Re: Version 1.1.0
Posted: Mon Nov 23, 2020 9:18 pm
It's not gonna help anyone, but my standalone Linux copy of Factorio updated just fine when the 1.1.0 became available . I am surprised so see that many other people have problems .
Just replacing bin and data in your install directory fixed everything for medtoxic wrote: Mon Nov 23, 2020 9:13 pm Thx for the info...now do we copy over the whole game to existing one or should we copy only the basics into the new game update (full game folder) like mod;settings etc
Thx man! did not want to make a mess here so better id askAmericanPatriot wrote: Mon Nov 23, 2020 9:18 pmJust replacing bin and data in your install directory fixed everything for medtoxic wrote: Mon Nov 23, 2020 9:13 pm Thx for the info...now do we copy over the whole game to existing one or should we copy only the basics into the new game update (full game folder) like mod;settings etc
you aren't allowed to flip stuff if it would breakteleksterling wrote: Mon Nov 23, 2020 10:06 pm Awesome about flipping blueprints! I assume signals and stations will just be broken in flipped ones?
Lots of good stuff here!FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Added logistic requests to spidertron.
- Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
- Added vertical/horizontal blueprint flipping.
- Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order.
- Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
OK, but what's really needed here is a sensible default waiting condition for the temporary stop. My vote would be for switching to manual on arrival, but almost anything would be an improvement on 'wait 5 seconds and then go away again'.FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
Unexpected. Probably a good change, but it makes productivity 1 modules an absolute no-brainer anywhere you can use them.FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- 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%.
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.FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
Cute. Now I have to remember where I wanted it on the other side ...FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Arithmetic combinator 'Each' signal can now be used in either left or right parameter.
Yes, since we have map version saved in blueprint/strings we could apply one time migration that adds the connections for these.ribsngibs wrote: Mon Nov 23, 2020 9:54 pm I'm assuming the blueprint change (power poles remembering connections) doesn't break old blueprints, correct? So old-non-connected blueprinted powerpoles will still autoconnect randomly to each other?
Why?FactorioBot wrote: Mon Nov 23, 2020 8:29 pm Balancing
- 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%.
Mostly 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 pmAargh, 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.FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
Excuse me WHAT? Why didn't I get an FFF on this?
Mostly because with the first tier of productivity modules you get the full punishment for speed, but rather little productivity. Having the upgrades not be a strict upgrade, but rather increasing the downsides as you gain more speed, is more interesting.coppercoil wrote: Mon Nov 23, 2020 10:20 pmWhy?FactorioBot wrote: Mon Nov 23, 2020 8:29 pm Balancing
- 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%.
Just trying to understand what's wrong with 15%.
You can still middle-click to just set the filter, but keep the item in your hand.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 pmAargh, 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.FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.