Factorio

Factorio

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do different planets have independent evolution factors?
150h into my first space age factory, still on nauviss because I'm really bad at this game. I have not installed any mods and all my settings were at default when I started. The bugs have reached an evolution factor of 0.97 which makes it very difficult to expand my base since I don't have access to mid-game weapons like artillery, but i ain't no ♥♥♥♥♥ so i refuse to give up no matter how many times I have to die and respawn.

When I finally make it to another planet, will the locals have the default evolution factor since they're in a completely different ecosystem? Or will I continue to get my ass kicked no matter where I go because I gave the nauviss bugs too much time to grind levels on my turrets?
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Showing 1-6 of 6 comments
Aestrea Dec 5, 2024 @ 1:50pm 
The only other planet that matters is gleba and they start at 0% until you actually land on the planet. The other planets have evolution as well but they don't actively attack your base or doesn't have any type of hostile enemies.
Fel Dec 5, 2024 @ 2:00pm 
Evolution factor is per surface internally, which means that each planet has a different evolution factor.

You can run the "/evolution" console command (does not disable achievements), it will give you the evolution factor for each planet as well as what the contribution percentage is from each factor (time, pollution and spawners killed).
RiO Dec 5, 2024 @ 2:13pm 
Originally posted by Fel:
Evolution factor is per surface internally, which means that each planet has a different evolution factor.
Not to mention; it doesn't start incrementing until the surface is actually generated.
Which is why of the first three other 'inner' planets next to Nauvis, Gleba should always go last. It gives you the most time to prepare worry-free and ensure steady metals, circuits, and modules production via Vulcanus and Fulgora before 'the clock starts ticking' on Gleba.
Last edited by RiO; Dec 5, 2024 @ 11:36pm
MangoMan Dec 5, 2024 @ 7:44pm 
Originally posted by Aestrea:
The only other planet that matters is gleba and they start at 0% until you actually land on the planet.
I think it's when any platform (even unmanned) arrives in orbit; though maybe it could be sending resources down, I would have to test that. but for me I triggered the evo counter early just by sending an unmanned platform there and back, and ended up getting it to 24% before my character actually landed. Gleba was just a black screen until then.
Last edited by MangoMan; Dec 5, 2024 @ 7:45pm
Chindraba Dec 6, 2024 @ 1:04am 
Originally posted by MangoMan:
Originally posted by Aestrea:
The only other planet that matters is gleba and they start at 0% until you actually land on the planet.
I think it's when any platform (even unmanned) arrives in orbit; though maybe it could be sending resources down, I would have to test that. but for me I triggered the evo counter early just by sending an unmanned platform there and back, and ended up getting it to 24% before my character actually landed. Gleba was just a black screen until then.

I think the tidbit from @Rio explains you case, more accurately. Sending the platform, maybe doing the initial drop, caused the "map" to be generated for Gleba. Once the map was alive, the clock started. It remained a black screen, however, until the engineer arrived because there was nothing to cancel the fog of war, so there was nothing to show. Once the engineer arrived the normal area of the map exposed by the in-suit radar (for lack of a better term) made that part of the map visible, and exposed more as you explored the planet.
Fel Dec 6, 2024 @ 2:53am 
I still don't have the time (or will) to do a proper playthrough but in the editor at least the planet becomes available (added to the list of surfaces you can switch to) when the platform reaches it, so I would guess that it is created at that point rather than when something is dropped on it.
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Showing 1-6 of 6 comments
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Date Posted: Dec 5, 2024 @ 1:48pm
Posts: 6