Source-checkedCreatures & NPCs

Jungle Raiders

by Lukah · for Factorio

Hostile human enemies (Raiders) that hunt in coordinated packs. Adds a new threat to your factory!

315Downloads
9 mo agoLast updated
MITLicense
Factorio Mod PortalSource

About Jungle Raiders

From Factorio Mod Portal

Hostile human enemies (Raiders) that hunt in coordinated packs. Adds a new threat to your factory!

Jungle Raiders

A Factorio 2.0 mod that adds hostile human enemies (Raiders) that hunt players in coordinated packs. Adds a new threat to your factory beyond the native biters!

Features

Raider Unit Types

Nine distinct raider classes, each with unique roles and combat styles:

Standard Units

| Unit | Role | Speed | Health | Description | |------|------|-------|--------|-------------| | Scout | Flanker | 0.18 | 80 | Fast, lightly armored. Flanks at wide angles during combat. | | Assault | Assault | 0.12 | 150 | Balanced combat stats. The backbone of raider squads. Can sabotage power poles. | | Heavy | Tank | 0.06 | 400 | Slow but extremely durable. High damage output. Can sabotage power poles. | | Sniper | Sniper | 0.10 | 100 | Long-range specialist (30 tile range). Stays far from targets during combat. | | Support | Support | 0.11 | 120 | Combat medic. Faster self-healing, stays behind front lines. | | Thief | Thief | 0.22 | 50 | Fastest unit. Dedicated to stealing from belts. Drops stolen items on death. |

Elite Units (Rare Spawns - Power Armor Visuals)

| Unit | Role | Speed | Health | Description | |------|------|-------|--------|-------------| | Commander | Commander | 0.10 | 300 | Elite leader in modular armor. Coordinates attacks. ~3% spawn chance. | | Enforcer | Tank | 0.08 | 600 | Heavy soldier in power armor. Devastating machine gun. ~2% spawn chance. | | Juggernaut | Juggernaut | 0.05 | 1000 | Ultimate threat in power armor MK2. Massive damage, nearly unstoppable. ~1% spawn chance. |

Boss Unit (Manual Spawn Only)

| Unit | Role | Speed | Health | Description | |------|------|-------|--------|-------------| | Warlord | Warlord | 0.04 | 2500 | Final boss in mech armor (Space Age). Walking fortress with 120 damage per hit. Must be spawned via console. |

Pack AI System

Raiders operate in coordinated packs with an Alpha leader:

  • Alpha Leader: Heavy, Assault, or Elite unit that leads the pack. Pack morale depends on Alpha survival.
  • Pack States:
  • hunting - Actively seeking player targets
  • flanking - Coordinated attack with role-based positioning
  • regrouping - Gathering around Alpha before engaging
  • ambush - Waiting silently for player to approach (30% of spawns)
  • fleeing - Retreating after Alpha death (50% chance)
  • berserk - Aggressive scatter after Alpha death (50% chance)
  • Role-Based Positioning: During combat, units position based on their role:
  • Snipers stay 25 tiles back
  • Heavies close to 6 tiles
  • Scouts flank at 90-degree angles
  • Support stays 15 tiles behind front line
  • Retreat Behavior: Units below 30% HP retreat toward Alpha or away from danger
  • Pack Communication: When one pack finds a target, nearby packs within 80 tiles are alerted
  • Base Targeting: When no players are nearby, raiders head toward the center of player infrastructure (calculated from assemblers, furnaces, labs, etc.)

Raider Camps

Camps spawn in the world and generate patrols:

| Structure | Health | Description | |-----------|--------|-------------| | Command Tent | 500 | Main structure. Destroying it drops a loot chest. | | Barracks | 300 | Unit quarters. Two per camp. | | Watchtower | 200 | Lookout post. | | Barricade | 150 | Defensive walls around the perimeter. | | Loot Chest | 100 | Spawns when command tent is destroyed. |

Camp features:

  • Spawn 300-600 tiles from player spawn point
  • Minimum 200 tile spacing between camps
  • Maximum 5 camps on the map
  • Each camp has an initial garrison of 4 raiders in ambush mode
  • Camps spawn patrols of 3 units every 2 minutes (max 2 active patrols per camp)
  • Destroying the command tent drops valuable loot (plates, ammo, grenades)

Special Behaviors

Saboteurs (Assault/Heavy)

Assault and Heavy units may target your power infrastructure:

  • Search radius: 30 tiles for power poles
  • 30% chance to seek sabotage targets when not in combat
  • Persists attack until target destroyed

Belt Raiders

Thieves prioritize stealing items from transport belts:

  • Valuable items: ores, plates, circuits, gears, cables, ammo, science packs
  • Stolen items are tracked per-unit and drop on death when killed
  • Thieves can carry up to 20 items total before their inventory is full
  • Uses 5-tile steal radius for responsive belt detection

Performance Optimization

Special behaviors use a staggered update system:

  • Updates spread across 60 ticks (1 second)
  • Only a fraction of raiders processed each tick
  • Prevents lag spikes even with many raiders
  • Thieves update every 10 ticks (staggered) for balanced performance

Forces

The mod uses one custom force:

| Force | Relationship to Player | Purpose | |-------|------------------------|---------| | raiders | Hostile | All raider units including thieves |

Note: Thieves are hostile to players but prioritize stealing from belts. They will only attack in self-defense and drop all stolen items when killed.

Configuration

Runtime settings available in Factorio's mod settings:

| Setting | Default | Description | |---------|---------|-------------| | Maximum Raiders | 20 | Max raiders on map at once | | Spawn Check Interval | 60s | How often spawn checks occur | | Spawn Chance | 30% | Chance to spawn on each check | | Min Spawn Distance | 100 | Minimum tiles from player | | Max Spawn Distance | 200 | Maximum tiles from player | | Show Spawn Messages | true | Display messages when raiders spawn |

Console Commands

Debug and testing commands (use in Factorio console with /c):

Setup (Required for existing saves)

-- Initialize forces (run once on existing saves)
/c remote.call("jungle-raiders", "init_forces")

Spawning

-- Spawn a random pack of 4 raiders

Read the full description on Factorio Mod Portal →

Highlights

From source data

Footprint

Rated a light load on a server.

License

Published under MIT.

Last update

Its author last shipped an update 9 mo ago.

Jungle Raiders 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
0.1.0, released 2026-02-16

Run Jungle Raiders 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 Jungle Raiders 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 ↗
  • ✓AuthorLukah, as published on Factorio Mod Portal
  • ✓LicenseMITFree

Jungle Raiders, answered

Generated from the mod’s own source data.

Do my players need to install Jungle Raiders?

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

Is it free?

Yes. Jungle Raiders 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 Jungle Raiders on a Factorio server.

Deploy in about a minute from $2.99 a month, then add Jungle Raiders in one click.