Search found 1668 matches

by jodokus31
Wed Dec 10, 2025 10:29 pm
Forum: Duplicates
Topic: [2.0.66] With Steam Cloud deactived, still "Low available space" warning
Replies: 2
Views: 111

Re: [2.0.66] With Steam Cloud deactived, still "Low available space" warning

Loewchen wrote: Wed Dec 10, 2025 9:46 pm See 128176, steam only seems to check if the folder it would sync is reaching the limit, not if the cloud storage is actually full.
Thanks, of course, I didn't find that :(
Then it can be closed or marked as duplicate, i guess
by jodokus31
Wed Dec 10, 2025 9:10 pm
Forum: Duplicates
Topic: [2.0.66] With Steam Cloud deactived, still "Low available space" warning
Replies: 2
Views: 111

[2.0.66] With Steam Cloud deactived, still "Low available space" warning

What did you do?
I started factorio steam version on a selected branch stable 2.0.66. I have Steam Cloud deactivated, because I don't want to sync lots of data.
clouddeactivated.png
It's also not really much data on my remotestorage, which I can see, by opening https://store.steampowered.com ...
by jodokus31
Tue Dec 09, 2025 6:24 pm
Forum: Tools
Topic: Lossless Scaling under Linux to enable frame generation for Factorio
Replies: 8
Views: 6209

Re: Lossless Scaling under Linux to enable frame generation for Factorio




Has anyone worked out a way to run factorio on vulkan this with nvidia's proprietary drivers?


I have no way to test this.

Did you check mesa with zink?
https://docs.mesa3d.org/drivers/nvk.html

EDIT: I stumbled over this article:
https://www.phoronix.com/review/nvidia-nvk-linux-618-mesa ...
by jodokus31
Sun Dec 07, 2025 7:18 am
Forum: Ideas and Suggestions
Topic: Show how much fuel is consumed per second
Replies: 1
Views: 165

Re: Show how much fuel is consumed per second

Could be useful.
Entities, which consume different kinds of burnable fuel, it would depend on fuel type, how much is consumed.
In case of biochambers, there is only one possible "fuel".
In any case, it could calculate max consumption based on the inserted fuel
by jodokus31
Thu Dec 04, 2025 6:51 pm
Forum: Tools
Topic: Lossless Scaling under Linux to enable frame generation for Factorio
Replies: 8
Views: 6209

Re: Lossless Scaling under Linux to enable frame generation for Factorio


Has anyone worked out a way to run factorio on vulkan this with nvidia's proprietary drivers?


I have no way to test this.

Did you check mesa with zink?
https://docs.mesa3d.org/drivers/nvk.html

EDIT: I stumbled over this article:
https://www.phoronix.com/review/nvidia-nvk-linux-618-mesa-26 ...
by jodokus31
Thu Dec 04, 2025 11:54 am
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 44
Views: 2746

Re: Clearly Marking AI Content



I would argue, if you can pump out stuff en mass, it's probably not really original content. And I also see a problem with that.


The more i think of this the more i think there's something to argue against x) i'm sorry but it's too simplistic, as that just disqualify people that made their ...
by jodokus31
Wed Dec 03, 2025 9:45 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 44
Views: 2746

Re: Clearly Marking AI Content





I think, it's more about creative content like assets, etc.


Yep and then you have shaders and particules or overlay which can be bit of both, and you have CGI in movies that uses AI which causes no problem to most people when they learn about it afterward , and mods that are asset ...
by jodokus31
Wed Dec 03, 2025 9:11 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 44
Views: 2746

Re: Clearly Marking AI Content



I think, it's more about creative content like assets, etc.


Yep and then you have shaders and particules or overlay which can be bit of both, and you have CGI in movies that uses AI which causes no problem to most people when they learn about it afterward , and mods that are asset straight up ...
by jodokus31
Wed Dec 03, 2025 4:55 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 44
Views: 2746

Re: Clearly Marking AI Content

A lot of coding is AI assisted nowadays, so there is that. The mod dev has to approve it, though.

I think, it's more about creative content like assets, etc.
by jodokus31
Mon Dec 01, 2025 4:52 pm
Forum: General discussion
Topic: Why arent there left hand traffic trains
Replies: 3
Views: 490

Re: Why arent there left hand traffic trains

When you do left hand in factorio, you have the signals on the inside. This allows for compact designs. 8-)
by jodokus31
Sun Nov 30, 2025 8:27 pm
Forum: Gameplay Help
Topic: How to tackle Vulkanus
Replies: 6
Views: 514

Re: How to tackle Vulkanus

Lubricant or Refined Concrete is no problem on Vulcanus, but you might bring some (lubricant in barrels) to bootstrap things.

You can pickup all the rocks (construction bots and personal roboport is helpful), which gives you a decent amount of ores and stone of all kinds.
No need to place miners on ...
by jodokus31
Sat Nov 29, 2025 6:48 pm
Forum: Ideas and Suggestions
Topic: Confirm Keybinding for Numeric Fields
Replies: 9
Views: 884

Re: Allow Ctrl + E confirm during text input



There is the Enter Button, but that's hardcoded, I guess?


The advantage of hitting E in most other situations is that it allows you to keep your hand on the left half of the keyboard.

It's possible to type '2e1' for '20', '2e2' for '200', etc. and being able to finish typing a number without ...
by jodokus31
Sat Nov 29, 2025 3:50 pm
Forum: Ideas and Suggestions
Topic: Confirm Keybinding for Numeric Fields
Replies: 9
Views: 884

Re: Allow Ctrl + E confirm during text input

There is the Enter Button, but that's hardcoded, I guess?
by jodokus31
Tue Nov 25, 2025 7:40 pm
Forum: Outdated/Not implemented
Topic: Above 60 fps (120 or 144).
Replies: 50
Views: 41174

Re: time for >60fps

Rseding91 wrote: Tue Nov 25, 2025 7:16 pm
jodokus31 wrote: Tue Nov 25, 2025 4:55 pm Any chance, that this might get implemented natively at some point?
After 10+ years of Factorio, and then the expansion, I’m quite comfortable saying no, it will never happen.
I will never ask again :lol: Thanks for this great game
by jodokus31
Tue Nov 25, 2025 4:55 pm
Forum: Outdated/Not implemented
Topic: Above 60 fps (120 or 144).
Replies: 50
Views: 41174

Re: time for >60fps


In order for this to be feasible - to get 120FPS, it would also require updates to happen at 120UPS. This would be possible if there would be some utility constant which would say how many ticks are expected in a game second to properly scale everything but that would also mean a lot of prototype ...
by jodokus31
Mon Nov 17, 2025 11:32 pm
Forum: Duplicates
Topic: [2.0.72] when you replace a chest with a storage chest which have a filter it gets deconstructed
Replies: 3
Views: 280

Re: [2.0.72] when you replace a chest with a storage chest which have a filter it gets deconstructed

Would surely be nice, but it's not trivial behavior.
It's probably rather a feature request. You can make a thread in ideas & suggestions, i guess
by jodokus31
Sun Nov 16, 2025 5:08 pm
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 15
Views: 1906

Re: Deathworld Marathon: Great game


I agree with OP too! I find DW marathon is much better for exploring early-mid game strategy / content.

Why bother learning mid-game tech if they will be replaced by late-game tech soon anyways? But personally, reaching the late game feels like having already exhausted the game content. My sweet ...
by jodokus31
Sun Nov 09, 2025 2:46 pm
Forum: Ideas and Suggestions
Topic: Terrain Generation Could Use Some More Features.
Replies: 2
Views: 329

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: Gameplay Help
Topic: [2.0.72] Turrets firing at targets they cannot hit [mods]
Replies: 3
Views: 563

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: 527

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?

Go to advanced search