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dynamicnetworks

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Everything posted by dynamicnetworks

  1. Here it is! (beep boop) https://factorio.com/blog/post/fff-308 Statistics: Posted by FactorioBot — Fri Aug 16, 2019 3:46 pm — Replies 1 — Views 128 View the full article
  2. Changes Blocked underground pipe connections (see e.g. 73840) are always highlighted. Bugfixes Fixed crash when using the close button while the client is saving the map for desync report. (74508) Fixed a crash related to settings copy/paste of some modded assemblers. (74025) Correctly highlighting blocked connections of modded underground pipes. (74116) Fixed a case of disappearing fluid in a special fluid furnace configuration. (74373) Fixed programmable speaker caused crash when using --disable-audio command line option. (74551) Fixed that an underground pipe ghost did not split fluid systems. (74252) Fixed that an underground pipe ghost did not split blocked connection. (74269) Fixed that fluids in assembling machines and furnaces would get voided any time mods changed. (74284) Prevented construction of underground pipe that could crash the game due to blocked pipe connection. (74116) Scripting Added LuaEntityPrototype::terrain_friction_modifier 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 — Fri Aug 16, 2019 1:37 pm — Replies 1 — Views 85 View the full article
  3. Changes Modded achievements and their progress are now stored even when the mods adding extra achievements are temporarily removed. Up to 5000 modded achievements are stored indefinitely. (64884) Programmable Speaker sounds now change volume accordingly as player moves. (60468) Rocket Silo sounds now change volume accordingly as player moves. Bugfixes Fixed tightspot level 5 expecting old chemical science recipe. (74351) Fixed Transport belt madness inserter exploit. (74354) Fixed that filling energy of entities in map editor didn't work for accumulators in electric network. Fixed a crash or desync that could happen after assigning a build_base command to a single unit. (74430) Fixed that mining drill covering more than 1 infinite resource showed the mining speed as sum instead of average. (74443) Fixed that infinite item based resources with yield of more then 100% didn't actually mine more. So yield of 260% for example means that it mines 2 resources and 60% probability of 1 extra. Fixed cloning of accumulators in the map editor not setting available energy correctly. Fixed a desync related to cloning accumulators. (74363) Fixed 2 crashes related to custom-switch. (74459) Fixed that train could consider itself being parked in station when in fact being misaligned. (73653) Fixed that activating deconstruction planner/blueprint/blueprint tool from the shortcut by pressing the buttons didn't clear the cursor if it wasn't empty. (69976) Fixed condition operator button visibility when dragging conditions in the train schedule GUI. (73959) Fixed few layouting issues with scroll panes. Fixed that biters could get stuck in narrow passages between water tiles. (73857) Fixed that members of unit groups could sometimes get far ahead of the group. (74458) Modding Added CraftingMachinePrototype::match_animation_speed_to_activity. Added LoaderPrototype::structure.back_patch and front_patch. Scripting Added ability to clear a sprite or sprite-button by writing nil or empty string to LuaGuiElement::sprite. (74491) 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 Aug 14, 2019 11:33 am — Replies 1 — Views 33 View the full article
  4. Changes Range modifier and shooting speed modifier are now shown in ammo tooltip and ammo turret tooltip. Allow pressing ESC to cancel saving or downloading the map while desynced. (74198) Added copy paste from assemblers to infinity chests, similar to requester chests. Bugfixes Fixed crash when loading a save containing modded crafting machines with fluid boxes, with mods disabled. (74178) Fixed turret range drawing not accounting for ammo range modifier in world and in map view. Fixed turret unfolding and animation not accounting for ammo range modifier. (65043) Fixed case of swapping left and right lane of underground belts. (74114) Fixed desync related to marking and then un-marking combinators for deconstruction. (73868) Fixed Infinity Chest GUI showing wrong label when modded as a storage chest. (74235) Fixed when target of combat robot changed force to an allied force, the combat robot wouldn't stop attacking it. (74270) Fixed silo script error using generic on_event function. (74276) Fixed a desync related to using multiple custom fluid indexes in a recipe. (74009) Fixed some labels getting cut of in the statistics GUI, on some translations. (59084) Fixed a crash that could sometimes happen when fighting large groups of biters. (74072) Fixed a special corner case of signal internal state consistency. (73560) Fixed that the circuit and logistic network buttons in the train stop GUI were swapped. (74308) Scripting Combinators can now be activated or deactivated through LuaEntity::active. Added LuaEntity::upgrade_target read. Removed the ability to convert a table address into a 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 — Fri Aug 09, 2019 7:24 pm — Replies 0 — Views 64 View the full article
  5. Here it is! (beep boop) https://factorio.com/blog/post/fff-307 Statistics: Posted by FactorioBot — Fri Aug 09, 2019 2:12 pm — Replies 0 — Views 37 View the full article
  6. Changes Inventory filters tooltip now shows they are inventory filters to avoid confusion. (62775) The quickbar tooltip now shows what shortcut to use in order to clear it. Quickbar filters can now be set from the ghost cursor. In Introduction, changed some places Compilatron stands at to be less in the way. (74138, 74018) Bugfixes Fixed some combination of graphics options could cause infinite loop at 95% of sprite loading in the demo. (74037) Fixed assigning empty table to sprite definition would not cause loading error but crash in-game instead. (74089) Fixed a desync related to accumulators in multiple networks. (73974) Fixed transitions on tiles where landfill, grass and water meet. (74117) Fixed logistic network technology description did not mention buffer chests. (74064) Fixed "use-version-filter-in-browse-games-gui" config option didn't work. (73838) Fixed possible crash in introduction scenario if player builds turrets too far to either side. (74133, 74060) Fixed electric coverage visualization was not shown when hovering mouse over invisible widgets. (74120) Fixed a crash when using a path_resolution_modifier of 8. (73785) Fixed introduction leftover invisible entity after cutscene. (74127) Fixed introduction bug where sometimes Compilatron wouldn't build things properly. (74087) Fixed "toggle filter" control setting would not work if bound to modifier key and left or right click. (73656) Fixed introduction bug where poles could still connect to the generator after it was destroyed. (74057) Fixed introduction possible crash when removing power consumers. (74041) Fixed missing laser-beam entity from demo. (74049) Fixed issue with walls in hidden smelter section in introduction. (73335) Fixed that biters could form too many attack groups when aggroed by artillery. (72732) Fixed that clicking and dragging electric poles in multiplayer latency didn't work correctly. Fixed that fast-replacing assembling machines with fixed recipes didn't work correctly. (73976) Fixed a crash when deleting surfaces during the same tick as auto-save running. (74159) Moved integration patches of crash site entities to decals render layer. (74017) Fixed that inserters would pick up from the left lane of a loader even when positioned closer to the right side. Scripting Added LuaEntity::request_from_buffers 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 — Tue Aug 06, 2019 12:20 pm — Replies 0 — Views 53 View the full article
  7. Bugfixes Fixed a script error in the NPE while using demo. (73993) Fixed that reading LuaGuiElement::elem_type would always error. (73996) Fixed a crash related to modded fluid energy sources. (73980) Fixed corrupted alt-mode icons on low zoom levels on macOS. (73982) 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 Aug 02, 2019 10:33 pm — Replies 0 — Views 88 View the full article
  8. Here it is! (beep boop) https://factorio.com/blog/post/fff-306 Statistics: Posted by FactorioBot — Fri Aug 02, 2019 5:10 pm — Replies 1 — Views 27 View the full article
  9. Changes Combat robotics 2 technology now require Laser. (73856) Bugfixes Fixed fluid mixing checks for some setups when setting an assembler recipe. (73793) Fixed flying notifications showing player's inventory updates were visible to all forces. (73761) Fixed error during PNG decompression would cause crash on Linux. (71058) Fixed that save files could become very large. (73749) Fixed that cloning furnaces wouldn't preserve the crafting progress. (73850) Fixed inserters being slower and rotationally asymmetrical after the previous version. Fixed that wandering units could be activated for longer than necessary. (73672) Fixed a crash when trying to check if 'game' is equal to anything using the Lua API. (73904) Added a check for overlapping crafter fluidboxes to detect wrong mod configuration. (73488) Fixed desync related to inserter ghosts and belts. (73788) Fixed setting health of item stack of item-with-entity-data to 1 would do nothing. (73920) Fixed a desync with the map editor resource editor. (73914) Fixed a desync with the map editor decorative editor. (73954) Prevented some rare cases of fluid mixing tied to underground connections. (73884) Fixed placing entities that consume type of energy other than electric would still show electric coverage visualization. (73774) Modding Added InserterPrototype::draw_inserter_arrow. Scripting Added LuaGuiElement::choose-elem-button elem_types "decorative", "item-group", "achievement", "equipment", and "technology". 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 Aug 02, 2019 5:06 pm — Replies 0 — Views 126 View the full article
  10. Balancing Basic oil processing produces only Petroleum gas, for more streamlined oil setup in the beginning. Basic oil processing keeps some of the refinery input/output slots unused, so it is more clear which ones will be used by Advanced oil processing. Chemical science pack requires Sulfur instead of Solid fuel. Flamethrower ammo requires crude oil instead of heavy and Light oil. Rocket fuel requires light oil. Laser Turrets, Lubricant, and Worker robots technologies need Chemical science pack. Deathworld marathon preset was made a little bit easier. Bugfixes Fixed a crash when trying to show invalid thumbnails for mods. (73670) Fixed that up/down keyboard navigation of the load/save game GUIs and manage mods GUI didn't work in some cases. (73671) Fixed that cloning belts with items didn't preserve the item positions correctly. (73662) Fixed a script error in train stations mini-tutorial. (73663) Fixed a script error in the NPE. (73705) Fixed car turret shadow would rotate in opposite direction to the turret. (73692) Fixed that changing sound settings didn't persist through game restart. (73734) Fixed that the migrated-content GUI wouldn't show in some cases. (73721) Fixed that right-click-and-drag didn't work in the blueprint GUI to remove things. (73704) Fixed that unit groups would use paths going through cliffs. (73740) Fixed some cases of entity rotation with blocked underground pipes. (73600) Fixed inserters sometimes getting stuck when picking up from a non-backed-up underground belt. (72253) Modding Added CraftingMachinePrototype::default_recipe_tint. Scripting Added LuaEntityPrototype::supports_direction read. Fixed that LuaGuiElement::force_auto_center() didn't work. (73647) Added LuaGameScript::get_filtered_entity_prototypes(), get_filtered_item_prototypes(), get_filtered_equipment_prototypes(), get_filtered_mod_setting_prototypes(), and get_filtered_achievement_prototypes(). Added workaround for a driver crash when calling D3D11CreateDeviceAndSwapChain. (73780) 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 30, 2019 2:37 pm — Replies 1 — Views 104 View the full article
  11. Here it is! (beep boop) https://factorio.com/blog/post/fff-305 Statistics: Posted by FactorioBot — Fri Jul 26, 2019 1:52 pm — Replies 4 — Views 117 View the full article
  12. Balancing Changed expensive variant of electronic circuit to require 8 copper cables instead of 10. Changes User verification must be enabled for public multiplayer games. LAN games, direct-connect, and Steam still don't require user verification. Network message segment size can be configured in server-settings.json, for server providers with large enough upload bandwidth. Added "Build with obstacle avoidance" into controls settings with CONTROL + Left mouse click as default. It re-introduces the possibility to build rails in ghost mode that avoid trees rocks and cliffs. Decreased base damage of Personal laser defense from 40 to 30. Decreased base shooting speed of Laser turret and Personal laser defense equipment from 3 shots per second to 1.5 shots per second. Reverted combat latency behavior to do latency hiding while in combat. (73126) Bugfixes Fixed that extra fast (modded) splitters didn't work properly. (73059) Fixed an inconsistency between area selection and logistic network highlight. (72969) Fixed that probabilistic recipe result that is also a catalyst didn't put itself into consumed statistics when the probability check failed and the item wasn't produced. (71211) Fixed visual errors when dragging train schedule conditions. (73275) Fixed that locale settings didn't save when changed. (73332) Solved that pressing ALT while walking right (D being pressed) stopped the character as it interfered with ALT + D. (67585) Fixed connection preview of underground belt in blueprint in a specific case. (73342) Changed accumulator/wall/underground belt map color to be more contrast against certain tiles. (44597) Fixed laser turrets were shooting beams that would last until target was destroyed even if it got out of range and turret stopped shooting. (73474) Fixed Laser turret shooting speed research didn't increase damage of laser turret. (72360) Fixed Laser turret shooting speed research didn't increase damage of Personal laser defense equipment. (71003) Fixed that biters sometimes couldn't get past other biters. (73208) Fixed that migration scripts couldn't use "require". (73373) Fixed a crash related to fast-replacing modded generator entities without fluidboxes. Fixed loaders would not wake up sometimes after picking up items from them manually. (73398) Fixed that space science pack technology did not have accumulators and solar panels in prerequisites. (72675) Fixed that switching to another window while dragging a widget (slider) with a tooltip didn't clear the tooltip. (65433) Fixed that rails would report bounding box sizes of zero when read through the LuaEntityPrototype API. (73438) Fixed that unit groups could get stuck at the end of their assigned path. (72961) Fixed a desync related to changing forces in the map editor. (73492) Fixed a crash related to fluid connection changes in mods. (73509) Fixed that creating character corpses using player_index was off by 1. (73519) Added extra check to prevent infinite cycle in fast belt building. (73368) Fixed a crash when building train stations when the backers.json file is empty. (73532) Fixed that entities could have their light rendered twice. (73451) Fixed that biters had difficulty pathfinding around crescent-shaped lakes. (72985) Fixed that the "not enough rails" error didn't work correctly in the map editor. (73427) Fixed train would not stop exactly in the station preventing pumps to connect to fluid wagons when a mod was changing speed of breaking train. (73466) Fixed that trains would try to path to train stops on different surfaces. (73551) Fixed pump would not disconnect from fluid wagon when rail besides pump was mined or destroyed. (73449) Fixed a crash related to the rail planner. (73584) Fixed that the mod info label in the technology tooltip didn't line wrap. (73598) Fixed a crash near the start of the NPE. (73481) Modding Changed how beams are drawn to improve seamless tiling of beam segments. Head and tail segments are now stretched to fill space from source/target position to next segment. Changed how beams apply damage. By default, they no longer trigger their action every damage_interval, instead the action is triggered when its owner triggers shooting. The old behavior can be turned on by setting BeamPrototype::action_triggered_automatically to true. It is possible to specify fluid product or ingredient with a fluidbox_index so they use exactly one slot corresponding to the specified fluidbox of the machine. Changed the "market" entity from entity-with-health to entity-with-owner so it now has a force and unit_number. Changed fluid energy source prototypes to error when no consumption limits are set instead of logging a warning. Added util.parse_energy(). Scripting Added LuaGui::screen. Added on_gui_location_changed, on_gui_selected_tab_changed, and on_gui_switch_state_changed events. Added LuaGuiElement type "empty-widget", "tabbed-pane", "tab", and "switch". Added LuaGuiElement::add_tab(), remove_tab(), and force_auto_center(). Added LuaGuiElement::location, auto_center, drag_target, selected_tab_index, tabs read/write. Added LuaGuiElement::switch_state, allow_none_state, left_label_caption, left_label_tooltip, right_label_caption, right_label_tooltip read/write. Added LuaStyle::badge_font, badge_horizontal_spacing, default_badge_font_color, selected_badge_font_color, disabled_badge_font_color, selected_font_color, selected_hovered_font_color, selected_clicked_font_color, strikethrough_color read/write. Added clear_and_focus_on_right_click to LuaGuiElement text-box. Added LuaGuiElement::get_slider_value_step(), get_slider_discrete_slider(), get_slider_discrete_values(), set_slider_value_step(), set_slider_discrete_slider(), set_slider_discrete_values(). Added LuaGuiElement::get_mod(). Added LuaEntity::loader_container read. Added LuaEntity::belt_neighbours 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 — Thu Jul 25, 2019 2:30 pm — Replies 0 — Views 129 View the full article
  13. Here it is! (beep boop) https://factorio.com/blog/post/fff-304 Statistics: Posted by FactorioBot — Fri Jul 19, 2019 4:38 pm — Replies 3 — Views 108 View the full article
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
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