Search found 110 matches

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: 251

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: 2179

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: 2179

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: 2179

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: 776

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: 612

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: 749

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: 612

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 ...
by angramania
Sun Sep 21, 2025 11:42 pm
Forum: Ideas and Suggestions
Topic: Recipe For Spoilage/Nutrients From Wood
Replies: 9
Views: 612

Re: Recipe For Spoilage/Nutrients From Wood

Because that is the extreme end-game, this would be able to be usable far earlier.
You can’t access it before handling Gleba. At the same time, you also need to set up a production chain for biolabs and Production Modules 3, both of which require biter eggs. Knowing that eggs are necessary for ...
by angramania
Sun Sep 21, 2025 10:29 pm
Forum: Ideas and Suggestions
Topic: Recipe For Spoilage/Nutrients From Wood
Replies: 9
Views: 612

Re: Recipe For Spoilage/Nutrients From Wood

there is no production chain of Nutrients on Nauvis innately, you either recycle Biter Eggs or Fish, and both require player input and undermine what I feel is a core theme of Gleba's researches - sustainability
Recycle biter egg? You definitely should learn recipes before making suggestions ...
by angramania
Sat Aug 30, 2025 5:17 am
Forum: Technical Help
Topic: Need Help Installing on Bazzite Linux
Replies: 11
Views: 1120

Re: Need Help Installing on Bazzite Linux


Where exactly is ".local/share/applications/"? and how do you create "factorio.desktop" file? How do you make the file executable with "chmod +x Factorio.desktop"? How do I replace paths with my own? It seems so much considering everything else in how Bazzite works so far. Thank you for reading ...
by angramania
Fri Aug 29, 2025 1:25 am
Forum: Ideas and Suggestions
Topic: Gleba Evolution should start with landing not with ariving to Orbit
Replies: 4
Views: 452

Re: Gleba Evolution should start with landing not with ariving to Orbit

Why would you care about evolution after dozens hours of gameplay? A this stage 0%, 18%(15 hours), 25%(24 hours) or even 50%(70 hours) shouldn't really matter.
by angramania
Wed Jun 25, 2025 4:54 pm
Forum: Off topic
Topic: Do you ever wonder if you are the bad guys ?
Replies: 18
Views: 5347

Re: Do you ever wonder if you are the bad guys ?

"Good. Bad. I'm the guy with the gun."
by angramania
Fri Jun 06, 2025 7:14 pm
Forum: Ideas and Suggestions
Topic: Separate crafting buildings from research buildings
Replies: 2
Views: 544

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: 4
Views: 896

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: 3301

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: 2419

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: 2572

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: 1181

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: 3332

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 ...

Go to advanced search