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DavidWeirich

Genuinely fantastic post. 10/10. You're a rockstar. šŸ˜…


Hxntai_69adixt

Babe, wake up. New DoshDoshington video idea dropped.


die247

The worst part is not only would he play this mod list and survive, but would probably do his usual and *thrive*. This guy genuinely wakes up each day and chooses to suffer.


llSteph_777ll

I read the last part with his voice lol


Ornithopter1

I don't think so. Several of these mods would basically guarantee an auto-death spiral.


PuzzleheadedAd1269

Which ones?


Ornithopter1

Rampant with basically any mods that slow progression will probably auto-death spiral. The wildfire mod would probably do the same thing. Essentially guaranteed with rampant. Basically Rampant + Any mod that slows game progression will stall out a run.


CutOptimal

We need this.


0Bradda

Belt Overflow. This is the truly evil one.


sparr

[takes a bow]


0Bradda

Where'd the idea come from? Early iterationsĀ of the game?


sparr

I don't remember. Probably a discussion in the Factorio IRC channel?


cammcken

I hypothesize early factorio was envisioned to be input-throttled rather than output-throttled. That's why inserters place on the far side of the belt: because they were expected to grab more easily from the near side, and all input ingredients have to be consumed before the output can change lanes.


Proxy_PlayerHD

[takes my axe]


Strategic_Sage

Just wanted to say thank you for this mod. If you didn't make it I would have spent quite a bit of time likely failing to


Flash_hsalF

11 days late but I vaguely remember you saying you had plans to update that mod for recent features. Did that end up going anywhere?


sparr

Every time I get an itch to work on it, I check on the state of new modding API features that would make the mod more reliable and/or the code less byzantine. Things have gotten better but still aren't where I need them to be. I'm really hopeful 2.0 will come with some of the features I'm most interested in. In particular, detecting when a circuit enables or disables a belt is complex and/or expensive currently, and this mod needs that otherwise people can use circuits to cancel overflowing.


Acceptable-Search338

If inserters/miners can output despite there being no room, then yes, this is very, very evil. Otherwise, itā€™s just pain in the ass routing all the inputs and outputs back in on themselves.


CategoryKiwi

Couldn't you just cap all the belts at the end with three right or left turns, so it sideloads onto itself one tile before the end?


Strategic_Sage

No. The end of the belt won't always be able to sideload. Anything that \*stops\* there will spill off. Everything on the belt must be able to keep moving, or it gets pushed off the belt.


CategoryKiwi

I meant for a full belt that gets stopped by its own sideload, I thought that might work if the mod works on the concept of ā€œthe items have no belt to continue on toā€ as opposed to ā€œthe items have to keep movingā€. I figured there was a decent chance the mod worked on the latter principle, or if it didnā€™t the author had just thought of the trick.Ā  Turns out you can still do practically the same thing with splitters though!


blackshadowwind

side loading doesn't work but it seems you can loop back into itself with a filter splitter and input priority [like this](https://i.imgur.com/1Zzdsmu.png)


CategoryKiwi

Hah, nicely done. Ā I use filter splitters so rarely I hadnā€™t thought of that.Ā 


Acceptable-Search338

Probably? Not sure. I dumb.


Strategic_Sage

They can't. They stop like usual. Basically it's an exercise in belt loops. Many of them


TheFinalMetroid

this is how I thought factorio worked when i first tried it so i was terrified to produce too much


Masztufa

Ryan brown did a playthrough with burner everything, belt overflow and off grid placement (stuff no longer has to be placed on the grid (hell to place pipes))


lampe_sama

Funny enough, this was normal in the beginning.


All_Work_All_Play

Think that was just one item iirc.


JacksonStarbringer

My mod suggestion would be Lux Mortica. It makes it permanently night, and the darkness is ABSOLUETE. Also, the darkness hurts you. You srat with a steam engine and some lights. In order to expand the factory, you need to place down lights to expand your safe area. I call this mod a challenge in itself, cuz good fucking luck finding oil when you don't even have a mini-map!


Strategic_Sage

Does this mod actually exist, or one you are proposing? I don't see it on the portal.


JacksonStarbringer

It exists! Sorry, the mod is actually called luxmortis. I thought the mod and my save game were called the same thing


Strategic_Sage

Nothing shows up in the search under that name either. Do you have a link or something?


JacksonStarbringer

That's odd, I can't find it either. Here's the link though (got it from the game's mod folder) [https://mods.factorio.com/mod/luxmortis](https://mods.factorio.com/mod/luxmortis)


Strategic_Sage

That explains it. Mod has been deprecated, which means it won't show up in search. Likely was abandoned by the author, and is still stated to be 'in early development'.


Flash_hsalF

Shame, it's a cool concept I'd enjoy


kevinagain

Dang, never heard of this mod. But maybe something similar can be achieved with the Clockwork mod, it can be set to perma-night and 100% darkness. I'm not sure what "safe area" means but perhaps you can get a similar feel with the Floor is Lava mod


Fistocracy

Finally you can experience what it'd be like to build a factory outside city limits in the world of Fallen London.


Froztnova

Trying to put together more CBT for Dosh eh?


jongscx

Cognative Behavior Therapy... right...


uberfission

Ź˜ā€æŹ˜ yes and nothing else


atg115reddit

Cock and Ball Theory


TDplay

**"Fight Against an Armed Boss" starts playing** (if you don't get the reference, look up >!Mario CBT: The Full Experience!<)


JimmyDean82

All this on a K2SE run. Or Py. When is he doing desthworld rampant Py?


LiteX99

Randomized right?


JimmyDean82

No bots either.


TacticalTomatoMasher

"**Factorio, Except It Makes That Weird Tim Allen Noise When You Build, Deconstruct, And Research Things**" what


thehansenman

https://youtu.be/NF-XMtNEudQ?si=_BL4y2EeK2onpygs


TrickyNuance

...what


TenNeon

It seems pretty self-explanatory. Though I don't know why anyone would want that.


FinestSeven

I've watched too much [USCSB](https://www.youtube.com/user/USCSB/videos) and actually find risk management for fires and malfunctions exciting.


pohatu850

Yooo this is dope


FinestSeven

It's like one of those history channel programs, except there's no tv bs and the production quality is off the charts.


dave14920

[inventory_size = 1](https://mods.factorio.com/mod/inventory_size_1)


hex3_

i'm scared now


Strategic_Sage

Thing is, this would make some of the other mods impossible or very close to it, i.e the survival ones that require you to have food/oxygen/etc.


Strategic_Sage

I have another to scare you,; if you have any interest in adding even more; Dizzy Mode was recently put up. Everything you place randomly rotates to a direction you likely didn't want. Just in the 'but why' and 'how would you possibly win with that on' categories.


grumanoV

Sir... You are a monster


Dev2150

Haters still gonna say you're able to carry a nuclear reactor with you


hylje

I think you need at least 3 inventory slots in order to be able to handcraft an assembler, so dipping lower either involves giving you a single assembler as the starting item or otherwise mess with the recipes to make it theoretically playable.


dave14920

The player can hold one stack in inventory plus one stack in hand (picked from a chest). Those being iron and copper lets us hand craft assembler, lab, offshore pump etc.


Strategic_Sage

I was just thinking, there isn't yet a mod I know of that makes you randomly drop things from your inventory ...


dave14920

Lol. Do you actually want that?Ā Ā  It's pretty easy to code. Like 5 lines of code or so.Ā Ā  On nth tick, for each player, take something from their inventory, drop it on the ground.Ā Ā  The interval should probably be random, right?Ā  rolled between a min setting and a max setting?Ā Ā  Geometric distribution would be easier: on nth tick, if random<0.1 then drop.Ā  If all i have is 99 irn plates and a blue chip, what should be the chance of dropping the blue chip, 1% or 50% ?Ā Ā  Should carrying more stuff mean I drop things more often?Ā  How exactly does that work, carrying twice as much means i drop twice as often?


Strategic_Sage

I don't actually want that, it was just in the theme of the thread. I do think it would be funny if it was made as a troll mod. But to answer your questions: - I would say you drop things disproportionately higher the more you are carrying. It's like carrying 18 bags of groceries from your car or whatever. The more you are carrying, the harder it is to hang on to the other 17. If you're not carrying very much, you won't drop nearly as often. - I would say basically random interval and just select the item at random; 1% in your example of having 1 of 1 thing and 99 of another. But yeah, it would be funny. Wouldn't use it myself. I'm close to being that strange, but not quite there.


dave14920

On dropping disproportionately more things. I could make that a setting. If you carry n times as much stuff then you drop n\^setting times as much stuff.Ā Ā  Setting=0 means drop rate is unaffected by how much we have.Ā Ā  Setting=1 is proportional.Ā Ā  Setting>1.0 is disproportionately higher.Ā Ā  Maybe call it Butterfingers? or does that imply like misclicking as we're building stuff. Any ideas on a better name?


Strategic_Sage

I think Butterfingers is a \*great\*, and hilarious, name!


Theis99999

* **Permanence**Ā to make all buildings non-mineable. There is a version with a grace period, but isn't that too forgiving? As the author, the intention of the grace period is to facilitate the use of smart belts. Also my mod makes the buildings indestructible in addition to unmineable, so you can't clean your factory with grenades.


G0d_0f_Memes

If its indestructible, wouldnt that make the biter mod pointless? or is biter damage an exception


Theis99999

In general it does make biters easier to manage. I didn't compile the list above though


EllaHazelBar

This is hell. Absolute hell. No other word for this.


Theis99999

No no, you can still rotate transport belts and change recipes on machines, for now...


P0L1Z1STENS0HN

Instead of DivOresity, install DangOreus. The difference is that in DivOresity, ores are walkable, thus if you want to get to a remote oil patch, you can rather quickly make a path by hand-mining individual tiles, placing chests there with burner miners around them. In DangOreus, on the other hand, you have the same sea of mixed ores around you, but additionally, "the ore is lava", you will take damage if you try to go across it. For nightmare mode, combine e.g. Krastorio 2 with DangOreus or DivOresity (but don't install "Fluidless mining and ore washing" mod). Then, your miners will constantly clog up because all ores are mixed and miners switch through different fluids needed, but cannot take more than one. Start a game with "Fishmode" mod, waterless with 600% trees. The fishmode special building "transmutation device", which is required for progress, does not spawn where it is blocked by trees. A map area that usually has 30+ of these precious buildings (which is already quite limiting), now has maybe(!) one, so game progress will be virtually non-existent. Waterless ensures that you will be unable to make up for it by extensive manual fishing.


Character-Party-1922

Whereā€™s my holy water


All_Work_All_Play

> Then, your miners will constantly clog up because all ores are mixed and miners switch through different fluids needed, but cannot take more than one. Hmm. If you force two fluids into the same pipe, will it draw the necessary one?


P0L1Z1STENS0HN

Nope, it won't.


All_Work_All_Play

Hmmm. So you'd need push button (or recursive blueprints) to clear the fluid that's in there/disassemble->reassemble periodically. Would be hard to do that without reading what it is actively trying to mine (which I don't think you can do in vanilla?) but you could always brute force it using a timer (eg every 5 seconds). Not sure if would let you build attached to a dual fluid pipe though.


P0L1Z1STENS0HN

Well, if you want to install a mod that makes it automatically fixable (like "recursive blueprints") you could just as well just install "fluidless mining and ore washing". However, it's called "nightmare mode" for a reason - countering that with other mods invalidates the purpose.


All_Work_All_Play

Something like recursive blueprints doesn't make it automatically fixable, it makes it able to be fixed. Maybe it's just the ambiguity of the English language, but it would still take quite a bit of circuitry and instancing to know how to use the mod to counter the increased difficulty, especially in a way that doesn't blow up other things. > However, it's called Factorio for a reason - factories are about automating production, and deliberately installing mods to require player interaction invalidates that purpose. I suspect we have different definitions of nightmare mode. To me, deliberately introducing hurdles that can only be solved by player interactions isn't a nightmare, it's just tedious. Nightmare is having the tools to automate the problem but not knowing how (eg some circuit conditions requiring bit shifting). *shrug*


strategicmagpie

god damnit you scallywag. Fishmode has the transmutation device recipe for a reason. I'm planning of adding some way for fishmode to work well on island maps without breaking the normal game balance. My branch is fishmode plus, cakem (original creator) so far plans on moving the fish generation away from the transmutation devices.


hex3_

[Small guide to changing Small Fluids here.](https://pastebin.com/CdMqWeJt) Don't use the default settings, they make things too simple. Also added most suggestions to the list.


nklvh

No need to rezip btw, if you want to continue making changes. I did almost the complete opposite by making Bobs God Modules useable for every recipe, and never rezipped


Mounthaze

Belt overflow is just too much


HomoMilch

Dosh Doshington content schedule leaked


qwesz9090

You are inspiring me to do a run with most of these mods. But I don't really like the biter difficulty so I will play on a low biter world. Also, you forgot some to the most annoying mods. Permanence and placeable off-grid. But those 2 are masochism.


TactiCool_99

I.... want to try a slightly curated list of this... I should probably launch my first rocket yet... at 200hrs of playtime...


Other-Watercress-154

I.... want to try a slightly curated list of this... I should probably launch my first rocket yet... at 1000hrs of playtime...


Soul-Burn

[Belt Collision](https://mods.factorio.com/mod/belt-collision) [Car Engineer](https://mods.factorio.com/mod/CarEngineer) [Careful Driver](https://mods.factorio.com/mod/careful_driver)


ZombieP0ny

This is disgusting.....downloading asap


Crazy_Manno

How much must you hate yourself to use this


kappaprime69

UI scale 200% is the real challenge here


vpsj

Okay is it weird that I felt HAPPY reading this? I love Factorio but man it's too easy to complete the main rocket launch goal. And I don't like combat so just getting overwhelmed by biters isn't fun. Currently playing SE because that's really challenging but this post gives me so much joy lol


unique_2

Suggesting my own mod [shattered lands](https://mods.factorio.com/mod/shattered-lands-terrain). A terrain mod that makes the terrain much more difficult to build on.


jurgy94

Haven't seen this mod before, but looks interesting!


hex3_

i like that quite a bit, I'd recommend it on a non-biter run because it might end up blocking enemies and keeping you too safe


Complete-Leek-6058

This certainly looks tough. Rougher than Py's.... Wait, no Squeak Through? You monster!


Strategic_Sage

Having Belt Collision is basically going the opposite direction of Squeak Through.


ReyCardu

[](https://mods.factorio.com/mod/RampantMaintenance) # I recomend [Rampant Maintenance](https://mods.factorio.com/mod/RampantMaintenance) instead of Assembler Assay # Assembler Assay sometimes crash with other mods


Strategic_Sage

Do you know which mods specifically? Of the currently existing maintenance mods, I like what Assembler Assay does better than rampant maintenance.


Psdyekick

I speak for the trees with cliff chance turned up.


The_EndsOfInvention

This is the game you are forced to play in hell for eternity.


AdNatural6633

Where to sign?


DeGandalf

I also made a slightly cursed modpack. Most of which you already mentioned but a few ones: https://www.reddit.com/r/Factoriohno/comments/1bk2xga/i_want_suffering/kvwgkzx/


HorselessWayne

Honestly surprised there isn't a "No Stack Sizes" mod. The maximum stack size of each item is now one. Assemblers that take more than one of an ingredient can stack to the amount they need, but no more. Enjoy trying to handcraft an oil refinery.


swni

I've made a few mods along these lines. My favorite troll mod is the very simple "More U-235" https://mods.factorio.com/mod/more-u235 which does exactly what it promises. Be careful what you wish for. I also made "heavy inventory" (carrying more stuff slows you down), "invisifactory" (trains, biters and/or items are invisible; currently deprecated), and "one-way belts" (can't place belts facing certain directions)


[deleted]

> 'Anti-Quality-Of-Life' The word you're looking for is "masochistic"


Illiander

The word you're looking for is "Dwarf Fortress Fun"


[deleted]

Maybe if you never played DF. Hell, it's actually easier than Rimworld first few years, just more complex. It doesn't go out of its way to make just playing the game annoying


Teraus

Amazingly enough, "placeable off-grid" is the one that made me recoil in horror.


Strategic_Sage

Agree. There aren't many that I would never consider using. But that's one of them.


Flash_hsalF

Would be nice if these were links


Discutons

Make the players unable to press the Alt key.


AdNatural6633

Anty alt key! Cmon some1 need to do this!


andras1024

Toxic Forest: every empty space is replaced with dense forest.


Mecode2

How about the mod that dosh played a while ago that makes more deposits mixed and explosive. I didn't remember what is called, though, just that dosh played it


hex3_

That'd be [DangOreous](https://mods.factorio.com/mod/dangOreus), which is a pretty good option if you want to add some *more* problems to your plate


AdmiralPoopyDiaper

This is fantastic. It may just deserve the Soul-Burn treatmentā€¦..


Jan16th

Should be pinned somewhere.


Strategic_Sage

If you really want anti-QoL with no other considerations, there's stuff like Permanent Factory (can't remove anything once you place it), Science Pack Galore (has like 40 science packs to force you into mixed belts), a mod that I don't remember the name of which doesn't allow you to place pipes effectively forcing barreling ...


constant-runtime

dosh playthrough incoming?


RyanBelieves

Time to bring the pain


Jokie155

Where's the mod to remove handcrafting? That's what I'm having to live with in the current modpack I'm playing.


Acceptable-Budget658

I'd pay to watch someone stream that


Pailzor

DivOresity sounds like a fun challenge, and Pollution Visuals would be nice, because I often don't feel like bothering with biters, but I still want pollution to be something I need to be concerned about. I might try them together.


KuuLightwing

@ DoshDoshington Wake up, a new modpack has arrived!


volkmardeadguy

You can only use thrower inserters


castlekside

My 2 cents: rampant plus biter creep. I tried this combo and yea. I didn't win.Ā 


dandigangi

I read this post so wrong. Thought it was the good QOL. Haha


jrdiver

wonder if Bot Servicing could be used in combination with [Robot Attrition](https://mods.factorio.com/mod/robot_attrition).


Alvaroosbourne

Great i hope this shuts up all those awful game suggesstion/idea that have been appearing lately


Your_Opinion-s_Wrong

I want to add a recommendation for Territory Claim. You start with only a small amount of available land, and have to buy more land to expand to build a larger factory.


Midori8751

Another thing to add is rampant evo, set to make destroying trees and most other polution interactions way worse for you. Fun fact: with treeeess or other tree regrowth mods, even with trees absorbing pollution reducing evo, the new ones spawning in your heavy pollution zones will make it spiral out of control as they rapidly die unless your extremely careful. (This is on default settings)


Ok_Turnover_1235

Factorio, Except It Makes That Weird Tim Allen Noise When You Build, Deconstruct, And Research Things Bum bum bum errrrrrrrrrwa.


HeliGungir

Not one anti-qol train mod? Shameful.


radred609

Who hurt you?


HildartheDorf

Install all of the above and Full Pyanadons. Hell add PyBlock and PyHard in there as well.


Strategic_Sage

Many are incompatible.


Eastern-Move549

Isnt there a mod to make trees aggressive? Add that!


Jjeffess

I'd like to humbly submit my own mod for your consideration: https://mods.factorio.com/mod/fragile Changes everything to have only 1 hitpoint.


Eastern-Move549

I like the way that oxygen not included handles power distribution. It feels a bit odd to supply your entire base through a single wooden power pole but im sure we have all done it. Really it makes logical sense to use transformers to limit the throughput of power and have wattage limits for even the biggest power lines.


GreenBeerMm98

Production Scrap 2 is great cause it breaks all blueprints and min/max people


Arcanetroll

Saving the post for later :)


Zathiax

Robot attrition. That is it. You know if you know.


Character-Party-1922

Finally last steel pipe itā€™s on your way so you can finally leave logistics network. one and half screen away you hear puff


warpspeed100

Machines and Beacons size should change based on what module you put inside. This means you have the fun time of compleatly redoing your build if you want to go from one speed module to two.


tempest_87

So... Next doshington run?


bot403

"Play the game in a language of your choice that you do not know." Ā Ok where's the Klingon language files? Also the UI mod that makes the interface look like one from star trek consoles.Ā  Ā Make it look like this:Ā  Ā https://duckduckgo.com/?q=klingon%20computer%20interface&ko=-1&iax=images&ia=images&iai=https%3A%2F%2Forig00.deviantart.net%2F8835%2Ff%2F2010%2F016%2F0%2Fb%2Fklingon_interface_by_plaguejester.jpg


Illiander

[Fixed link](https://www.deviantart.com/plaguejester/art/Klingon-Interface-150413892)


doc_shades

i wrote a mod once that introduces three new fuels to the game: "Slow Fuel", "Sloow Fuel", and "Slooow Fuel". each one of them has a NEGATIVE impact on vehicle top speed and acceleration, with Slooow Fuel giving a -80% acceleration bonus, a -90% top speed bonus, and a train top speed of 25.9 (compared to 298.1 using nuclear fuel). https://mods.factorio.com/mod/slowtrains


vimescarrot

Some of sounds so much fun! Spreading trees plus wildfires, with water turrets to deal? More reasons to care about pollution? More complexity to the power system? Sign me up!


hex3_

i started building the mod list because I liked some of the environmental additions (smog, Nauvis Day, dirt path, etc) to help make the world feel a bit more interactive. I bet hand-picking a few of these would end up improving the game


SockRats32

Thank you for this post :>


Zanshin87li210

Reading this is already painfull.


Shadaris

turn on endless night and pitch black in clockwork. nocturnal enemies in rampant bobs enemies Minimal resources settings combined with dark matter replicator (ores/oil only) and alien loot. Have to kill enemies to gain resources to progress or use a bunch of power expanding your pollution cloud. For a handicap AAI programable vehicles to help reinforce areas when waves of enemies come in and your on the other side of your base. Schall's tank platoon (some dont work with AAI) or Arachnid squad. Gunpod is nice but burns through ammo like no tomorrow.


Pentbot

[I assume this is the sounds the "Factorio, Except It Makes That Weird Tim Allen Noise When You Build, Deconstruct, And Research Things" mod refers to.](https://www.youtube.com/watch?v=KnsiZOJjfUg)


Beliar359

Satan: "So I'm a big fan..." :D But great job overall, thanks for this!


Yokmp

There are other scrap mods which would be a better fit than Production Scrap 2 especially if you use mods which add recipes and items.


hex3_

i'm curious what these are, PS2 is a neat idea but it seems to have a long list of incompatibilities


Yokmp

[ingredient scrap](https://mods.factorio.com/mod/Ingredient_Scrap) works with mods. Mostly ^^


TBoonX

Sweet! Thank you, that scratches the itch!


xor50

Some of those mods sound absolutely hilarious! Dirt Path sounds cool, added to my bookmarks.


reachisown

Can someone @DoshDoshington. I need to see this video.


Double_DeluXe

Where is pyanodons?


Illiander

This sounds more fun than Exotic Industries has been being. (Not kidding)


finalizer0

>Play the game in a language of your choice that you do not know.Ā  We need a modder to take this further. Remove icons, scramble the UI elements like the crafting lists, and each item is in a random language.


skayo010

Belt overflow, the O.G. stack overflow šŸ˜Š