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dynamicnetworks

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dynamicnetworks last won the day on July 27 2017

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  1. Bugfixes Fixed a crash related to researching technologies through script. Fixed a crash when opening other settings on the steam version of the game. (73306) 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 15, 2019 9:23 pm — Replies 1 — Views 270 View the full article
  2. Changes Restored ore placement to match that of 0.17.50 (72487) Optimisations Optimized synchronization time of blueprint library to a new game map. (73166) Bugfixes Fixed glitch in pollution cloud overlay rendering. (73151) Fixed joining multiplayer through Steam Friends would not work sometimes. (70481) Fixed rail signal consistency for a very special corner case. (73162) Fixed that the Linux server's standard input could get closed under some circumstances. (73106) Fixed crash when enabling blueprint library cloud sync when local blueprint library did not exist. (73197) Fixed that trains couldn't be rotated while in the map editor. (73215) Fixed that LuaGameScript::ban_player() only worked with real players. (73223) Fixed that the changelog GUI could have unnecessary scroll bars. (73249) Fixed that hiding the search bar didn't unfocus it, so it was still possible to write to the invisible search bar. (73251) Fixed wrong signal placeability in some specific cases. (73245) Fixed that the entity tooltip would flicker in some cases related to the tooltip delay. (72942) Fixed a crash when opening assembling machines with fixed_recipe set in the latency state. (73297) Modding Added a prototype property for hiding recipes from the player crafting GUI. Renamed spot noise argument 'minimum_candidate_point_spacing' to 'suggested_minimum_candidate_point_spacing' Added base_productivity to assembling machines, mining drill, and lab prototypes. Added LuaEntityPrototype::base_productivity read. Scripting Added optional "ignore_characters" to LuaSurface::clear(). Added on_gui_confirmed event. Added LuaGuiElement::numeric, allow_decimal, allow_negative, is_password, lose_focus_on_confirm, clear_and_focus_on_right_click 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 — Mon Jul 15, 2019 5:40 pm — Replies 0 — Views 234 View the full article
  3. Here it is! (beep boop) https://factorio.com/blog/post/fff-303 Statistics: Posted by FactorioBot — Fri Jul 12, 2019 3:10 pm — Replies 0 — Views 4 View the full article
  4. Minor Features Added option to enable Steam Cloud Sync for blueprint library to Other Settings GUI. Please backup your blueprint-storage.dat if you chose to enable it. The option is available in Steam version of the game and Cloud Sync needs to be enabled in Steam for the library to be actually synchronized. Bugfixes Fixed that the blueprint library GUI sometimes wouldn't update until the mouse was moved. (72624) Fixed that deconstructing tiles in the map editors instant-deconstruction mode didn't work. (73060) Fixed setting FireFlamePrototype::spread_delay_deviation to 0 or 1 would crash the game. (73053) Fixed logistics system tutorial after game script migration. (73066) Fixed that the game would freeze when using LuaLogisticNetwork::remove_item() if the item was only in the players cursor. (72988) Fixed yet another case of rails not merging blocks as expected. (73016) Fixed occasional crash when dragging train wait conditions with brackets. (72899) Removed the focusability of buttons, as we don't support it graphically and the functionality was just half-functional. (72932) Fixed that copy-paste for assembling machines would ignore fixed_recipe. (73115) Fixed that failing to join multiplayer games through --join-game-by-id would fail to show the error and show an empty background. (72991) Fixed inserting items into underground belts with inserters could put items onto the belt leading into the underground belt. (70749) Fixed rail signal internal consistency for some cases of rail cycle with one signal. (72916) Fixed that electric energy interface stopped accumulators from working. (73078) Fixed high CRC time related to large amounts of electric networks in multiplayer games. (73100) Fixed that multiple map settings prototypes could be defined. Modding Removed label style want_ellipsis as it will be used automatically everywhere as with button. All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour. 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 11, 2019 7:10 pm — Replies 0 — Views 9 View the full article
  5. Bugfixes Fixed that some of the textboxes didn't allow to write characters bound for different actions when focused. (72666) Fixed a desync related to removing rail signal that merges two rail blocks reserved by different trains into one. Fixed that the belt-gap-fill logic could replace splitters/underground belts in some cases. (73023) Modding Added LuaPlayer::connect_to_server(). 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 Jul 09, 2019 1:28 pm — Replies 0 — Views 213 View the full article
  6. Here it is! (beep boop) https://factorio.com/blog/post/fff-302 Statistics: Posted by FactorioBot — Fri Jul 05, 2019 1:22 pm — Replies 2 — Views 43 View the full article
  7. Changes Removed the message of "<X> is in the way" when building over the exact same entity with same direction and position as in cursor. (65436) Rails under trains can be marked for deconstruction. (72579) Better latency hiding in multiplayer when experiencing connection issues. Less issues with rubber-banding or character teleporting. Latency hiding is no longer completely disabled when the character is shooting. Character position and animation are still not latency-hidden while the character is in combat (10 seconds after shooting or taking damage). This should make combat smoother in multiplayer. The Linux version of the game now depends on PulseAudio. Bugfixes Fixed adding conditions to a train station after it was dragged. (72655) Improved drawing of a wall preview in some special cases. (72650) Fixed that the sync-mods-with-save could in some cases leave mods enabled. (72772) Added Right Control as secondary binding for "Temporary station modifier" controls. (72795) Fixed that migrating saves could in some cases mess up damage bonuses. (72779) Added a migration for unloadable saves because of invalid train paths caused by bugs in previous versions. (72773) Fixed that rails wouldn't build correctly if they had a fast_replaceable_group defined. (72699) Fixed flamethrower turret tooltip was missing info about created fire. (71053) Fixed that modded units with minimal attack range wouldn't try to get away from a target if they were too close. (68875) Fixed that train built from blueprint could miss a connection occasionally due the rail building order. (72295) Fixed that electric-energy-interface and heat-interface entity types didn't export properly in blueprint string format. (72808) Fixed Compilatron speech bubble hologram effect would cause entire screen to flicker when "Full color depth" graphics option was disabled. (72820) Fixed a map corruption issue related to building blueprints outside of the map through script. (72580) Fixed that too long description of shortcut tool could make the selection frame to be too big and unclosable. (72836) Fixed that undo doesn't work for trains. (72827) Fixed that reading 'disabled' from train stop control behaviors from Lua would report bad values in some cases. (72821) Fixed that rich text tooltips would flicker in multiplayer. (72637) Fixed possible crash in NPE when Compilatron builds an iron mining setup. (72785) Fixed multiplayer issue where a client and server would sometimes send a large amount of data, causing players with slower connection to disconnect (https://factorio.com/blog/post/fff-302) Fixed that the wind sound would cut off abruptly when the technology screen was opened. (69184) Fixed that inserter tooltips would list pollution despite inserters being unable to produce pollution. (72855) Fixed that the bar of train wagon in blueprint was lost when the game was saved and loaded. (72863) Fixed that textfield selection wasn't removed when the focus was lost. (72860) Modding Equipment with the "manual" shape now renders backgrounds/outlines automatically like equipment with the "full" shape. 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 04, 2019 12:51 pm — Replies 0 — Views 298 View the full article
  8. Changes Updated version of introduction campaign. Added a new system for better handling of mouse button locales. See https://wiki.factorio.com/Tutorial:Loca ... nput_names for more information. Limited chart tags to a maximum of 1024 characters. Bugfixes Fixed that curved rail bounding box wasn't rotationally symmetric. Fixed window would flicker when dragging window from left to right, from normal DPI display to higher DPI display. (72474) Fixed that modded pollution modifiers wouldn't show in some cases. (70545) Fixed that trying to repair inoperable entities would show the "can't mine" message. (71638) Fixed that checking for mod updates could fail when old versions of a mod had bad data. (72558) Fixed graphical artifacts in curved rail sprites when zoomed out (OpenGL). (71332) Fixed a crash of some modded entities with fluid energy source. (72529) Fixed that sending long commands through RCON could cause some players to drop from the game. (72495) Fixed drawing speech bubbles on top of other gui elements, and on top of the map view. Fixed NPE crash when building ghosts. (71991) Fixed rotated text not working with certain fonts. (65780#p438232) Fixed that the drag-map action wasn't allowed when the cursor had specific items even if the drag map control didn't conflict with building. (71069) Fixed that restarting scenario levels would leave the generate-map GUI in a strange state. (71671) Fixed that RCON commands would not be processed if a player had paused the game. (70930) Fixed that the "include modules" checkbox would always show if the blueprint had a train with fuel in it. (72627) Fixed that infinite technologies wouldn't display the level in the technology screen if their prototype name didn't include a level. (69296) Fixed that clicking alerts from multiple modded surfaces wouldn't work correctly. (72632) Fixed that unit groups wouldn't be able to pathfind if their centre was colliding with another entity of the same force. (63832) Fixed a crash related to train crashing while passing a reserved signal. (72320) Fixed a crash related to teleporting reserved signal. (72292) Fixed that errors from the asynchronous saving process sometimes wouldn't be communicated back to the parent. (64794) Fixed that dying and respawning wouldn't preserve the toggle-personal-roboport setting. (72602) Fixed that train waiting time was reset when adding temporary station. (72403) Fixed that entity-to-be-built tooltips didn't work correctly with tooltip delay. (65663) Fixed that train without a schedule didn't try to stop. (72355) Modding Fixed that the game would allow entities with different sized bounding boxes or collision masks to be upgraded. (72698) Fixed excessive memory usage and long time to exit related large amounts of sprite definitions. (72200) Fixed that GUI graphical_sets wouldn't render corners correctly in some cases. (69468) Fixed that technologies marked as "visible_when_disabled" would still be researchable when the research queue was enabled. (72423) Moved the entity_renderer_search_box_limits values into utility constants. Secondary bounding box of rail is not moddable anymore. Changed module prototype property "tier" to unsigned int from float. Scripting Fixed that get_blueprint_entities() didn't include train schedules. (71614) Added LuaSurface::calculate_tile_properties(). Added LuaEntity::storage_filter 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 — Mon Jul 01, 2019 2:50 pm — Replies 0 — Views 313 View the full article
  9. Here it is! (beep boop) https://factorio.com/blog/post/fff-301 Statistics: Posted by FactorioBot — Fri Jun 28, 2019 4:07 pm — Replies 1 — Views 47 View the full article
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
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