Project: Toxic Wasteland (废土计划)

by zhe-yan

Dedicated to the core Factorio spirit: Automation, Logic, and Absolute 'Realism' . As a developer, I am not a designer of "difficulty," but a porter of industrial reality. I believe the complexity of real-world industry provides the most compelling gameplay.

Overhaul
4 months ago
2.0
446
Logistics Combat Armor Mining Fluids Manufacturing Power
Owner:
zhe-yan
Source:
https://github.com/zheyan-code/toxic-...
Homepage:
https://mods.factorio.com/mod/toxic-wasteland
License:
GNU GPLv3
Created:
5 months ago
Latest Version:
0.2.2 (4 months ago)
Factorio version:
2.0
Downloaded by:
446 users
  Toxic Wasteland is a true overhaul mod. Our mission is to push the engine to its limits, exploring the pinnacle of realism and challenge.

  This is a completely overhauled mod from the ground up, including various original, realistic mechanics. This means it may not be compatible with any other major overhauls or mods that make content modifications somewhere.

   In the current version, the full scope of this vision may not yet be fully apparent. It is currently recommended only for early-game exploration in Sandbox or Freeplay modes. This mod is designed for veteran players with at least 200+ hours of experience who are familiar with other complex overhaul mods.

    Regarding language packs, currently only English translations are supported in real time, which is more beneficial for development. Other language packs will be added after the game is fully developed.

As Toxic Wasteland grew in scope, it became clear that packing so many complex, realistic mechanics into a single, monolithic overhaul is an absolute nightmare to manage and debug efficiently. To prevent the project from becoming a bloated, unmaintainable mess, the all-in-one version of this mod is temporarily on hold.

The New Strategy: Divide and Conquer
Instead of forcing everything into one giant package, I am shifting my approach to developing smaller, self-contained micro-mods.

Closed-Loop Focus: Each micro-mod will focus on a single, tightly-knit functional loop (e.g., a specific xenobiology cycle, closed-loop chemistry, or smart factory mechanics).

Modular Synergy: Every sub-mod will be fully functional on its own, but designed with the ultimate goal of being combined and revised into a unified mega-suite later on.

What’s Next?
I am currently waiting for the Factorio 2.1 release to stabilize before deploying these decentralized building blocks. This strategic pause will ensure the core code is rock-solid and ready for the next era of Factorio modding.

Hardcore automation isn't canceled—it's just going modular. Stay tuned!