I will actually link this topic in the changelog once its fixed!
I will actually link this topic in the changelog once its fixed!
This might be the stable candidate.
Would be great to have this as a toggle in the same place as alt mode, personal roboport, etc!
Optionally with a push to disable hotkey?
Try Cntrl
Is it possible to make the belt locking thing allow you to build perpendicular to the belt direction??
Example: belt is in hand pin the north direction, I want to build east/west across multiple lanes, but each lane pointing north.
Not possible with the belt line locking. That is the price paid for it (and the smart belt building), that is why it is an option, as some people might prefer free building.
Automatic underground belt placement when obstacle is encountered.
Does it works for underground pipes?
No, it doesn't maybe some day it could :)
Heads up: the Linux version seems to be broken. Can't start or load vanilla games, game just crashes. Not sure if it's only on my system though!
edit: I'm not the only one
It is not related only to linux, hotfix is on the way!
well yeah i mean that's the internet in general, right? when i was a kid i was king shit of the neighborhood because nobody was better at me at goldeneye or poker. my friends were king shits at baseball or skateboarding or whatever they were in to. but then the internet shows up and it takes that veil off and you realize just how mediocre you really are. not only are people out there better than you, but there are thousands of people out there who are better than you.
but hey, we persevere. just remember --- you are mediocre at everything you do so you might as well enjoy it!
I can remember very clearly the confusion when I, the best Starcraft player in my circle entered battlenet for the first time and tried to show my superiority :)
Power is one of the things that always catches me as there's no obvious visual indication when you're running on low power (as opposed to completely disconnected), you just kind of notice all your production lines aren't as backed up as they ought to be and then figure it out.
There is low power status in the gui (and tooltip) of every electric entity in 1.1 (which is still experimental), also there is tip&trick about that, so once 1.1 becomes stable it should happen less often.
The only time animations add value is where something appears/disappears/moves and it might be confusing as to "where" it went. Even then they shouldn't block interaction, which is the mistake so many make.
Don't starve had animations that were ok, It showed where items "flowed", but it didn't block interaction, as far as I remember.
There were several proposals to put animations to our GUI by our graphics department, and I consistently denied all of them. "Don't worry, it will be fast" they said: Fast is still slower than instant, and it is the first thing I turn off in games, if possible, so what if we skipped that step and just didn't put them in at all.
Reply on this bug report (I had the same issue) said it was fixed in the next release but doesn't seem to be in today's notes, has it been fixed?
Yes, we forgot to include it in the changelog, but it was fixed indeed.
That item was never moveable before and patch notes don't suggest it is now. That's just where it is.
Only reason I can think of that they moved it in the first place is so it stops overlapping with the entity tooltip stuff.
And the need for more space when it needs to fit also the vehicle at the same time.
Does the logic work natively for modded entities, like the loaders/stacker mod (from the IR modmaker, can't recall the name)? Amazing feature btw! So much cool stuff in 1.1! Thanks guys
The flipping basically just specified different direction for the individual entities, so it should work out of the box. The only special logic was done for splitters, as their filter/priorities need to be flipped.
Any info on how this works with asymmetric stuff? I'm afraid to upgrade and try it out this early, since mods haven't been patched for 1.1 yet.
For example something like a burner mining drill or pumpjack, outputs stuff to one side, so if you just flip it vertically or horizontally, it would be outputting to the other side and belts/pipes may no longer line up. Or with a refinery/chemical plant, if you flip it, it will be different outputs linked up to the pipes than in the other orientation.
This could be solved by allowing buildings to be mirrored, but it would be burying the lede if that was done as part of this, and my understanding is that they didn't plan to allow that.
Entities that can't be mirrored (basically those you mentioned + train stops + rail signals) prevent the blueprint from being flipped. (You get a message when you try it)
Spidertron remotes now allow to add queue commands and a command to follow any entity.
You know what means, guys?
SPIDERTRON CONGALINE
Yes, we are very well aware what we just triggered with this "little change" :)
Will this prompt the player to sync mods when clicking the big green "Continue" button on the main screen?
I have two computers that I use to play Factorio. If I play a modded save on computer A and let Steam sync the save to computer B, then that save is the newest and also shows up in the "Continue" button on computer B. So I sure hope that button will also prompt me to sync mods.
It was not implemented for the continue button, but it probably should.
I have several saved games with quite different mods enabled. Switching between those is quite annoying currently.
I want to be able to switch between mod templates, or have the game give me the option to enable just those mods that a saved game was created with.
The game allows this for a long time already (the sync with mods button when loading a game). As an addition, we added (for 1.1) a confirm dialog for loading a save with non-matching mod, that offers you to sync the mods as well.
Nice! Does that mean we can have separate battery indicators for armor and vehicle, too?
yes
Does belt dragging being locked by an option mean that you have to go into the menu to switch? Or could a modifier key be used. I'd love it if I could switch to belt spraying by holding ctrl or alt.
I don't even know if those two are taken for placement because everything is muscle memory by now.
Modifier key was suggested a few times, but my impression is that we have way too modifiers and keys already, and we should really not overdo it. I suggest to try to play with the default option, and when you actually need to build a bigger bus or something, robots are usually already available, so blueprints/copy-paste can be used instead.