TL;DR
Change pollution behavior completely by adding passive scouting parties that try to find the center of your pollution cloud if it's severe enough, and leave behind a trail to warn you that an attack is coming and from which direction.
Change evolution scaling such that earlier on (small ...
Search found 71 matches: Pheromone*
Searched query: +Pheromone*
- Fri Feb 21, 2025 4:26 am
- Forum: Ideas and Suggestions
- Topic: Balance/suggestion on Nauvis enemies
- Replies: 4
- Views: 422
- Sat Sep 21, 2024 12:52 am
- Forum: Ideas and Suggestions
- Topic: AI
- Replies: 5
- Views: 960
Re: AI
Sounds like a great idea for a mod. Have you looked at how https://mods.factorio.com/mod/Rampant makes the biters smarter, using pheromone trails and such?
- Sat Aug 03, 2024 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Brain Harpoon
- Replies: 0
- Views: 451
Brain Harpoon
TLDR
Hijack organic enemies in the most visceral, horrifyingly satisfactory manner possible.
What?
The brain harpoon would be unlocked on Gleba, presumably at the end of the local tech tree after the player has had a few run-ins with the behemoth enemy hinted at in Factorio Friday #413 . There ...
Hijack organic enemies in the most visceral, horrifyingly satisfactory manner possible.
What?
The brain harpoon would be unlocked on Gleba, presumably at the end of the local tech tree after the player has had a few run-ins with the behemoth enemy hinted at in Factorio Friday #413 . There ...
- Sun Sep 10, 2023 7:05 am
- Forum: Frequently Suggested / Link Collections
- Topic: What do biters do in their spare time? (Pheromone pathfind)
- Replies: 32
- Views: 35186
Re: What do biters do in their spare time? (Pheromone pathfind)
This is a suggestion from the community, we have no clue about if something from here will make it to the actual game
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- Fri Sep 08, 2023 5:58 pm
- Forum: Frequently Suggested / Link Collections
- Topic: What do biters do in their spare time? (Pheromone pathfind)
- Replies: 32
- Views: 35186
Re: What do biters do in their spare time? (Pheromone pathfind)
Hi, now in 2023 with the space expansion in mind, i'm thinking about this (AI, pheromone pathfind, at least danger pheromone) is it done in a separated branch, a work in progress, not planned, included in some mod ?
- Fri Apr 30, 2021 8:46 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion for Biter behaviour improvement(?)
- Replies: 2
- Views: 19839
Re: Suggestion for Biter behaviour improvement(?)
There are many ideas around pheromone controlled biter behavior and how to make them more interesting.
One good starting point is https://forums.factorio.com/viewtopic.php?f=80&t=3440&start=30 What do biters do in their spare time? (Pheromone pathfind)
But the threads there are old. For newer ...
One good starting point is https://forums.factorio.com/viewtopic.php?f=80&t=3440&start=30 What do biters do in their spare time? (Pheromone pathfind)
But the threads there are old. For newer ...
- Thu Apr 29, 2021 9:38 am
- Forum: Ideas and Suggestions
- Topic: Suggestion for Biter behaviour improvement(?)
- Replies: 2
- Views: 19839
Suggestion for Biter behaviour improvement(?)
I've had this idea for a long while now, and I actually haven't checked the forums to see if this has been suggested yet or if a mod like this exists so if it has or does respectively, my apologies, I didn't intend to plagiarize.
As it is biters are mostly a pest that don't pose a threat unless it ...
As it is biters are mostly a pest that don't pose a threat unless it ...
- Sat Oct 12, 2019 11:23 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions to improve biter experience for both new and experienced players
- Replies: 18
- Views: 7182
Suggestions to improve biter experience for both new and experienced players
TL;DR
The biter defense experience as it currently stands rewards working harder (building a barrier around your entire factory), but does not reward working smarter (placing defenses efficiently and strategically).
Preface
(Feel free to skip to suggestions)
First, I want to say I've been ...
The biter defense experience as it currently stands rewards working harder (building a barrier around your entire factory), but does not reward working smarter (placing defenses efficiently and strategically).
Preface
(Feel free to skip to suggestions)
First, I want to say I've been ...
- Sun Mar 24, 2019 2:07 am
- Forum: Ideas and Suggestions
- Topic: Biters avoid biter corpses.
- Replies: 1
- Views: 1069
Biters avoid biter corpses.
This idea is fairly simple: What if each biter corpse temporarily absorbed pollution from it's chunk, and when it had absorbed more than a certain amount, the corpse disappears and all of the pollution it had previously absorbed is instantly re-emitted to the chunk.
As far as I know, long range ...
As far as I know, long range ...
- Sun Apr 15, 2018 9:59 am
- Forum: Ideas and Suggestions
- Topic: Show a Nest's aggro range/territory
- Replies: 10
- Views: 4325
Re: Show a Nest's aggro range/territory
They can smell your ass.
It's time to introduce toilet paper and a shower to the game :D
Greetings, Ronny
That's not a bad idea. A pheromone capsule which let the biter think that the player is also a biter for some time.
Maybe thats already in the game but only activated in peaceful mode ...
It's time to introduce toilet paper and a shower to the game :D
Greetings, Ronny
That's not a bad idea. A pheromone capsule which let the biter think that the player is also a biter for some time.
Maybe thats already in the game but only activated in peaceful mode ...
- Sun Apr 15, 2018 9:55 am
- Forum: Ideas and Suggestions
- Topic: Show a Nest's aggro range/territory
- Replies: 10
- Views: 4325
Re: Show a Nest's aggro range/territory
That's not a bad idea. A pheromone capsule which let the biter think that the player is also a biter for some time.rldml wrote:It's time to introduce toilet paper and a shower to the gamesteinio wrote:They can smell your ass.
Greetings, Ronny
Maybe thats already in the game but only activated in peaceful mode.
- Fri Dec 01, 2017 7:47 am
- Forum: Ideas and Suggestions
- Topic: Shieldsystems
- Replies: 16
- Views: 6881
Re: Shieldsystems
So what if I try to place two shield generators so that the shields overlap?
I see a few options here:
1) Share the load: The two generators share the overlapping space, lowering their energy consumption slightly as each one powers half of the shield. If one were to fail completely the other ...
- Thu Nov 30, 2017 11:27 am
- Forum: Ideas and Suggestions
- Topic: Shieldsystems
- Replies: 16
- Views: 6881
Re: Shieldsystems
Here is another idea:
Think of shields as a repelling force and not as a wall or barrier. Physically it makes no sense that 10m from the generator there should suddenly be this impenetrable wall of "force".
Therefore I think shields should be spherical and their strength reduces with the the cube ...
Think of shields as a repelling force and not as a wall or barrier. Physically it makes no sense that 10m from the generator there should suddenly be this impenetrable wall of "force".
Therefore I think shields should be spherical and their strength reduces with the the cube ...
- Thu Oct 12, 2017 1:36 am
- Forum: Ideas and Suggestions
- Topic: Horticulture
- Replies: 6
- Views: 2090
Horticulture
I've been thinking about alternate ways to play the game and interact with the biters. I think something involving plants/fruit/feeding biters might be cool. The basic idea is to have different plants you can grow and then harvest food which you can then feed to biters to pacify them and then use ...
- Fri May 19, 2017 5:07 am
- Forum: Ideas and Suggestions
- Topic: A treatise on alien behavior
- Replies: 2
- Views: 1401
Re: A treatise on alien behavior
As a player, how does this directly impact my gameplay?
You've described what seems like - simulate the behaivour of ants. But what's the overall goal? I see an oil patch, I use my flamethrower to cut a path, lay rails, build an oil outpost and maybe infrequently visit to burn any new hives that ...
You've described what seems like - simulate the behaivour of ants. But what's the overall goal? I see an oil patch, I use my flamethrower to cut a path, lay rails, build an oil outpost and maybe infrequently visit to burn any new hives that ...
- Fri May 19, 2017 2:48 am
- Forum: Ideas and Suggestions
- Topic: A treatise on alien behavior
- Replies: 2
- Views: 1401
Re: A treatise on alien behavior
I'm curious to try out the tick approach to maintaining the pheromone map.
- Thu May 18, 2017 2:17 pm
- Forum: Ideas and Suggestions
- Topic: A treatise on alien behavior
- Replies: 2
- Views: 1401
A treatise on alien behavior
Because every Factorio player must create a thread where he explains to devs how to properly make alien AI. :D
Part I. Alien Pheromones and Hive Behavior.
The suggestions to replace alien behavior AI with a distributed pheromone system have been voiced already on this forum. This is an attempt ...
Part I. Alien Pheromones and Hive Behavior.
The suggestions to replace alien behavior AI with a distributed pheromone system have been voiced already on this forum. This is an attempt ...
- Fri Mar 17, 2017 7:51 am
- Forum: Ideas and Suggestions
- Topic: Toilet
- Replies: 14
- Views: 8202
Re: Toilet
Could be interesting... I point to viewtopic.php?f=80&t=3440 What do biters do in their spare time? (Pheromone pathfind)


- Mon Mar 06, 2017 6:56 pm
- Forum: Ideas and Suggestions
- Topic: Iron/Steel/Wood Walls?
- Replies: 23
- Views: 11442
Re: Iron/Steel/Wood Walls?
These are MY walls:
Screen Shot 2017-03-06 at 19.49.55.png
(I took the wrong save, in some other save the pollution is much bigger and they attacked in half-minute-cycle, but that is not problem with these strategy).
BTW: This is one of my biggest reasons why I would like to have more intelligent ...
Screen Shot 2017-03-06 at 19.49.55.png
(I took the wrong save, in some other save the pollution is much bigger and they attacked in half-minute-cycle, but that is not problem with these strategy).
BTW: This is one of my biggest reasons why I would like to have more intelligent ...
- Fri Mar 03, 2017 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Waste production Mod/Development proposal
- Replies: 41
- Views: 24577
Re: Waste production Mod/Development proposal
are u one of the devs? U can't be. Not with that view of the game. It would never have got to this level of complexity. It would be like 100 other generic simplified management games.
I'm one of the voluntary moderators as you can see and my "special interest" is the suggestion board. And as that ...
I'm one of the voluntary moderators as you can see and my "special interest" is the suggestion board. And as that ...