Tower Defense Evolution - Pure Kills System
Pure tower defense: progress by killing biters, dense nest placement, periodic waves with bosses, Master Ammo Chest system. No pollution attacks, only evolution. IMPORTANT: THIS MOD IS REWRITEN ENTIRELY BY ME YOU CAN FIND THE NEW VERSION HERE https://mods.factorio.com/mod/tower-defense-evolution-rewrite
Description
ransform Factorio into a pure tower defense experience with kill-based progression, periodic waves, and automated ammunition distribution!
expect some bugs (this is my first mod :D)
Core Concept Tower Defense Evolution completely reimagines Factorio's progression system. Instead of researching technologies with science packs, you unlock them by killing biters. Every technology now costs a specific number of kills, from basic automation (10 kills) to endgame fusion reactors (8000+ kills). This creates a natural tower defense loop: build defenses → kill attacking biters → unlock better technology → build stronger defenses.
Wave-Based Combat System Periodic Assault Waves Waves attack every 10 minutes (configurable 1-30 minutes) Attacks come from cardinal directions (North, South, East, West) Wave size and composition scale with game progression Boss waves every 10 waves featuring super-strong behemoth leaders worth massive kill bonuses (BE WARNED IS HARD!)
No Pollution Attacks Pollution no longer triggers biter attacks All combat is structured through timed waves and defensive nest responses Predictable, strategic gameplay focused on preparation and positioning
Master Ammo Chest System Chest Ammunition Distribution Master Ammo Chests automatically distribute ammunition to ALL turrets across your entire base Simply place ammo in any Master Ammo Chest - the system handles global distribution Automatic load balancing ensures even ammunition distribution Eliminates complex logistics networks for turret supply Craft from basic materials: iron chest + coal + iron ore + copper ore
World Generation Features Strategic Resource Placement
Infinite resource patches near spawn (iron, copper, coal, stone) 175-tile safe zone around spawn (configurable 100-300 tiles) Dense biter nest placement outside safe zone for active defense requirements Nests expand gradually as waves progress
Defensive Nest Behavior
Biter spawners activate when attacked, sending defensive units Nested alert system - attacking one spawner can trigger nearby nests Distance-based scaling: further nests are stronger but worth more kills
Technology Progression Carefully Balanced Kill Costs
Starting techs: 10-40 kills (automation, gun turrets, basic logistics) Mid-game techs: 100-800 kills (military upgrades, production chains) Advanced techs: 1000-3000 kills (modules, space science, artillery) Endgame techs: 5000-8000+ kills (spidertron, fusion power, space platforms)
Safe zone radius: 100-300 tiles (175 default) Wave interval: 1-30 minutes (configurable, default 10) Nest density: Configurable spacing Kill multiplier: 0.5x to 3.0x for difficulty scaling Resource amounts: Adjust infinite patch sizes Kill message frequency: Toggle progress notifications
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