help when attacked.
    • Enemies can create new bases.
    • Enemies can now destroy all player creations they find.
  • 0.1.0:
    • Introduced, called 'creepers'

See also

Retrieved from 'https://wiki.factorio.com/index.php?title=Enemies&oldid=183511'
Where
Dedicaded server guide [windows, portable]
I ran across this very special use-case for a factorio server and it became quite a challenge for me, but I managed to set up a portable factorio server on windows, which loads mod and game updates automatically. In case you don't need your server to be portable, you can always pick the .exe installer for factorio and python (and you won't need to deal with the hassle to get pip installed), but there should still be some information of interest
Please leave comments and questions! I will try to have the post up to date
  1. Go to https://factorio.com/, login with your factorio-account and download the latest ‘MS Windows (64 bit zip package)’.
  2. Create a folder named ‘server’ somewhere e.g. on your desktop, where we will set up the factorio server. You will be able to move the folder anywhere you want and run the server even from an USB-Stick (that’s the whole point of this guide). Now create two subfolders named ‘lib’ (for any programs and scripts we use) and ‘settings’ (for your server-settings ect.).
  3. Unzip the downloaded factorio game to your server folder and rename the game folder to ‘factorio’.
  4. Now we want to install the tools that let us update both mods and server:
    1. Go to https://www.python.org/downloads/windows/ and download the latest ‘python embedded zip’ file. Now unzip the python folder to ‘lib’ and rename it to ‘py’.
      • In ‘py’ open a file ending on ‘._pth’ (there is only one) and remove the ‘#’ in the last line.
      • Go to https://pip.pypa.io/en/stable/installing/ and download ‘get-pip.py’ to ‘py’
      • Now open cmd and run the following code:
      • In the same cmd, run:

        Code: Select all Eclinicalworks for mac.

        to install the ‘requests’ library for python, which we need for update automation.
    2. Get the amazing factorio-updater by narc0tiq (https://github.com/narc0tiq/factorio-updater) and unzip it to ‘lib’. Now we need to write a batch file to run the updater: To create a batch file you simply create a .txt file and change it to end on .bat. Name it ‘server-update.bat’ and paste the following:Please note that you have to save the file directly in your server folder. We use the variable ‘%~dp0’ to mark the working folder. This is what allows the server package to be portable. Replace service-username and service-token with the ones you find in player-data.json of your current factorio installation (usually under %APPDATA% > roaming > factorio).
    3. Get the amazing factorio-mod-updater by pdemonaco (https://github.com/pdemonaco/factorio-mod-updater) and unzip it to ‘lib’. Now create a second batch file in the server folder and name it ‘mod-update.bat’ and paste the following code:

      Code: Select all

      Go back to the github for both the factorio-updater and the mod-updater to find out more about the used command lines.
  5. As you can see, the mod-updater uses a file called ‘server-settings.json’. I suggest you take the ‘server-settings.example.json’ from the game folder and copy paste it to the ‘settings’ folder. Don’t forget to rename the file and adjust the server settings. Also don’t forget to put your service-username and service-token so that the mod-updater can work.
  6. Now create ‘server-quick-start.bat’ and paste the following:I like to use a whitelist for my server so that’s why it says the whitelist stuff. If that’s not your use-case just remove the corresponding commands, but I strongly recommend you to use a ‘server-adminlist.json’, which should contain your service-username. Just like the server settings, you can find an example file (server-whitelist.example.json) in the game folder.
  7. Now if you want to go really fancy and would like to click just one batch file to start the whole updating process and the server afterwards, then create ‘server-start.bat’ and paste the following:

    Code: Select all

    Now we're ready!
  8. To host a brand new game I recommend to start the game just like you would in your regular factorio session, download all the mods you desire, do the mod-settings and create a nice savegame. Then close factorio and hit the ‘server-quick-start.bat’ (or ‘server-start.bat’). Windows might prompt you with a network settings window. Just hit ‘ok’ and watch your server go online
  9. In case you ever finish playing and want to shut your server down, runin the open console and it should save and shut down properly.
Thanks for reading!