Version 1.1.0
Re: Version 1.1.0
I didn't realize the animated background scenes would have sound. That's a bit distracting when you are focusing on settings in various menues
- NotRexButCaesar
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Re: Version 1.1.0
This is to make the stuff in the quickbar act like items. If you have something in your cursor and click over an item, it moves to the new slot. there was a lot of confusion about the shortcut vs item thing before. I like the new change: it seems more correct.Merssedes wrote: ↑Mon Nov 23, 2020 10:26 pmMostly 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).Khagan wrote: ↑Mon Nov 23, 2020 10:12 pm 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.
Ⅲ—Crevez, chiens, si vous n'étes pas contents!
Re: Version 1.1.0
Animated background are awesome, I love the one when the character run after a lonely biter...
The rail signal display on the map is sweet to see what is missing!
Bravo!
Thanks for this amazing update!
The rail signal display on the map is sweet to see what is missing!
Bravo!
Thanks for this amazing update!
It should be add in the game: viewtopic.php?f=6&t=67650
Re: Version 1.1.0
Modders tomorrow:
Ahahahah
Ahahahah
Re: Version 1.1.0
We have an undo button.
Why don't we have a redu button yet? It happened way too often to me that I undid one too many, and ended up breaking something important.
Why don't we have a redu button yet? It happened way too often to me that I undid one too many, and ended up breaking something important.
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Re: Version 1.1.0
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Re: Version 1.1.0
Ok, it's implemented. But nobody knows
There is no button on action bar, and mostly nobody read ALL changelogs carefully.
Re: Version 1.1.0
Most unexpected: there is no explicit keybinding for it in the controls settings. That makes it even more unlikely for people to discover.Shadow_Man wrote: ↑Tue Nov 24, 2020 12:06 am Ok, it's implemented. But nobody knows
There is no button on action bar, and mostly nobody read ALL changelogs carefully.
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Re: Version 1.1.0
Hey, what about game version requirements for mods?
The game now requires mods with Factorio 1.1 version, but the changelog did not indicate this.
Is this a bug?
The game now requires mods with Factorio 1.1 version, but the changelog did not indicate this.
Is this a bug?
- SuperSandro2000
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Re: Version 1.1.0
This is the same behavior that existed for years.Shadow_Man wrote: ↑Tue Nov 24, 2020 12:23 am Hey, what about game version requirements for mods?
The game now requires mods with Factorio 1.1 version, but the changelog did not indicate this.
Is this a bug?
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
Re: Version 1.1.0
Mods have to be explicitly marked as compatible with major versions, and this has always has been the case. The only exception was 1.0 stable being able to load mods marked as compatible with 0.18 experimental. But that was mainly to ensure that turning the experimental version into stable did not suddenly mark mods as incompatible.Shadow_Man wrote: ↑Tue Nov 24, 2020 12:23 am Hey, what about game version requirements for mods?
The game now requires mods with Factorio 1.1 version, but the changelog did not indicate this.
Is this a bug?
The new release for 1.1 is experimental again, and has a lot of mod compatibility changes, see here:
viewtopic.php?f=34&t=91606
Therefore you cannot assume that every mod will be compatible with 1.1 without any change.
- 5thHorseman
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Re: Version 1.1.0
Ho. Ly. Cow.
I want to comment on so many of these but it would take too long and I'd instead rather play it!
Super excited about:
Train stop allows to set limit of incoming trains.
Added vertical/horizontal blueprint flipping.
Power poles/underground belts built by dragging logic works also with ghost building.
Power pole connections are saved in the blueprint.
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%.
Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic.
Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
Menu background now features various factory simulations instead of a static picture.
Tabbing into a textfield selects the text. (because I asked for this
!!!!
I want to comment on so many of these but it would take too long and I'd instead rather play it!
Super excited about:
Train stop allows to set limit of incoming trains.
Added vertical/horizontal blueprint flipping.
Power poles/underground belts built by dragging logic works also with ghost building.
Power pole connections are saved in the blueprint.
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%.
Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic.
Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
Menu background now features various factory simulations instead of a static picture.
Tabbing into a textfield selects the text. (because I asked for this
!!!!
Re: Version 1.1.0
I have to correct myself, apparently this is not a thing – but why was it marked as implemented o_O
Re: Version 1.1.0
I preferred the quickbar the way it was. Switching items in my hand now requires and extra keystroke to clear it.
Or make it an option, please.
I keep overwriting my shortcuts now with stuff I don't want there. very frustrating.
Or make it an option, please.
I keep overwriting my shortcuts now with stuff I don't want there. very frustrating.
Last edited by bMac59 on Tue Nov 24, 2020 1:37 am, edited 1 time in total.
Re: Version 1.1.0
Wow. You guys need to charge more money, this changelog is insane.
Re: Version 1.1.0
What can I say, a big congrats and a big thank you!
- NotRexButCaesar
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Re: Version 1.1.0
It doesn't even do anything for me. A dev confirmed that it isn't even implemented.valneq wrote: ↑Tue Nov 24, 2020 12:15 amMost unexpected: there is no explicit keybinding for it in the controls settings. That makes it even more unlikely for people to discover.Shadow_Man wrote: ↑Tue Nov 24, 2020 12:06 am Ok, it's implemented. But nobody knows
There is no button on action bar, and mostly nobody read ALL changelogs carefully.
Ⅲ—Crevez, chiens, si vous n'étes pas contents!
Re: Version 1.1.0
Why was the Rocket silo stats GUI removed? How do we now see how many satellites we've launched?
I don't understand why it was seemingly randomly removed.
I don't understand why it was seemingly randomly removed.
+1
+1
Re: Version 1.1.0
But the whole point is that while the old quickbar did contain items, the new one (i.e. new a few versions ago) actually contains shortcuts. Trying to make it look like it contains items just increases the confusion.AmericanPatriot wrote: ↑Mon Nov 23, 2020 11:11 pm This is to make the stuff in the quickbar act like items. If you have something in your cursor and click over an item, it moves to the new slot. there was a lot of confusion about the shortcut vs item thing before. I like the new change: it seems more correct.
My original complaint was based on a reading of the change-log. Now an hour of actually playing with this change confirms my worse fears, as my quickbar keeps getting scrambled.