More Aggressive Biters
- Darthlawsuit
- Fast Inserter
- Posts: 247
- Joined: Thu Feb 28, 2013 7:32 pm
- Contact:
More Aggressive Biters
Is there a command code to increase biter attack frequency? I am not getting attacked enough.
Re: More Aggressive Biters
Try some of these.
Or use dynamic expansion or natural evolution mods, from which these commands were taken by me.
Code: Select all
game.map_settings.enemy_expansion.min_base_spacing = 5
game.map_settings.enemy_expansion.max_expansion_distance = 12
game.map_settings.enemy_expansion.min_player_base_distance = 8
game.map_settings.enemy_expansion.settler_group_min_size = 8
game.map_settings.enemy_expansion.settler_group_max_size = 13
game.map_settings.enemy_expansion.min_expansion_cooldown = 9 * 60
game.map_settings.enemy_expansion.max_expansion_cooldown = 27 * 60
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
Re: More Aggressive Biters
Produce more polution. (use less solars)
Spread out more, maybe with some mods for that, like RSO (easier defence at start, much harder in lategame with your wiiiiiide perimeter).
Spread out more, maybe with some mods for that, like RSO (easier defence at start, much harder in lategame with your wiiiiiide perimeter).
- Xterminator
- Filter Inserter
- Posts: 981
- Joined: Sun Jun 15, 2014 4:49 pm
- Contact:
Re: More Aggressive Biters
You could just create more pollution, build bigger and such. For future reference, it would definitely help if you increased difficulty settings for the biters. You would have a lack of attacks then. :p
- Darthlawsuit
- Fast Inserter
- Posts: 247
- Joined: Thu Feb 28, 2013 7:32 pm
- Contact:
Re: More Aggressive Biters
I think playing around with these will work nicely, thanks!Adil wrote:Try some of these.Or use dynamic expansion or natural evolution mods, from which these commands were taken by me.Code: Select all
game.map_settings.enemy_expansion.min_base_spacing = 5 game.map_settings.enemy_expansion.max_expansion_distance = 12 game.map_settings.enemy_expansion.min_player_base_distance = 8 game.map_settings.enemy_expansion.settler_group_min_size = 8 game.map_settings.enemy_expansion.settler_group_max_size = 13 game.map_settings.enemy_expansion.min_expansion_cooldown = 9 * 60 game.map_settings.enemy_expansion.max_expansion_cooldown = 27 * 60
I used to make more pollution but I burned out all my coal trying to pollute and I already build way too much.
- MisterSpock
- Fast Inserter
- Posts: 102
- Joined: Mon Jun 16, 2014 8:11 am
- Contact:
Re: More Aggressive Biters
This are the non-modded options: The amount of enemies depends on the polution. A miner creates a small biter every 20s or a behemoth biter every 2000s if the pollution is not consumed by the area (chunk) or trees. Trees do a lot of counterpolution. So if u prefer to increase the enemies, you can also play on a treeless desert. Also small or normal starting area brings the enemy closer to you and make early attacks more heavier.
Watch my new screenshots here: http://steamcommunity.com/profiles/7656 ... =imagewall
-
- Filter Inserter
- Posts: 952
- Joined: Sat May 23, 2015 12:10 pm
- Contact:
Re: More Aggressive Biters
Paving the area will also decrease pollution absorption.MisterSpock wrote:This are the non-modded options: The amount of enemies depends on the polution. A miner creates a small biter every 20s or a behemoth biter every 2000s if the pollution is not consumed by the area (chunk) or trees. Trees do a lot of counterpolution. So if u prefer to increase the enemies, you can also play on a treeless desert. Also small or normal starting area brings the enemy closer to you and make early attacks more heavier.
So a concrete desert is better to get more biters
Re: More Aggressive Biters
Pollution is calculated by overall energy consumption and structure type. Pumpjacks and miners generate the most pollution for their energy, while electric furnaces and Mk3 assemblers make the least. The best way to increase energy consumption is by using productivity modules. Making a combo with speed modules will actually reduce pollution per resource, so don't speed up resources you might run out of. Instead whack down the best productivity modules you can, expand your snail factories to the limit, and let them make a mess. If you don't have enough modules, downgrade your assemblers to their dirtier versions so they take more time to produce more pollution per resource.
The only permanent source of pollution is speed + speed beacon boosted pumpjacks. Snail that oil through productivity boosted refineries, transform it into solid fuel with a pile of productivity boosted chemical plants, and roast them in a furnace for that dirty burner feel. You'll probably lose energy this way, but you need to make every oil well count!
Unfortunately map settings have no direct control over how frequently or how miserably biters attack. They only control the safe area you get before running into battle.
Any type of tree or dead tree will absorb pollution. Burn them all. Biter nests also absorb a huge amount of pollution in exchange for making aggro.
Bob's mods (no relation) includes modules that multiply pollution. A mk.8 module will add +400% pollution per energy! Multiply it against energy consuming modules for maximum effect.
The only permanent source of pollution is speed + speed beacon boosted pumpjacks. Snail that oil through productivity boosted refineries, transform it into solid fuel with a pile of productivity boosted chemical plants, and roast them in a furnace for that dirty burner feel. You'll probably lose energy this way, but you need to make every oil well count!
Unfortunately map settings have no direct control over how frequently or how miserably biters attack. They only control the safe area you get before running into battle.
Any type of tree or dead tree will absorb pollution. Burn them all. Biter nests also absorb a huge amount of pollution in exchange for making aggro.
Bob's mods (no relation) includes modules that multiply pollution. A mk.8 module will add +400% pollution per energy! Multiply it against energy consuming modules for maximum effect.