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				Geo evolution
				Posted: Sun Mar 28, 2021 5:58 am
				by thelordodin
				Disable evolution. 
But the further from start zone the bigger enemies will spawn. 
Implementation ideas: 10 tiers of spawners generated from vanilla, but tuned so they are independent from evolution factor. 
Why:
when you progress you will anyway need more resources, so you'll have to pass big enemies anyway. 
With some settings free space around you will also be viable. 
This removes "time" from game which is heavily depended on which and how many mods you use. 
Bigger enemies can also spawn on resource patches.
ALSO:
I suggest setting that allow combining geo evolution to vanilla with a coefficient.
			 
			
					
				Re: Geo evolution
				Posted: Sun Mar 28, 2021 5:51 pm
				by ptx0
				
you can do this via mods.
 
			
					
				Re: Geo evolution
				Posted: Tue Mar 30, 2021 4:50 am
				by thelordodin
				Which ones?
			 
			
					
				Re: Geo evolution
				Posted: Tue Mar 30, 2021 4:43 pm
				by ptx0
				thelordodin wrote: Tue Mar 30, 2021 4:50 am
Which ones?
 
i don't know if there exists one that does this exact behaviour you want.
however, RSO does modify enemy spawn creation so that evolution is geographical instead of time based.
you can create a map with it and tweak things so that the vanilla expansion and evolution don't kick in.
 
			
					
				Re: Geo evolution
				Posted: Tue Mar 30, 2021 5:22 pm
				by thelordodin
				I'm playing with RSO and don't see this setting. Where is that? There are settings about size, distance, probability and vanilla biter generation. No setting to ignore evolution
			 
			
					
				Re: Geo evolution
				Posted: Tue Mar 30, 2021 11:15 pm
				by orzelek
				thelordodin wrote: Tue Mar 30, 2021 5:22 pm
I'm playing with RSO and don't see this setting. Where is that? There are settings about size, distance, probability and vanilla biter generation. No setting to ignore evolution
 
I'm pretty sure you are correct.
RSO is not doing anything to change evolution effects. It has some rules like not spawning of behemot worms right outside starting area but no changes to the way that evolution works.
 
			
					
				Re: Geo evolution
				Posted: Tue Mar 30, 2021 11:25 pm
				by ptx0
				thelordodin wrote: Tue Mar 30, 2021 5:22 pm
I'm playing with RSO and don't see this setting. Where is that? There are settings about size, distance, probability and vanilla biter generation. No setting to ignore evolution
 
i think you mis-read.
it wouldn't ignore evolution, you just disable that on your map.
 
			
					
				Re: Geo evolution
				Posted: Sun Oct 10, 2021 8:15 am
				by thelordodin
				
			 
			
					
				Re: Geo evolution
				Posted: Sun Dec 24, 2023 6:52 am
				by thelordodin
				Leaved big post on why should do it here: 
viewtopic.php?f=33&t=95574 
			
					
				Re: Geo evolution
				Posted: Sat May 03, 2025 10:28 pm
				by matix2267
				I couldn't find any mod that would do something like this, so I've implemented my own version based on your idea: 
https://mods.factorio.com/mod/enemy-distance-evolution