Search found 43 matches

by mikehendi
Tue Nov 19, 2024 5:03 pm
Forum: Bug Reports
Topic: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
Replies: 5
Views: 551

Re: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%

A possible solution is to change the inner workings of the raigun to make it simply shoot (after selecting a target and rotating to it), regardless if the target still exists at the moment the shot should be fired. (so the decision to fire a shot is irreversible the moment the railgun selects a targ...
by mikehendi
Sat Oct 26, 2024 2:18 pm
Forum: Ideas and Suggestions
Topic: Move "Coal Synthesis" tech to Directly-Post-First-Rocket-Launch Space-Platform era
Replies: 5
Views: 1552

Move "Coal Synthesis" tech to Directly-Post-First-Rocket-Launch Space-Platform era

What: Decouple "Coal Synthesis" recipe from the "Gleban Rocket Turret technology", and make "Coal Synthesis" researchable as a seperate technology with Red/Green/Blue/Space science around the time the player researches asteroid collectors and thrusters. Why: This gives ...
by mikehendi
Sat Oct 26, 2024 1:52 pm
Forum: Ideas and Suggestions
Topic: AUTOSAVE on (accidentally) clicking the restart button (or better yet, remove restart button entirely)
Replies: 0
Views: 66

AUTOSAVE on (accidentally) clicking the restart button (or better yet, remove restart button entirely)

Please (in similar way as autosave before spaceship flight) force an AUTOSAVE on accidentally clicking the restart button. Why: I know there's a confirmation box, but that safety feature is somewhat nullified by needing to press E to confirm on the load game screen as well: "Load game + hotkey ...
by mikehendi
Sat Oct 26, 2024 1:39 pm
Forum: Ideas and Suggestions
Topic: [2.0] Add ability to request repair packs in roboports
Replies: 3
Views: 246

Re: [2.0] Add ability to request repair packs in roboports

I Agree, came here to post a similar message "- Request repair packs to roboports as well (and allow them to draw from buffer chest) (allows greater control of where repair packs reside in base, as you can then use buffer chest with repair pack request at home base to withdraw all repair packs ...
by mikehendi
Fri Sep 06, 2024 1:27 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 34342

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

TLDR: 3500 hp biter bases won't make combat more difficult or fun, just more tedious, boring and drawn-out. First of all, thanks for getting rid of the scattered stray stones, that's a great change. Now on to the combat changes, The difficulty in fighting large nests comes mostly from the defending ...
by mikehendi
Fri Apr 26, 2024 8:58 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 161
Views: 28275

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Great job on the progress, I'm reading every week with great joy :) 2 hour, 5 hour and 20 hour graphs would be nice, the current step from 1h to 10h is just too large. Or better yet, add a "custom" button instead, where you can manually input the timescale for the X-axis I also agree with ...
by mikehendi
Fri Oct 13, 2023 8:29 pm
Forum: Implemented in 2.0
Topic: Redo functionality
Replies: 51
Views: 19923

Re: add CTRL+Y [redo]

Sorry if this has been posted before, given the functional characters in the search command, I couldn't figure out how to search correctly (searching "CTRL+Y" returns every post containign just "CTRL", which are many)
by mikehendi
Fri Oct 13, 2023 8:25 pm
Forum: Implemented in 2.0
Topic: Redo functionality
Replies: 51
Views: 19923

add CTRL+Y [redo]

TL;DR Add "redo" (CTRL+Y) to "un-undo" accidental CTRL+Z presses. What ? I love that the CTRL+Z hotkey was added to the copy/paste/cut arsenal a long while ago. However, not ALL operations can be undone with CTRL+Z, things like cable wiring, belt/inserter rotating, etc. However,...
by mikehendi
Fri Aug 25, 2023 5:48 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 99265

Re: Friday Facts #373 - Factorio: Space Age

The weekly FFF was my favorite read of the week, I'm glad it's gonna be back! Can't wait to slowly discover all that you've been working on all this time! A year seems like a long time, but secretly I'm glad, because that means I'll be able to finish all my current and planned projects before the re...
by mikehendi
Fri Nov 13, 2020 7:58 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 108136

Re: Friday Facts #363 - 1.1 is getting close

Awesome ! Could we also get an option to change the zoom level which changes from normal view to map view? +1 Even on maximum zoom out, it's a bit tricky to see biter nests south of you in time (aka before you trigger an attack), as the quickbars "hide" them even longer. Perhaps we could ...
by mikehendi
Fri Oct 16, 2020 11:14 am
Forum: Videos
Topic: GUIDE: get the "There is no spoon"-achievement like a real man, on 100% default settings!
Replies: 0
Views: 3856

GUIDE: get the "There is no spoon"-achievement like a real man, on 100% default settings!

Would you like to get the "There is no spoon"-achievement like a real man, on 100% default settings? (Biters ON, default resources) In the past months I've been designing, refining and optimizing a step-by-step guide, defining a build order that will work on most to all default maps on def...
by mikehendi
Sun Aug 09, 2020 11:33 am
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 109835

Re: Friday Facts #359 - Crash site: The beginning

This is the perfect opportunity to change the start from 8 iron plates to --->>> 9 iron plates start <<<--- Isn't the 8 plates start just an obsolete artifact which allowed you to craft 2 pickaxes to start off with? With 9 iron plates, a new player could mine a big rock and immediately build a 2nd b...
by mikehendi
Thu May 28, 2020 6:40 pm
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 21756

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

I forgot to include my own design, which makes use of one of those 6000 water/s 'super pump' combiners. It's half of the contraption in the screenshot below, which shows 2 6000/s pumps combining into 1 12000/s pump. (fun fact, infinity pipes do not consume 12000/s each, you need 2 of them to consume...
by mikehendi
Fri May 22, 2020 12:18 pm
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 21756

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

Yeah, it's taking longer than expected, basically my first priority is keeping my weekly series going which atm consumes (more than) all of my available time, and I really had to finish the Landblock map first, so I could delete the raw files to free up hard drive space. Anyway, all submitted bluepr...
by mikehendi
Sun May 10, 2020 7:49 am
Forum: Gameplay Help
Topic: Train stop on 2-way train track 'overrides' chain signals? [solved]
Replies: 6
Views: 2488

Re: Train stop on 2-way train track 'overrides' chain signals? [solved]

@disentius, can you add a 4th and a 5th train to that system? it's impossible for 3 trains to gridlock the system, as there is room on either side for 3 trains. The rail signal seems placed correctly, it makes the first bay look into the 2nd bay, and if its free the train can depart. (edit: it's the...
by mikehendi
Sat May 09, 2020 5:49 pm
Forum: Gameplay Help
Topic: Train stop on 2-way train track 'overrides' chain signals? [solved]
Replies: 6
Views: 2488

Re: Train stop on 2-way train track 'overrides' chain signals? Any solutions?

Thanks so much :)

I have just made my first ever working circuit in Factorio :)
by mikehendi
Sat May 09, 2020 2:11 pm
Forum: Gameplay Help
Topic: Train stop on 2-way train track 'overrides' chain signals? [solved]
Replies: 6
Views: 2488

Train stop on 2-way train track 'overrides' chain signals? [solved]

So I have this 2-way train network with 'passing bays' below, with a train stop on either end, the trains are driving between those two train stops. This network works correctly, as in no train ever drives on the 2-way track before the next 'passing bay' is free, preventing gridlocks. . . In the scr...
by mikehendi
Sat May 09, 2020 8:36 am
Forum: Maps and Scenarios
Topic: Factorio LandBlock
Replies: 0
Views: 3571

Factorio LandBlock

Welcome to Factorio Landblock! It's a small world ain't it! Claim your space on this heavily populated chunk of land, but watch out! The locals evolve at double speed, and have fierce guards the further you push into their territory! Survived the beginning? Good! Now use your engineering skills and ...

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