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  1. Today
  2. Bugfixes Fixed a crash related to equipment rendering. Fixed a crash related to tile building. (72448) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Mon Jun 24, 2019 4:03 pm — Replies 0 — Views 224 View the full article
  3. Bugfixes Fixed crashes related to creating tile-ghost entities through the Lua API. (72162) Fixed that configuring blueprints and then directly exporting to a string didn't work correctly. (71977) (71267) Fixed that the Lua API would allow the same non-infinite technology to be queued multiple times. (71795) Fixed a crash when queuing things to be crafting during the crafting finished event. (72145) Fixed train pathfinding bug related to two different station connected to the same rail from different sides when one after another is in the schedule. (72008) Fixed rail signal consistency when rail is removed from reserved signal. (72148) Added "buffer-rename-workaround" config setting as a possible workaround for rendering glitches on some Sandy Bridge and Ivy Bridge GPUs. (70991) Fixed an issue that made unit group pathfinding fail often, resulting in very few biter attacks. (72056) Fixed that the hovering entity tooltip would still follow the cursor while in the menu. (68531) Fixed a crash when exiting the campaign during the same tick as a script-triggered autosave. Fixed that incompatible dependencies would effect mod sort order. Fixed missing fluid icons on new ghosts. (71825) Replay button in new game GUI is now remembered after confirm. (72007) Changed rendering of belts to use linear interpolation for minification to reduce flickering effect on some zoom levels. (72138) Fixed that units could sometimes get stuck forever. (70922) Fixed that multiplayer replay would crash the game if it contained a blueprint transferred using the blueprint library. (62193) Fixed that LuaEntity::destroy({raise_destroy=false}) would still raise the destroy event. (72297) Fixed that the style debug tooltips could in some cases show multiple at once. (71249) Fixed that robots could get stuck if the chest they're trying to put items into was blocked. (60580) Fixed that the update mods GUI would incorrectly disable the "Update selected" button in some cases. (72317) Fixed that building concrete/stone paths wouldn't use all tile variations in some cases. (72279) Fixed a performance problem related to large amounts of incredibly fast robots and storage chests. (72309) Fixed turret range overlay in map was not rendering correctly. (67259) Fixed that turret tooltips could show damage modifiers from the wrong force. (72357) Prevented possible number overflow in train condition gui. (72171) Modding Added uses_stack to the thrown capsule item action. Removed the rail-category prototype type. resource_autoplace_settings has been made public (require('resource-autoplace').resource_autoplace_settings) and the API improved. It will automatically allocate a unique resource index for each patch_set_name. 'patch_set_name' and 'autoplace_control_name' can be independently specified. 'seed1' can be specified as a parameter. The global function 'get_next_resource_index' is obsolete and has been deleted. Equipment shapes can be defined as "manual" (a set of points). Added optional lamp prototype property "always_on". Scripting Added "entity_to_ignore" to LuaSurface::request_path. Added target, orientation, and orientation_target to LuaRendering::draw_polygon(). Added LuaGameScript::item_subgroup_prototypes, item_group_prototypes, fuel_category_prototypes, resource_category_prototypes, achievement_prototypes, module_category_prototypes, equipment_category_prototypes, trivial_smoke_prototypes, shortcut_prototypes, and recipe_category_prototypes read. Added LuaControl::character_mining_progress read. Added LuaEntity::can_shoot(). Added LuaEntityPrototype::always_on read. Added LuaGuiElement type "line". Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Mon Jun 24, 2019 1:07 pm — Replies 0 — Views 78 View the full article
  4. Last week
  5. Here it is! https://factorio.com/blog/post/fff-300 Statistics: Posted by Klonan — Fri Jun 21, 2019 3:13 pm — Replies 2 — Views 46 View the full article
  6. Earlier
  7. Changes Inserters are slightly faster when picking up from belts as they can now select an item and pick it up in the same tick. Bugfixes Fixed a special case of assembler pipe connection bug. (71776) Fixed a crash when trying to check for mod updates with mods that have dependencies not on the mod portal. Fixed that multiple modded inserters aiming for the same belt would compete for the same item. (58613) Fixed that opening signal by circuit network could let train to go to a reserved/occupied block. (72000) Fixed that it was possible to build a special rail crossing that didn't merge the blocks and allowed trains to cross without collisions. (71990) Fixed a crash related to pathfinding toward a moving target, such as when the player was fighting biters. (71989 72011) Fixed turret ranges would not render properly on some models of Apple computers with Intel integrated GPU. (67259) Fixed most of the Map Editor GUI would still work when doing replays. (72031) Fixed that "the hand" didn't work correctly in the Map Editor when the inventory was full. (72016) Fixed that cut ignored the not-minable and not-deconstructable flags in some cases. (72010) Fixed rail signal to block binding that occurred in special cases. (71986) Fixed shooting would refresh only the first beam if multiple beams were active. (71868) Fixed that cloning rails with locomotive on top in the map editor made the copied rails not minable even when the locomotive was removed. (72085) Fixed another train pathfinding issue related to re-pathing while in chain signal sequence. (72032) Scripting Added LuaEntity::energy_generated_last_tick read. Added LuaGameScript::parse_map_exchange_string(). Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Mon Jun 17, 2019 3:36 pm — Replies 0 — Views 62 View the full article
  8. https://factorio.com/blog/post/fff-299Statistics: Posted by Klonan — Fri Jun 14, 2019 2:05 pm — Replies 0 — Views 32 View the full article
  9. Bugfixes Fixed sprite batching issue when drawing many inserters with circuit connectors. (61861) Fixed construction robot working shadow. (71909) Fixed using repeat_count in RotatedAnimation definition would cause crash. (71939) Fixed rail signal consistency in case of reserved signal being invalidated by building a rail that puts both sides into same block. Fixed rail crash related to marking reserved signal for deconstruction. Fixed that programmatically set locale for autoplace controls didn't work. (71933) Fixed that scrollpane consumed the mouse wheel events even when not activated, which blocked the other (parent) scrollpane. (69766) Fixed that re-pathing in chain signal sequence didn't respect the need for green exit when the re-pathing was based on manual change of target station. (71371) Fixed that changing state of rail signal by circuit network didn't properly update state of parent circuit signals. (71731) Fixed that rail signal disabled by circuit network didn't prevent train passing by it if it guards a block that is already reserved/occupied by the same train. (71839) Limited of usage of tab/shift-tab to move between textboxes as other objects didn't support it and it seems like it isn't worth to try to support it for everything. (69656) (71556) Reduced the UPS impact of a large number of biters trying to pathfind. (71865) Fixed that tabbing could move to invisible or disabled widgets. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Thu Jun 13, 2019 5:06 pm — Replies 0 — Views 119 View the full article
  10. Changes Improved manual building of character corpses through the map editor. (71686) Textures that are being streamed are compressed now to reduce RAM usage and increase rendering performance. Bugfixes Fixed production statistics were not cleared before starting the Introduction scenario (71802) Fixed Compilatron getting stuck in a loop between two help nodes. (71617) Fixed various bugs uncovered (mainly) by more rigid rail signal handling. Fixed that when starting a server with --start-server-load-scenario, --map-settings would have no effect. (67813) Fixed that the minimap radar coverage preview would show radars on different surfaces. (71705) Fixed that turrets would show the glow animation in some cases when dead. (71707) Fixed that checking for mod updates would work correctly if the mod author had previously uploaded a broken version of the mod. (71709) Fixed that crafting machine lights wouldn't render correctly when off-screen partially. (71729) Fixed that the map editor extra-settings GUI didn't resize correctly. (71741) Fixed that the bonus GUI had transparent edges when the vertical scroll bar was visible. (71643) Added workaround for issue with missing icons on macOS with Intel GPUs. (71649) Fixed framerate issues caused by overloading GPU. (71682) Fixed a crash when using some hotkeys while in cutscenes. (71807) Fixed that re-mapping "stack split" didn't work correctly. (71824) Fixed speech bubbles jittering when their target moved across a chunk boundary. Fixed that tank could not drive backwards. (71804) Fixed that rendering.draw_line() sometimes did not render lines. (71859) Fixed that the map wouldn't update during a non-blocking save. (65826) Fixed that LuaPlayer::set_controller() would crash if set to another players character. (71822) Fixed bug where NPE could get stuck in a cutscene. (71772) Modding Limited maximum number of picture variations that will be loaded from item prototype definition to 16. Added y_offset property to speech_bubble prototype. Scripting Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM. Added LuaFlowStatistics::clear(). Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue Jun 11, 2019 2:14 pm — Replies 0 — Views 202 View the full article
  11. Most Factorio, Halo Online, Halo Custom Edition and MORDHAU servers will be down for a brief period of time (around 45 minutes) today (June 8th) at 7am CST as the operating systems undergo biannual Windows server update to fix previously reported security vulnerabilities. All server operations will resume as normal once updates finish applying. Note: This maintenance event does not impact other VMs hosted by me, only the machines I run personally.
  12. Bugfixes Fixed that the game crashed when passing train signal while driving train in manual mode. Fixed that 'station name' and 'player name' map toggles would seemingly randomly toggle on when turning on some options. (71620) Disabled check that prevented loading of some mods. (71664) Fixed crash when saving speech bubbles that had been migrated from old saves. (71660) Fixed NPE crash when Compilatron is boxed while building. (71665) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Fri Jun 07, 2019 3:48 pm — Replies 0 — Views 85 View the full article
  13. https://factorio.com/blog/post/fff-298Statistics: Posted by Klonan — Fri Jun 07, 2019 11:45 am — Replies 1 — Views 29 View the full article
  14. Minor Features Added an option to filter by has-players in the browse games GUI. Changes Tank no longer takes damage from hitting rocks. Increased tank acid resistance from 50% to 70%. Defender robots no longer require flying robot frames in their recipe. Defender robotics technology only has Military science pack technology as a pre-requisite. Defender robot damage increased from 5 to 8. The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor. Graphics Added new higher resolution icons for resource ores with randomized variations when drawn on belts. Bugfixes Fixed that global programmable speaker volume depended on the zoom level. (68119) Fixed a crash related to changing biter forces. (71494) Fixed that 'signal-check', 'signal-info' and 'signal-dot' were in the 'virtual-signal-color' item subgroup. Fixed a new case of inserters behaving differently when rotated. Fixed unexpected behaviour when it comes to dividing rail segments in some special cases. (70981) Extended straight rail collision box, so there is not an empty space between individual rail entities. Fixed Arithmetic Combinator sometimes outputting wrong number when setting a constant in the first field. (71492) Fixed wording on the Lua Product documentation + fixed reading probability/amount_min/amount_max from Products. (71529) Fixed that modded tiles in blueprints stored in the blueprint library wouldn't persist through mod enable/disable. (67917) Fixed that quickbar pick item shortcut would sometimes select the wrong item when rotating quickbars in multiplayer. (71547) Fixed that widget under the point of (0,0) got always hovered when mouse left the window. (71296) Fixed that leaving the window while entity is selected didn't de-select the entity. Fixed that a fresh stack of wires was not added back to cursor when the cursor stack was depleted. (71457) Fixed that train stopped moving without a schedule. (71466) Possibly worked around the game extremely flickering on some computers when rendering scenes with lot of draw calls. (69022) Possibly worked around "Unknown D3D Error (0x8876017c)" preventing the game to start on some computers. (71521) Fixed crash when dragging station while temporary stop being removed. (71262) Fixed that train entering block that is reserved more than once by it cancelled all the reservations and opened the block for other trains after leaving (and still having another invalid reservation to it) it which could lead to train collisions and desyncs. (71409) Laser turret and robot beams now render properly in the dark. (65114) Fixed that in certain translations, there would be a gap between the shortcut bar and alerts if the shortcut selector was open. (71392) Fixed that failed mod downloads would be incorrectly marked as successful. (71451) Fixed that modded choose-elem-buttons would behave strangely when locked. (70550) Fixed that the candidate_spot_count argument to the spot-noise function was ignored. Fixed spitter and worm acid splashes would deal continuous damage to closed gates and trains. (71177) Fixed that you could set some invalid signal combinations in combinators using lua. (71613) Fixed a desync related to how Lua formatted negative zero. (67983) Modding Moved the train wait condition default times into utility-constants. Fixed that it was possible to specify max_level of technology to be lower then level and crash the game by it. (71431) Fixed that the game would allow invalid heat-pipe connections that would end up crashing the game. (69267) The update mods GUI will now attempt to install new required dependencies. (70993) Added "trigger_target_mask" to entity prototype definition and triggers as more flexible system for filtering entities in triggers. Added "trigger-target-type" prototype type to define custom values for use in "trigger_target_mask". Current limit for total count of trigger-target-types is 56. Scripting Added LuaGameScript::evaluate_expression(), which can be used to calculate the technology unit cost formula at any level. Added LuaProfiler::divide() to allow printing average duration. Added optional snap_to_train_stop parameter to LuaGameScript::create_entity. Added LuaEntity::ghost_unit_number read. Added "source_index" to on_forces_merged event. Added LuaStyle::padding, margin write. Added LuaEntity::selected_gun_index read/write for cars. Fixed that LuaForce::index was 1 larger than it was supposed to be. LuaGameScript::forces can now be indexed with the name and the LuaForce::index. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Fri Jun 07, 2019 11:17 am — Replies 0 — Views 105 View the full article
  15. Bugfixes Changed the go-to-mod buttons in the manage and update tabs of the Mods GUI to switch to the install tab if needed. (65902) Fixed that it was possible to open the command console while inside the technology GUI. (66458) Fixed that it was not possible to build ghosts in normally visible area which is in fog of war in map view. (71411) Fixed a crash when removing modded recipes while hand-crafting those recipes. (70247) Fixed that nested CustomGuiStyle changes didn't work correctly. (71419) Fixed that inserter would sometimes put items on the wrong side of the belt. Scripting Added only_in_alt_mode to LuaRendering draw functions. Changed LuaEntity::copy_settings() to also copy settings from ghosts. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Fri May 31, 2019 1:10 pm — Replies 0 — Views 289 View the full article
  16. https://factorio.com/blog/post/fff-297Statistics: Posted by Klonan — Fri May 31, 2019 12:31 pm — Replies 0 — Views 31 View the full article
  17. Changes The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. (70520) Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. (66973) Bugfixes Fixed that researching the appropriate technology would re-add shortcut buttons to the shortcut toolbar even if the player explicitly removed them earlier. (71152) Fixed that some saves that contained multiple surfaces would cause the game to crash on load. (71199) Fixed that auto-barreling opt-out didn't work if the fluid has icons defined. (71202) Fixed that auto-barreling recipes would use the wrong fluid name if the fluid had a custom localised name defined. (71193) Fixed that the entity damaged event original_damage value wouldn't be accurate if the entity had shields or resistances. (71218) Fixed a performance problem related to the undo logic and large blueprints. (70855) Fixed that trying to join Steam networking enabled games with Steam networking disabled didn't work correctly. (71250) Fixed that trains built part of a blueprint was snapping to train stop which could prevent some specific blueprints from being built. Fixed smoke for generators without animation. (68757) Fixed train circuit conditions not working properly sometimes when arriving at disabled station. (70867) Fixed transparency of tables. (70093) Fixed reintroduction of blueprint train building problems. (71215) Fixed that the game could freeze on exit on Linux after clicking a link. (70110) Fixed statistics windows showing strange totals in some situations. (71170) Fixed statistics windows not showing the first few values (e.g. when an items is produced for the first time). (71353) Fixed that belt immunity equipment would drain energy in armor when not equipped. (70090) Using the NO_SCHEDULE train state more consistently (for train in automatic mode with empty schedule. (71312) Fixed inserters behaving differently when rotated. (69592) Fixed that the control key would be ignored by Factorio on Linux if the "Press Ctrl to highlight the pointer" (or equivalent) option was enabled. (69319) Fixed that cloning tiles in the map editor wouldn't always clone transitions correctly. (70956) Fixed that the supply mission finished game GUI was too small. (71333) Modding Added optional assembling machine gui_title_key property. Changed belt immunity equipment to consume energy through "energy_consumption" instead of "energy_source.drain". Scripting Added LuaGuiElement::vertical_centering read/write. Added LuaEntity::auto_launch read/write. Added LuaTransportLine::line_equals(). Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Thu May 30, 2019 3:15 pm — Replies 1 — Views 242 View the full article
  18. Changes The argument to --generate-map-preview is treated as a directory only if it ends with a '/' or '\'. Car/tank color keeps the color of the last user. Bugfixes Fixed that the technology GUI could freeze on certain technologies. (70997) Fixed a crash when trying to build train ghosts not on rails. (71118) Fixed a crash related to changing the logistic mode on an infinity-chest type entity through mods. (70911) Fixed low readability tag color highlighting in textboxes. (67469) Fixed Korean IME still did not work (Windows only). (71123) Fixed statistics graphs X axis labels showing wrong values for 250h and 1000h time frames. (71091) Fixed that the wrong entry could be highlighted in the electric network graph. (67361) Fixed that picking up an item from quickbar wouldn't reserve the slot with an inventory hand when the inventory was full. (70974) Fixed robot energy consumption when using very high speed bonuses. (70951) Fixed a false-positive changed message in the mods GUI under specific situations. (69772) Fixed icons inside blueprint book items not being scaled properly. Fixed that delimit-procedure noise expressions at the root of an expression tree would crash the compiler. Modding Added util.combine_icons(icons1, icons2, inputs) function to aid in combining icons tables. Changed the auto_barrel recipe icon generation to account for fluids with an icon_size not set to 32, or fluids with an icons table. (71158) Scripting Added LuaNamedNoiseExpression and LuaGameScript::named_noise_expressions read. Added LuaEntity::tree_stage_index read/write. Added LuaEntity::tree_stage_index_max and tree_color_index_max read. Added "player_index" to the on_rocket_launch_ordered and on_rocket_launched events. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Fri May 24, 2019 1:04 pm — Replies 0 — Views 202 View the full article
  19. https://factorio.com/blog/post/fff-296Statistics: Posted by Klonan — Fri May 24, 2019 10:03 am — Replies 1 — Views 44 View the full article
  20. Changes Tweaked default graphics settings. The game should choose better default graphics settings for computers with integrated GPUs or less than 6 GB of RAM. Bugfixes Fixed that GUI element size wasn't updated in inactive tabs when ui scaled changed. (70649) Fixed "Confirm Message" conflicting with some key-bindings. "Confirm Message" can no longer be bound to mouse input. (70910) Fixed possible crash when rendering GUI element with dynamically loaded sprite. (66507) Fixed recipe window showing wrong item count or not enough ingredients in some situations. (67592) Fixed a crash when deleting the force of a car with an active logistic network through vehicle equipment grid. (70734) Mod names are no longer allowed to contain rich text. (70895) Fixed IME (Input Method Editors) did not work (Windows only). (65358) Fixed placement of oil and uranium patches back to that of 0.17.40. (70967) Fixed that roboports with a request_to_open_door_timeout of 0 wouldn't work correctly. (70973) Fixed that products wouldn't allow amount_min of 0 for items. (71014) Fixed that migrated/removed fuel items could leave the game in an invalid state. (71029) Fixed a crash when building combat robots after resetting the achievements in-game. (71041) Fixed that assembler ghosts would carry over the unresearched blueprint bug from 0.17.38. (708990) Fixed crash related to clearing a blueprint book from the cursor. (70955) Fixed that the rotation of blueprint was not saved to the blueprint library in some situations. Fixed bad icon in pollution statistics. (71011) Fixed hand icon not disappearing when you grab a blueprint from chat. (70971) Fixed that reviving modded tile ghost entities could destroy other entities in some situations. (70606) Fixed car tooltip showing it's moving when it's not actually moving. Fixed car rotating in place when the speed is very low. (71076) Fixed that fluid wagons could not carry fluids with sub-zero temperatures. (71013) Fixed that rolling stock "must be build on rails" error was not using the name of the rolling stock. (71087) Possibly handled fullscreen window being moved to screen of different size on Windows. (63292) Fixed a crash when using table_size() without any argument. (71090) Fixed players getting a new player character when they connect after disconnecting, connecting and disconnecting again from a paused game. (71017) Modding Added map-gen-seed-max command line parameter. Added generate-map-preview-random command line parameter. Changed generate-map-preview command line parameter to need PATH instead of PNGFILE, the file name is now always the seed. Made "apply_recipe_tint" be applied also to "light" working visualization effects of crafting machines. Added "use_fuel_glow_color" property to reactor prototype. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue May 21, 2019 4:06 pm — Replies 2 — Views 283 View the full article
  21. https://www.factorio.com/blog/post/fff-295Statistics: Posted by Klonan — Fri May 17, 2019 6:34 pm — Replies 4 — Views 93 View the full article
  22. Bugfixes Fixed that some noise expression types used by some mods (literal map positions, offset-points, and distance-from-nearest-point) were unimplemented. Fixed that blueprint rotation was not saved for blueprint books in the blueprint library. (68382) Fixed that the focus-search shortcut could be used to bring up the search field when it was disabled. (70903) Fixed that game.reload_script() could break LuaRecipe/LuaPrototype references. Fixed a PvP script error on configuration changed. (70914) Scripting Added LuaEntityPrototype::item_slot_count read. Added LuaEntity::get_stopped_train(). Added "surface_index" to the on_post_entity_died event. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Fri May 17, 2019 11:16 am — Replies 0 — Views 211 View the full article
  23. Version 0.17.x

    0 downloads

    Map automatically saves every 30 minutes while players are active on server. Full list of map archives listed here: https://vault.win-serv.com/publicstorage/DYNAMIC-NETWORKS-READ-ONLY/GameServ/Factorio.one/NAEAST-D/saves/_gsdata_/_history_/
  24. Changes Improved efficiency of noise program compilation and quality of error messages. Bugfixes Fixed a crash that would sometimes happen after deleting a blueprint from the library. (70158) Fixed crash related to train schedule containing only temporary stations. (69576) Fixed GUI inspector vertical align value inconsistency (middle instead of center). (70677) Fixed LuaInventory::sort_and_merge when used on cargo wagons with inventory limits set. (68307) Fixed that distractor robots would show in the bonus GUI under the follower robots section. (69532) Fixed that reading invalid chain signals wouldn't work correctly. (67496) Fixed yet another ghost connection error related to consistency checks. (70275) Fixed some cases of multi-layered icons not being scaled correctly. (67210) Fixed power switch connection consistency problem. (70856) Fixed "Confirm Message" key-binding not working when bound to some mouse buttons. (67182) Fixed backwards/forwards max speed fuel modifier related to two-headed trains. (70758) Fixed interactions of assemblers and underground pipe connections blocked by induced fluid mixing. (70596) Fixed setting entity ghosts to minable=false didn't work. (69306) Fixed that the statistics GUI would show count values < 0.5 as "no count". (70865) Fixed a performance problem with high speed idling trains on circular rail networks. (70797) Fixed signal placement visualisation for special cases related to straight diagonal rail. (69591) Fixed that items supposed to be removed on clearing cursor (copy, cut, paste, blueprints from blueprint library etc.) were put into character corpse. (70850) Fixed uranium cannon shells shooting backwards when aimed closed to the tank.(70877) Fixed Programmable Speaker alert textbox not losing focus when pressing ENTER. (70891) Fixed desync caused by setting font colors on buttons. (70893) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Thu May 16, 2019 3:56 pm — Replies 0 — Views 339 View the full article
  25. Bugfixes Fixed that hand crafting wouldn't respect the hide_from_flow_statistics property. (70655) Fixed that modded GUI tables did not display borders that were set in their style. Fixed the game would fail on startup if control settings were reset during migration of 0.16 config file. (70769) Fixed that train stop "must be build next to rails" error was not using the name of the train stop. (70710) Fixed that beam damage interval was sometimes not respected properly. Fixed that beams would be immediately created and destroyed when standing very close to max range. Fixed that beams would not show any animation if the target was killed in one hit. (67020) Fixed that laser beams would always aim at player character's feet. Fixed entity hit_visualization_box not working properly. Fixed running out of memory during sprite loading was not handled gracefully. (70667) Fixed a map corruption problem when creating games from scenarios that used difficulties per-entity. (69838) Fixed that some Lua errors wouldn't show proper lua stack traces. (70653) Fixed a crash related to reading pollution statistic values through Lua. (70801) Fixed a crash resulting from building a blueprint of an assembler with a fluid recipe that is not researched yet. (70765) Fixed that temporary blueprints (e.g. from the copy tool) would sometimes go to inventory instead of being destroyed. (70806) Added fluid mixing check to infinity pipe. (70737) Fixed that you could build rail ghosts in the basic rail tutorial. (69503) Fixed special case of dragging station/condition order in the train configure GUI. (68544) Fixed tightspot script error starting the round with flying text on the map. (70162) Changes Changed the mods GUI so it lists mod settings by mod alphabetically using natural ordering. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue May 14, 2019 3:49 pm — Replies 0 — Views 190 View the full article
  26. https://www.factorio.com/blog/post/fff-294Statistics: Posted by Klonan — Fri May 10, 2019 4:49 pm — Replies 5 — Views 129 View the full article
  27. Changes When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint to not go through reserved block before exiting the chain sequence. This solves a problem of train intersections being possible to be deadlocked even with proper chain signals usage in cases of using temporary stops or when path is changed because of station is being enabled/disabled by a circuit network. (68681) This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now. When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. (65332) Separated incompatible mods from dependencies in browse mods GUI. Bugfixes Fixed a crash when trying to build locomotives near water/edges of the map. (66407) Fixed players getting a new player character when they connect twice to a paused game. (62555) Fixed that entity tooltips did not show negative emissions. (68016) Fluid assembler ghosts now show correct pipe connections. Fixed a crash when trying to write auto trash filters with not-a-table. Fixed possible fluid mixing from reviving fluid assembler ghost by higher version. (70266) Disabled areas of new map GUI are set correctly on exchange string import. (70355) Fixed that script rendering sprites loaded from files would disappear on save/load. (70318) Fixed that LuaForce::reset_technology_effects() wouldn't preserve things in the research queue. (70543) Fixed that using an upgrade planner on a blueprint wouldn't upgrade configured modules. (70565) Fixed cross-platform issues related to the Lua bit library. (70571) Fixed crash when changing controller in multiplayer and changing your selection at the same time. Fixed that blueprint shortcuts in action bar would become magically available when they are destroyed, if they originated from the blueprint library. (66002) Fixed that technology tooltips could sometimes end up behind the technology screen. (66413) Fixed that target leading would not take into account any slowdown modifiers on units. (70584) Fixed that the favorite button for servers wouldn't work correctly if the server was already selected. (70616) Fixed that rocket silos would show an unhelpful status in the tooltip. (68251) Fixed PvP crash when loading save games before "player" -> "character" rename. (70633) Fixed PvP crash when importing old configs. (70633) Fixed that only some parts of the current research info panel would open the technology tree when clicked. (67092) Scripting Added LuaTechnology::visible_when_disabled read/write. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Fri May 10, 2019 2:36 pm — Replies 2 — Views 369 View the full article
  28. Have repeated several times, server crashes when placing a gun turret and also tank.
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