[Klonan] [2.1] Enemies not expanding to chunks with any player building

This subforum contains all the issues which we already resolved.
Volodymyr
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sat Jun 27, 2026 2:02 pm
Contact:

[Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by Volodymyr »

"Balancing: Reworked enemy expansion planner to reduce expansions in already infested areas."

I built a few walls on each "enemy-expansion-candidate-chunk" and it seems to have completely disabled all attempts for the biters to expand. Is this a bug or a feature?
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 442
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Version 2.1.7

Post by GregoriusT »

Volodymyr wrote: Sat Jun 27, 2026 2:13 pm "Balancing: Reworked enemy expansion planner to reduce expansions in already infested areas."

I built a few walls on each "enemy-expansion-candidate-chunk" and it seems to have completely disabled all attempts for the biters to expand. Is this a bug or a feature?
This might be a bug honestly, as now you can just put literally anything (except landmines) into the expansion chunks and nothing will ever get close to your base.

And I always thought Behemoth Worms spawning near your perimeter Wall but outside your Range were an intended feature, guess they wont do that one anymore. XD

Edit: gotta love forums not telling me i have a message when one of my messages got moves >.> (at least editing my message fixed it)
Last edited by GregoriusT on Sat Jun 27, 2026 2:50 pm, edited 2 times in total.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5495
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [Klonan] Enemies not expanding to chunks with any player building

Post by Klonan »

Thanks for the report,

It seems it was just a little bit of an over-zealous threshold in the candidate pruning,
It is fixed for the next release
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 442
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by GregoriusT »

Judging by the Title. the intention was to have Biter Bases not overcrowd themselves, while player stuff merely reduces the chance, am I seeing that correctly?
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5495
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by Klonan »

GregoriusT wrote: Sat Jun 27, 2026 2:52 pm Judging by the Title. the intention was to have Biter Bases not overcrowd themselves, while player stuff merely reduces the chance, am I seeing that correctly?
One major part of the rework and fixing for 2.1 was trying to ensure that the nests don't over crowd in explored but otherwise untouched areas,

in 2.0, if a player would explore around a lot, it would generate a lot of chunks, many of which were expansion candidates,
And then those randomly explored chunks (far away from the player base) would get expanded to

In 2.1, the expansion should be more consistently targeted to open areas and places where the player has been clearing nests,
And the 'natural environment' of the untouched areas shouldn't experience much expansion

This before/after shows the aim of the changes (independent of expansion group size balancing changes)
2.0 expansion candidates
2.1 expansion candidates
Additionally, since now the expansion planner has to chonk through significantly fewer candidates, the whole system should have a much lower performance impact
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 442
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by GregoriusT »

So placing stuff as the player in those expansion chunks will still prevent them from expanding to there? As long as there is enough Player Stuff there that is.

Or did you finally manage to get rid of the trick where you just spam eight pipes in a chunk to reduce expansion rates to near zero?

Because the way expansion works now, it would be a good idea to get rid of that trick since now Biter Bases themselves can prevent the further away Ore Patches from being directly settled on.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5495
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by Klonan »

GregoriusT wrote: Sat Jun 27, 2026 3:12 pm So placing stuff as the player in those expansion chunks will still prevent them from expanding to there? As long as there is enough Player Stuff there that is.

Or did you finally manage to get rid of the trick where you just spam eight pipes in a chunk to reduce expansion rates to near zero?

Because the way expansion works now, it would be a good idea to get rid of that trick since now Biter Bases themselves can prevent the further away Ore Patches from being directly settled on.
Building things will reduce the candidate score, but not all the way to zero any more
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 442
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by GregoriusT »

Excellent, it never made sense to me that building Stuff prevented expansions, because why wouldn't the biters decide to lay SIEGE upon you with Worm Turrets, which should be much more likely now with the new System.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Erfar
Long Handed Inserter
Long Handed Inserter
Posts: 76
Joined: Tue May 21, 2024 2:34 am
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by Erfar »

Klonan wrote: Sat Jun 27, 2026 2:59 pm
GregoriusT wrote: Sat Jun 27, 2026 2:52 pm Judging by the Title. the intention was to have Biter Bases not overcrowd themselves, while player stuff merely reduces the chance, am I seeing that correctly?
One major part of the rework and fixing for 2.1 was trying to ensure that the nests don't over crowd in explored but otherwise untouched areas,

in 2.0, if a player would explore around a lot, it would generate a lot of chunks, many of which were expansion candidates,
And then those randomly explored chunks (far away from the player base) would get expanded to

In 2.1, the expansion should be more consistently targeted to open areas and places where the player has been clearing nests,
And the 'natural environment' of the untouched areas shouldn't experience much expansion

This before/after shows the aim of the changes (independent of expansion group size balancing changes)
2.0 expansion candidates
2.1 expansion candidates
Additionally, since now the expansion planner has to chonk through significantly fewer candidates, the whole system should have a much lower performance impact
Are that change was made with considered how it will change balance? Especially for new players who already struggled with bitters in 2.0?
Before with expansion like 1/hour and lot of expansion candidates player had like 5+ hours of bitters not expanding on their face. Now it look like every bitter expansion would go straight in player direction increasing player stress and reducing ability to concentrate on understanding how game works


And yes, I have already did suggestion to improve new player experience at least in tutorial twice
viewtopic.php?t=117830
viewtopic.php?t=133980
One from my own experience one from looking other new player experience, both times tutorial left quite bad taste and required some attention :(
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 442
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by GregoriusT »

Erfar wrote: Sat Jun 27, 2026 4:03 pm Are that change was made with considered how it will change balance? Especially for new players who already struggled with bitters in 2.0?
Before with expansion like 1/hour and lot of expansion candidates player had like 5+ hours of bitters not expanding on their face. Now it look like every bitter expansion would go straight in player direction increasing player stress and reducing ability to concentrate on understanding how game works
In the closeby areas around the starting zone, biter nest density is much lower, giving plenty of space for expansion between nests. This Screenshot Klonan showed was clearly a Deathworld one without starting area considerations. So in the end they should only expand inbetween each other unless you are very unlucky.

And yeah i know how stressful random biter attacks and nearby nests are, so I wonder if Biter expansions could have a slider where you can set the evolution percentage that is required before biters expand (as opposed to the expansion ON/OFF checkmark) and set it to 30 or 40 for normal worlds (and 10 for deathworlds)
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
JohnMeister
Burner Inserter
Burner Inserter
Posts: 10
Joined: Tue Jul 08, 2025 9:37 am
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by JohnMeister »

Klonan wrote: Sat Jun 27, 2026 2:59 pm
GregoriusT wrote: Sat Jun 27, 2026 2:52 pm Judging by the Title. the intention was to have Biter Bases not overcrowd themselves, while player stuff merely reduces the chance, am I seeing that correctly?
One major part of the rework and fixing for 2.1 was trying to ensure that the nests don't over crowd in explored but otherwise untouched areas,

in 2.0, if a player would explore around a lot, it would generate a lot of chunks, many of which were expansion candidates,
And then those randomly explored chunks (far away from the player base) would get expanded to

In 2.1, the expansion should be more consistently targeted to open areas and places where the player has been clearing nests,
And the 'natural environment' of the untouched areas shouldn't experience much expansion

This before/after shows the aim of the changes (independent of expansion group size balancing changes)
2.0 expansion candidates
2.1 expansion candidates
Additionally, since now the expansion planner has to chonk through significantly fewer candidates, the whole system should have a much lower performance impact
So after a while the expansion just stops completely? This doesn't seem right.
Ze_Rubenator
Burner Inserter
Burner Inserter
Posts: 8
Joined: Mon Jul 21, 2025 10:35 am
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by Ze_Rubenator »

JohnMeister wrote: Sun Jun 28, 2026 12:29 pm So after a while the expansion just stops completely? This doesn't seem right.
On the contrary it seems exactly right. It never sat right with me how the map would completely fill in with nests after having been explored or revealed by radar. It felt arbitrary and frustrating from a gameplay perspective because it disincentivised exploration, and also from a ecological perspective because a planet saturated with nests seems like it would be unsustainable, unless it's part of some lifecycle where the population periodically declines from overpopulation and then increases again once natural resources are replenished.

Ideally the different nests would compete with each other for resources and fight each other for territory, like ants, but I get that this kind of simulation is far beyond the scope of the game. But it would be very cool.
Conan
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sun Jun 28, 2026 2:13 pm
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by Conan »

Maybe the ideal scenario would be to expand the candidate expansion chunk range every time all the preexisting ones get used up? That way over time, the amount of nests clustered around the player's base would increase gradually, but far off areas would stay relatively uncolonized.
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 442
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by GregoriusT »

Would be funny if player placed objects increased the amount of expansion points around them, so the biters INTENTIONALLY lay siege on your base with behemoth worms later on
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Loewchen
Global Moderator
Global Moderator
Posts: 10873
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: [Klonan] [2.1] Enemies not expanding to chunks with any player building

Post by Loewchen »

Once the fix is out, open a suggestion topic if you want to discuss this further.
Locked

Return to “Resolved Problems and Bugs”