Search found 100 matches

by BlackKnight
Tue Jun 13, 2017 6:41 pm
Forum: Ideas and Suggestions
Topic: Future of Combat in Factorio
Replies: 4
Views: 2200

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: 56
Views: 15513

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Forum: Outdated/Not implemented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: 194
Views: 60294

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: 24123

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: 2354

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: 11698

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: 9443

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: 2250

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...
by BlackKnight
Tue Jun 06, 2017 4:06 am
Forum: Ideas and Suggestions
Topic: Blueprints and planning with new inventory GUI
Replies: 8
Views: 4150

Re: Blueprints and planning with new inventory GUI

I'm all for these. Currently the closest option is using the pipette tool on a ghost - which pops the object into your hand. The downside is that currently if that building had any presets from a blueprint (eg. assemblers), they are wiped. This is really very annoying and should have been implemente...
by BlackKnight
Tue Jun 06, 2017 1:39 am
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 39225

Re: Poll: Offshore Pump Should Need Energy

You seem to be missing a very important point. Creation of initial power generation system is a difficult job for any new player. I disagree. Current power system is very simple and straightforward and beginner, even schoolkid, can easily make working system by trial and error. My 11 year old daugh...
by BlackKnight
Tue Jun 06, 2017 1:15 am
Forum: Implemented Suggestions
Topic: [0.15] Deconstruct all except trees/rocks
Replies: 23
Views: 9443

Re: [0.15] Deconstruct all except trees/rocks

Better still, allow a drop down of saved filter presets for a single deconstruction planner. This would save hunting for a specific filter. If deconstruction planners were made to be exported the string would have to include the saved preset list within them.
by BlackKnight
Tue Jun 06, 2017 1:04 am
Forum: Ideas and Suggestions
Topic: Versioning for blueprints
Replies: 5
Views: 2611

Re: Versioning for blueprints

Given that placing ghosts is a thing, it'd be nice if we could use the same feature to add stuff to blueprints directly. We can already have any imaginable blueprint anyway by simply creating it in another game and saving it locally, so it'd just make 'creating the right blueprint' or 'fixing this ...
by BlackKnight
Tue Jun 06, 2017 1:02 am
Forum: Ideas and Suggestions
Topic: Edit blueprint / Blueprint Creative Mode: Create/Edit/Test
Replies: 7
Views: 5152

Edit blueprint / Blueprint Creative Mode: Create/Edit/Test

TL;DR: Create/Edit/Test Blueprints in new Creative Layer Followed over from Suggestion [Versioning for blueprints] https://forums.factorio.com/viewtopic.php?f=6&t=48926 Given that placing ghosts is a thing, it'd be nice if we could use the same feature to add stuff to blueprints directly. We can...
by BlackKnight
Fri Jun 02, 2017 3:55 am
Forum: Ideas and Suggestions
Topic: Hover Boots!
Replies: 5
Views: 2428

Re: Hover Boots!

If the compromise is that the player is slow - like game start speed slow, the only advantages to the player is a huge ease of life increase so the player can manage equipment without being moved about. I think it could be as simple as a research upgrade to the exo,. perhaps (instead of require anot...
by BlackKnight
Fri Jun 02, 2017 3:41 am
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 39225

Re: Poll: Offshore Pump Should Need Energy

Some interesting / effective solutions proposed. At this point, I have a feeling that its going to be hard to convince the devs to be lenient on these matters with a few features and a million bugs yet to resolve.. Personally, I am for anything that makes Factorio more Realistic! ... Because inexpli...
by BlackKnight
Thu Jun 01, 2017 6:37 am
Forum: Ideas and Suggestions
Topic: Show coverage of adjacent turrets during placement
Replies: 11
Views: 3256

Re: Show coverage of adjacent turrets during placement

Yes, this would be really useful. Please add
+1
by BlackKnight
Thu Jun 01, 2017 6:36 am
Forum: Implemented Suggestions
Topic: [0.15] Deconstruct all except trees/rocks
Replies: 23
Views: 9443

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
by BlackKnight
Thu Jun 01, 2017 6:23 am
Forum: Implemented Suggestions
Topic: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
Replies: 10
Views: 4455

Re: Improve workflow by adding 'Copy' and 'Cut' blueprint tools

Shift+Click with an empty blueprint in hand creates a Quick Blueprint bypassing the conformation box. You would still have to manually clear it though. If you set aside a reserved space in your toolbar for this specific blueprint it would be very easy to access in the future for quick copy situation...
by BlackKnight
Wed May 31, 2017 3:05 am
Forum: Ideas and Suggestions
Topic: Versioning for blueprints
Replies: 5
Views: 2611

Re: Versioning for blueprints

I know what you mean ..though don't really think many changes need to be made. - Upgrading: I can't think of an easier solution to this than placing the blueprint, making adjustments and then saving it as a new blueprint -- possibly with a new label affixed (v1,v2,v3...etc). - Last Modified Date/Tim...
by BlackKnight
Wed May 31, 2017 2:24 am
Forum: Implemented in 2.0
Topic: Free cables/wires (Poles contain all)
Replies: 34
Views: 25275

Re: Red/Green Wire Tools

I agree. Streaming the whole red/green wire colouring by making it definable on selection of normal copper wire. Then when deconstructed it either disappears or goes back into the inventory as copper wire. Circuit wire is just for sending signals, its no different than normal copper wire other than ...

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