Jump to content

Welcome, Guest!

Sign In or Create my Account to gain full access to our site. By registering with us, you'll be able to discuss, share and private message with other members of our community.

dynamicnetworks

registered
  • Content Count

    3659
  • Joined

  • Last visited

  • Days Won

    11

dynamicnetworks last won the day on July 27 2017

dynamicnetworks had the most liked content!

Community Reputation

3 Neutral

2 Followers

About dynamicnetworks

  • Rank
    Member

Recent Profile Visitors

3149 profile views
  1. Bugfixes Fixed a crash when holding a blueprint book. Fixed that blueprint book in an item form didn't have mod-persistent icons. Don't drag map when in zoomed in map mode and building blueprints. Don't place map tags when building blueprints. Fixed crash in rendering due to game state being modified by buildability checks for drawing blueprint placement visualization on chunks in fog-of-war when zoomed-to-world. 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 Aug 03, 2020 5:33 pm — Replies 0 — Views 204 View the full article
  2. Changes The tiles and entities filtering logic in the deconstruction planner is now independent. Selecting first entity filter switches tile mode to never when it has the default normal mode and no filters. Bugfixes Probably fixed problem with blueprint preview data not being empty when blueprint is empty. Improved layering of rocket in rocket silo, so it occludes inserter hands. (83615) Fixed inventory consistency check failing when loading some saves. (87418) Fixed inventory error messages in god and editor controller. (87405) Fixed smoke might not be spawned from generator entity if its animation was too short. (82946) Fixed underground belts and loaders would not draw half-belt with layers correctly. (83606) Fixed localised strings in text objects created through script rendering API, would be untranslated after saving and loading. (84696) Fixed that right-clicking blueprint book with empty blueprint being selected destroyed the whole book. Fixed that cut and copy created empty blueprint when nothing was selected with alternative selection type. Fixed that the mouse "cross" selection cursor was not present when selection tools from the blueprint library were held in the cursor. Fixed that the latency state of deconstructing using tool from library didn't take the tool settings into consideration. Fixed the alert tooltips showing all surface names in the tooltip when multiple surfaces existed. Modding Added LuaEntityPrototype::rocket_entity_prototype read. 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 Aug 03, 2020 5:38 am — Replies 1 — Views 243 View the full article
  3. Bugfixes New release to fix standalone Windows version having only demo content. 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 — Sat Aug 01, 2020 8:56 am — Replies 0 — Views 206 View the full article
  4. Bugfixes Fixed clearing ghost from cursor would not clear quickbar selection. (87329) Fixed blueprint book not shrinking when the last item was destroyed. Fixed crash when Lua received event of player selecting area to deconstruct. Fixed upgrading book by item would not work while being in editor. (87308) Fixed biters not grouping before attacking an artillery outpost. (87297) Fixed crash related to saving blueprint which has all the entities/tiles as question marks. Fixed desync when loading blueprint shelf with modded entities. (87303) Fixed that swapping blueprint cursor into a non transferred blueprint didn't trigger the transfer. Fixed that cycling blueprint book in the shared blueprint library could also cycle the index for other players holding the same book. Fixed that cycling book wouldn't mark blueprint storage to be resaved, so the indexes would be lost if no other changes were done. Fixed a desync when returning to a multiplayer game while the book active index was changed in a different game. (87262) Fixed that the action to put item into a blueprint library was not based on the latency hiding state of held item, which could result into the action doing nothing when the item held was not in the server state yet. Fixed that quickbar links into items contained in blueprint books in the player inventory didn't work. Fixed that it was possible to setup empty blueprint of other player if the original player was still having the quickbar link to it. Fixed that quickbar links did work only for the main inventory of player, so it didn't work for currently equipped armor for example. Fixed that LuaInventory.insert() didn't work properly for blueprint books. (87337) Fixed crash when reassigning blueprint with non-even snap grid size to contain rails. (87369) Fixed crash when holding a blueprint from the blueprint library while being dead. (87363) Fixed that the info for selecting entities to be upgraded was mentioning entities that were marked for deconstruction, even when these are ignored by the upgrade planner. Fixed that ordering deconstruction didn't cancel upgrade order. (87117) 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 — Sat Aug 01, 2020 6:27 am — Replies 0 — Views 186 View the full article
  5. Here it is! (beep boop) https://factorio.com/blog/post/fff-358 Statistics: Posted by FactorioBot — Fri Jul 31, 2020 11:05 am — Replies 0 — Views 21 View the full article
  6. Graphics Improved the blueprint grid visualisation, so it shows a rectangle instead of just the corners. Added blueprint grid visualisation when building in the world. Bugfixes Fixed cleaning ghost cursor. (87257) Fixed crash when clicking a blueprint book upgrade slot with an upgrade planner in hand. Fixed navigating in a blueprint book item when opened directly from a quickbar. (87256) Fixed that it was possible to put book into itself using hand->swap and clean cursor. Fixed that the hand functionality didn't work properly for gun and ammo and gave misleading error messages in some cases. Fixed "slice" property of animation definition was interpreted as dicing parameter, possibly causing large memory allocations. (87274) Fixed that grabbing gun/ammo, swapping it with some other item in the inventory and pressing Q, gave a message of inventory full, instead of the item in cursor not being returnable to the hand location Fixed that Internal inventory stack transfer messages weren't specific enough, or not present at all. Modding Renamed sprite and animation properties for sprite dicing from "slice", "slice_x" and "slice_y" to "dice", "dice_x" and "dice_y", because "slice" collided with property of rotated animation definition used for defining spritesheet sliced into multiple files. Sprite dicing is a technique of chopping large sprite into smaller ones to improve packing in sprite atlas. Scripting Fixed a typo (per vs pre) in the on_pre_permission_group_deleted event name. 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 Jul 30, 2020 6:49 am — Replies 0 — Views 240 View the full article
  7. Major Features New blueprint library GUI. Its user interface had been aligned with the way inventory works in as many ways as possible. (https://www.factorio.com/blog/post/fff-356) Features Added blueprint building from the map view. Blueprints can have snapping dimensions specified. When they are built by dragging, they are only built in the grid relative to where the build started. Blueprints can have absolute map snapping specified, so the blueprints are always aligned to the global grid. Blueprint books can be inserted into blueprint books, cycling through the books works in a hierarchical way. Upgrade planners and deconstruction planners can be inserted into blueprint books and the blueprint library. Blueprint books, upgrade planners and deconstruction planners can now have custom icons specified. All blueprints tools have an editable description. Added Blueprint reassign tool. It allows to set new contents of a blueprint by world selection. All blueprint tools have a copy function. All the blueprint tools are usable directly from the blueprint library. Quickbar links to blueprint tools are persistent when moving them between library shelves and inventories. Most of the blueprint tools manipulation in the blueprint library is part of a multiplayer latency hiding. Icons on the blueprint tools and filters in the upgrade planners/deconstruction planners are preserving the original values so whenever the mods would be re-added, the original values can be restored, unless the player clears the related icons manually. Any blueprint contents that are not available due to mod removal are also kept in the blueprint persistently, so blueprints can be copied and transferred in multiplayer without losing its original data. Added downgrading feature to upgrade planner. It works on blueprints, books and also when applying in the world. Clicking an upgrade planner button in the blueprint or a book now provides a list of all available upgrade planners to be applied. Upgrade planners now also update the relevant icons of blueprints and books. Minor Features Grabbing an item from a blueprint book has the same hand item functionality as when holding an item from inventory, so it goes back to the original position when clean cursor is triggered. Gui All the blueprint tools now show all possible actions it can perform in the tooltip. Control settings search now also searches by the currently assigned key-binding. Optimizations Decreased the header size of blueprint-storage and of individual blueprints with backed up modded entities, as only the id mapping relevant to the blueprints (and whole storage) is now saved. Bugfixes Fixed that exporting blueprint didn't include the unconfirmed blueprint changes into the exported string. Fixed blueprint preview icons rendering scale when blueprint was held in cursor. Fixed that blueprint was not detecting modded data to be lost when loading unless one of the top level entities or tiles were to be lost. This means, that a blueprint with vanilla constant combinator (for example) with a modded signal will no longer silently lose the modded signals on resaving the blueprint storage when the mod is not currently active. Fixed that biters when faced with a rock might get stuck in an infinite pathfinding loop. (86552) Fixed that clicking a technology in the research queue, holding the mouse down and moving it over the cancel button would make the cancel button flicker. (82014) Fixed slider tooltip would show old value. (86632) Fixed terrain particles would be spawned when walking over belts. (84874) Fixed player movement on belts in latency state was not exactly matched with the real game state logic. (84554) Fixed that the set-request GUI didn't respect the show-all-items setting. (86956) Fixed that burner assembling machines could cause inserters to get stuck holding extra fuel in some cases. (87031) Fixed noise.terrace function did not assert that constant parameters are constant. Fixed that item durability tooltips used the wrong locale key in some places. (87000) Fixed that upgrading inserters in blueprints wouldn't preserve modded pickup/drop locations. (86982) Fixed that exporting empty blueprint books didn't work correctly. (86945) Fixed that the mods GUI didn't have any mod selection by default. (85232) Fixed that positions of entities in blueprint string were not properly fixed to be aligned to grid according to our rules and centered. Fixed a crash when mods destroy the character entity during the on_gui_closed event. (87058) Fixed a crash when canceling loading some modded saves. (87086) Fixed that artillery turrets didn't fully use the shooting speed research. (87140) Reduced flicker of mining drill indicator lights when zoomed out. (86777) Fixed lua documentation for LuaGuiElement::index read. (87195) Fixed that biters would try to attack over large distances individually instead of in groups. (86920) Map tag edit GUI can now be confirmed with Enter key even when the textbox is not focused. (86386) Fixed a pathfinder crash related to entities and tiles using collision layers 11 to 15. (82098) Fixed the changelog GUI indentation. Modding Implemented compileIntoCurrentProcedure for the "if-else-chain" noise expression type. This allows non-constant values to be used as conditions. Added "modulo", "ceil" and "floor" noise expression types. Added "bitwise-and", "bitwise-or", "bitwise-xor" and "bitwise-not" noise expression types. Added "sin", "atan2" and "cos" noise expression types. Added "less-than", "less-or-equal" and "equals" noise expression types. Changed turret base_picture animation to actually play the animation. Added several properties to ExplosionPrototype to control light fading through applying a multiplier to the light's size and intensity. "light_intensity_factor_initial" (default 0), "light_intensity_factor_final" (default 0), "light_intensity_peak_start_progress" (default 0), "light_intensity_peak_end_progress" (default 0.9), "light_size_factor_initial" (default 0.05), "light_size_factor_final" (default 0.1), "light_size_peak_start_progress" (default 0.1), "light_size_peak_end_progress" (default 0.5) Scripting Added permission events: on_permission_group_edited, on_pre_permission_string_imported, on_permission_string_imported, on_per_permission_group_deleted, on_permission_group_deleted, and on_permission_group_added. Simplified the rules of entity positions aligned to grid in the blueprint. Now they have the same rules as entities in the world. 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 — Wed Jul 29, 2020 3:20 pm — Replies 0 — Views 18 View the full article
  8. Here it is! (beep boop) https://factorio.com/blog/post/fff-357 Statistics: Posted by FactorioBot — Fri Jul 24, 2020 10:04 am — Replies 0 — Views 17 View the full article
  9. Here it is! (beep boop) https://factorio.com/blog/post/fff-356 Statistics: Posted by FactorioBot — Fri Jul 17, 2020 9:58 pm — Replies 1 — Views 38 View the full article
  10. Gui New high resolution tips and tricks images. Visual improvements to the tips and tricks GUI and the rocket silo stats GUI. Graphics New remnants for assembling machines and land mine. New visual effects for slowdown capsule. Changes Changed sorting order of items: Same items but without data are first. Descending order of Health/Ammo/Durability. Units are now affected by the 'movement_slow_down_factor' defined in their attack parameters. Slowdown capsules slowdown factor increased from 50% to 75%. Sounds Updated sounds for assembling machines 1, 2, and 3. New sounds for mining and eating fish. New sound for spitter spawner, repairing robots. New sound for throwing capsules, grenades, combat robots. Various levels adjusted including new default sound settings. Bugfixes Fixed that force.reset() wouldn't clear saved research progress. (86407) Fixed disabling, renaming or destroying unreachable train stop would not cause repath of trains in NO_PATH to go to next station. Fixed bonuses GUI showing duplicate entries if it was open when a research finished. (86687) Fixed auto-launch would send rocket when there were still empty slots for payload. (86780) Fixed corruption related to sorting module inventories. Fixed logistic robots would keep trying to feed chest which has item stacks over the stack size. (86583) Fixed entities with wire rendering disabled in entity prototype would still have wires rendered in screenshots. (84288) Fixed upgrading mining drill would disable input fluid box if resource was depleted. (84248) Fixed pause game control input was not working when in multiplayer. (86631) Fixed that the RCON interface would sometimes send an extra empty reply. (85963) Fixed that groups of enemies wouldn't be distracted by a player in a car or tank. (81325) Fixed tank icon having accidental border. (86630) Optimizations Improved performance of sorting inventories. Improved performance of inventory highlights. Scripting Added on_player_flushed_fluid event. Added LuaPlayer::hand_location. (65304) 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 — Wed Jul 15, 2020 1:19 pm — Replies 0 — Views 247 View the full article
  11. Here it is! (beep boop) https://factorio.com/blog/post/fff-355 Statistics: Posted by FactorioBot — Fri Jul 10, 2020 10:30 am — Replies 0 — Views 2 View the full article
  12. Graphics High resolution power switch graphics. Bugfixes Entities of other forces that are mined and brought back by undo are now set to have player force upon the undo application. (82243) Fixed a desync when unit group radius settings are changed. Fixed that the final health value in the entity damaged event was wrong. (86411) Fixed a performance problem with the production stats GUI. (86356) Fixed the double slider with discrete values functionality. (86417) Fix 'Train stop names' checkbox showing tooltip with no locale entry. (86448) Fixed rendering of pipe pictures and covers when fluid box compound covers some fluid boxes without pipe pictures or covers. (86475) Gui Visual improvements to the bonuses GUI. Visual improvements to the tutorial list GUI. Minor Features Gps tags are now surface aware. Scripting Added on_player_clicked_gps_tag 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 — Mon Jul 06, 2020 12:57 pm — Replies 0 — Views 315 View the full article
  13. Here it is! (beep boop) https://factorio.com/blog/post/fff-354 Statistics: Posted by FactorioBot — Fri Jul 03, 2020 10:31 am — Replies 0 — Views 84 View the full article
  14. Here it is! (beep boop) https://factorio.com/blog/post/fff-353 Statistics: Posted by FactorioBot — Fri Jun 26, 2020 12:13 pm — Replies 0 — Views 25 View the full article
  15. Bugfixes Fixed desync related to non-deterministic transport belt merging order when multiple merges happen in the same tick. (79617) Fixed alignment of number input entries. Fixed that undo didn't remove deconstruction task to remove things in the way. (75923) Fixed stray tooltip bug in the map generator window. (76640) Fixed of saving control inputs related to mouse buttons 4+. (86285) Fixed minor clipping issue. (86286) Fixed that train fuel request were unreliable. (77805) Gui Windows with item and count to be selected have count/confirm buttons disabled when item is not yet selected. Logistic request related item and count windows now have notched sliders for 0 to 10 stacks selection. Different numbers that are not multiplies of stacks can be still written into the textboxes. Added an interface option to show both crafting and logistic windows in the character screen. 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 26, 2020 11:04 am — Replies 0 — Views 37 View the full article
×
×
  • Create New...