Search found 100 matches

by BlackKnight
Wed Apr 12, 2017 1:18 am
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 48601

Re: Friday Facts #185 - Progress report

Regarding this: / IMG To be honest, when I first saw this image without reading the text beforehand, i thought you made the terrain look like died out (grey and just dead) where theres oily machinery nearby. A Reactive Environment is certainly one step closer to more drastic variations in terrain -...
by BlackKnight
Fri Mar 31, 2017 6:38 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69266

Re: Friday Facts #183 - Aiming for the release date

Some thoughts after reading the conversation between factoriouzr and Harkonnen. I haven't played many games, just really long ones but I can see where not having the full benefits of blueprint early-ish game would get tiresome really quickly. If blueprints (from the sound of it) are going to be inte...
by BlackKnight
Fri Mar 31, 2017 1:08 am
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69266

Re: Friday Facts #183 - Aiming for the release date

For those with issues pasting really large blueprints, I find using this or a larger number works well "/c game.player.zoom = 0.15". Easy enough to still see where blueprints overlap over preexisting buildings if lining things up. (reminder that it stops achievements)
by BlackKnight
Fri Mar 31, 2017 12:55 am
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69266

Re: Friday Facts #183 - Aiming for the release date

Some thoughts Add a prefix option to Station Names Just started using combinators to create easy to see percentages of my ore buffers via map/normal view (smart display mod) and realised how useful it would be to include a solution to this on the actual stations on outposts in vanilla! It wouldn't c...
by BlackKnight
Sun Mar 12, 2017 10:51 pm
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 50
Views: 22921

Re: [MOD 0.13] Progressive running

I find that 90% of the time I want to use my default (modded) super fast running speed (especially when attacking bases) - without progressively speeding up. I don't want to start at a slow pace again each time I stop holding down that key movement key. But when implementing changes within a factory...
by BlackKnight
Tue Mar 07, 2017 9:41 pm
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 67196

Re: Friday Facts #180 - Map interaction

Best FFF in a while, I am very enthusiastic about anything related to information aesthetics/graphics and I feel the map is an area that has been lacking and would really benefit from some revamps both in supplying a lot more useful information and adding new ways to interact - all to greatly increa...
by BlackKnight
Mon Dec 19, 2016 3:09 am
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 96669

Re: [MOD 0.14] Satellite Uplink Station 1.0.6

Navigation Speed, Map integration I just started playing with this today and can certainly see advantages compared to other mods that let you manipulate remote viewing. The major disadvantage/frustration I have with this mod is it takes sooo long to navigate between points in a large map. In my opin...
by BlackKnight
Fri Sep 02, 2016 8:10 pm
Forum: News
Topic: Friday facts #154 - Challenge us
Replies: 61
Views: 30043

Re: Friday facts #154 - Challenge us

Can hardly wait for the hi res update. My only concern is what specs this update is going to require -- and if my computer will be able to run it. On testing WaiTex, the fps slowed to an unplayable level.. sooo, although super excited, it may not be possible to actually use it :(.
by BlackKnight
Tue Aug 30, 2016 12:07 am
Forum: Releases
Topic: Version 0.14.1
Replies: 21
Views: 23833

Re: Version 0.14.1

I'm glad that someone mentioned the Steam beta status was reset - hadnt played in a while and noticed my steam version had been reset to "NONE-Opt out of all beta's". No problems changing it but still was not expected.
by BlackKnight
Tue Aug 16, 2016 4:12 am
Forum: Mods
Topic: [MOD 0.13] Score Extended - rocket score replacement
Replies: 94
Views: 36849

Re: [MOD 0.13] Score Extended - rocket score replacement

Just installed. Wow, this mod is awesome. Two things I love about it the most. 1 Hides the rockets launched window - I like to know how many I launched but seriously, with a lot of mod windows open, it was always in the way -- so this is awesome plus the autohide! 2 The auto launch. I am always? get...
by BlackKnight
Fri Aug 05, 2016 1:02 am
Forum: Releases
Topic: Version 0.13.12
Replies: 43
Views: 26084

Re: Version 0.13.12

I STILL have not found a fix for the screen tearing from this release (I have a Radeon R9 200 series, drivers are fully updated). Removing the Vsync totally ruined this game for me. I can revert back to .13.11 and play, but then I cannot play with friends on their server. So, I am presented with tw...
by BlackKnight
Sun Jul 31, 2016 2:14 am
Forum: Releases
Topic: Version 0.13.12
Replies: 43
Views: 26084

Re: Version 0.13.12

I was shocked to find this also happened to me just as described. I'm still unsure why it was disabled in the first place. IMO: In its current state this makes the game unplayable. A WORK AROUND So after failing to find a force v-sync option for my hardware (I'm using the new Radeon Settings/advance...
by BlackKnight
Mon Jul 18, 2016 5:45 am
Forum: Won't fix.
Topic: [0.13.9] Possible to get stuck in walls
Replies: 6
Views: 2357

[0.13.9] Possible to get stuck in walls

Although perhaps rare, its possible to get stuck between walls if centered with the wall to be placed and have pushed up against it. Its also possible to not get stuck and be able to walk away from being inbetween walls. Factorio_Bug-StuckInWalls.jpg 1. centered along wall 2. wall cant be placed abo...
by BlackKnight
Fri Jul 15, 2016 1:23 pm
Forum: Ideas and Suggestions
Topic: Expeditionary Tank
Replies: 8
Views: 3870

Re: Expeditionary Tank

I second this, The tank as well as some other components in vanilla have always felt too weak later game.. which means I often don't bother to craft them at all. A change to fix one of these problem items is now finally the flamethrower which I found used to be useless - but (post 0.13) I often use ...
by BlackKnight
Thu Jul 14, 2016 12:31 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 999360

Re: Factorio Roadmap for 0.12 + 0.13

Awesome ideas guys, thanks for the inspiration. In a related post (https://forums.factorio.com/viewtopic.php?f=6&t=28545&p=184238#p184238), I wrote about some ideas based on enhancements (partly related to the recent posts above), which I very honestly can imagine being included into the rea...
by BlackKnight
Thu Jul 14, 2016 12:24 pm
Forum: Ideas and Suggestions
Topic: Customize your map (M/minimap, not map generation)
Replies: 7
Views: 3546

Re: Customize your map (M/minimap, not map generation)

MAP CONCEPTS You guys have some great ideas. Map enhancements have always been something I have craved (additional features/control) in map view. Also, as someone who has mild colour blindness, I imagine custom control over map colours would be advantageous to me. PART 1 Map view - think in terms o...
by BlackKnight
Mon Jul 11, 2016 3:58 pm
Forum: Ideas and Suggestions
Topic: [0.13] Mining Lock-In
Replies: 3
Views: 1304

Re: [0.13] Mining Lock-In

How much do you mine and needs to change mining target? I always run for drills to do everything without me working, so I don't need such features and I believe many others too. It would be useful, but there are more important things and this wouldn't be used often I guess. Its mainly for early gam...
by BlackKnight
Mon Jul 11, 2016 3:44 pm
Forum: Won't fix.
Topic: [0.13.6] alt+tab doesn't work while factorio is loading
Replies: 10
Views: 3774

Re: [0.13.6] alt+tab doesn't work while factorio is loading

*Edit - OK, slightly different ... but similar enough to combine with this thread? I'm still testing whether Alt+Tab actually seems to fail for me like stated above I have a bad habit of being impatient when games load so always Alt+Tab immediately after launching most games.. With Factorio this has...
by BlackKnight
Mon Jul 11, 2016 3:35 pm
Forum: Ideas and Suggestions
Topic: [0.13] Mining Lock-In
Replies: 3
Views: 1304

[0.13] Mining Lock-In

I am sure I have seen this or something similar suggested before but can't find the reference... I just started a new game (where obviously efficiency is more important because everything takes so long -- including Mining) and I realised how useful it would be to have the mining Lock In to whatever ...
by BlackKnight
Mon Jul 11, 2016 2:55 pm
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 26568

Re: Version 0.13.7

As always, Awesome work guys, loving the updates!!
Great to see "Holding the "drop item" key will keep dropping items." was implemented, as it will make testing setups and potential bugs by manually dropping a steam of items much easier - thanks!

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