Version 1.1.0
Re: Version 1.1.0
One wish you could add to the awesomenes.
When make Shift+click queue command for Spidy allow waypoint snap to any previous waypoint of the current queue. That way it makes queue infinite (self repeating). e.g. Patrol route is born.
When make Shift+click queue command for Spidy allow waypoint snap to any previous waypoint of the current queue. That way it makes queue infinite (self repeating). e.g. Patrol route is born.
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Re: Version 1.1.0
Instead, make an option to NOT replace the quickbar item, eh? I don't want to replace items I click, and I don't want to lock the quickbar.kovarex wrote: βTue Nov 24, 2020 1:49 pmI'm quite surprised by the complaints related to the quickbar change. It seems like a super obvious thing to me, that I always clear the cursor automatically whenever I'm done doing something with an item. Clicking some other quickbar item with something else is hand is just something that doesn't happen, but apparently they are people that don't do that. I will make an option that locks the quickbar for people doing fat-finger actions too often.
Or if the quickbar is 'locked', let middle click still set filters.
Did anyone specifically ask for 'click to replace' 'feature'?
Last edited by MiniHerc on Tue Nov 24, 2020 6:00 pm, edited 1 time in total.
Re: Version 1.1.0
+1Ghoulish wrote: βTue Nov 24, 2020 2:04 pmI would like to ask this too. For me (and many others I'd bet) Factorio starts after you launch that first rocket - forever chasing MOREβ’. Increasing the Science per Minute and so on... It's an interesting statistic to have for long term or big factories. Frankly I would like to of seen it expanded to include how many rockets per minute / hour you've launched etc, not randomly removed.
Please consider readding this in some form guys. Pretty please?
To me this change is just unnecessarily muting a fun aspect to Factorio, hell, I bet someone who's just launched their first rocket would like to know when they've managed 10, or how fast they're getting launched?
Please undo, or readd in some way.
+1Kyralessa wrote: βTue Nov 24, 2020 3:24 pmI was very surprised by all the complaints. Then I tried a new game in 1.1. After a few minutes, I looked down and thought, "What!? Why did I put a burner miner in two places right next to each other in the toolbar...ohhhhhhhhhhhhh." I was so used to being able to click on a different item to pick it up, even if I had something in my hand, that I didn't realize I was doing it.kovarex wrote: βTue Nov 24, 2020 1:49 pmI'm quite surprised by the complaints related to the quickbar change. It seems like a super obvious thing to me, that I always clear the cursor automatically whenever I'm done doing something with an item. Clicking some other quickbar item with something else is hand is just something that doesn't happen, but apparently they are people that don't do that. I will make an option that locks the quickbar for people doing fat-finger actions too often.
This is a great summary of the issues with the change. It's not a terrible change. I imagine everyone will eventually get used to it. But it definitely violates our collective muscle memory. It makes sense that it should be a bit harder to change a quickbar filter than to grab something from the quickbar.ickputzdirwech wrote: βTue Nov 24, 2020 12:34 pm
- Changing filters in the quickbar is an action that is needed very rarely. Definitely fewer times than taking an item from the quickbar. The more frequent action should be easier accessible.
- If you forget to clear the cursor first, there is no easy way to undo the new filter in the quickbar.
All the other changes are amazing. I definitely should've taken vacation time this week.
So you have a different shortcut for all 4 active quickbars? I click the less frequently used all the time.ptx0 wrote: βTue Nov 24, 2020 3:20 pmbecause you accidentally replaced the item.eradicator wrote: βTue Nov 24, 2020 1:59 pmCalling it "fat finger" makes it sound like an accident when really it's a concious click-count optimization. It's also very convenient when designing blueprints with one hand and holding a mug in the other. ;p
honestly click optimisation would mean using the keyboard shortcut keys and not a single click must be executed.
+1eradicator wrote: βTue Nov 24, 2020 1:59 pmThanks.kovarex wrote: βTue Nov 24, 2020 1:49 pmI'm quite surprised by the complaints related to the quickbar change. It seems like a super obvious thing to me, that I always clear the cursor automatically whenever I'm done doing something with an item. Clicking some other quickbar item with something else is hand is just something that doesn't happen, but apparently they are people that don't do that. I will make an option that locks the quickbar for people doing fat-finger actions too often.
+infinityDeadlock989 wrote: βTue Nov 24, 2020 1:50 pmSorry, not having to press another button in between actions is a "fat finger action"?
Calling it "fat finger" makes it sound like an accident when really it's a concious click-count optimization. It's also very convenient when designing blueprints with one hand and holding a mug in the other. ;p
Re: Version 1.1.0
Also, please let us toggle which side the character/vehicle info window is on. I still have plenty of room on my monitor on the right for them. Looks Weird on the left.
Re: Version 1.1.0
Are you aware that there's a setting to connect it to the quickbar? (still on the left though)
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Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Re: Version 1.1.0
"Removed the 'Rocket silos stats' GUI."
Is there a way to enable this in the debug options? I really enjoyed having a look at the number of rockets launched.
Is there a way to enable this in the debug options? I really enjoyed having a look at the number of rockets launched.
Re: Version 1.1.0
Please also re-add the character tab as a toggle. Some 'duplication' is okay. And it looks really good.
I would much rather prefer it on the right, and I am certain that quite a few other people would appreciate a toggle for this.
Re: Version 1.1.0
HELP, my quickbar keeps changing all the time, very annoying.
Re: Version 1.1.0
Re: Version 1.1.0
kovarex wrote: βTue Nov 24, 2020 1:49 pmI'm quite surprised by the complaints related to the quickbar change. It seems like a super obvious thing to me, that I always clear the cursor automatically whenever I'm done doing something with an item. Clicking some other quickbar item with something else is hand is just something that doesn't happen, but apparently they are people that don't do that. I will make an option that locks the quickbar for people doing fat-finger actions too often.
Koub - Please consider English is not my native language.
Re: Version 1.1.0
viewtopic.php?f=6&t=88274 actuallyImpatient wrote: βTue Nov 24, 2020 6:17 pmYou mean "spidertron patrol mode"?
viewtopic.php?t=91787
Koub - Please consider English is not my native language.
Re: Version 1.1.0
I could have saved 30 minutes of my life, by using the search function firstKoub wrote: βTue Nov 24, 2020 6:29 pmviewtopic.php?f=6&t=88274 actuallyImpatient wrote: βTue Nov 24, 2020 6:17 pmYou mean "spidertron patrol mode"?
viewtopic.php?t=91787
Re: Version 1.1.0
Really weird no one here is talking about
I personally love it, but I'd like to have it under (modifier) hotkey or shortcut. It just feels weird it behaves differently for belts than other entities and turning it on/off through settings is a hustle. I saw some people suggesting this kind of building for other entities, which could be added if it's under a hotkey.Transport belt drag building is locked into a line, can be turned off by an interface setting.
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Re: Version 1.1.0
From 1.1.0, can the following be a toggle-able option? Moved the character/vehicle gun window to the left of the quickbar.
I can't actually see on my left hand side so I now find it difficult to see at a glance my ammunition.
I can't actually see on my left hand side so I now find it difficult to see at a glance my ammunition.
Re: Version 1.1.0
The new main menu is amaaazing! (by chance I even moved the menu panel to the side at just the right scene too )
Together with everything else this now totally feels like the true version 1.0!
(Although for better effect I would have turned the menu music up a bit and the sounds of the scenes down)
Together with everything else this now totally feels like the true version 1.0!
(Although for better effect I would have turned the menu music up a bit and the sounds of the scenes down)
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Re: Version 1.1.0
+1
Honestly it's nice not having to see the rocket launch stats all the time. The info is still available, and it makes sense that it is not as easy to see because, honestly, how often do you need to check that number?
Re: Version 1.1.0
i stare intensely at it.LuxSublima wrote: βTue Nov 24, 2020 7:43 pm+1
Honestly it's nice not having to see the rocket launch stats all the time. The info is still available, and it makes sense that it is not as easy to see because, honestly, how often do you need to check that number?
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Re: Version 1.1.0
LOL. To be fair, a couple people have pointed out that Bilka's workaround doesn't actually give you the same data in all cases. So I'm going to have to change my +1 to a +0.5ptx0 wrote: βTue Nov 24, 2020 7:46 pmi stare intensely at it.LuxSublima wrote: βTue Nov 24, 2020 7:43 pm+1
Honestly it's nice not having to see the rocket launch stats all the time. The info is still available, and it makes sense that it is not as easy to see because, honestly, how often do you need to check that number?
But it's still a positive thing for me. Here's why:
I personally don't like screen space permanently repurposed as my reward for launching the rocket. I do like being able to know how many I've launched, but it's not info so important to me 100% of the time that it needs its own dedicated screen area.
I think the user that suggested a rocket launch statistics tab with send/receive breakdown (like we already have with electricity/production) has the right idea. It is mod friendly AND new user friendly: just don't show the rocket statistics tab until you've launched one.
And it wouldn't deprive people like you who want not just dedicated pixels, but dedicated retinal neurons for their rocket launch counter. ;-D
Re: Version 1.1.0
Rocket silo stats GUI should be a toggle. Both sets of players are therefore happy.
I'm concerned about this alarming trend of the developers releasing seemingly random changes that noone asked for, with no options for reversion for those who preferred the old way.
Rocket silo stats GUI removal. Character tab removal. Character/vehicle info moving to left side. As just three that I consider to be major, unwanted changes.
I'm concerned about this alarming trend of the developers releasing seemingly random changes that noone asked for, with no options for reversion for those who preferred the old way.
Rocket silo stats GUI removal. Character tab removal. Character/vehicle info moving to left side. As just three that I consider to be major, unwanted changes.