Version 1.1.0

Information about releases and roadmap.
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valneq
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Re: Version 1.1.0

Post by valneq »

It's not gonna help anyone, but my standalone Linux copy of Factorio updated just fine when the 1.1.0 became available :roll: . I am surprised so see that many other people have problems :| .

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NotRexButCaesar
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Re: Version 1.1.0

Post by NotRexButCaesar »

dtoxic wrote:
Mon Nov 23, 2020 9:13 pm
Thx for the info...now do we copy over the whole game to existing one or should we copy only the basics into the new game update (full game folder) like mod;settings etc
Just replacing bin and data in your install directory fixed everything for me
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dtoxic
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Re: Version 1.1.0

Post by dtoxic »

AmericanPatriot wrote:
Mon Nov 23, 2020 9:18 pm
dtoxic wrote:
Mon Nov 23, 2020 9:13 pm
Thx for the info...now do we copy over the whole game to existing one or should we copy only the basics into the new game update (full game folder) like mod;settings etc
Just replacing bin and data in your install directory fixed everything for me
Thx man! did not want to make a mess here so better id ask :)

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brunzenstein
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Re: Version 1.1.0

Post by brunzenstein »

After downloading the whole game direct, I can run the latest release of Factorio but get this message on the Mac:
stuff
Last edited by brunzenstein on Mon Nov 23, 2020 9:35 pm, edited 2 times in total.

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trupen
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Re: Version 1.1.0

Post by trupen »

In some ways it gets scary how well polished this game is...

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Re: Version 1.1.0

Post by BrainlessTeddy »

I'm really excited to play 1.1 now.
Also the drawstring backpack just arrived today. This is probably the second best factorio-day after the release of 1.0.

Tho I would like it if the menu simulations in the background were a bit longer. Especially those where there's only a factory working on something. Would be a more relaxing view if they wouldn't switch so fast to the next simulation. Maybe a smooth transition from one to the next would also be good. But I really like the idea.
About the content of those simulations: Imo there are too many simulations depicting combat compared to one of the factory working. Also there are three (or more?) sims in which exactly the same biter nest is destroyed in different ways.
Last edited by BrainlessTeddy on Mon Nov 23, 2020 10:30 pm, edited 2 times in total.
Please consider english is not my native language.

blazespinnaker
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Re: Version 1.1.0

Post by blazespinnaker »

Hmm, how to update via steam?
OptimaUPS Mod, pm for info.

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ptx0
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Re: Version 1.1.0

Post by ptx0 »

Lowered volume on game won and lost sounds.

the bug so nice you fixed it twice :-)

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Re: Version 1.1.0

Post by BrainlessTeddy »

blazespinnaker wrote:
Mon Nov 23, 2020 9:34 pm
Hmm, how to update via steam?
Here's how.
Please consider english is not my native language.

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Re: Version 1.1.0

Post by ribsngibs »

I'm assuming the blueprint change (power poles remembering connections) doesn't break old blueprints, correct? So old-non-connected blueprinted powerpoles will still autoconnect randomly to each other?

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Re: Flipping blueprints!

Post by teleksterling »

Awesome about flipping blueprints! I assume signals and stations will just be broken in flipped ones?

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Re: Flipping blueprints!

Post by NotRexButCaesar »

teleksterling wrote:
Mon Nov 23, 2020 10:06 pm
Awesome about flipping blueprints! I assume signals and stations will just be broken in flipped ones?
you aren't allowed to flip stuff if it would break
—Crevez, chiens, si vous n'étes pas contents!

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Khagan
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Re: Version 1.1.0

Post by Khagan »

FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
  • Added logistic requests to spidertron.
  • Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
  • Added vertical/horizontal blueprint flipping.
  • Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order.
  • Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
Lots of good stuff here!
FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
  • Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
OK, but what's really needed here is a sensible default waiting condition for the temporary stop. My vote would be for switching to manual on arrival, but almost anything would be an improvement on 'wait 5 seconds and then go away again'.
FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
  • Productivity module 1 decreases speed of the machine by 5% instead of 15%.
  • Productivity module 2 decreases speed of the machine by 10% instead of 15%.
Unexpected. Probably a good change, but it makes productivity 1 modules an absolute no-brainer anywhere you can use them.
FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
  • Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
Aargh, no! I agree that the previous set-up is slightly inconvenient when you do want to change the contents of the quickbar slot, but this doubles the effort required to use the quickbar (you have to clear your cursor before clicking), which is far more important.
FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
  • Arithmetic combinator 'Each' signal can now be used in either left or right parameter.
Cute. Now I have to remember where I wanted it on the other side ...

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Re: Version 1.1.0

Post by kovarex »

ribsngibs wrote:
Mon Nov 23, 2020 9:54 pm
I'm assuming the blueprint change (power poles remembering connections) doesn't break old blueprints, correct? So old-non-connected blueprinted powerpoles will still autoconnect randomly to each other?
Yes, since we have map version saved in blueprint/strings we could apply one time migration that adds the connections for these.

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Re: Version 1.1.0

Post by coppercoil »

FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
Balancing
  • Productivity module 1 decreases speed of the machine by 5% instead of 15%.
  • Productivity module 2 decreases speed of the machine by 10% instead of 15%.
Why?

Just trying to understand what's wrong with 15%.

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Re: Version 1.1.0

Post by UraniumAnchor »

Be honest, you dropped this now because Shadowlands is releasing hours from now and you wanted to go play that.

(I kid, just funny timing.)

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Re: Version 1.1.0

Post by Merssedes »

Khagan wrote:
Mon Nov 23, 2020 10:12 pm
FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
  • Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
Aargh, no! I agree that the previous set-up is slightly inconvenient when you do want to change the contents of the quickbar slot, but this doubles the effort required to use the quickbar (you have to clear your cursor before clicking), which is far more important.
Mostly agree. I can se it as an setting. Different players may prefer different variations: some use quickbar with mouse (old style is mostly better), some with keyboard (new style is better).

Jap2.0
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Re: Version 1.1.0

Post by Jap2.0 »

I was going to reply to a comment on when 1.1 would be out a few hours ago, but scrapped it because I couldn't be bothered to finish writing it and I might come to regret making predictions...

I should have made bolder predictions.
FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm

Optimisations
  • Multithreaded belt update logic.
Excuse me WHAT? Why didn't I get an FFF on this?

:P
There are 10 types of people: those who get this joke and those who don't.

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V453000
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Re: Version 1.1.0

Post by V453000 »

coppercoil wrote:
Mon Nov 23, 2020 10:20 pm
FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
Balancing
  • Productivity module 1 decreases speed of the machine by 5% instead of 15%.
  • Productivity module 2 decreases speed of the machine by 10% instead of 15%.
Why?

Just trying to understand what's wrong with 15%.
Mostly because with the first tier of productivity modules you get the full punishment for speed, but rather little productivity. Having the upgrades not be a strict upgrade, but rather increasing the downsides as you gain more speed, is more interesting.

Also, this means that productivity module 1 does not decrease throughput of the machine, so it's not as necessary to use beacons as early.

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V453000
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Re: Version 1.1.0

Post by V453000 »

Merssedes wrote:
Mon Nov 23, 2020 10:26 pm
Khagan wrote:
Mon Nov 23, 2020 10:12 pm
FactorioBot wrote:
Mon Nov 23, 2020 8:29 pm
  • Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
Aargh, no! I agree that the previous set-up is slightly inconvenient when you do want to change the contents of the quickbar slot, but this doubles the effort required to use the quickbar (you have to clear your cursor before clicking), which is far more important.
Mostly agree. I can se it as an setting. Different players may prefer different variations: some use quickbar with mouse (old style is mostly better), some with keyboard (new style is better).
You can still middle-click to just set the filter, but keep the item in your hand.

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