Source-checkedCreatures & NPCs

Custom Spawn Rates

by morganc · for Factorio

Per-nest control over enemy spawn composition. Adds a startup setting for every unit-spawner prototype (biter-spawner, spitter-spawner, egg-rafts, plus any added by mods such as Colossal Enemies). Each setting takes entries like 'medium-biter 0.2=0.00,0.6=0.40' to add or override a unit's evolution/rate table, or '-small-biter' to remove a unit from the nest entirely. Rates are relative shares of that nest's spawns, normalised across its units at every evolution level — same semantics as vanilla result_units.

484Downloads
12d agoLast updated
MITLicense
Factorio Mod PortalSource

About Custom Spawn Rates

From Factorio Mod Portal

Per-nest control over enemy spawn composition. Adds a startup setting for every unit-spawner prototype (biter-spawner, spitter-spawner, egg-rafts, plus any added by mods such as Colossal Enemies). Each setting takes entries like 'medium-biter 0.2=0.00,0.6=0.40' to add or override a unit's evolution/rate table, or '-small-biter' to remove a unit from the nest entirely. Rates are relative shares of that nest's spawns, normalised across its units at every evolution level — same semantics as vanilla result_units.

Custom Spawn Rates

Standalone Factorio (2.0) mod: per-nest control over enemy spawn composition via startup map settings. Every well-known vanilla / Space Age nest gets its own startup setting — biter-spawner, spitter-spawner, egg-raft, small-egg-raft — plus one free-form setting that reaches any nest added by other mods (e.g. Colossal Enemies).

> Factorio's settings stage cannot read data.raw, so spawners cannot be > enumerated dynamically at setting-generation time; hence the hardcoded list > plus the free-form escape hatch.

Syntax

Each spawner's startup setting holds semicolon-separated entries:

<unit-name> <evo=rate,evo=rate,...>     add or override the unit's rates
-<unit-name>                            remove the unit from this nest

The rate is the unit's share of that nest's spawns at a given evolution factor (result_units semantics): shares interpolate linearly between pairs and are normalised across all of the nest's units at every evolution level, so they behave as percentages of total spawns. The rate stays 0 below the first pair's evolution factor — 0.35=0.01 alone delays the unit until evo 0.35, no leading 0=0 pair needed.

Examples:

small-stomper-pentapod 0.35=0.01            stomper pentapods from evo 0.35 at ~1%
medium-biter 0.2=0.00,0.6=0.40              override vanilla medium-biter rates
-small-biter;big-spitter 1=0.10             no small-biters, big-spitters at 10%

Leave a spawner's setting blank to leave it untouched. The same syntax documentation ships in-game as the setting tooltips.

Other (modded) nests

The "Custom spawn rates: other nests" setting uses section syntax — a <spawner-name>: header followed by semicolon-separated entries:

some-modded-spawner: tiny-critter 0.5=0.02; -small-critter
another-modded-spawner: -mini-boss

Entries follow exactly the same syntax as above; absent spawners are skipped with a log message.

Behaviour notes

  • Adding a unit that no installed mod defines fails map load with an

engine error naming the spawner (assignID: entity with name '...' does not exist) — deliberate: typos must surface, not vanish. Fix the value via save-select → Mod settings, then restart the map.

  • Malformed entries (no rate table, evo > 1) are logged and skipped; one

bad entry never blocks the others or map loading.

  • Settings exist only for well-known spawners. Values configured for

since-removed mods' spawners are ignored gracefully (with a log message), and modded nests are covered by the free-form setting instead.

  • Changes apply on map load / startup-setting change, like any startup setting.

Highlights

From source data

Footprint

Rated a light load on a server.

License

Published under MIT.

Last update

Its author last shipped an update 12d ago.

Custom Spawn Rates on Nxeon

From our catalogue
One-click install
Supported on Nxeon Factorio servers. We download it from Factorio Mod Portal, place it, and restart the server.
Server side
Required on the server
Server load
light
Smallest plan we suggest
Factorio — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
0.1.3, released 2026-10-23

Recent builds

BuildReleasedGame versionsLoaders
0.1.32026-10-232.1n/a
0.1.22026-09-232.0n/a
0.1.12026-09-082.0n/a
0.1.02026-08-242.0n/a

Run Custom Spawn Rates on a Factorio server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on Factorio Mod Portal as “Mods”

Creatures & NPCs

Adds or changes creatures, NPCs and how they behave.

Runs on your server

From source side support

Factorio Mod Portal lists Custom Spawn Rates as required on the server. Check its Factorio Mod Portal page to see whether players need it too.

Compatibility

Game
Factorio
Runs on
Serverrequired on the server

Verified at the source

  • ✓Factorio Mod PortalOfficial listing, checked 2026-10-24Open ↗
  • ✓Authormorganc, as published on Factorio Mod Portal
  • ✓LicenseMITFree

Custom Spawn Rates, answered

Generated from the mod’s own source data.

Do my players need to install Custom Spawn Rates?

Factorio Mod Portal lists Custom Spawn Rates as required on the server. Check its Factorio Mod Portal page to see whether players need it too.

Is it free?

Yes. Custom Spawn Rates is free to download from Factorio Mod Portal. Its license is MIT.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run Custom Spawn Rates on a Factorio server.

Deploy in about a minute from $2.99 a month, then add Custom Spawn Rates in one click.