Page 9 of 9

Re: Friday Facts #363 - 1.1 is getting close

Posted: Fri Nov 20, 2020 3:40 pm
by ptx0
AmorPropio wrote:
Thu Nov 19, 2020 2:41 pm
Another thing, the belts move without electricity, is it possible to put electricity on them to give the game more realism? Thank you.
that would murder game performance for no real benefit. also, search the forum - you'll find plenty of requests for this, and they were all shot down.

Re: Friday Facts #363 - 1.1 is getting close

Posted: Fri Nov 20, 2020 5:06 pm
by Selvek
Any plans to update the color picker GUI? RGB selection with no "built in" or "favorite" color options means you basically have to copy paste to get entity colors to match (or memorize 3 numbers for every color you like...)

IMO Factorio should use a color picker window similar to the one used by e.g. Excel - A small palette of commonly used colors, a Y-CR-CB color selector (more intuitive than RGB), and the ability to set and save favorites.

Re: Friday Facts #363 - 1.1 is getting close

Posted: Fri Nov 20, 2020 5:31 pm
by Nexarius
Do we get 1.1 today? I really want the train stop limits.

Re: Friday Facts #363 - 1.1 is getting close

Posted: Sat Nov 21, 2020 12:24 am
by argbla
Nexarius wrote:
Fri Nov 20, 2020 5:31 pm
Do we get 1.1 today? I really want the train stop limits.
My guess would be Tuesday next week. They don't like to release right before the weekend, in case something goes wrong.

Re: Friday Facts #363 - 1.1 is getting close

Posted: Sat Nov 21, 2020 12:44 am
by valneq
The locale strings were updated on Crowdin today, the translations are coming in. There is a good chance that the experimental 1.1 release will have the new tips & tricks available in your favorite locale.

Re: Friday Facts #363 - 1.1 is getting close

Posted: Sat Nov 21, 2020 2:07 pm
by Gemma
Bless you all.

I think the belt line building option should be activated by a hotkey rather than a settings option. For example, hold ctrl while building and it locks it to only build in a straight line, or press a hotkey to toggle the building mode on/off.

This could eventually be extended to entities like electricity poles, pipes, and so on.

And in the distant future, if such a foundation were laid in the code, it could also be extended in other ways, which I'm sure are obvious to you to the developers. (It's my dream that one day I'll be able to drag build roboports and only have them placed at the max distance to continue the network.)

Re: Friday Facts #363 - 1.1 is getting close

Posted: Sat Nov 21, 2020 4:02 pm
by darekols
I know this is bad place to write something like that, but:

Can you fix placing Ghosts of Trains, Wagons, Cisterns on rail? Because right now it seems like Random.

Re: Friday Facts #363 - 1.1 is getting close

Posted: Sat Nov 21, 2020 4:11 pm
by valneq
darekols wrote:
Sat Nov 21, 2020 4:02 pm
I know this is bad place to write something like that, but:

Can you fix placing Ghosts of Trains, Wagons, Cisterns on rail? Because right now it seems like Random.
like so?
viewtopic.php?f=30&t=87656

Re: Friday Facts #363 - 1.1 is getting close

Posted: Sat Nov 21, 2020 4:24 pm
by ptx0
Gemma wrote:
Sat Nov 21, 2020 2:07 pm
Bless you all.

I think the belt line building option should be activated by a hotkey rather than a settings option. For example, hold ctrl while building and it locks it to only build in a straight line, or press a hotkey to toggle the building mode on/off.

This could eventually be extended to entities like electricity poles, pipes, and so on.

And in the distant future, if such a foundation were laid in the code, it could also be extended in other ways, which I'm sure are obvious to you to the developers. (It's my dream that one day I'll be able to drag build roboports and only have them placed at the max distance to continue the network.)

you can do this currently with the grid blueprint feature. I have a BP that combines roboport with power lines.

Re: Friday Facts #363 - 1.1 is getting close

Posted: Mon Nov 23, 2020 12:10 am
by darekols
valneq wrote:
Sat Nov 21, 2020 4:11 pm
like so?
viewtopic.php?f=30&t=87656
Exactly that. Thank you for bridging this topic up.

Re: Friday Facts #363 - 1.1 is getting close

Posted: Wed Nov 25, 2020 5:25 pm
by psychomuffin
I'm loving 1.1 so far. The title screen is great!

The only bug I've encountered so far is if I put down a row of solar panels, but leave a space for the wooden elec poles, when I come back to run-drag-place the poles, the poles don't place as I run. I have to place them one at a time. I'm not sure why the solar panels prohibit this.

Re: Friday Facts #363 - 1.1 is getting close

Posted: Wed Nov 25, 2020 7:17 pm
by AmericanPatriot
psychomuffin wrote:
Wed Nov 25, 2020 5:25 pm
I'm loving 1.1 so far. The title screen is great!

The only bug I've encountered so far is if I put down a row of solar panels, but leave a space for the wooden elec poles, when I come back to run-drag-place the poles, the poles don't place as I run. I have to place them one at a time. I'm not sure why the solar panels prohibit this.
Did you make a bug report? If no, you should(unless there already is one)

Re: Friday Facts #363 - 1.1 is getting close

Posted: Thu Nov 26, 2020 3:15 pm
by Squaresoft
Will the Character/Weapon/Bullets movement from the bottom right to the bottom left be toggleable?,

Re: Friday Facts #363 - 1.1 is getting close

Posted: Thu Nov 26, 2020 6:30 pm
by psychomuffin
AmericanPatriot wrote:
Wed Nov 25, 2020 7:17 pm
psychomuffin wrote:
Wed Nov 25, 2020 5:25 pm
I'm loving 1.1 so far. The title screen is great!

The only bug I've encountered so far is if I put down a row of solar panels, but leave a space for the wooden elec poles, when I come back to run-drag-place the poles, the poles don't place as I run. I have to place them one at a time. I'm not sure why the solar panels prohibit this.
Did you make a bug report? If no, you should(unless there already is one)
No I haven't, in the 2500 hours I've been playing this game I've never encountered a bug in the first place!
I found the bug forum, I guess I do some searches and see if it is there or something.