Search found 187 matches

by angramania
Tue Jun 30, 2026 10:29 am
Forum: Ideas and Suggestions
Topic: A Purpose for Fluid Wagons
Replies: 7
Views: 328

Re: A Purpose for Fluid Wagons


1. pump speed of 1200/s is enough for most purposes I've found.

Funny statement in topic about transportation of large volumes over long distance.


In a significant number of cases players who aren't megabasing are going to create their entire refinery before ever running into the pump fluid ...
by angramania
Tue Jun 30, 2026 6:05 am
Forum: Ideas and Suggestions
Topic: A Purpose for Fluid Wagons
Replies: 7
Views: 328

Re: A Purpose for Fluid Wagons


My main gripe with the new fluid system in 2.0 has been that it's essentially made pipes have infinite throughput (obviously it's still limited, but it's effectively infinite for all practical purposes).

Really? For all practical purposes? Lets take very practical purpose from this topic ...
by angramania
Tue Jun 30, 2026 1:31 am
Forum: Ideas and Suggestions
Topic: A Purpose for Fluid Wagons
Replies: 7
Views: 328

Re: A Purpose for Fluid Wagons

Each has its own purpose. Pipes are good for spaghetti/bus bases, fluid wagons for city blocks. There is no need to force either way over another.
by angramania
Mon Jun 29, 2026 3:44 am
Forum: Balancing
Topic: Flamethrower turret
Replies: 7
Views: 458

Re: Flamethrower turret


It seems to me the power of the flamethrower turret trivializes every other defensive tool in vanilla. It will instawipe anything even without upgrades. Is there any chance it's nerfed, even by raising it's fluid usage?

It seems to me that you just do not have enough experience. Try extreme ...
by angramania
Sat Jun 27, 2026 8:36 am
Forum: Ideas and Suggestions
Topic: Quality Scaling rebalance
Replies: 4
Views: 202

Re: Quality Scaling rebalance

Just another quality rebalance suggestion without understanding the real reason behind "legendary or nothing". And as all other it will not change anything. But you may spend 5 minutes to create trivial mod, that implements your idea, and see yourself.
by angramania
Thu Jun 25, 2026 1:27 am
Forum: Ideas and Suggestions
Topic: Change Quickbar Rows based on Planet
Replies: 2
Views: 145

Re: Change Quickbar Rows based on Planet

Looks like this suggestion is specific to your own quickbar configuration. Suggestions like these are better suited for a mod than for inclusion in the base game. There are several mods for manipulating quickbar in different ways. Maybe you should try them.
by angramania
Tue Jun 23, 2026 3:48 am
Forum: Ideas and Suggestions
Topic: Save Files Grouped By World/Playthrough
Replies: 5
Views: 262

Re: Save Files Grouped By World/Playthrough

Factorio doesn't have a defined concept of a "world". What one player means by "world" can be very different from what another player means.
Current system is more flexible. If someone needs to organize saves by worlds/playthroughs, then he can just use name of world/playthrough as prefix and ...
by angramania
Tue Jun 23, 2026 3:32 am
Forum: Ideas and Suggestions
Topic: "Tips and tricks" update for DLC Space Age
Replies: 1
Views: 163

Re: "Tips and tricks" update for DLC Space Age

"Tips and tricks" on your screenshot looks incomplete. There should be a separate section "Space platform". "Orbital logistics" and several other topics should be inside this section and not in "Quality" section. Also section itself has a short animation with all basics, that you need.
by angramania
Mon Jun 22, 2026 11:01 pm
Forum: Show your Creations
Topic: Finally got there is no spoon
Replies: 4
Views: 504

Re: Finally got there is no spoon

It was tough before the SA. It’s hard not to get it these days.
by angramania
Fri Jun 12, 2026 9:32 am
Forum: Ideas and Suggestions
Topic: Deploy spidertron upon landing
Replies: 2
Views: 209

Re: Deploy spidertron upon landing

Maybe players should realize that SA is not SE? What is good in SE, with its grind and hundreds of mostly identical planets, should not be blindly copied to SA.
by angramania
Fri Jun 12, 2026 5:49 am
Forum: Ideas and Requests For Mods
Topic: Highly productive but expensive (recipe, energy consumption) lab
Replies: 4
Views: 272

Re: Highly productive but expensive (recipe, energy consumption) lab

Energy is cheap. Initial cost is paid only once. Crazy productivity value for a lab (machine on the very top of most production chains) will overweight any energy and starting material cost.
Btw, machines without module slots are not affected by beacons at all. This hurts this lab much more than ...
by angramania
Thu Jun 11, 2026 4:32 pm
Forum: Ideas and Requests For Mods
Topic: Highly productive but expensive (recipe, energy consumption) lab
Replies: 4
Views: 272

Re: Highly productive but expensive (recipe, energy consumption) lab

> It feels balanced
No.

> And is it technical possible?
Yes.

You could spent a few minutes asking any AI to create such a simple mod.
by angramania
Wed Jun 10, 2026 4:17 am
Forum: Ideas and Suggestions
Topic: Quality Flamethrower Turrets Aren't Actually An Upgrade
Replies: 10
Views: 919

Re: Quality Flamethrower Turrets Aren't Actually An Upgrade

Longer range allows some creative uses of flamethrower turrets. Which extends their usefulness beyond trivial defense on Nauvis. You are not using them these ways? No problem, just use normal quality FT, they are more than enough for your usecase.
by angramania
Wed Jun 10, 2026 3:56 am
Forum: Ideas and Suggestions
Topic: Restart Button
Replies: 9
Views: 644

Re: Restart Button

by angramania
Mon Jun 01, 2026 2:39 am
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 107
Views: 35376

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants


Nonetheless, it is still a huge bonus. Should there really be such a huge bonus?
In my opinion - no. I'm satisfied with the current balance. So I do not like idea of preserving quality through seeds at all.
However from all suggestions to balance starting idea, this one looks the most appealing ...
by angramania
Sun May 31, 2026 10:20 pm
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 107
Views: 35376

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants


This doesn't really solve the issue.

Depending on what we consider issue. If "preserve quality from seeds but keep existing balance in the same time" then no solution can handle it. If "let it improve odds but not to full legendary without any puzzles" then proposed solution looks good for me ...
by angramania
Sun May 31, 2026 9:22 pm
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 107
Views: 35376

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

radical_larry wrote: Sat May 30, 2026 11:41 am I think a good way to solve this would be quality trees yielding less fruits. If common trees yield 50 fruits each, then uncommon trees do 40, rare 30, epic 20, and legendary just 10 fruits.
Very good solution.
by angramania
Fri May 29, 2026 4:51 pm
Forum: Ideas and Requests For Mods
Topic: [Suggestion] Mod that leaves only Worms
Replies: 1
Views: 231

Re: [Suggestion] Mod that leaves only Worms


I love to go on the attack; I hate and despise defending because my base tends to grow large. The building and deconstruction of walls and turrets is... annoying.

Then just attack. It is quite simple, if you destroy every nest in polution cloud, then there will be no attacks. Works even in ...
by angramania
Tue May 26, 2026 7:22 am
Forum: Technical Help
Topic: old Factorio versions and mods on linux
Replies: 3
Views: 482

Re: old Factorio versions and mods on linux

I have both 1.1 and 2.0 versions on my linux. First one I use to play nullius mod, which has no 2.0 version. Just for sure, launched it and checked, that I can install any other 1.1 mod through in-game mod portal. No additional steps are required.
Just in case, factorio has native linux version. Use ...
by angramania
Wed May 06, 2026 6:47 am
Forum: Balancing
Topic: Marathon Mode : Increase Tech Multiplier
Replies: 3
Views: 741

Re: Marathon Mode : Increase Tech Multiplier


I've tested a Playthrough Marathon-Deathworld with these Settings ( plus Deathworld Settings for Gleba , currently Gleba is unaffected by Deathworld ) and was quite happy with the Experience.

So what? Have you tested your proposition with at least 100 random players and control group?
I have ...

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