one concern: please don't make the images on the main menu switch as fast as shown in the gif. that will become annoying very qiuckly....
one concern: please don't make the images on the main menu switch as fast as shown in the gif. that will become annoying very qiuckly....
The FFF is just a demonstration of the concept, in the game it's moving, and the simulations each take about 10-20 seconds.
You guys made an amazing post on biter path finding. I'm curious if it's possible to implement that on remote spidertron usage or if that's a completely different animal?
We considered it before 1.0, but it seemed too different, with some serious drawbacks like delay between issuing the command and the spider starting to run towards it. I don't know how many of the drawbacks are feasibly solvable for now.
Never say never, but for now it's simple as is.
The new menu background looks nice but what would happen if someone theoretically made a new base mod?
The menu simulation is a part of base mod, so if someone removes base, the original static image is used.
As far as I understand it, 1.1 will be released as new experimental, so you can choose to keep on playing with functional mods or try the new stuff out.
Yea, 1.1 will follow the standard experimental phase into stable candidate process.
I want ctrl-x to copy trains. It deletes them why doesn't it copy them??? Allow configuration option for Ctrl-c for that as well.
Its fixed for 1.1
Underground belts and pipes were made draggable like power poles, about 4 years ago, in v0.13
This is why we made tips and tricks for the 1.1 version. I will encourage everyone who plays a lot to go through everything there, even if he knows almost everything, as a lot of the small tricks are not as widely known as we hoped for.
I have spotted some easy to implement improvements after 1k hours and 4k spm base under way:
Q functionality is missing when cursor is on an empty tile. I'd like it to select previously Q selected building.
Ctrl cvz are amazing features! But when you furiously spam Ctrl z, you might accidentally delete power pole or inserted somewhere far away. I'd like to have Ctrl shift z to undo undo, just to make sure I didn't accidentally deconstructed something.
Might be hard to implement: Modules blueprint features to remove modules, change modules and insert modules.
Having redo was on my radar for quite some time, but it didn't get through the filters that enabled us to actually finish the game before we get old :) Maybe some day later.
Do active mods apply to the menu scenes? Can mods specify their own scenes?
Yea, that is the point, mods can mod it in any way they want, they can add/remove or modify the scenes as much as they want. I can imagine mod that adds new stuff would add a few scenes presenting its contents.
The ghost building upgrade and the logistic slots for spidertron are great and make it much more the remote builder it is so good to use for. Any plans to implement Squad Control and/or Waypoints into Vanilla?
The problem with squad control is, that the limitation of the joystics was put there to kind of limit the amount of spidertron you can use (in not the best way I would say, but it was easy enough to do before 1.0). In some future, I would consider put some other limitations on the amount of spidertrons you can control (research or equipment grid probably), and once it would be done, you could probably control them in much more rts friendly way.
Fair enough, probably you are considering waypoint as too op for Vanilla. Therefore mods exists.
But since pathfinding isn’t on the roadmap for spidertron, waypoints would be quite nice and QoL to plot a course e.g. For builder spidertron around a lake. This feature alone would be much more in line with the Vanilla scope for spidertron.
I'm not gainst waypoints in principal.
Can you show a different tip on each game load instead of the same one every time?
The tips are reworked a lot, there is no tips and tricks popup in the start of the game anymore, tips are instead unlocked as you progress the game, and you can mark the as being read.
https://www.factorio.com/blog/post/fff-361
That power pole change... oh my god that power pole change! THANK YOU!
I often feel like I might be solving small details that not many people care about, but I'm glad that I'm not the only one suffering from these little annoyances, making the work feel more worthwile.
Speakingo of ghost building, when I try to build a blueprint on top of an existing structure (e.g. a rail segment) and the part I click on is a power pole, then shift-clicking will not force-place the blueprint (ignoring obstacles) but just disconnect the wires in the pole.
This is one of the many bugs reported and fixed for 1.1 :)
Please please please say you noticed the "draging locks you into a line" comment?
"Dragging locks you into line" is potentially problematic, as there would be a lot of people angry that they can't "spray" their multibelt line.
When might this be available?
When it is done :)
Did the feature get pulled for 1.1?
Right, so in playtesting, we realised its really really annoying and horrible to copy trains with the CTRL + C, so we disabled it.
The removing them with the CUT, was not adjusted form 1.0.