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Overview

LossPrevention is intended to reduce the chance of a "game over" situation - ie a point whre you are (slowly or not) losing a battle of attrition with the biters, and could not possibly endure, let alone progress. This can often arise in harder modpacks or setting choices, where the biter expansion and growth can far outpace your own tech progress or territory acquisition, and there is a very real threat of being trapped in your starting area with slowly dwindling resources, losing infrastructure to increasingly damaging attacks.

Details

I created this mod after trying a world with "expensive" recipes, 5x tech cost, NauvisDay, Natural Evolution, Oreverhaul with scaled-up distances, and more - all on top of a full Bob overhaul suite, no less - in the fall of 2018. Shortly after unlocking green science, and while just reaching the point where I could make use of steel, the evolution factor had already broken 40% and I was fighting off red biters with only yellow ammo. Things continued to get out of control; by the time I had - barely - managed to acquire oil, the evolution factor was in the upper 60s and blue biters and medium spitters were seriously damaging my defences, which were still gun-only because I was a long way from laser or other turrets, and where my only available power source - coal-based steam - was so polluting that it kept pushing the evolution higher and attacting ever more destructive attacks.

In response to this, I created LossPrevention, which has a series of progression gates and associated thresholds, where each gate will not allow evolution to exceed its threshold until it has been passed. For example, the evolution will not be allowed to exceed 30% - thus disallowing any biter or spitter size over "small" - until you have researched "military 2", as if you are still using yellow ammunition, the larger sizes will rapidly become untenable.

Source Code

The source code for LossPrevention can be found here:GitHub

Downloads

Via Factorio Mod Portal