# Planetary development Suggestions

**URL:** <https://forums.eveonline.com/t/planetary-development-suggestions/36995>\
**Category:** Player Features & Ideas\
**Created:** [November 6, 2017, 9:56pm UTC](https://forums.eveonline.com/t/planetary-development-suggestions/36995 "2017-11-06T21:56:41Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![Old\_Pervert](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/old_pervert/32/149708_2.png) [@Old\_Pervert](https://forums.eveonline.com/u/Old_Pervert)\
**Post date:** [November 6, 2017, 10:08pm UTC](https://forums.eveonline.com/t/planetary-development-suggestions/36995/6 "2017-11-06T22:08:43Z")

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> **[Planetary Interaction QOL: More Nodes Less Pins](https://forums.eveonline.com/t/planetary-interaction-qol-more-nodes-less-pins/29265?u=old_pervert)**
>
> So some general improvements to PI, Id like to remove a few redundant tasks, by switching facilities from Pins, (like individual factories) to nodes (like on extractors). Summary: Factories use nodes similar to an extractor to increase production...

Your idea certainly is an improvement, but I feel if we’re going to fix it, we should actually fix it.

1. Saving templates still means you have to make your templates. It reduces the painful process to a one-time deal. The linked idea reduces it to a no-time deal.

2. The data inaccuracy is a result of your trained abilities - I don’t think it ever reaches 100% accuracy. It’s an intended flaw.

3. Kind of the same as #1, a template, but if you just had one node with a slider for “intensity” along with duration, it would save many clicks.

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