How to Turn Off Biters on an Existing Factorio Server Map
Make a running Factorio server map peaceful or biter free with console commands: peaceful mode, no expansion, clear nests, reset evolution.
Updated Oct 7, 2026 · 4 min read
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To turn off biters on an existing Factorio server map, run Lua console commands as an admin or from the server console: peaceful_mode stops them attacking unless provoked, enemy_expansion.enabled = false stops new nests, and a short loop removes the nests already on the map. Changing the map generation settings stops new nests appearing in unexplored land. You do not need a new map. Console commands disable achievements for that save, so agree on it as a group first.
Pick how far to go
| Goal | Commands |
|---|---|
| Biters only fight back when attacked | Peaceful mode |
| No new nests appear | Disable expansion |
| Clear the map now | Kill units and destroy nests |
| No nests in new land either | Change map generation |
| Turn down difficulty instead | Reset evolution, lower pollution effect |
You can combine them. A full "no biters ever" setup uses all of the first four.
Before you start
- Back up the save. Copy the newest save from the
savesfolder. On a hosted server, take a backup first. The console cannot undo removed nests. - Admin rights. In game you must be an admin. The server commands guide shows
/promoteandserver-adminlist.json. The server console itself always has full rights. - Achievements. The first
/ccommand on a save asks for confirmation and permanently disables achievements for it. Typing the command again confirms.
Commands typed in game start with /c. On the headless server console, you can use /c too, or /sc (silent command) to avoid printing the command to everyone.
Step 1: Peaceful mode
/c game.surfaces["nauvis"].peaceful_mode = true
Biters will not attack you or your factory unless you shoot them first. They still exist, still expand, and still react if you attack a nest. For many groups this is enough.
Step 2: Stop expansion
/c game.map_settings.enemy_expansion.enabled = false
Biters stop sending out parties to build new nests. Existing nests stay where they are.

Step 3: Remove the biters and nests already there
Kill every enemy unit that is alive right now:
/c game.forces["enemy"].kill_all_units()
Then remove every nest and worm on the generated part of the map:
/c local s = game.surfaces["nauvis"] for _, e in pairs(s.find_entities_filtered{force = "enemy"}) do e.destroy() end
On a big map this can take a few seconds and the game pauses while it runs. It only covers chunks that have already been generated. Land nobody has explored still has nests waiting, which Step 4 deals with.
Step 4: No nests in new land
Change the map generation settings so newly generated chunks have no enemy bases:
/c local s = game.surfaces["nauvis"] local mgs = s.map_gen_settings mgs.autoplace_controls["enemy-base"].size = 0 s.map_gen_settings = mgs
From now on, any chunk generated for the first time has no nests. Chunks already generated are unaffected, so run Step 3 too.
Step 5: Lower the difficulty instead
If the group wants biters but less pressure, reset or slow evolution instead of removing them. In Factorio 2.0 evolution is tracked per surface:
/c game.forces["enemy"].set_evolution_factor(0, "nauvis")
That puts Nauvis back to small biters. Evolution climbs again over time from pollution, time and destroyed spawners. To slow the time part:
/c game.map_settings.enemy_evolution.time_factor = 0
Space Age planets
With Space Age, each planet is its own surface with its own enemies: Gleba has pentapods and Vulcanus has demolishers. Replace "nauvis" with the planet's surface name, like "gleba" or "vulcanus", to apply the same commands there. Some planet enemies are part of the intended challenge, so decide per planet. The Space Age server guide covers running the expansion on a server.
For the next map: set it at creation
On a new map, there is no need for commands. Before generating it, set enemy bases to none in the map generator, or on a headless server pass a map-gen-settings.json with:
"autoplace_controls": {
"enemy-base": { "frequency": 1, "size": 0, "richness": 1 }
}
and in map-settings.json set "enemy_expansion": { "enabled": false }. The map starts biter free and achievements stay on, apart from those that need enemies.
Common problems
- "Unknown command" in chat: you are not an admin, or you left out the
/c. - Nests keep appearing: expansion was still on, or new chunks were generated before Step 4. Run Steps 2 to 4 again.
- The command did nothing on another planet: the surface name was wrong. List every surface name with
/c for name, _ in pairs(game.surfaces) do game.print(name) end. - A mod adds its own enemies: those may use a different force or entity type. Check the mod's own settings.
Running it on a server
On a GamezServers Factorio server, you can paste every command above into the live console in the control panel from your browser, take a one click backup before you start, and keep the game going for the group whether or not you are online. The panel also has whitelist, autosave and AFK kick settings. See the Factorio game page for plans.

FAQ
Can I turn off biters without starting a new map?
Yes. Use peaceful mode, disable expansion, remove existing nests with a console loop, and set enemy bases to 0 in the map generation settings.
Do console commands disable achievements in Factorio?
Yes. The first /c command on a save disables achievements for it permanently. Maps created with enemies off keep achievements.
Does peaceful mode remove biters?
No. Biters stay, but only attack if you attack them. Remove nests separately if you want them gone.
How do I reset evolution in Factorio 2.0?
Use game.forces["enemy"].set_evolution_factor(0, "nauvis"). Evolution is per surface in 2.0, so name the planet.
Skip the setup. Your own Factorio server.
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