Version 1.1 released as experimental
Author: posila87,
published 3 years ago,
Hello,
Last week we have started the experimental cycle of 1.1 update releases. We have fixed the most game breaking and save corrupting issues, but the update is not quite stable yet. This means you have to opt into it using Steam's beta feature.
But beware: [b][u]blueprint library and save files are not backwards compatible[/u][/b], so once blueprint library gets migrated to 1.1 or you save a map in 1.1 you won't be able to load them in stable 1.0.
Furthermore not all mods have been updated to 1.1 yet and modders might not keep up with changes in future patches, so expect things to break from time to time if you play a heavily modded game.
If you don't want to deal with a less stable game or your mods breaking, consider staying on the stable version 1.0 for the time being. And please, if you find any bugs, report them on [url=https://forums.factorio.com/viewforum.php?f=7]the bug forum[/url].
[h1][b]Major Features[/b][/h1]
[list]
[*]Added logistic requests to spidertron.
[*]Train stop allows to set limit of incoming trains.
[/list]
[h1][b]Features[/b][/h1]
[list]
[*]The continue button now respects the last type of game played (single player, MP host, MP client).
[*]Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view.
[*]Hovering the alert notification will show arrows on the edge of the pointing to alert locations.
[*]Rich text icon selector.
[*]Newly unlocked recipes are highlighted until hovered.
[*]Spidertron remotes now allow to add queue commands and a command to follow any entity.
[*]Added vertical/horizontal blueprint flipping.
[*]Transport belt drag building is locked into a line, can be turned off by an interface setting.
[*]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.
[/list]
[h1][b]Minor Features[/b][/h1]
[list]
[*]When editing blueprint: Added a way to specify relative grid position for blueprint that is snapping to absolute grid. Blueprint preview rendering box is updated based on selected grid size and position.
[*]Inventory transfer works on empty equipment grid slot the same as on empty inventory slot (moves all).
[*]Equipment can be placed by moving.
[*]Cursor replenishes when placing into the equipment grid the same way as when building in world.
[*]Spidertron item shows its color.
[*]Added a way to reset spidertron remote.
[*]Spider tries to move legs away when they are blocking robots construction.
[*]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.
[*]Entities marked for deconstruction show the target upgrade.
[*]Added tags, worker robots, rail signal states and recipes toggles into the settings to what show on the map.
[*]Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view.
[*]Added hotkey (F10) to switch between viewed player in replay.
[*]Added support to reset mod settings in the "failed to load mods" startup GUI.
[*]Expanded undo to work with fast replace and upgrade planner.
[*]Added SteelSeries GameSense support. [url=https://steelseries.com/engine/apps]more[/url]
[/list]
[h1][b]Graphics[/b][/h1]
[list]
[*]Added unique technology icon for Advanced material processing 2 (Electric furnace).
[*]Changed postprocessing effect in zoomed-to-world view.
[*]Added detailed night lighting of entities.
[/list]
[h1][b]Optimisations[/b][/h1]
[list]
[*]Multithreaded belt update logic.
[*]Overall small entity update time reduction + statistics of how much update time is taken by individual entities.
[/list]
[h1][b]Balancing[/b][/h1]
[list]
[*]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%.
[/list]
[h1][b]Changes[/b][/h1]
[list]
[*]the Close GUI key-binding (default value is "E") was renamed to Confirm Gui. It works the same as before for many cases (just closing the GUI), but in a lot of other cases, it works as confirm, which generally means the same as clicking the "green button".
[*]Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name)
[*]Equipment placing now uses the build key-binding instead of the cursor transfer. The default same key-binding is the same.
[*]Changed maximum temperature of all fluids apart water and steam to be the same as the default.
[*]Poles built by dragging are now actually build on the maximum connection distance from the last built pole instead of the previous logic that was working weird in a lot of corner cases.
[*]Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic.
[*]Removed 'mineable wreckage' entity. [url=https://forums.factorio.com/89381]more[/url]
[*]Removed the (+/-) buttons for logistic requests, instead they expand dynamically when something is put in the last line.
[*]Wave defense can now only be won by launching a rocket.
[*]Invalid names of icons in preview icons of blueprint tools now load as unknowns instead of canceling the import string process for that item. [url=https://forums.factorio.com/87383]more[/url]
[*]Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
[*]Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value.
[*]Invalid rail signals output no values into circuit network.
[*]Added a confirmation message when loading saves with removed mods or changed mod settings.
[*]The cut tool now properly includes trains. It showed trains in the selection preview, but ignored them.
[*]Added alternate control locales for keyboard and mouse scroll control binds. [url=https://forums.factorio.com/83430]more[/url]
[*]Disabled loading of saves before 0.18.0 version (You can use 1.0 to load older saves and re-save them).
[*]Adjusted the artillery turret collision box so it is possible to squeak through.
[*]Removed the 'Rocket silos stats' GUI.
[*]Arithmetic combinator 'Each' signal can now be used in either left or right parameter.
[/list]
[h1][b]Gui[/b][/h1]
[list]
[*]Added unique icons for technology effects.
[*]Added list of affected entities to the technology effect tooltips.
[*]Menu background now features various factory simulations instead of a static picture.
[*]When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it.
[*]Moved the character/vehicle gun window to the left of the quickbar.
[*]Removed the "Character" tab from the character window.
[*]Changed the flat character screen option to be defaulted to true.
[*]Added held stack item slot for inserter window.
[*]Improved the tips and tricks window: it contains index, search and allows interactive text tags to be used.
[*]Added search to loading/saving, settings, shortcuts selection, multiplayer host settings windows and rename stop.
[*]Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number.
[*]Added underline for hyperlinks.
[*]Personal request button have custom text + red diode when it is out of network or when the personal requests are turned off.
[*]Logistic/Trash request buttons show only one number when the trash and request count is the same.
[*]Train elapsed time condition has confirmation button and only updates the time when confirmed.
[*]Fixed styles for: browse games GUI, host game settings, opened character and select upgrade slot.
[*]Tabbing into a textfield selects the text.
[*]Removed tiles stay in the list of components in the blueprint setup GUI with 0, the same way as entities, so they can be easily enabled.
[*]Added minimum/maximum temperature and heat capacity info to the fluid tooltip.
[*]Added usage instruction to capsules/fish.
[*]Fixed fish tooltip so it shows consumption/healing instead of shooting/damage.
[/list]
[h1][b]Sounds[/b][/h1]
[list]
[*]Added blueprint building sound.
[*]Added undo sound.
[*]Added sound for rail planner activation.
[*]Added sound for copy/paste.
[*]Added sound for opening items and armor.
[*]Added sound for selection start and selection finish. Related to blueprint tools.
[*]Added sound for pipe to ground as per the pipe.
[*]Added sound effects and a specific music track to the main menu.
[*]Assembling Machine 2 and 3 made less noisy
[*]Robot repair reworked to sound more high tech
[*]Removed dead space at the end of some sounds which may have stopped sounds playing
[*]Ghost rail building now has the ghost building sound
[*]Lowered volume on game won and lost sounds
[*]Assembling Machine 2 and 3 made less noisy.
[*]Robot repair reworked to sound more high tech.
[*]Removed dead space at the end of some sounds which may have stopped sounds playing.
[*]Ghost rail building now has the ghost building sound.
[*]Lowered volume on game won and lost sounds.
[/list]
[h1][b]Bugfixes[/b][/h1]
[list]
[*]The list of bugfixes and modding changes is too long, if you are interested, you can see full changelog on our forum. [url=https://forums.factorio.com/91657]more[/url]
[/list]
You can get experimental releases by selecting the '1.1.x' beta branch under Factorio's properties in Steam.