- Fixed a false positive in a blueprint related consistency checks. (94355)
Version 1.1.10
- FactorioBot
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Version 1.1.10
Bugfixes
Re: Version 1.1.10
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
Hotfix release
Re: Version 1.1.10
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
you're worried about nothing, carry on as usualAlwego wrote: ↑Thu Jan 14, 2021 4:11 pmGood 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
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.
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.
Last edited by Usul on Thu Jan 14, 2021 5:00 pm, edited 1 time in total.
Re: Version 1.1.10
wowza. someone woke up on the wrong side of the bed today.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.
belt can be stopped by circuit. car can run out of fuel.
Re: Version 1.1.10
Nope. Try it.... stopped belt with wire connected-> Status: "Working".
Re: Version 1.1.10
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".
My mods
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Re: Version 1.1.10
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
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.
- ickputzdirwech
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Re: Version 1.1.10
Kovarex fixed all of them anyway. I got some even more minor ones up my sleeves though 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)
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