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Maintaining those groups in itself was a challenge: when a player builds or rotates a transport belt, underground belt, or splitter, transport lines will change their connections and some groups may now be connected, and they need to be merged. So he decided to just add it, and prevented the flip problems by just disallowing flipping blueprints that wouldn't flip properly. Due to these asymmetries, if you flipped a blueprint with these entities, the result would be non-functional in the best case, and cause complete chaos in others.īut then kovarex was playing and really really wanted to just copy and flip his train unloading setup (just your typical Inserters, chests, and belts). The reason being, well not everything can flip, things like oil recipes, rail signals, pumpjacks etc. It was requested a lot over the years, and we always said no. More about that next week!įor now, we want to go over some of the features of the 1.1 that you might have missed until now if you've been sticking with stable 1.0.
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Its like cleaning the kitchen properly, so you can start cooking something fresh. So I'm pretty thrilled to finally get to the point, where we actually have 0 known issues and 0 active bug reports on the forums. But it proved to be a mistake wording it this way, since some media picked up on it and presented it as a "fairly bugged release". In other words, it was quite reasonably stable, which normally goes without saying when it comes to Factorio stable versions.
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These were obviously minor issues, things hard to reproduce or very rare problems. When we were releasing the 1.0 FFF-360, we actually stated that there were "around 150 bugs on the forums and around 80 internal tasks to be solved".
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