Search found 122 matches
- Sat Oct 18, 2025 2:58 am
- Forum: Ideas and Requests For Mods
- Topic: "Realistic electrical distribution"
- Replies: 4
- Views: 154
Re: "Realistic electrical distribution"
You have forgot the most important point - what interesting add your idea to gameplay. If it just add "realism", then it adds nothing.
- Sat Oct 18, 2025 1:23 am
- Forum: Ideas and Suggestions
- Topic: Map seed tutorial for new players
- Replies: 3
- Views: 1162
Re: Map seed tutorial for new players
It matters only in deathworld games, which are not for novice players.7Soul wrote: Thu Sep 04, 2025 9:52 pm starting in a desert, or starting on a map where oil is miles away.
- Sun Oct 12, 2025 10:56 pm
- Forum: Ideas and Suggestions
- Topic: More intelligent Rocket auto-launch
- Replies: 9
- Views: 1434
Re: More intelligent Rocket auto-launch
You don't need a megabase. I don't know about you but I tend to have an average of a rocket every few seconds before finishing the inner planets.
One rocket is 1000 science packs. 2 rockets for Gleba, one per Vulcanus and Fulgora. So if someone have in average one rocket every 15 seconds it ...
- Sun Oct 12, 2025 9:04 pm
- Forum: Ideas and Suggestions
- Topic: More intelligent Rocket auto-launch
- Replies: 9
- Views: 1434
Re: More intelligent Rocket auto-launch
Going through a few silos multiple times to pack requests into them more tightly probably doesn't matter in terms of UPS cost but doing so for hundreds or thousands of silos in my mind means doing all those extra steps for every single rocket silo, which i would imagine would result in hitting a ...
- Sat Oct 11, 2025 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Folder in the mod page
- Replies: 1
- Views: 151
Re: Folder in the mod page
I may be wrong, but it looks like you're one of those funny people who aren’t aware of the already existing features of the Factorio mod management engine, yet ask for new ones that are actually inferior to what’s already available.
Except for the blacklist — everything else can easily be done with ...
Except for the blacklist — everything else can easily be done with ...
- Fri Oct 10, 2025 11:11 pm
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 12
- Views: 911
Re: Deathworld Marathon: Great game
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.jodokus31 wrote: Fri Oct 10, 2025 10:25 am Math-wise, the attack cost modifier should act like this:
- Fri Oct 10, 2025 12:32 am
- Forum: Ideas and Suggestions
- Topic: Fifo chest
- Replies: 23
- Views: 1254
Re: Fifo chest
But if i add the quality modules 20% of each craft fluctuats so both belts now take turns backing up and being completely empty for a while...
If only there was a way that you could take the most spoiled items out of a chest.
If you see such fluctuations then chests will be regularly emptied ...
- Fri Oct 10, 2025 12:07 am
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 12
- Views: 911
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 7:33 am
- Forum: Already exists
- Topic: Mining drill resource selection
- Replies: 2
- Views: 183
- Thu Oct 09, 2025 7:24 am
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 12
- Views: 911
Re: Deathworld Marathon: Great game
Deathworld Marathon is just a x4 research cost multiplier with easier enemies than Deathworld. Unlike in 1.1 where it was true hell with the expensive recipes on top.
If the enemies are easier... why is it called "Deathworld"? Wouldn't they have called it "Niceworld" instead?
The description ...
- Thu Oct 09, 2025 12:26 am
- Forum: Ideas and Suggestions
- Topic: Fifo chest
- Replies: 23
- Views: 1254
Re: Fifo chest
you mean force people to play in a certain way?
Lol, exactly opposite. Instead of just one choice - to buffer or not to buffer - Gleba pushes players to choose between plenty ways to handle it.
people hate that planet because of how annoying it is.
Some people hate it, others love it. Some ...
- Wed Oct 08, 2025 11:20 pm
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 12
- Views: 911
Re: Deathworld Marathon: Great game
I have not tried marathon, only regular deathworld and I do not understand why artillery was a gamechanger for you. Usually deathworld just add one hour of early game and have minimal impact later. If you can travel space then hard part is long over. There are plenty of ways to kill all nests in ...
- Sun Sep 28, 2025 5:36 am
- Forum: Ideas and Suggestions
- Topic: Managing the inconsistent production rate of the Agricultural Tower
- Replies: 4
- Views: 362
Re: Managing the inconsistent production rate of the Agricultural Tower
Actually you can do this even without circuits. Plant plants manually at desirable time interval and tower will gather and plant them as they grow. Do not want to do manual work? Then setup circuits timers to turn tower on/off at desired interval. Also you may read number of fruits on belt, which ...
- Sun Sep 28, 2025 4:18 am
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2632
Re: A idea to handle gleba problem
basic factory cost for Electronic Cricuit is 280ore, while Bioflux is 3Egg+462.5ore
LoL. Then Vulcanus is a god of difficulty, because by your brilliant method you need to add cost of 4 foundries. Do not forget to add cost of whole oil setup, necessary to get lubricant for crafting these foundries ...
LoL. Then Vulcanus is a god of difficulty, because by your brilliant method you need to add cost of 4 foundries. Do not forget to add cost of whole oil setup, necessary to get lubricant for crafting these foundries ...
- Fri Sep 26, 2025 10:21 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2632
Re: A idea to handle gleba problem
1F=6jelly(with biochamber)=15% iron ore(with biochamber), 1/0.15 ~=6.67 , that is 6.67F pre ore, How you get that 0.26F?
This is recipe to kickstart iron bacteria production in case it was stopped by whatever reason. Once you have got your first bacteria, you stop this recipe and switch to main ...
- Fri Sep 26, 2025 7:56 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2632
Re: A idea to handle gleba problem
In gleba , it is better to just use Fruit(F) as unit, in vanilla so it is 15F->Iron Ore, it is really terrible, Bioflux aka LDS of Gleba is just 2.5F ! so I thoughtit 2.5F will be a much fair price .
What? In vanilla without modules it costs 0.26 fruit per iron ore and 1.21 fruit per bioflux ...
- Tue Sep 23, 2025 1:24 am
- Forum: Balancing
- Topic: Deathworld has lost its Fangs. Factorio needs its own NIGHTMARE mode
- Replies: 8
- Views: 958
Re: Deathworld has lost its Fangs. Factorio needs its own NIGHTMARE mode
Presets are for novice players. If some veteran player needs more challenge then he can adjust sliders manually, use mods, do speedrun, etc.
- Tue Sep 23, 2025 1:01 am
- Forum: Ideas and Suggestions
- Topic: Recipe For Spoilage/Nutrients From Wood
- Replies: 9
- Views: 828
Re: Recipe For Spoilage/Nutrients From Wood
I've already given them; earlier unlock, simpler to set up, no need for interplanetary supply lines, self-contained on Nauvis, can easily be integrated into existing tech tree.
earlier unlock - earlier than what? The recipes "nutrients from spoilage" and "nutrients from bioflux" work on Nauvis ...
- Mon Sep 22, 2025 2:10 am
- Forum: Balancing
- Topic: Moving Green Belts to Gleba
- Replies: 4
- Views: 901
Re: Moving Green Belts to Gleba
finally fixing Gleba's biggest problem.
Biggest problem with Gleba are players, doing their first SA run. And I do not see how your suggestion can fix it. Gleba already has the best prizes of three planets. Adding one more, especially so minor one, will not change anything.
Right now ...
- Mon Sep 22, 2025 2:01 am
- Forum: Ideas and Suggestions
- Topic: Recipe For Spoilage/Nutrients From Wood
- Replies: 9
- Views: 828
Re: Recipe For Spoilage/Nutrients From Wood
That is highly flawed logic. By that thinking, players have to set up a production chain to fuel smelters with coal and ore, so alternative production methods (Foundries, Electric Furnaces) are unnecessary and should be removed so players don't feel they have to dismantle their chain.
But that ...