[Mouse-over] on [not-always-visible pin] should display [direction+distance arrow] on the edge of the screen ==>
(the same arrow which is always visible on the edge of the screen when the pin is always-visible)
why: trying to minimize visual clutter, the game is too beautiful to have jarring moving ...
Search found 51 matches
- Thu Jun 26, 2025 10:06 am
- Forum: Ideas and Suggestions
- Topic: [Mouse-over] on [not-always-visible pin] should display [direction+distance arrow] on the edge of the screen
- Replies: 0
- Views: 283
- Thu Jun 26, 2025 9:50 am
- Forum: Ideas and Suggestions
- Topic: 3-digit precision for machine mouse-over production stats (could be in settings menu)
- Replies: 3
- Views: 430
3-digit precision for machine mouse-over production stats (could be in settings menu)
why: so one can better recognize/confirm if the value is an exact fraction, like:
Examples:
0.13 --> 0.125 (1/8)
0.13 --> 0.133 (1/7.5)
0.14 --> 0.143 (1/7)
0.14 --> 0.140 (actual 0.14, which for instance happens with a 0.1/s recipe when adding 2 speed modules)
Also the very small production/s ...
Examples:
0.13 --> 0.125 (1/8)
0.13 --> 0.133 (1/7.5)
0.14 --> 0.143 (1/7)
0.14 --> 0.140 (actual 0.14, which for instance happens with a 0.1/s recipe when adding 2 speed modules)
Also the very small production/s ...
- Thu Jun 26, 2025 9:23 am
- Forum: Ideas and Suggestions
- Topic: Custom Timespan in Production tabs
- Replies: 0
- Views: 241
Custom Timespan in Production tabs
TL;DR (20 second video):
https://youtu.be/i5ORGh3zeSc
Why: It's often very useful to know production stats over more precise time windows, so you can check if production is working as intended "since you switched it on" instead of having to wait for the full (10) hour window.
For other purposes ...
https://youtu.be/i5ORGh3zeSc
Why: It's often very useful to know production stats over more precise time windows, so you can check if production is working as intended "since you switched it on" instead of having to wait for the full (10) hour window.
For other purposes ...
- Thu Jun 26, 2025 8:57 am
- Forum: Ideas and Suggestions
- Topic: Space Platform specific: Allow chunk generation by blueprint ghosts
- Replies: 0
- Views: 249
Space Platform specific: Allow chunk generation by blueprint ghosts
Why: Space platforms initially generate very few chunks, making it hard to blueprint paste (copies of) larger ships/haulers.
I suggest changed chunk generation behaviour for space platforms exclusively (not on planets): blueprint ghost tiles should trigger the generation of adjacent chunks, so the ...
I suggest changed chunk generation behaviour for space platforms exclusively (not on planets): blueprint ghost tiles should trigger the generation of adjacent chunks, so the ...
- Thu Jun 26, 2025 8:43 am
- Forum: Ideas and Suggestions
- Topic: Hotkey for Instantly Delete Map Tag (without confirmation dialog)
- Replies: 1
- Views: 172
Hotkey for Instantly Delete Map Tag (without confirmation dialog)
Why:
it has become very easy to one-click spam map tags with pipette tool.
Unfortunately there is no corresponding fast way to delete map tags again.
20 second video showcasing "the pain": https://youtu.be/haUgkLZjSGg
it has become very easy to one-click spam map tags with pipette tool.
Unfortunately there is no corresponding fast way to delete map tags again.
20 second video showcasing "the pain": https://youtu.be/haUgkLZjSGg
- Thu Jun 26, 2025 8:34 am
- Forum: Ideas and Suggestions
- Topic: Demolisher Health Bar (mini-boss style)
- Replies: 0
- Views: 271
Demolisher Health Bar (mini-boss style)
demolisher combat health bar idea.png
It currently is very hard to keep track of what is happening with demolisher health mid combat.
Wouldn't it be cool to have a "mini-boss" style health bar centered on the top of the screen, to better show off the demolisher's remaining health and ...
It currently is very hard to keep track of what is happening with demolisher health mid combat.
Wouldn't it be cool to have a "mini-boss" style health bar centered on the top of the screen, to better show off the demolisher's remaining health and ...
- Tue Apr 29, 2025 11:54 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 19765
Re: Version 2.0.46
Is the red ammo balance change mostly for the sake of benefiting spaceships (and if so, should it affect the early game as much as it will?)
Immediately to mind come 2 early game situations that are greatly affected:
1) Will military science just be significantly cheaper now, or should we require ...
Immediately to mind come 2 early game situations that are greatly affected:
1) Will military science just be significantly cheaper now, or should we require ...
- Wed Jan 29, 2025 9:01 am
- Forum: Releases
- Topic: Version 2.0.33
- Replies: 10
- Views: 11797
Re: Version 2.0.33
"Moved biter egg handling to be required by promethium science pack instead of quantum processors because that's when they are really needed."
Nice! Perhaps also consider moving Coal Synthesis as a seperate technology behind Thrusters so we can have coal on Fulgora?
Nice! Perhaps also consider moving Coal Synthesis as a seperate technology behind Thrusters so we can have coal on Fulgora?
- Wed Nov 20, 2024 9:29 pm
- Forum: Duplicates
- Topic: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
- Replies: 10
- Views: 5799
Re: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
The 0.86/s upgrade limit is a different matter entirelyMuche wrote: Tue Nov 19, 2024 6:31 pm Also see 116987 Railgun turrets do not obey railgun speed upgrades.
- Tue Nov 19, 2024 5:03 pm
- Forum: Duplicates
- Topic: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
- Replies: 10
- Views: 5799
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 ...
- 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: 3979
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 the player the possibility ...
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 the player the possibility ...
- 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: 241
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 E ...
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 E ...
- Sat Oct 26, 2024 1:45 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] In "MAP EDITOR Map View", ghost cursor should have access to map-editor-only entities
- Replies: 0
- Views: 179
- 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: 743
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 from ...
"- 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 from ...
- Fri Sep 06, 2024 1:27 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 65799
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 ...
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 ...
- Fri Apr 26, 2024 8:58 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 50890
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 ...
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 ...
- Fri Oct 13, 2023 8:29 pm
- Forum: Implemented Suggestions
- Topic: Redo functionality
- Replies: 51
- Views: 24697
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)
- Fri Oct 13, 2023 8:25 pm
- Forum: Implemented Suggestions
- Topic: Redo functionality
- Replies: 51
- Views: 24697
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, as CTRL+Z is ...
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, as CTRL+Z is ...
- Fri Aug 25, 2023 5:48 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 136547
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 ...
- Fri Nov 13, 2020 7:58 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 123576
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 use ...