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Version 1.1.10

Posted: Thu Jan 14, 2021 2:30 pm
by FactorioBot
Bugfixes
  • Fixed a false positive in a blueprint related consistency checks. (94355)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 2:42 pm
by lukegb
Ooh, interesting. There appears to be a new 1.1.10 demo experimental build - was this intentional or just a quirk?

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 2:46 pm
by DanGio
Hotfix release 👍

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 2:51 pm
by kovarex
lukegb wrote:
Thu Jan 14, 2021 2:42 pm
Ooh, interesting. There appears to be a new 1.1.10 demo experimental build - was this intentional or just a quirk?
It is intentional, we are getting close to stable, and we need to test the demo as well, as there are non-trivial changes.

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 4:11 pm
by Alwego
kovarex wrote:
Thu Jan 14, 2021 2:51 pm
(...) we are getting close to stable (...)
Good to hear that :)
Now community is divided. Some players play on stable 1.0, other players use new experimental 1.1.10, but a lot players and servers stuck on 1.1.x. I'm worrid for this, a lot of players can resign to play this game, when they find only a dozen active servers (becous they use not popular/not newest experimental version).

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 4:52 pm
by ptx0
Alwego wrote:
Thu Jan 14, 2021 4:11 pm
kovarex wrote:
Thu Jan 14, 2021 2:51 pm
(...) we are getting close to stable (...)
Good to hear that :)
Now community is divided. Some players play on stable 1.0, other players use new experimental 1.1.10, but a lot players and servers stuck on 1.1.x. I'm worrid for this, a lot of players can resign to play this game, when they find only a dozen active servers (becous they use not popular/not newest experimental version).
you're worried about nothing, carry on as usual

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 4:55 pm
by Usul
Near stable?! Was hoping this myriad of new confusing and pointless statutes introduced was still a work in progress.

If you really wanted a status for *everything* for the sake of consistency, then at least add a surrogate status LED for *everything*, I mean, everything.

Better imho:
Remove the status indicator for all entities where there is never more than 1 distinct status, as it is pointless information. Else, you are suggesting or implying that a particular entity type can have more than 1 different status.

Wooden chest: Status: "Normal"... what's the point?! Is there ever a differnt status? No.
Belt: "Working"... is it ever anything other status? No. Same with Splitter. Yet underground belt has no status. Consistency?
Car: "Working", Wagons: "Working", but locomotives... no status.
Substation: no status, yet does more "work" than a wooden chest.

I appreciate many of the new granular statuses that actually communicate useful information such as "disabled by circuit condition", "discharching" etc.

This 1.1 status mess is seriosly the only ever Update that I don't see any sense in and that I complain about since 0.13.

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 4:58 pm
by ptx0
Usul wrote:
Thu Jan 14, 2021 4:55 pm
Wooden chest: Status: "Normal"... what's the point?!
Belt: "Working"... is it ever anything other status? No. Same with Splitter. Yet underground belt has no status?
Car: "Working", Wagons: "Working", but locomotives... no status.
Substation: no status, yet does more "work" than a wooden chest.
wowza. someone woke up on the wrong side of the bed today.

belt can be stopped by circuit. car can run out of fuel.

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 5:01 pm
by Usul
Nope. Try it.... stopped belt with wire connected-> Status: "Working".

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 5:07 pm
by Xorimuth
Usul wrote:
Thu Jan 14, 2021 5:01 pm
Nope. Try it.... stopped belt with wire connected-> Status: "Working".
That should probably be changed then. Even so, belts can be set by mods to be inactive: https://lua-api.factorio.com/latest/Lua ... ity.active. This changes their status to something like "Disabled by script".

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 5:11 pm
by ptx0
Usul wrote:
Thu Jan 14, 2021 5:01 pm
Nope. Try it.... stopped belt with wire connected-> Status: "Working".
and in the last bug report that was submitted wrt 'status' indicators, kovarex said they're all very low priority. but if you find one, open a ticket. no need to complain here in the release thread, which won't get anything accomplished.

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 5:15 pm
by ManaUser
Usul wrote:
Thu Jan 14, 2021 5:01 pm
Nope. Try it.... stopped belt with wire connected-> Status: "Working".
So did try it, and got a different result. Oddly it says "disabled by control behavior", which is awfully cryptic, but at least the disabled part is right.

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 6:42 pm
by Xoriun
And btw, the term stable means there are very few bugs. It doesn't mean there are no major/minor feature and/or changes planned.

Re: Version 1.1.10

Posted: Thu Jan 14, 2021 8:21 pm
by ickputzdirwech
ptx0 wrote:
Thu Jan 14, 2021 5:11 pm
and in the last bug report that was submitted wrt 'status' indicators, kovarex said they're all very low priority.
Kovarex fixed all of them anyway. I got some even more minor ones up my sleeves though :mrgreen: Right now locomotives and gates are the entities with the most useless statuses imo.

(PS: It was actually boskid saying they were minor. viewtopic.php?p=530858#p530858)