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
Search found 1653 matches
- 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: 195
- Sun Nov 16, 2025 5:08 pm
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 14
- Views: 1497
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 ...
- Sun Nov 09, 2025 2:46 pm
- Forum: Ideas and Suggestions
- Topic: Terrain Generation Could Use Some More Features.
- Replies: 2
- Views: 276
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 ...
-> 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 ...
- 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: 511
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 ...
- Tue Nov 04, 2025 11:25 pm
- Forum: Technical Help
- Topic: Old save won't load
- Replies: 3
- Views: 430
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Or you could try to use the 1.1.110 save directly, or is this already outdated?
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?
- Sat Nov 01, 2025 6:33 pm
- Forum: Releases
- Topic: Version 2.0.72
- Replies: 24
- Views: 11702
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 ...
- Sat Nov 01, 2025 12:51 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 65
- Views: 32130
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 ...
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 ...
- Sat Nov 01, 2025 10:49 am
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 13
- Views: 1424
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 ...
- Thu Oct 30, 2025 8:00 pm
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 13
- Views: 1424
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 ...
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 ...
- 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: 31
- Views: 2976
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 ...
- Wed Oct 29, 2025 8:44 pm
- Forum: Gameplay Help
- Topic: Who touched my controls!?
- Replies: 5
- Views: 452
Re: Who touched my controls!?
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.
- Sat Oct 25, 2025 10:21 pm
- Forum: General discussion
- Topic: I wish biters were justa bit more cunning
- Replies: 14
- Views: 2698
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: 594
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: 594
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: 334
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: 254
- Sun Oct 12, 2025 8:59 pm
- Forum: Ideas and Suggestions
- Topic: Keeping fish alive / placing fish in water
- Replies: 33
- Views: 9986
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: 14
- Views: 1497
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: 14
- Views: 1497
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: 14
- Views: 1497
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 ...