Search found 92 matches

by BlackKnight
Sat Nov 17, 2018 9:12 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 46759

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

Very excited to see the progress on the updated belt graphics and read about 0.17 pretty much right around the corner. Understandably you want to take the holidays off this time before having to deal with the tsunami of bug reports. Can hardly wait!!!! :) Belt Stopper Reading about how others also n...
by BlackKnight
Wed Feb 28, 2018 11:01 pm
Forum: Releases
Topic: Version 0.16.27
Replies: 51
Views: 26554

Re: Version 0.16.27

The new concrete looks awesome! Refined concrete is what I'd call a more "pure" concrete, like something meant for artistic purposes or something luxurious and focused on aesthetics rather than mechanics. That's what it is, though :) I'll just have to stick out my pinky from my mouse whene...
by BlackKnight
Sun Jan 28, 2018 11:52 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 26630

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

GAME SCENARIOS Tower Defense Scenario PLEASE! I am a huge fan of Tower Defense games and have been wanting to play Factorio with a TF mode since the beginning as I can see it being an absolutely perfect environment to make this work. I know there were mods ages ago but always severely lacking. IDEA...
by BlackKnight
Sun Jan 28, 2018 11:00 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 26630

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

Benefits from separating shadows from entities... Seperating the shadows from the entities means hopefully we get a moving sun. This would be totally awesome - creating a much more realistic day/night cycle and giving every object a more 3D feel. Which may be a result from dynamic shadows: I'm wonde...
by BlackKnight
Tue Jan 23, 2018 11:43 pm
Forum: Releases
Topic: Version 0.16.17
Replies: 53
Views: 20068

Re: Version 0.16.17

I think this should be a separate technology and should apply to both splitters and inserters enabling this functionality on all existing items effectively removing filter inserters as a separate entity. I fully agree. Now that splitters can be both normal and filtered , that really puts into quest...
by BlackKnight
Tue Dec 19, 2017 7:03 am
Forum: Technical Help
Topic: [0.16.6] Rotating belts don't rotate as expected [Fixed]
Replies: 3
Views: 544

Re: [0.16.6] Rotating belts don't rotate as expected

Thanks. I rechecked my settings and although I had thought I had disabled all mods, one was causing this. Not a problem now
by BlackKnight
Tue Dec 19, 2017 1:22 am
Forum: Technical Help
Topic: [0.16.6] Rotating belts don't rotate as expected [Fixed]
Replies: 3
Views: 544

[0.16.6] Rotating belts don't rotate as expected [Fixed]

**Ignore. A mod was causing this that was supposed to be deactivated. Not sure if new *feature* but belts no longer rotate as expected/0.15. Belts do rotate as expected if hovering over another belt while rotating [related: https://forums.factorio.com/viewtopic.php?f=49&t=55348] or using Shift+R...
by BlackKnight
Tue Dec 19, 2017 1:15 am
Forum: Technical Help
Topic: [0.16.6]Rotating item in hand rotates below item too [Fixed]
Replies: 0
Views: 354

[0.16.6]Rotating item in hand rotates below item too [Fixed]

**Ignore. A mod was causing this that was supposed to be deactivated. Discovered by rotating belts while hovering over other belts but found that any item over another item that can rotate is effected (rotated) when pressing the "R" hotkey to rotate. Expected: Rotating item in hand only ro...
by BlackKnight
Sat Jun 24, 2017 7:54 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 71774

Re: Fight

I'm quite fond of the tower defense type being integrated further into Factorio. Already we have a strong RTS style with many aspects of the game. The next logical steps would be to refine the tower defense rules further. Stronger walls, much more resistant aliens... and AI pathfinding so they route...
by BlackKnight
Sat Jun 17, 2017 5:21 pm
Forum: Ideas and Suggestions
Topic: Locomotive mode: Manual with assist
Replies: 7
Views: 1580

Re: Locomotive mode: Manual with assist

I really support this proposal. How often do I cringe when thinking about whether to use manual (high risk of collision) or automatic (have to find/set a destination). Great Idea! To tag on an aside suggestion. I would really like a hotkey to toggle a train between manual/auto. A mod had it as J and...
by BlackKnight
Wed Jun 14, 2017 8:13 pm
Forum: Ideas and Suggestions
Topic: Power Armor Control [with image]
Replies: 6
Views: 1587

Re: Power Armor Control [with image]

An additional use case: - turning off the portable roboport before an alien base raid to prevent robots from getting out and being killed (they get out if your tank is damaged) Or even more typical to bots being damaged, a wall that is damaged and you use flamethrower to defend it while its being r...
by BlackKnight
Tue Jun 13, 2017 6:53 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] More interesting biters.
Replies: 2
Views: 915

Re: [Idea] More interesting biters.

The more I think about it the more I think it really has some potential - especially the resource patches also providing the aliens with new defensive/offensive abilities but dependent on where that base is located (making aliens more interested because they are more dynamic. It would make it more c...
by BlackKnight
Tue Jun 13, 2017 6:41 pm
Forum: Ideas and Suggestions
Topic: Future of Combat in Factorio
Replies: 4
Views: 1231

Re: Future of Combat in Factorio

Nicely structured proposal Syrchalis I like the ideas. I'm not a sure that all points would be a perfect fit for the game but there certainly are some concepts worth integrating - and the rest are on the right track. The core of what we are discussing here I think is, "What is the point of Alie...
by BlackKnight
Tue Jun 13, 2017 6:20 pm
Forum: Ideas and Suggestions
Topic: Burner inserter fuel bonus
Replies: 55
Views: 6975

Re: Burner Inserters and Rocket Fuel

If you really want faster, more expensive inserters then I'd suggest another kind of inserter technology altogether. It doesn't make sense for these awkward, mechanical non-lubricated arms to be moving perfectly at lightning speed. There should be a more streamlined device that moves more product (...
by BlackKnight
Tue Jun 13, 2017 5:37 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 28249

Re: Personal robots prioritizing nearest first

Although I am sure there are many more items we would all like prioritized ahead of this as well as items that the devs find way more important at the moment, yet this 'bot-task priority by proximity' would still be a really great feature to add at some point in the future. Forgive my ignorance on m...
by BlackKnight
Fri Jun 09, 2017 6:35 pm
Forum: News
Topic: Friday Facts #194 - Automated combinator pipeline
Replies: 27
Views: 17159

Re: Friday Facts #194 - Automated combinator pipeline

Wonderful explanation, thanks very much for taking the time to write it. Impressive the effort required to finesse these sprites into position. Over the years I frequently find myself gravitating towards writing scripts to solve repetitive tasks for efficiently sake and to insure consistency through...
by BlackKnight
Thu Jun 08, 2017 7:22 am
Forum: Ideas and Suggestions
Topic: Pollution Cloud Outline
Replies: 5
Views: 1154

Re: Pollution Border

I agree, it could really use a boarder indicator of some sort when pollution is really low but still active. And this is all thats needed to trigger alien attacks.
by BlackKnight
Thu Jun 08, 2017 7:19 am
Forum: Ideas and Suggestions
Topic: Stop Blueprints escaping their Books
Replies: 45
Views: 5616

Re: Stop Blueprints escaping their Books

++1! I feel like everyone doesn't actually understand how to select things in the book correctly... everyone knows you can hold it in the world and scroll through it right? Seeing the live selected blueprint as the preview in the world without having the GUI open? Sorry but that sentence seems a bit...
by BlackKnight
Thu Jun 08, 2017 6:24 am
Forum: Implemented Suggestions
Topic: [0.15] Deconstruct all except trees/rocks
Replies: 23
Views: 4730

Re: [0.15] Deconstruct all except trees/rocks

I don't understand why every tree and rock type is available. Just make 1 rock and 1 tree refer to all within the deconstruction planner. Then situations like this would be solved very simply. TLDR; Simplify deconstruction planner's filters for rocks and trees Because it's presenting a list of all ...
by BlackKnight
Tue Jun 06, 2017 5:01 am
Forum: Ideas and Suggestions
Topic: Deconstruct to Chest Solution
Replies: 3
Views: 1320

Re: Deconstruct to Chest Solution

What if the items are not matching in the chest? You will lose the track totally. My counter suggestion: Add logistic personal robots. They can put the stuff in the trash slots into the next free storage chests... Thanks for responding ssilk. I don't quite understand what you are saying on the firs...

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