Search found 1651 matches

by jodokus31
Sun Nov 09, 2025 2:46 pm
Forum: Ideas and Suggestions
Topic: Terrain Generation Could Use Some More Features.
Replies: 2
Views: 138

Re: Terrain Generation Could Use Some More Features.

Mountains could be fun.
-> An area, you can't reach (until later, maybe with rare resources) and what can't be terraformed.

Caves could be also cool, which is already possible with a different layer. But could be part of the map generation.

I also thought about more handcrafted maps which offer a ...
by jodokus31
Sat Nov 08, 2025 11:03 am
Forum: Bug Reports
Topic: [2.0.72] Turrets firing at targets they cannot hit [mods]
Replies: 3
Views: 317

Re: [2.0.72] Turrets firing at targets they cannot hit [mods]


Turning off K2SO's "Realistic weapons" setting ensures that all shots fired can hit their targets, fixing this issue.

I still think this outcome shouldn't be possible, but maybe it's not an engine 'issue' then?
Unfortunately for me, the settings in these two mods are Startup settings, so I guess ...
by jodokus31
Tue Nov 04, 2025 11:25 pm
Forum: Technical Help
Topic: Old save won't load
Replies: 3
Views: 343

Re: Old save won't load

Not really an idea...sounds like something from the mods is sticking in the save.

Maybe it helps, when you install the recent space exploration mods again? it should be available now in 2.0

Or you could try to use the 1.1.110 save directly, or is this already outdated?
by jodokus31
Sat Nov 01, 2025 6:33 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 24
Views: 9589

Re: Version 2.0.72


Given how little power a combinator consumes and that there was actually a behavior change around 2.0.65 where combinator's electric buffer was accidentaly reduced from 2x power usage down to 1x power usage, i decided to make combinators have primary power usage and increase their buffer size up ...
by jodokus31
Sat Nov 01, 2025 12:51 pm
Forum: Frequently Suggested / Link Collections
Topic: Zoom functionality in blueprint editor
Replies: 4
Views: 1530

Re: Zoom functionality in blueprint editor

The blueprint editor is more a preview with some very basic edit functions.
For editing a blueprint, you are better off placing it somewhere as ghosts, where is space, and use the normal building functions.
The blueprint can then be updated with the replace content function

I'm not sure how far it ...
by jodokus31
Sat Nov 01, 2025 10:49 am
Forum: General discussion
Topic: Why is the Quality mod required for Space Age?
Replies: 13
Views: 1083

Re: Why is the Quality mod required for Space Age?


I guess they could have always duplicated the Recycler in both the Quality mod and Space Age, and disabled one of them in the data stage when both mods were enabled.

Another good solution would be to include the Recycler in the base game as a freebie.

I would guess, that the recycler is not ...
by jodokus31
Thu Oct 30, 2025 8:00 pm
Forum: General discussion
Topic: Why is the Quality mod required for Space Age?
Replies: 13
Views: 1083

Re: Why is the Quality mod required for Space Age?

I'd guess, it's a dependency issue.
space age needs quality, because of recyclers for fulgora.
when you do vanilla with quality, you need recyclers, too.

recyclers can't be in space age only, so they are inside the quality mod.

Solution would be to extract recyclers as own mod, which can be used ...
by jodokus31
Thu Oct 30, 2025 7:52 pm
Forum: General discussion
Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
Replies: 30
Views: 2322

Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block



Next time when I visit a restaurant I'll tell them that I don't drink beer and I don't like that they have beer on their menue. Sure, I could just not order it, BUT it feels like that beer is staring at me ;-)

Really, you want an option for optional stuff ??????


To be fair, the Quality mod ...
by jodokus31
Wed Oct 29, 2025 8:44 pm
Forum: Gameplay Help
Topic: Who touched my controls!?
Replies: 5
Views: 381

Re: Who touched my controls!?

Kelförn wrote: Tue Oct 28, 2025 3:46 pm I dont remember Alt+D or my keybinds making a new deconstruction planner while i was in my inventory.
Everything is customizable to an incredible extent. Just change, what you want it to be.
by jodokus31
Sat Oct 25, 2025 10:21 pm
Forum: General discussion
Topic: I wish biters were justa bit more cunning
Replies: 14
Views: 2517

Re: I wish biters were justa bit more cunning


After thinking a bit more, maybe it would be cool and easier to implement if biters could simply expand anywhere, even inside or next to your base. This would also fix the expand block cheesing which I already figured out in my very first Factorio game by just dropping pipe segments everywhere ...
by jodokus31
Wed Oct 22, 2025 11:51 pm
Forum: Balancing
Topic: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?
Replies: 7
Views: 504

Re: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?

jokoon wrote: Wed Oct 22, 2025 7:19 pm even in deathworld?
nest size matters, of course. deathworld probably has mostly too big ones. That one in the screenshot looked doable, but when I look at it now, maybe not.
by jodokus31
Wed Oct 22, 2025 6:16 pm
Forum: Balancing
Topic: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?
Replies: 7
Views: 504

Re: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?

Technically, you can clear a base with light armor, fish and pistol, but it's a bit painful. Focus on worms and don't let biters overwhelm you.
Probably better, to get turrets and/or military first. The shotgun is decent at clearing nests
by jodokus31
Mon Oct 20, 2025 11:38 pm
Forum: Gameplay Help
Topic: A question about splitters and UPS
Replies: 2
Views: 291

Re: A question about splitters and UPS

There have been a lot of performance optimizations. I doubt, that the numbers from 5 years ago still apply.

I would recommend to not overuse splitters and balancers anyway, but it only matters, when scaling pretty big. I would really avoid huge balancers, because they are not really needed most of ...
by jodokus31
Sat Oct 18, 2025 11:30 pm
Forum: Modding help
Topic: [2.0] Converting 1.x mod
Replies: 2
Views: 229

Re: [2.0] Converting 1.x mod

I drop this here:
viewtopic.php?t=116527

Maybe it helps
by jodokus31
Sun Oct 12, 2025 8:59 pm
Forum: Ideas and Suggestions
Topic: Keeping fish alive / placing fish in water
Replies: 33
Views: 9792

Re: Fish healing + put them back in water

Today, I dropped my fish back into the nauvis water. There can be a remainder of 1-4 fishes, because fishes in water are always 5 for whatever reason. The spoiling timer can also be increased by mixing with full health ones, which is especially effective on this 1-4 remainder
by jodokus31
Sat Oct 11, 2025 9:00 am
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 12
Views: 1163

Re: Deathworld Marathon: Great game



Math-wise, the attack cost modifier should act like this:

I'm sure the biters will deeply appreciate your theoretical arguments, take them into consideration, and maybe even apologize for showing up 200 strong instead of the regulation 50.



Waves buildup takes a random time, the longer it ...
by jodokus31
Fri Oct 10, 2025 10:25 am
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 12
Views: 1163

Re: Deathworld Marathon: Great game



Pollution "Attack cost modifier" is 50% (DW) and 80% (DWM)
-> This means, that less pollution is consumed to spawn a biter for an attack group in Deathworld. Similar pollution amount leads to bigger or more attacks.

Just of curiosity have started the same seed with DWM and DW, placed the same ...
by jodokus31
Thu Oct 09, 2025 9:38 pm
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 12
Views: 1163

Re: Deathworld Marathon: Great game

Deathworld and Deathworld Marathon are slightly different in map settings.
Pollution "Attack cost modifier" is 50% (DW) and 80% (DWM)
-> This means, that less pollution is consumed to spawn a biter for an attack group in Deathworld. Similar pollution amount leads to bigger or more attacks.
Evolution ...
by jodokus31
Wed Oct 08, 2025 7:08 pm
Forum: Ideas and Suggestions
Topic: Fifo chest
Replies: 24
Views: 1878

Re: Fifo chest

I was also wondering about this topic

I think, that's a good solution, but have to experiment. One chest of items is maybe a bit much, maybe rather limit the chests or switch chests more often.

If you're worried about stack averaging you can use two chests with spoiled-first inserters pulling out ...
by jodokus31
Mon Sep 22, 2025 7:54 pm
Forum: Balancing
Topic: Deathworld has lost its Fangs. Factorio needs its own NIGHTMARE mode
Replies: 8
Views: 1075

Re: Deathworld has lost its Fangs. Factorio needs its own NIGHTMARE mode

I mean, Deathworld always was a rush to flame throwers, efficiency modules and maybe landmines. After that, it's getting easier.
What exactly changed, that makes 2.0 easier?
- some pollution absorption changes. f.e. water absorbs more
- Deathworld Marathon has no expensive recipes anymore, which ...

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