Search found 1683 matches

by jodokus31
Wed Oct 29, 2025 8:44 pm
Forum: Gameplay Help
Topic: Who touched my controls!?
Replies: 5
Views: 753

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: 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 ...
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: 1950

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: 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
by jodokus31
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 ...
by jodokus31
Sat Oct 18, 2025 11:30 pm
Forum: Modding help
Topic: [2.0] Converting 1.x mod
Replies: 2
Views: 455

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: 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
by jodokus31
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 ...
by jodokus31
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 ...
by jodokus31
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 ...
by jodokus31
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 ...
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: 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 ...
by jodokus31
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 ...
by jodokus31
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.

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.
A savegame would contain the exact map settings, which makes it easier to reproduce.
The map string provided from the previous post should do it, too, i guess
by jodokus31
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
by jodokus31
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 ...
by jodokus31
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 ...
by jodokus31
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.
by jodokus31
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.
by jodokus31
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.

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