About Enemy distance evolution
From Factorio Mod PortalEvolves enemy spawners based on distance from map center.
Enemy Distance Evolution
What this mod does
It changes enemy spawners to evolve based on distance from map center instead of evolution factor.
> [!CAUTION] > It's not possible to disable spawner HP scaling implemented in base game. Because of that it's > highly recommended to turn off base game evolution altogether. Alternatively you can disable the > HP scaling introduced by this mod in settings.
> [!TIP] > If you're playing with enemy expansions turned on you may want to also reduce the maximum cooldown > between expansions to account for the evolution factor being always zero.
Why?
This allows for much less stressful base-building (removes time pressure) while still stopping the player from expanding too quickly.
[_"Everything you build can be unbuilt, any mistake erased without judgement."_][1]
This was requested quite a few times on the forums in the past:
- [Tiered difficulty for nests][2]
- [Geo evolution][3]
- [Enemy level based on distance][4]
Possibly the best rationale comes from this comment: [Re: [REQUEST] Per-spawner evolution][5].
I couldn't find a mod implementing exactly what I wanted so I built my own.
Why don't you just change the settings already available in the game?
Turning off evolution completely means that only small biters are ever produced. This means there's absolutely no pressure from biter attacks. The only threat are worms which do evolve with distance even in the base game.
Only enabling evolution by destroying nests does remove time pressure but the evolution mechanism is still quite counterintuitive. You get punished for clearing out enemies. Optimal play is to only clear out near the outposts to keep evolution factor low.
[1]: https://www.factorio.com/blog/post/fff-383#:~:text=everything%20you%20build%20can%20be%20unbuilt%2C%20any%20mistake%20erased%20without%20judgement [2]: https://forums.factorio.com/viewtopic.php?p=459825#p459825 [3]: https://forums.factorio.com/viewtopic.php?p=542142#p542142 [4]: https://forums.factorio.com/viewtopic.php?p=620182#p620182 [5]: https://forums.factorio.com/viewtopic.php?p=599512#p599512
Implementation Details
The mod works by creating multiple copies of each enemy spawner prototype, one per level. The number of levels is configurable (default 10). These level-based prototypes have all properties identical to the original except for the following:
- HP is scaled exponentially (same curve as base game) based on the level, up to 10x (configurable)
- Enemy type probability table does not depend on evolution factor at all, instead it's set to a
value appropriate for the level of the spawner
- Enemy spawning cooldown is scaled based on the level instead of evolution factor
When generating new chunks all spawners are replaced with a leveled spawner based on its position on the map. The distance parameters can be customised in mod settings.
> [!TIP] > You can see the level of a particular spawner by looking at its name.
Compatibility
Can I add this mod to an existing save?
Yes. When you first load this mod all non-leveled spawners will be converted to leveled ones based on their positions.
Can I remove this mod from a save?
If you remove this mod any spawners in already created chunks will be removed. Let me know if you're interested in a better uninstallation procedure.
Is this mod compatible with Factorio: Space Age?
Yes. I haven't yet finished Space Age but I did verify Space Age related functionality (Gleba spawners, captivity) in a sandbox. Let me know if anything isn't working.
Is this mod compatible with [insert mod name]?
Maybe. If the mod in question adds new enemy types that utilise base game's evolution factor and hooks into game's chunk generation code then it should work out-of-the-box.
If the mod dynamically creates entities then it needs to add raise_built = true to the create_entity call.
Since this mod replaces new enemy spawners at runtime, mods that want to track enemy spawners using their unit_number (for example Bob's Enemies) won't work.
Mods that do more significant overhauls of evolution mechanics or have complex dynamic spawning logic may have unintended side-effects.
Let me know if you encounter any incompatibility.
Highlights
From source dataFootprint
Rated a light load on a server.
License
Published under MIT.
Last update
Its author last shipped an update 11 mo ago.
Enemy distance evolution 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
- 0.3.0, released 2025-12-13
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 0.3.0 | 2025-12-13 | 2.0 | n/a |
| 0.2.0 | 2025-05-23 | 2.0 | n/a |
| 0.1.0 | 2025-05-03 | 2.0 | n/a |
Run Enemy distance evolution 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 catalogCreatures & NPCs
Adds or changes creatures, NPCs and how they behave.
Runs on your server
From source side supportFactorio Mod Portal lists Enemy distance evolution 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 2026-10-08Open ↗
- ✓Authormatix2267, as published on Factorio Mod Portal
- ✓LicenseMITFree
