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{{Languages}}
'''Nepřátelé''' jsou stvoření, která škodí hráči. Bežně jsou tvořeni v líhních. Vyskytují se tři druhy: Kousači, Plivači a Červi. Druhy se vyskytují ve čtyřech (v případě červů ve třech) stádiích růstu a síly.
 
== Úspěchy ==
{{Achievement|it-stinks-and-they-dont-like-it}}
{{Achievement|steamrolled}}
 
==Stvoření==
===Kousači===
Kousači jsou jednou z hlavních záporných entit hry. Jedná se o domorodé obyvatele mimozemského světa a žijí v souladu s ostatními druhy. Kousači jsou v podstatě členovci žijící v organických hnízdech. Vyskytují se jako malí, střední, velcí či obří. Na začátku hry se vyskytují jen malí a s navyšujícím se [[pollution/cs|znečištěním]] se zvětšují podle stádia [[#Evolution/cs|evoluce]].
Kousače znečištění přitahuje a pokusí se zničit jeho zdroj. Ke zdroji se přesouvají cestou co nejblíže vzdušné čáře od hnízda k cíli a od této cesty se příliš neoddalují. Pokud je v jejich cestě nějaká stavba postavená hráčem a obejití by způsobilo moc velkou odchylku od vytyčené vzdušné čáry, pokusí se ji zničit, ať už překážka tvoří znečištění či nikoliv. Na samotné délce cesty ale v tomto ohledu nezáleží. Dále ale upřednostňují jako cíl hráče, [[turret/cs|věže]] a [[radar/cs|radary]], uvidí-li je, zapomenou na okamžik pronásledovat znečištění a pokusí se zaútočit na ně. Kousači působí fyzické [[damage/cs|poškození]].
 
{| class="wikitable"
|-
! Picture !! Name !! Info
|-
| [[File:SmallBiter-anim.gif]] || Small Biter
| Weakest of biters, can be easily killed with a pistol.
* Health: 15
* Damage: 7
* Attack Speed: 1.7 /s
* Damage Type: Physical
* Range: 0.5
|-
| [[File:MediumBiter-anim.gif]] || Medium Biter
| Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.
* Health: 75
* Damage: 15
* Attack Speed: 1.7 /s
* Damage Type: Physical
* Range: 1.0
 
[[Damage#Resistance|Resistances]]:
*Explosion: 0/10%
*Physical: 4/10%
|-
| [[File:BigBiter-anim.gif]] || Big Biter
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.
* Health: 375
* Damage: 30
* Attack Speed: 1.7 /s
* Damage Type: Physical
* Range: 1.5
 
Resistances:
*Explosion: 0/10%
*Physical: 8/10%
|-
| [[File:BehemothBiter-anim.gif]] || Behemoth Biter
| Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.
* Health: 3000
* Damage: 90
* Attack Speed: 1.2 /s
* Damage Type: Physical
* Range: 1.5
 
Resistances:
*Explosion: 12/10%
*Physical: 12/10%
 
|}
 
====Combat====
The biter class enemy will likely be the most common threat to a player's factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world's evolution level. Behemoth biters are a big threat to any factory and serve as the Player's prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.
 
Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a [[defense]], to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.
 
===Spitters===
'''Spitters''' are much like [[Enemies#Biters|Biters]]. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a [[turret]]) and [[armor]] is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.
 
{| class="wikitable"
|-
! Picture !! Name !! Info
|-
| [[File:SmallSpitter.png]] || Small Spitter
| Weakest of spitters. Easy to kill with any weapon, but attacks at range.
* Health: 10
* Damage: 10
* Attack Speed: 0.46 /s
* Damage Type: Acid
* Range: 13
|-
| [[File:MediumSpitter.jpg|200x200px]] || Medium Spitter
| Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for [[turret]]s.
* Health: 50
* Damage: 20
* Attack Speed: 0.46 /s
* Damage Type: Acid
* Range: 14
 
Resistances:
*Explosion: 0/10%
|-
| [[File:BigSpitter.png]] || Big Spitter
| An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for [[turret]]s and the player.
* Health: 200
* Damage: 30
* Attack Speed: 0.46 /s
* Damage Type: Acid
* Range: 15
 
Resistances:
*Explosion: 0/15%
|-
| [[File:BehemothSpitter.jpg|200x200px]] || Behemoth Spitter
| The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for [[turret]]s and the player.
* Health: 1500
* Damage: 50
* Attack Speed: 0.46 /s
* Damage Type: Acid
* Range: 16
 
Resistances:
*Explosion: 0/30%
|}
 
===Worms===
 
The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static [[turret]]s and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.
 
Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near [[Enemies#Spawners|spawners]]. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.
 
{| class="wikitable"
|-
! Picture !! Name !! Description
|-
| [[File:SmallWorm.png]] || Small Worm
| A weak worm. Still not easy to kill though.
* Health: 200
* Damage: 25
* Attack Speed: 0.91 /s
* Damage Type: Acid
* Range: 21
|-
| [[File:MediumWorm.png]] || Medium Worm
| Medium worms are very dangerous to even more advanced players. They should be handled with care.
* Health: 400
* Damage: 40
* Attack Speed: 0.65 /s
* Damage Type: Acid
* Range: 25
 
Resistances:
*Explosion: 5/15%
*Physical: 5/0%
*Fire: 2/50%
|-
| [[File:BigWorm.png]] || Big Worm
| Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.
* Health: 750
* Damage: 50
* Attack Speed: 0.65 /s
* Damage Type: Acid
* Range: 26
 
Resistances:
*Explosion: 10/30%
*Physical: 10/0%
*Fire: 3/70%
 
|}
{| class="wikitable"
|-
! Picture !! Name
|-
| [[File:worm.gif]] || Worm's animation
|-
|}
 
[http://www.factorioforums.com/forum/viewtopic.php?f=23&t=6454 Big Worms Now Show Up In Early Game]
 
==Spawners==
 
The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.
 
Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack.
Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the <code>spawn_shift</code>; the higher the value of it, the higher the probability that stronger enemies spawn.
 
Spawners are effectively 'bullet sponges' capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.
 
Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.
 
{| class="wikitable"
|-
! Picture !! Name
|-
| [[File:Biternest-anim.gif]] || Biter's Nest
|
* Health: 350
 
Resistances:
*Explosion: 5/15%
*Physical: 2/0%
|-
| [[File:Spitternest.gif]] || Spitter's Nest
|
* Health: 350
 
Resistances:
*Explosion: 5/15%
*Physical: 2/0%
|}
 
===Expansions===
Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that's at least 3 chunks and at most 7 chunks away from existing biter bases.
Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.
 
==Evolution==
[[File:Evolution Biters.png|thumb|right|400px|Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.]]
[[File:Evolution Spitters.png|thumb|right|400px|Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.]]
The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:
 
  /evolution
 
It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:
 
=== Methods of increasing ===
 
* The passage of time very slightly increases the evolution factor.
* The global [[Pollution|pollution production]] increases the evolution factor.
* Destroying [[Enemies#Spawners|enemy spawners]] significantly increases the evolution factor.
 
All these values are set in <code>game.map_settings.enemy_evolution</code>. From there they can be changed or modded.
 
The default settings are:
 
{| class="wikitable"
!Source per
!Variable in <code>enemy_evolution</code>
!Percent increase
|-
| [[Game-second|Second]] || <code>time_factor</code> || 0.0004%
|-
| 1000 Pollution Units || <code>pollution_factor</code> || 0.0015%
|-
| Destroyed enemy spawner || <code>destroy_factor</code> || 0.2%
|}
 
Pollution production is the total pollution produced by [[Pollution#Polluters|buildings]] per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers.
e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.
 
The percentages are applied on the base of <code>1 - current_evolution_factor</code>. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).
 
Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (<code>spawning_cooldown</code> in the <code>enemy-spawner</code> definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.
 
=== Spawn chances by evolution factor ===
{| class="wikitable" style="float:left; margin-right:1em; width:15em"
! !!colspan="4"| Biter's Nest
|-
! Factor
! Small Biter
! Medium Biter
! Big Biter
! Behemoth Biter
|-
|0%||100%|| || ||
|-
|5%||100%|| || ||
|-
|10%||100%|| || ||
|-
|15%||100%|| || ||
|-
|20%||100%|| || ||
|-
|25%||82%||18%|| ||
|-
|30%||67%||33%|| ||
|-
|35%||53%||47%|| ||
|-
|40%||40%||60%|| ||
|-
|45%||29%||71%|| ||
|-
|50%||18%||82%|| ||
|-
|55%||8%||80%||12%||
|-
|60%|| ||79%||21%||
|-
|65%|| ||63%||37%||
|-
|70%|| ||38%||62%||
|-
|75%|| ||33%||67%||
|-
|80%|| ||29%||71%||
|-
|85%|| ||26%||74%||
|-
|90%|| ||24%||76%||
|-
|95%|| ||16%||59%||25%
|-
|100%|| ||13%||50%||37%
|}
 
{| class="wikitable" style="width:20em"
! !!colspan="5"| Spitter's Nest
|-
! Factor
! Small Biter
! Small Spitter
! Medium Spitter
! Big Spitter
! Behemoth Spitter
|-
|0%||100%|| || || ||
|-
|5%||100%|| || || ||
|-
|10%||100%|| || || ||
|-
|15%||100%|| || || ||
|-
|20%||100%|| || || ||
|-
|25%||100%|| || || ||
|-
|30%||42%||58%|| || ||
|-
|35%|| ||100%|| || ||
|-
|40%|| ||100%|| || ||
|-
|45%|| ||83%||17%|| ||
|-
|50%|| ||75%||25%|| ||
|-
|55%|| ||54%||36%||10%||
|-
|60%|| ||35%||47%||19%||
|-
|65%|| ||17%||56%||27%||
|-
|70%|| || ||65%||35%||
|-
|75%|| || ||56%||44%||
|-
|80%|| || ||45%||55%||
|-
|85%|| || ||35%||65%||
|-
|90%|| || ||24%||76%||
|-
|95%|| || ||16%||59%||25%
|-
|100%|| || ||13%||50%||37%
|}
 
== History ==
 
{{history|0.15.0|
* Increased the damage, range, and health of worms.
* Decreased health and resist of Behemoth biters.}}
 
{{history|0.13.10|
* Biters and other units won't become aggressive as a result of friendly-fire.}}
 
{{history|0.13.0|
* Big and behemoth enemies now spawn 50% slower.}}
 
{{history|0.12.26|
* Running biters over with a vehicle will now anger them in peaceful mode.}}
 
{{history|0.12.0|
* Updated sounds for enemies.}}
 
{{history|0.11.17|
* Items dropped by enemies([[alien artifact|*]]) are now collected automatically and from longer distances.}}
 
{{history|0.11.6|
* Range of spitters is now 15, less than turrets.}}
 
{{history|0.11.0|
* Spitters added.
* Drawing of enemies optimised, so adding new colors does not impact VRAM.
* Blood splashes on death are now procedural.}}
 
{{history|0.9.0|
* Turrets no longer search for enemies when none are near.
* Biters can no longer destroy the shipwreck in the 3rd new hope campaign.}}
 
{{history|0.8.1|
* Further improvement to enemy AI.}}
 
{{history|0.7.2|
* Biter AI improved.}}
 
{{history|0.7.1|
* Peaceful mode added for freeplay.}}
 
{{history|0.7.0|
* Enemy creepers were replaced by small, medium and big biters.
* Enemy turrets were replaced by small, medium and big shooting worms.
* Enemies move and attack in groups.
* Enemies wander around their base when they have nothing to do.
* Enemies call for help when attacked.
* Enemies can create new bases.
* Enemies can now destroy all player creations they find.}}
 
{{history|0.1.0|
* Introduced, called 'creepers'}}
 
== See also ==
* [[Damage]]
* [[Pollution]]

Revision as of 22:31, 14 January 2018

Nepřátelé jsou stvoření, která škodí hráči. Bežně jsou tvořeni v líhních. Vyskytují se tři druhy: Kousači, Plivači a Červi. Druhy se vyskytují ve čtyřech (v případě červů ve třech) stádiích růstu a síly.

Úspěchy

It-stinks-and-they-dont-like-it-achievement.png Znečištění se jim nelíbí

Spusť útok nepřítele vlivem znečištění.

Steamrolled-achievement.png Parní válec

Znič 10 hnízd.

Stvoření

Kousači

Kousači jsou jednou z hlavních záporných entit hry. Jedná se o domorodé obyvatele mimozemského světa a žijí v souladu s ostatními druhy. Kousači jsou v podstatě členovci žijící v organických hnízdech. Vyskytují se jako malí, střední, velcí či obří. Na začátku hry se vyskytují jen malí a s navyšujícím se znečištěním se zvětšují podle stádia evoluce. Kousače znečištění přitahuje a pokusí se zničit jeho zdroj. Ke zdroji se přesouvají cestou co nejblíže vzdušné čáře od hnízda k cíli a od této cesty se příliš neoddalují. Pokud je v jejich cestě nějaká stavba postavená hráčem a obejití by způsobilo moc velkou odchylku od vytyčené vzdušné čáry, pokusí se ji zničit, ať už překážka tvoří znečištění či nikoliv. Na samotné délce cesty ale v tomto ohledu nezáleží. Dále ale upřednostňují jako cíl hráče, věže a radary, uvidí-li je, zapomenou na okamžik pronásledovat znečištění a pokusí se zaútočit na ně. Kousači působí fyzické poškození.

Picture Name Info
File:SmallBiter-anim.gif Small Biter Weakest of biters, can be easily killed with a pistol.
  • Health: 15
  • Damage: 7
  • Attack Speed: 1.7 /s
  • Damage Type: Physical
  • Range: 0.5
File:MediumBiter-anim.gif Medium Biter Stronger and slower than the small biter. Can pose a problem for and even kill weaker players.
  • Health: 75
  • Damage: 15
  • Attack Speed: 1.7 /s
  • Damage Type: Physical
  • Range: 1.0

Resistances:

  • Explosion: 0/10%
  • Physical: 4/10%
File:BigBiter-anim.gif Big Biter Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.
  • Health: 375
  • Damage: 30
  • Attack Speed: 1.7 /s
  • Damage Type: Physical
  • Range: 1.5

Resistances:

  • Explosion: 0/10%
  • Physical: 8/10%
File:BehemothBiter-anim.gif Behemoth Biter Very resistant and dangerous, nearly immune to gunfire. Can attack through walls and hit objects directly behind them.
  • Health: 3000
  • Damage: 90
  • Attack Speed: 1.2 /s
  • Damage Type: Physical
  • Range: 1.5

Resistances:

  • Explosion: 12/10%
  • Physical: 12/10%

Combat

The biter class enemy will likely be the most common threat to a player's factory. While any attack can catch an undefended factory off guard, most players will be able to handle attacks from small biters with relative ease. Medium biters often pose a much greater threat due to their heavy armor. Big biters are another step in this direction and can come as another nasty shock to any player not familiar with their world's evolution level. Behemoth biters are a big threat to any factory and serve as the Player's prime incentive to avoid excess pollution. However, Biters of any size can be managed by static defense, though some of the larger waves can be overwhelming.

Biters come fairly early to attack a factory that produces large amounts of pollution, as pollution will attract an attack. Once the pollution cloud reaches a nest, the player can expect biters to be showing up shortly. The attack group will be focused on destroying the source of the pollution, but will change targets as soon as one appears of higher priority, typically by level of pollution, though they target the player or static defense first and foremost. Biters also have the ability to find their way around a defense, to a degree. This can be used to partially control the movement of the biters allowing turrets to damage them for a longer time, but requires the "bait" of this trap be left open. Biters aren't always willing to fall for the bait. Some biters will choose the most direct route and will attack the walls of the trap regardless making them less predictable and more dangerous.

Spitters

Spitters are much like Biters. The only difference, besides their appearance, is that they only have a ranged attack. They spit at any opponents (e.g. players) with an acid projectile that can neither be dodged nor deal damage to anything else than the original target. Commonly the acid resistance of buildings (like a turret) and armor is much lower than its physical resistance. Because of this Spitters deal more average damage than Biters. Their behavior and sizes are very similar to the Biters, except their health and resistances.

Picture Name Info
File:SmallSpitter.png Small Spitter Weakest of spitters. Easy to kill with any weapon, but attacks at range.
  • Health: 10
  • Damage: 10
  • Attack Speed: 0.46 /s
  • Damage Type: Acid
  • Range: 13
File:MediumSpitter.jpg Medium Spitter Stronger and slower than the smaller version. Can pose a problem for and even kill weaker players. Attacks at range, making it dangerous for turrets.
  • Health: 50
  • Damage: 20
  • Attack Speed: 0.46 /s
  • Damage Type: Acid
  • Range: 14

Resistances:

  • Explosion: 0/10%
File:BigSpitter.png Big Spitter An even bulkier spitter and so can take more damage. Attacks at range, making it dangerous for turrets and the player.
  • Health: 200
  • Damage: 30
  • Attack Speed: 0.46 /s
  • Damage Type: Acid
  • Range: 15

Resistances:

  • Explosion: 0/15%
File:BehemothSpitter.jpg Behemoth Spitter The bulkiest of the spitters and so can take even more damage. Attacks at range, making it dangerous for turrets and the player.
  • Health: 1500
  • Damage: 50
  • Attack Speed: 0.46 /s
  • Damage Type: Acid
  • Range: 16

Resistances:

  • Explosion: 0/30%

Worms

The Worms are natural allies of Biters and Spitters and will attack the player if they get close enough. They act like static turrets and will not follow you, they will instead use their much greater range, in comparison to other enemies, to inflict damage without leaving the nest. However, their static nature does render them more vulnerable to certain attacks.

Like any other enemy, worms come in 3 sizes, their power increasing with size. Unlike Biters and Spitters, Big and Medium Worms can be created directly after start of a new game, and will not always spawn near spawners. Their appearance is not dependent on time, however their appearance frequency can be modified by distance from the initial player spawn point, with greater distance yielding bigger/more worms.

Picture Name Description
File:SmallWorm.png Small Worm A weak worm. Still not easy to kill though.
  • Health: 200
  • Damage: 25
  • Attack Speed: 0.91 /s
  • Damage Type: Acid
  • Range: 21
File:MediumWorm.png Medium Worm Medium worms are very dangerous to even more advanced players. They should be handled with care.
  • Health: 400
  • Damage: 40
  • Attack Speed: 0.65 /s
  • Damage Type: Acid
  • Range: 25

Resistances:

  • Explosion: 5/15%
  • Physical: 5/0%
  • Fire: 2/50%
File:BigWorm.png Big Worm Big worms are the most powerful enemy in Factorio. They deal a high damage and are almost immune to common gunfire of any sort.
  • Health: 750
  • Damage: 50
  • Attack Speed: 0.65 /s
  • Damage Type: Acid
  • Range: 26

Resistances:

  • Explosion: 10/30%
  • Physical: 10/0%
  • Fire: 3/70%
Picture Name
Worm.gif Worm's animation

Big Worms Now Show Up In Early Game

Spawners

The homes of biters and spitters. While spawners themselves are generally defenseless (Unless a worm is nearby), the enemies they release overtime effectively serve as a form of guards to distract the player and any nearby turrets. If a group of enemies of the same variety is given the opportunity, they will automatically combine into a new spawner, expanding enemy bases.

Spawners exposed to pollution will use it to evolve the enemies they spawn, which may also result in an attack. Further away from the starting location the chances that stronger enemies spawn is higher. This is controlled by the spawn_shift; the higher the value of it, the higher the probability that stronger enemies spawn.

Spawners are effectively 'bullet sponges' capable of absorbing a large amount of damage. Explosives, shotguns, flamethrowers, and tanks are effective weapons against spawners.

Spawners are the only place to acquire alien artifacts, which are needed to create alien science packs, which in turn are needed to research late-game technologies. As of 0.15, alien artifacts were removed, meaning it is only beneficial to destroy spawners to clear out space or prevent incoming attacks.

Picture Name
File:Biternest-anim.gif Biter's Nest
  • Health: 350

Resistances:

  • Explosion: 5/15%
  • Physical: 2/0%
File:Spitternest.gif Spitter's Nest
  • Health: 350

Resistances:

  • Explosion: 5/15%
  • Physical: 2/0%

Expansions

Every 4-60 minutes, a group of 5-20 biters will leave their base to create a new base. This group will search for a suitable spot that's at least 3 chunks and at most 7 chunks away from existing biter bases. Once they have found a suitable spot the group of biters dies and forms a new base. This new base will first be very small (about one spawner and a few worms) but will get some additional spawners within a small area as time passes.

Evolution

Spawn chances of biters from biter spawners by evolution factor. See the table below for exact values.
Spawn chances of spitters from spitter spawners by evolution factor. See the table below for exact values.

The evolution factor is a global variable that determines what kind of biters will be spawned. You can check the variable in the dev console via the following command:

 /evolution

It goes from 0 (not evolved at all) to 1 (maximal evolution). At the moment the evolution factor can only increase. The evolution factor is increased by three kinds of events:

Methods of increasing

  • The passage of time very slightly increases the evolution factor.
  • The global pollution production increases the evolution factor.
  • Destroying enemy spawners significantly increases the evolution factor.

All these values are set in game.map_settings.enemy_evolution. From there they can be changed or modded.

The default settings are:

Source per Variable in enemy_evolution Percent increase
Second time_factor 0.0004%
1000 Pollution Units pollution_factor 0.0015%
Destroyed enemy spawner destroy_factor 0.2%

Pollution production is the total pollution produced by buildings per tick, not the pollution spreading on the map, so it is not reduced by trees or other absorbers. e.g. : 15 burner mining drills produce 150 pollution per second, raising the evolution factor by 0,00000225 per tick.

The percentages are applied on the base of 1 - current_evolution_factor. So for instance destroying enemy spawners in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).

Besides choosing what kind of biter will be spawned the evolution also influences the spawning interval. This interval (spawning_cooldown in the enemy-spawner definition) is interpolated between 360 (0 evolution) and 150 (1 evolution) ticks.

Spawn chances by evolution factor

Biter's Nest
Factor Small Biter Medium Biter Big Biter Behemoth Biter
0% 100%
5% 100%
10% 100%
15% 100%
20% 100%
25% 82% 18%
30% 67% 33%
35% 53% 47%
40% 40% 60%
45% 29% 71%
50% 18% 82%
55% 8% 80% 12%
60% 79% 21%
65% 63% 37%
70% 38% 62%
75% 33% 67%
80% 29% 71%
85% 26% 74%
90% 24% 76%
95% 16% 59% 25%
100% 13% 50% 37%
Spitter's Nest
Factor Small Biter Small Spitter Medium Spitter Big Spitter Behemoth Spitter
0% 100%
5% 100%
10% 100%
15% 100%
20% 100%
25% 100%
30% 42% 58%
35% 100%
40% 100%
45% 83% 17%
50% 75% 25%
55% 54% 36% 10%
60% 35% 47% 19%
65% 17% 56% 27%
70% 65% 35%
75% 56% 44%
80% 45% 55%
85% 35% 65%
90% 24% 76%
95% 16% 59% 25%
100% 13% 50% 37%

History

  • 0.15.0:
    • Increased the damage, range, and health of worms.
    • Decreased health and resist of Behemoth biters.
  • 0.13.10:
    • Biters and other units won't become aggressive as a result of friendly-fire.
  • 0.13.0:
    • Big and behemoth enemies now spawn 50% slower.
  • 0.12.26:
    • Running biters over with a vehicle will now anger them in peaceful mode.
  • 0.12.0:
    • Updated sounds for enemies.
  • 0.11.17:
    • Items dropped by enemies(*) are now collected automatically and from longer distances.
  • 0.11.6:
    • Range of spitters is now 15, less than turrets.
  • 0.11.0:
    • Spitters added.
    • Drawing of enemies optimised, so adding new colors does not impact VRAM.
    • Blood splashes on death are now procedural.
  • 0.9.0:
    • Turrets no longer search for enemies when none are near.
    • Biters can no longer destroy the shipwreck in the 3rd new hope campaign.
  • 0.8.1:
    • Further improvement to enemy AI.
  • 0.7.2:
    • Biter AI improved.
  • 0.7.1:
    • Peaceful mode added for freeplay.
  • 0.7.0:
    • Enemy creepers were replaced by small, medium and big biters.
    • Enemy turrets were replaced by small, medium and big shooting worms.
    • Enemies move and attack in groups.
    • Enemies wander around their base when they have nothing to do.
    • Enemies call for help when attacked.
    • Enemies can create new bases.
    • Enemies can now destroy all player creations they find.
  • 0.1.0:
    • Introduced, called 'creepers'

See also