Search found 51 matches

by mikehendi
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

[Mouse-over] on [not-always-visible pin] should display [direction+distance arrow] on the edge of the screen

[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 ...
by mikehendi
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 ...
by mikehendi
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 ...
by mikehendi
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 ...
by mikehendi
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
by mikehendi
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 ...
by mikehendi
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 ...
by mikehendi
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?
by mikehendi
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 ...
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: 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 ...
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: 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 ...
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: 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 ...
by mikehendi
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 ...
by mikehendi
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 ...
by mikehendi
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)
by mikehendi
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 ...
by mikehendi
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 ...
by mikehendi
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 ...

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