FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Added logistic requests to spidertron.
There seem to be some bugs yet, but ... oh yes, building outposts by spidey in far away lands. Including outpost/spidey supply stations, which enables it to build more outposts/spidey supply stations. Can it also build other spidertrons and put stuff in their equipment grid? That truly would make spidey the grey goo.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Train stop allows to set limit of incoming trains.
I am impatient to test if this solves the n:m station problem or if transfer stations are still a necessity.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
- Rich text icon selector.
- Added vertical/horizontal blueprint flipping.
Thank you, thank you, thank you
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
This one actually gives mixed feelings as custom alarms by programmable speakers are left out again. I wrote a QOL feature request once (
viewtopic.php?f=6&t=78733 ) where I explained how treating custom alarms the same way as vanilla alarms would benefit the game.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Spidertron remotes now allow to add queue commands and a command to follow any entity.
Oh boy, watching a spidertron platoon wreak havoc throughout the biter nests, also traversing small bodies of water to get to them and then returning to the medic spider to get repaired, gives me a thrilling shiver. It somehow reminds me of the first Terminator movie. The bugs have no chance. The spiders always get to them and are no match.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Transport belt drag building is locked into a line, can be turned off by an interface setting.
Thanks again for making this an option. You did that in the past with other things you changed. I really appreciate the effort to make things optional and not just say "Now it is like that, live with it!"
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
- Ghosts can be fast replaced and rotated.
- Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order.
Very nice! And now already placed belts and splitters can finally be rotated remotely via builderbots. That is awesome! You even kept the filters on the splitters. It is not possible with ubelts though. That is a bit sad. I do understand why. But maybe some ideas come up to get there as well.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
Minor Features
- Added a way to reset spidertron remote.
- Power poles/underground belts built by dragging logic works also with ghost building.
- Power pole ghosts show connections.
- Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint.
- Expanded undo to work with fast replace and upgrade planner.
You are being humble. These features are not minor. They are important QOL improvements. Especially the PP connections being saved in blueprints. Now it is possible to create dense designs with separated power networks.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
Minor Features
- Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
Ok, I am split about that one. Although it is a very cool feature, it is very counter intuitive. Actually, it is counter intuitive to the max. When I was driving a train and I used CTRL+click several times I expected the train to reset the same temporary stop to the new click location each time. But it did not. I first thought it is faulty. Only when I opened the train gui, I noticed, that each click added an additional temporary stop and the train was going to each of these in sequence, each time obeying the wait condition.
While technically, this is how temp stops work in the schedule, I think when using CTRL-click in the map view, this should work differently. It IMO should work like the normal click with the spidertron remote. I am riding the train and I think "Ah I want to go over there", I CTRL-click and I want the train to repath there. And then I think "Ah nah, I forgot something back here" and I CTRL-click again somewhere else, I would like the train to immediately repath to that last clicked location. And not go to the 1st clicked location and then go back again. I'll write a feature request. I have the feeling I am not the only one expecting it like that. Let's discuss it.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
Graphics
- Added detailed night lighting of entities.
Beautiful
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
Optimisations
- Multithreaded belt update logic.
- Overall small entity update time reduction + statistics of how much update time is taken by individual entities.
Any numbers on how much faster this makes factorio?
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%.
Gaaaaaaaaaaaaaaahhhhhhhhhhhh! Now ALL the late game prod modded blueprints, which make something like "45/s red circuits" have to be recalculated and redone. Curse youuuuuuuuuuuuuuuuuuuuuuuuuuu! Oh hang on, I actually only use prod mods mk3 and they did not change. Love you guys!
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
Gui
- Menu background now features various factory simulations instead of a static picture.
I had to lol hard seeing the tanks levelling the nest.
The animated background is actually such a nice feature, giving modders the opportunity to showcase their content. It is a blast.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
Gui
- When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it.
That. I often wanted to change something in the weapons configuration or the power armor while riding a train but could not. Great improvement!
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
Gui
- Removed the "Character" tab from the character window.
- Changed the flat character screen option to be defaulted to true.
Btw., thanks a bunch for the flat character GUI. You know why? Because now I can easily take items from the trash slots and use them. You might think "huh?", but that actually really removes an ongoing nuisance. When crafting one single item of something that I usually want to be trashed, but in a special case need, I don't have to change request orders, toggle the personal logistics or click tabs and do a lot of mouse movements to get to it, maybe even to late, because a logibot already took it of me.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
Gui
- Tabbing into a textfield selects the text.
Oh yes, speeding up the setting of personal logistic requests.
FactorioBot wrote: Mon Nov 23, 2020 8:29 pm
Modding
- Added the "linked-container" entity type.
Uuuuuuuuuh, what is this? How many of these can be added to an entity?
In total: Awesome job!