Everything is customizable to an incredible extent. Just change, what you want it to be.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.
Search found 1683 matches
- Wed Oct 29, 2025 8:44 pm
- Forum: Gameplay Help
- Topic: Who touched my controls!?
- Replies: 5
- Views: 753
Re: Who touched my controls!?
- Sat Oct 25, 2025 10:21 pm
- Forum: General discussion
- Topic: I wish biters were justa bit more cunning
- Replies: 14
- Views: 3935
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 ...
- 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: 1950
Re: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?
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.
- 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: 1950
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
Probably better, to get turrets and/or military first. The shotgun is decent at clearing nests
- Mon Oct 20, 2025 11:38 pm
- Forum: Gameplay Help
- Topic: A question about splitters and UPS
- Replies: 2
- Views: 687
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 ...
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 ...
- Sat Oct 18, 2025 11:30 pm
- Forum: Modding help
- Topic: [2.0] Converting 1.x mod
- Replies: 2
- Views: 455
- Sun Oct 12, 2025 8:59 pm
- Forum: Ideas and Suggestions
- Topic: Keeping fish alive / placing fish in water
- Replies: 33
- Views: 12616
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
- Sat Oct 11, 2025 9:00 am
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 15
- Views: 3725
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 ...
- Fri Oct 10, 2025 10:25 am
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 15
- Views: 3725
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 ...
- Thu Oct 09, 2025 9:38 pm
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 15
- Views: 3725
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 ...
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 ...
- Wed Oct 08, 2025 7:08 pm
- Forum: Ideas and Suggestions
- Topic: Fifo chest
- Replies: 24
- Views: 4190
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 ...
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 ...
- Mon Sep 22, 2025 7:54 pm
- Forum: Balancing
- Topic: Deathworld has lost its Fangs. Factorio needs its own NIGHTMARE mode
- Replies: 8
- Views: 2111
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 ...
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 ...
- Sun Sep 07, 2025 10:31 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Achievements disabled when decreasing tree coverage
- Replies: 13
- Views: 6151
Re: [2.0.66] Achievements are falsely being disabled.
I thought this was just for steam achievements? IIRC the game wouldn't let you earn steam achievements if you play modded, used console commands, or set certain map settings across specific thresholds. But you can still earn achievements in the save itself, they just don't count towards steam ...
- Thu Sep 04, 2025 11:08 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Achievements disabled when decreasing tree coverage
- Replies: 13
- Views: 6151
Re: Achievements are falsely being disabled.
A savegame would contain the exact map settings, which makes it easier to reproduce.Drakken wrote: Wed Sep 03, 2025 6:47 pm I could start the map after confirming that the achievements will be disabled, save the game, and then send that if you would like.
The map string provided from the previous post should do it, too, i guess
- Thu Aug 07, 2025 6:58 pm
- Forum: Technical Help
- Topic: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
- Replies: 9
- Views: 1799
Re: Factorio 2.0.60 and 2.0.63 crashes on loading at around 53%
I would assume, the problem comes from mesa, nouveau or the kernel
I also read, the nouveau is getting updated for better support of NVIDIA cards. May something mismatches currently.
Maybe some updates there can help. Mesa 24.2 is not very new.
Or you could try the proprietary NVIDIA drivers
I also read, the nouveau is getting updated for better support of NVIDIA cards. May something mismatches currently.
Maybe some updates there can help. Mesa 24.2 is not very new.
Or you could try the proprietary NVIDIA drivers
- Mon Jul 21, 2025 11:03 pm
- Forum: Tools
- Topic: Lossless Scaling under Linux to enable frame generation for Factorio
- Replies: 8
- Views: 9928
Re: Lossless Scaling under Linux to enable frame generation for Factorio
While I applaud your efforts, the harsh truth I think is that such a tool should be open source. I doubt many people will pay $7 for a proprietary Windows tool obtainable via Steam, to install it alongside another piece of code on Linux system, to have some benefit while playing.
Lossless ...
- Mon Jul 21, 2025 9:02 pm
- Forum: Tools
- Topic: Lossless Scaling under Linux to enable frame generation for Factorio
- Replies: 8
- Views: 9928
Lossless Scaling under Linux to enable frame generation for Factorio
I was trying the new port for Lossless Scaling under Linux:
https://github.com/PancakeTAS/lsfg-vk
Caution: It directly uses the Lossless Scaling tool for Windows, which has to be bought from Steam for like $7
The goal is to run Factorio with 120Hz, while each other frame is generated. This should ...
https://github.com/PancakeTAS/lsfg-vk
Caution: It directly uses the Lossless Scaling tool for Windows, which has to be bought from Steam for like $7
The goal is to run Factorio with 120Hz, while each other frame is generated. This should ...
- Sun Jan 26, 2025 10:22 am
- Forum: 1 / 0 magic
- Topic: [2.0.32] 7900GRE graphics instability
- Replies: 4
- Views: 1099
Re: [2.0.32] 7900GRE graphics instability
You could try changing the monitor to 60Hz and/or experiment with VSync/VRR. Maybe also a second monitor with a different refresh rate could be a problem.
- Tue Jan 21, 2025 10:21 pm
- Forum: Gameplay Help
- Topic: Robots suddenly leave the main network
- Replies: 11
- Views: 2724
Re: Robots suddenly leave the main network
Are those personal bots from the personal roboport in the armor? If they did something and you took the train to the other base, they will try to get to you, no matter how far.
- Tue Jan 21, 2025 10:00 pm
- Forum: Modding help
- Topic: Data.lua question
- Replies: 2
- Views: 869
Re: Data.lua question
https://www.lua.org/pil/8.1.html
You can split prototypes to separate files, otherwise data.lua could get quite big and hard to maintain.
You can split prototypes to separate files, otherwise data.lua could get quite big and hard to maintain.