I've not used 1.1 yet, but from what I read, yes you will be able to do that.
You could at least admit that the new content (that is there) is merely stuff you don't care about.
I've not used 1.1 yet, but from what I read, yes you will be able to do that.
The devs are just a lazy bunch doing nothing. Probably playing satisfactory the whole day long.
Well I’m sorry they aren’t developing fast enough for you. Do you realize they don’t work for you? They aren’t obligated to make any updates at all.
Ah, you just don't know me. Satire hello?AmericanPatriot wrote: ↑Wed Nov 18, 2020 2:37 amWell I’m sorry they aren’t developing fast enough for you. Do you realize they don’t work for you? They aren’t obligated to make any updates at all.
I think the game is plenty finished as it is, and 1.1 brings some very positive game-changing features.
Oh I thought it was the original mythos guy again: didn’t look at the poster.Impatient wrote: ↑Wed Nov 18, 2020 2:41 amAh, you just don't know me. Satire hello?AmericanPatriot wrote: ↑Wed Nov 18, 2020 2:37 amWell I’m sorry they aren’t developing fast enough for you. Do you realize they don’t work for you? They aren’t obligated to make any updates at all.
I think the game is plenty finished as it is, and 1.1 brings some very positive game-changing features.
Yeah! In fact people should stop developing games all together! Lets all just play Garry's Mod!TheoMarque wrote: ↑Wed Nov 18, 2020 4:57 pmNew features are in mods. Is not bad idea if devs can integrate mods into main game (with mod author permission).
oh god please no, if you want that, go play Terraria. I never check wiki or forum for information in Factorio, the UI is so nice.
Quoting to agree since no way to upvote. I really hope that the inserter interface doesn't change; or an alternate solution is found.T-A-R wrote: ↑Wed Nov 18, 2020 10:30 pmThe inserter slot keeps me tinkering about what usecases it solves. We're about to lose a neat little interface to a lot of blur: We're not there yet, as a filter inserter will need some third panel to select the filters.
Agreed its a cleaner way to manually clear a inserter (instead of rotating/replacing it), and ctrl-clicking a bunch is even elegant, but 9/10 times it simply blocks alot of view.
Every single inserter you adjust in the factory will need to be adjusted blind (mentioning LN bot malls and CN train stations as examples where it is useful to have oversight when programming smart inserters).
The entire function has no effect on the cause of clogged inserters, how to prevent it, or how to predict any reliability. With the current small menu you could already see the item in the stuck inserter itself. The status indicator nontheless is more helpful in the start of a investigation about inserter mechanics. It functions "as an" error code.
In a game like this you come to a point of complexity where external sources like wiki or the forum become more valuable then any interface. It seem to be the modern interactive variant of the booklet mother-manuals that classic games came with. Fix, prevent, automate. Making manual fixes more fluent somewhat can lure you into becoming slave to your own machine.
Edit, related suggestion, can we keep the selection box of inserters/chests/combinators active when the interface is up (useful in clusters).
On Windows it's just the default OS mouse pointer, you can change it to whatever you like.AmorPropio wrote: ↑Thu Nov 19, 2020 2:41 pmHello a greeting. There are two things that I want to keep in mind: Is it possible to modify the mouse pointer in such a way that it can be seen between so many entities? It is lost and not distinguished in many cases.
Never gonna happen.Another thing, the belts move without electricity, is it possible to put electricity on them to give the game more realism? Thank you.
Also you can enable the pretty (nope, not really) windows feature to highlight you mouse cursor when hitting CTRL key on your keyboard.Deadlock989 wrote: ↑Thu Nov 19, 2020 2:45 pmOn Windows it's just the default OS mouse pointer, you can change it to whatever you like.AmorPropio wrote: ↑Thu Nov 19, 2020 2:41 pmHello a greeting. There are two things that I want to keep in mind: Is it possible to modify the mouse pointer in such a way that it can be seen between so many entities? It is lost and not distinguished in many cases.
They’ve said that they are planning to keep the same way of doing it as they did pre-1.0: 1.1.0 will be the next release (marked unstable), and then after lots more 1.1.x unstable releases there will be a 1.1.y release marked stable.Daeruun wrote: ↑Thu Nov 19, 2020 6:08 pmI just re-read the FFF and just need to get this of my chest:
the next release(s) will be 1.0.1 ... 1.0.x (experimental), right?
and when confirmed there are no new bugs there will be 1.1.0 (stable)?
something like 1.1.x feels ... wrong.
or is the plan to have 1.1.x experimental and then 1.2.0 stable?
There's a mod for that: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.