Search found 97 matches

by angramania
Fri Jun 06, 2025 7:14 pm
Forum: Ideas and Suggestions
Topic: Separate crafting buildings from research buildings
Replies: 2
Views: 292

Re: Separate crafting buildings from research buildings


and all vanilla 2.0 players would have a tab with 1 lab and 2 in space age? nahhh sorry, i think mods should handle their mess themselves, especially when it makes absolutely zero sense to handle it in the base game

Not tab, but row. It looks quite logical. Smelters already have separate row ...
by angramania
Fri Jun 06, 2025 7:05 pm
Forum: Ideas and Suggestions
Topic: Allow to set turret filters per groups/properties
Replies: 2
Views: 319

Re: Allow to set turret filters per groups/properties

Great idea. Even in vanilla, it's annoying to add all kinds of spitters, strafers, etc., individually instead of just selecting entire groups. With mods, it becomes a nightmare. The same goes for asteroids. Why should we have to do extra clicks in every game to add every type of big or huge asteroid ...
by angramania
Sat May 31, 2025 4:10 am
Forum: Gameplay Help
Topic: Demolishers?
Replies: 4
Views: 447

Re: Demolishers?

There are many ways to kill demolishers. I prefer using a tank with cannon shells. The first damage upgrade is enough to overpower their regeneration. And if you have two players firing at the same time, it becomes a very easy fight.
by angramania
Sat Apr 26, 2025 8:13 pm
Forum: Technical Help
Topic: [2.0.8 Linux x64] not using dedicated GPU - ubuntu 24.04
Replies: 8
Views: 1508

Re: [2.0.8 Linux x64] not using dedicated GPU - ubuntu 24.04


I encountered the same issue with my dedicated GPU not being used, despite it being recognized if I look at the logs.


For nvidia you need this two environment variables instead of DRI_PRIME:
__NV_PRIME_RENDER_OFFLOAD=1
__GLX_VENDOR_LIBRARY_NAME=nvidia
You may set them in shell or modify exec ...
by angramania
Sat Apr 26, 2025 6:54 pm
Forum: Show your Creations
Topic: Basic quality ingrediants from Vulcanus (Iron, Steel, Copper, Stone)
Replies: 6
Views: 985

Re: Basic quality ingrediants from Vulcanus (Iron, Steel, Copper, Stone)


Copper is simple - turn liquid copper into copper plates, and turn copper plates into copper wires in EMPs, exploiting the juicy 50% productivity bonus.

If you took a closer look at the recipes, you'd notice that your approach is simply wrong, and your 'juicy 50% productivity bonus' is actually ...
by angramania
Mon Apr 14, 2025 8:07 pm
Forum: Ideas and Suggestions
Topic: Hidden hotkey to restart the game, for mod developers
Replies: 9
Views: 661

Re: Hidden hotkey to restart the game, for mod developers


I spend an awful lot of time closing Factorio, then tabbing back over to Steam among my million windows and launching the game again. Having a shortcut for this would save me a lot of time overall. Hopefully it would be easy to implement (the game already has infrastructure to restart the game ...
by angramania
Thu Apr 03, 2025 7:27 am
Forum: Balancing
Topic: Remove Big Asteroids Orbiting Aquilo
Replies: 9
Views: 1691

Re: Remove Big Asteroids Orbiting Aquilo


I do if I want it at Aquilo, unless I also want to add a bunch more infrastructure for rocket thrusters and fuel.

Looks like this is your main mistake. It is far easier to build ship on suitable planet and let it fly to final destination. And you do not need dozens thrusters and massive ...
by angramania
Mon Mar 31, 2025 11:07 pm
Forum: Balancing
Topic: Remove Big Asteroids Orbiting Aquilo
Replies: 9
Views: 1691

Re: Remove Big Asteroids Orbiting Aquilo

my platform needed to have much larger, more complex infrastructure than I planned
Even blue science requires much larger and more complex infrastructure than most players initially planned for. So, do the same thing you did with all other unplanned complexities—plan for it.

it took numerous ...
by angramania
Thu Mar 27, 2025 10:17 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Smallest ship with an early-game technologies
Replies: 7
Views: 1462

Re: Smallest ship with an early-game technologies

Optimization for number of rocket launches is more important than weight in early game. It is waste to launch last rocket without full capacity utilization. My early ship was designed in editor to be about 80-90 tons but after optimization in real game it has grown to 100 ton, can reach any of the ...
by angramania
Fri Mar 21, 2025 7:32 am
Forum: General discussion
Topic: Arc furnace VS blast furnace
Replies: 18
Views: 1694

Re: Arc furnace VS blast furnace


So, I’ll stick to the steel furnaces until I have unlimited power. I don’t want to use solar panels, and I want to keep my coal consumption low.

Even with boiler power it worth to switch to electric with modules. Electric and steel have the same smelting speed. With two level one efficiency ...
by angramania
Sat Mar 08, 2025 7:01 pm
Forum: General discussion
Topic: Beyond Death World
Replies: 1
Views: 552

Re: Beyond Death World

adam_bise wrote: Sat Mar 08, 2025 1:20 am Bored? Try my custom death world settings.
To feel what is real boredom?
by angramania
Thu Mar 06, 2025 9:21 pm
Forum: Ideas and Suggestions
Topic: Quickbar Much Less Useful with Quality; Suggestions
Replies: 3
Views: 335

Re: Quickbar Much Less Useful with Quality; Suggestions

Alternative solution is Placebles mod. It makes quickbar almost obsolete.
by angramania
Sat Mar 01, 2025 7:28 am
Forum: General discussion
Topic: Certain tech tree dependencies and trigger tech issues in Space Age
Replies: 16
Views: 2648

Re: Certain tech tree dependencies and trigger tech issues in Space Age


Some of these tech locks feel kinda unnecessary. Having to mine oil before unlocking flamethrower turrets could make outpost defense a hassle.

You need oil as ammo to flamethrower turrets anyway and tech is cheap, so It will take more time to bring oil to outpost then to get tech. And even in ...
by angramania
Thu Feb 27, 2025 7:27 am
Forum: Balancing
Topic: Gleba technologies have far too steep an oppertunity cost.
Replies: 22
Views: 4687

Re: Gleba technologies have far too steep an oppertunity cost.


See, now you're just outright ignoring what I said.

Yes, Gleba has technologies to unlock. I never denied this. My arguments are about how the technologies that you get there are either focused on the late game or something else does the same job. Simply listing out everything that can be ...
by angramania
Wed Feb 26, 2025 5:41 pm
Forum: Balancing
Topic: Gleba technologies have far too steep an oppertunity cost.
Replies: 22
Views: 4687

Re: Gleba technologies have far too steep an oppertunity cost.


This post is about the three planet's technologies as a whole bundle. So Biolabs aren't just competing against Foundries and EMPlants. They're competing against Foundries, Big drills, Artillery, Cliff Explosives, Coal Liquifaction, turbo belts, T3 speed modules, EMPlants, Recyclers, Mech armor ...
by angramania
Tue Feb 25, 2025 8:24 am
Forum: Balancing
Topic: Gleba technologies have far too steep an oppertunity cost.
Replies: 22
Views: 4687

Re: Gleba technologies have far too steep an oppertunity cost.


But also ignoring the fact that replacing just the furnaces is still multiplying your production a dozen times over and then some.

Nope, not dozens. 3537.4 coper ore and 4759.6 iron ore become 1572.2 and 1540.7. So only 2 times for copper and 3 times for iron. And zero changes for oil and stone ...
by angramania
Sun Feb 23, 2025 2:57 pm
Forum: Balancing
Topic: Gleba technologies have far too steep an oppertunity cost.
Replies: 22
Views: 4687

Re: Gleba technologies have far too steep an oppertunity cost.

Foundries and EMPlants aren't THAT hard to retrofit either.
Are you kidding? 90% rebuild is not THAT hard? If you really want to get full benefits from Vulcanus you have to rebuild almost everything, including logistic. Or you can rebuild only smelters and lose great part of benefits.
by angramania
Sat Feb 22, 2025 12:27 am
Forum: Balancing
Topic: Gleba technologies have far too steep an oppertunity cost.
Replies: 22
Views: 4687

Re: Gleba technologies have far too steep an oppertunity cost.


But the numbers just aren't in the Biolab's favor.

Ok. Let's talk about numbers. As you said, we are interested in immediate effect of machinery without visiting other planets
I assume that first visit is done on stage when there are no heavy use of modules and beacons. So only P1 modules are ...
by angramania
Fri Feb 21, 2025 6:00 am
Forum: Ideas and Suggestions
Topic: Balance/suggestion on Nauvis enemies
Replies: 4
Views: 521

Re: Balance/suggestion on Nauvis enemies

Knowing where an attack comes from would make combat significantly more strategic beyond the choices of "defend everything or kill them before they come".
Factorio is about automation not about fighting strategy. You should consider playing other games or try mods like Rampant.
Change evolution ...
by angramania
Fri Feb 21, 2025 5:32 am
Forum: Balancing
Topic: Gleba technologies have far too steep an oppertunity cost.
Replies: 22
Views: 4687

Re: Gleba technologies have far too steep an oppertunity cost.

Not bad arguments but with major flaw: But otherwise they are by far the most overrated building in the game. I will die on this hill, come home from the skeleton war, and then die on it again.
But unless you're ... dove in too deep on the Biolabs hype. Why would you ever go to Gleba first or even ...

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