search the forum - you'll find plenty of requests for this, and they were all shot down.AmorPropio wrote: ↑Thu Nov 19, 2020 2:41 pmAnother thing, the belts move without electricity, is it possible to put electricity on them to give the game more realism? Thank you.
Friday Facts #363 - 1.1 is getting close
Re: Friday Facts #363 - 1.1 is getting close
Last edited by ptx0 on Sun Jan 03, 2021 9:54 pm, edited 1 time in total.
Re: Friday Facts #363 - 1.1 is getting close
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.
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
Do we get 1.1 today? I really want the train stop limits.
Re: Friday Facts #363 - 1.1 is getting close
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
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.)
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
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.
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
Gemma wrote: ↑Sat Nov 21, 2020 2:07 pmBless 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
Exactly that. Thank you for bridging this topic up.
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Re: Friday Facts #363 - 1.1 is getting close
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.
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.
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Re: Friday Facts #363 - 1.1 is getting close
Did you make a bug report? If no, you should(unless there already is one)psychomuffin wrote: ↑Wed Nov 25, 2020 5:25 pmI'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.
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Re: Friday Facts #363 - 1.1 is getting close
Will the Character/Weapon/Bullets movement from the bottom right to the bottom left be toggleable?,
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Re: Friday Facts #363 - 1.1 is getting close
No I haven't, in the 2500 hours I've been playing this game I've never encountered a bug in the first place!AmericanPatriot wrote: ↑Wed Nov 25, 2020 7:17 pmDid you make a bug report? If no, you should(unless there already is one)psychomuffin wrote: ↑Wed Nov 25, 2020 5:25 pmI'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.
I found the bug forum, I guess I do some searches and see if it is there or something.
Re: Friday Facts #363 - 1.1 is getting close
My question is, will there be a option to have the character gui, that's now on the lower left, to be back on the lower right? It really throws me off that the gui element was moved to the opposite side and personally hate it. It would be great if there was an option to go back just like the inventory gui.
Re: Friday Facts #363 - 1.1 is getting close
hell yeah. It irritates me irrationally soleion247 wrote: ↑Sat Dec 05, 2020 1:54 amMy question is, will there be a option to have the character gui, that's now on the lower left, to be back on the lower right? It really throws me off that the gui element was moved to the opposite side and personally hate it. It would be great if there was an option to go back just like the inventory gui.
Re: Friday Facts #363 - 1.1 is getting close
leion247 wrote: ↑Sat Dec 05, 2020 1:54 amMy question is, will there be a option to have the character gui, that's now on the lower left, to be back on the lower right? It really throws me off that the gui element was moved to the opposite side and personally hate it. It would be great if there was an option to go back just like the inventory gui.
it's one of those things you'll probably just get used to eventually.
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Re: Friday Facts #363 - 1.1 is getting close
Yay!Alert arrows
(about freaking time, TBH. I'm really tired of hearing "structure under attack" alerts, but by the time I figure out where the heck it was, the icon has nearly faded)
Yay!Belt building in line
One less thing inconveniencing me due to my disability and accessibility concerns that make moving around not always go the direction I actually want myself to! (You were just thinking of spidertron, but you inadvertently made the game more accessible. Thanks!)
Yay!Blueprint selection in map
something that probably could've been in the version you added ability to build from the map, but you probably just didn't think of it?
Yay!Technology effect icons
okay honestly I have no idea what half these icons are now... but I'm sure the tool tips can help. Out of curiosity, what are the ghost ones? Something to do with ghost building, perhaps?
Yay!Breaking things
(not actually sarcastic because I know breaking things by discarding old and basically obsolete things is often an indicator of moving forward. Proud of you for making a judgment call to say "no, we really don't need that anymore"
![Smile :-)](./images/smilies/icon_e_smile.gif)
How to report bugs effectively (archived version)because everyone should know this.
The game's tech tree, a visual reference guide.
The game's tech tree, a visual reference guide.
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Re: Friday Facts #363 - 1.1 is getting close
Any chance we will get a new blog post soon? Curious in which direction the dev team is pushing the boundaries... ![Cool 8-)](./images/smilies/icon_cool.gif)
![Cool 8-)](./images/smilies/icon_cool.gif)