Search found 122 matches

by angramania
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.
by angramania
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

7Soul wrote: Thu Sep 04, 2025 9:52 pm starting in a desert, or starting on a map where oil is miles away.
It matters only in deathworld games, which are not for novice players.
by angramania
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 ...
by angramania
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 ...
by angramania
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 ...
by angramania
Fri Oct 10, 2025 11:11 pm
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 12
Views: 911

Re: Deathworld Marathon: Great game

jodokus31 wrote: Fri Oct 10, 2025 10:25 am 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.
by angramania
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 ...
by angramania
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 ...
by angramania
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 ...
by angramania
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 ...
by angramania
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 ...
by angramania
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 ...
by angramania
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 ...
by angramania
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 ...
by angramania
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 ...
by angramania
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.
by angramania
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 ...
by angramania
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 ...
by angramania
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 ...

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