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Everything posted by dynamicnetworks

  1. 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
  2. dynamicnetworks

    Version 0.17.41

    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
  3. dynamicnetworks

    Current Map Save

    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_/
  4. dynamicnetworks

    Current Map Save

    Version 0.17.x

    4 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-E/saves/_gsdata_/_history_/
  5. dynamicnetworks

    Version 0.17.40

    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
  6. dynamicnetworks

    Version 0.17.39

    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
  7. 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
  8. dynamicnetworks

    Version 0.17.38

    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
  9. dynamicnetworks

    Version 0.17.37

    Bugfixes Fixed acid splashes were blocking placement of buildings. (70317) Fixed that acid splashes would have a burning sound effect. Fixed typo in font name that would cause crash in Cyrillic locales on Linux. (70337) Fixed that script changing train path as a reaction to train created event could break the rolling-stock connection process. (69749) Fixed that scroll panes empty areas of the mod GUI was blocking the mouse interaction with the map. (70383) Fixed that ghost rail building didn't avoid ghost buildings properly. (70349) All unused control inputs are saved in the config file, to preserve mod key bindings even when the mod is disabled and enabled again. (70332) Fixed that zooming in the train preview window didn't respect the zooming key binding settings. (69338) Fixed that train with no path changed from NO_PATH to PATH_LOST and back to NO_PATH every few seconds. (69722) Fixed that train waiting at the signal changed from WAIT_SIGNAL to ARRIVE_SIGNAL and back to WAIT_SIGNAL every few seconds. (67576) Fixed a crash that would sometimes happen when two players were connecting to a server at the same time and one of them quit before the map finished saving. (69783) Fixed a crash related to modded deconstruction item filters. (70470) Fixed performance issues in mipmap generation routines causing the game to freeze or crash at 95% of sprite loading. (67723) Fixed traditional Chinese font being used for simplified Chinese. (70429) Fixed that pollution would not be shown in entity tooltip when using a void energy source. (70498) Fixed PvP re-roll round button not generating a different map with only a single team. Fixed PvP state when playing Last silo standing with only a single team. Fixed PvP DEFCON mode interaction with research queue. Fixed screenshot rendering could crash when using LuaScriptRendering API to draw a sprite from file. (70322) Modding Added CraftingMachinePrototype::entity_info_icon_shift. Added CraftingMachinePrototype::draw_entity_info_icon_background. Scripting Included "item" in on_built_entity event when ghost cursor building. 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 07, 2019 4:25 pm — Replies 0 — Views 177 View the full article
  10. dynamicnetworks

    Version 0.17.36

    Graphics Added new specific remnants for various entities. (Work in progress) Bugfixes Fixed that ghosts could be built in fog of war. Fixed a stack overflow when merging large electric networks (149'000+ electric poles). (70244) Fixed some achievements not counting their requirements properly. (70276) Changed worm and spitter acid attack so they do not create acid splashes on water. (70069) Changed fonts for Asian languages (Chinese, Japanese, Korean). Fixed that power switch connections weren't restored by undo. (70240) Modding Added "check_buildability" to "create-fire" trigger effect definition. Added "tile_collision_mask" to "create-entity" and "create-fire" trigger effect definitions as faster alternative to full buildability check. Added "trigger_created_entity" to "create-fire" and "create-sticker" trigger effect definitions. Scripting Added "item" to the on_built_entity 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 03, 2019 4:25 pm — Replies 0 — Views 320 View the full article
  11. https://factorio.com/blog/post/fff-293Statistics: Posted by Klonan — Fri May 03, 2019 4:19 pm — Replies 0 — Views 24 View the full article
  12. dynamicnetworks

    Version 0.17.35

    Changes Increased the maximal length of station name to 1024, mainly to allow wider usage of multiple tags in the name. (68219) Bugfixes Fixed that making blueprints of locomotive ghosts wouldn't include the schedules. (69856) Fixed that worms and spitters didn't show attack parameters in description. Fixed that the game would crash if it was closed when Sound Settings was opened. (69977) Limited the manual rail building distance to 3 times the normal building distance. Fixed dangling tooltip bug related to widget reorganization in map generator GUI and possibly other places. (69471) Fixed that the train time condition label wasn't properly set to squashable resulting in wrong layouting in certain languages. (69583) Fixed truncation of labels containing rich text. (69917) Fixed PvP and Wave defense starting base entities wouldn't spawn if a mod added a tile with a certain collision mask and a name which sorted alphabetically above dirt. Fixed PvP production score error when a mod or script adds another force during a round. Fixed PvP error when using DEFCON mode. Fixed that the shortcut bar selection list wasn't scrollable until the window was resized. (68804) Making disabling of features in map generator more clear by adding checkboxes for it. (65841) The wagon door opening animation (that is only available for horizontal/vertical direction) is now chosen based on the drawing sprite of the wagon selected instead of the orientation of the wagon. This means, that orientations really close to horizontal/vertical still use the animation. (68768) Fixed that changing map size didn't mark the map preset as modified. (67261) Fixed label text not updating correctly when cleared and had non-zero minimal width and height. (69763) Improved handling of whitespace characters in technology count formula parsing. Checking that only the l (or L) variable used in the technology formula on startup, to avoid errors later on. (69870) Fixed NPE error at startup that could occur when using mods. (69439) Fixed GUI window of an entity not updating when pasting settings to that entity. (69102) Fixed error in consistency check of ghost connections related to multiple connections to entities only in the undo queue. (70126) Fixed train condition fulfilling indication for artillery wagon. (69677) IDXGIOutput::FindClosestMatchingMode returning an error is not treated as critical failure anymore. (70152) Fixed that the Mods GUI go-to-dependency buttons wouldn't work in some scenarios. (69545) Fixed that ghost building mode works the same as ghost building (with shift) when it comes to rail building. (69761) Fixed that upgrading entities in would leave invalid module requests. (70040) Fixed, that sorting changes were moving the scrolled position in the browse game gui. It is now consistent with the mods gui. (70128) Fixed some achievements being given to players while the save game is loading, not respecting player online time. (64214) Fixed LuaTransportLine::output_line read for right-hand output lines of a lonely splitter. (70207) Fixes to make tabbed pane work properly when it comes to squashing in different situations. (69488) Tweaked the algorithm that is putting trains on rails to work properly in junctions when constrained by the direction caused by blueprint/ghost train building. (69457) Modding Renamed the character entity type and name from "player" to "character" to make it consistent with how we call/access it in all other places. Renamed the technology personal-roboport-equipment-2 to personal-roboport-mk2-equipment and gave it corresponding icon to be consistent with other technologies of this kind. Renamed the technology power-armor-2 to power-armor-mk2 to be consistent with other technologies of this kind. Added optional storage tank prototype property "scale_info_icons". Added "manual_rail_building_reach_modifier" to the utility-constants. MapGenPresets' advanced_settings.difficulty_settings.research_queue_setting now works. (69546) Scripting Mod GUI root elements (top/left/center/goal) are now contained in scroll panes, so when there is not enough space, it will become scrollable instead of being cut off. With enough space, it looks the same as before, the only change is, that the mod GUI contents can now not expect to be squashed by the screen, as it will just make a scroll bar instead. Added LuaCircuitNetwork::connected_circuit_count read. Added LuaEntity::time_to_live read/write for highlight box entities. Added LuaEntity::allow_dispatching_robots read/write. Added LuaEntity::toggle_equipment_movement_bonus(). Added LuaEquipmentGrid::inhibit_movement_bonus read/write. Added optional 'radius' to LuaSurface 'find_xyz' functions. Added defines.inventory.editor_main, editor_guns, editor_ammo, editor_armor. AutoplaceSpecification::control is always included in property tree, even for non-peak-based autoplace specifications. (69286) Fixed a save corruption problem when using LuaSurface::clone_area(). (67207) Renamed defines.inventory.player_main, player_guns, player_ammo, player_armor, player_vehicle and player_trash to defines.inventory.character_main, character_guns, character_ammo, character_armor, character_vehicle and character_trash. Removed LuaStyle::title_top_padding, title_right_padding, title_bottom_padding and title_left_padding. 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 02, 2019 2:31 pm — Replies 0 — Views 255 View the full article
  13. dynamicnetworks

    Version 0.17.34

    Changes Improved fluid simulation threading. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged. Bugfixes Fixed a crash when importing blueprint strings with power switch wires. Fixed fluid mixing for fixed recipe assemblers. (69676) Fixed "Not enough rails" message after successful track placement. (69930) Fixed a crash when destroying entities during the on_pre_ghost_deconstructed event. (69965) Fixed that trains with "logistics while moving" disabled would not deploy robots when switched into automatic mode while waiting at a station (69914) 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 Apr 26, 2019 3:04 pm — Replies 0 — Views 208 View the full article
  14. https://factorio.com/blog/post/fff-292Statistics: Posted by Klonan — Fri Apr 26, 2019 1:52 pm — Replies 0 — Views 14 View the full article
  15. dynamicnetworks

    Version 0.17.33

    Changes Added out of fuel alert icon to flamethrower turrets. UI scale won't be synchronised over Steam Cloud anymore. (67085) Syncing startup settings with a server will automatically join the server on game restart. (69064) Bugfixes Fixed yet another consistency bug related to ghost connections. (69694) Fixed crash related to changing force of entity marked for deconstruction/upgrade/in undo queue. (69493) Fixed a crash resulting from overlapping underground pipes. (69548) Fixed power grid overlay not showing correctly on map when changing surfaces. (69104) Fixed another instance of furnaces with fluid outputs not working correctly. (69674) Fixed multiplayer paused notification not being cleared when the client is dropped. (67326) Fixed accumulators showing discharge animation and empty icon at the same time. (67929) Fixed that the game would desync when changing forces of beams, fluid streams, projectiles, stickers, and fire flames. Fixed player inventory income flying text would sometimes show incorrect total item count. (66542) Fixed switched technology levels in the console message when changing research. (69681) Fixed that the keyboard shortcuts for new blueprint/upgrade planner/deconstruction planner wouldn't work when the cut or copy tool was selected. (68904) Changed render layer of belts marked for deconstruction so they don't clip with other belts. (65931) Fixed attempt to rotate ore patches that are out of reach would create "Can't Reach" floating message. (66647) Fixed that generators would produce infinite pollution in some cases. (69450) (69879) Fixed that generator tooltips did not show pollution. (69494) Fixed that LuaGameScript::tick_paused read was not of type boolean. (69892) Fixed that the map editor convert-save-to-scenario didn't work correctly in some cases. (68913) Fixed that the map editor intensity slider number fields wouldn't accept numbers outside the slider range. (69165) Fixed that the deconstruction planner "tiles only" mode would ignore tile ghosts. (68360) Fixed that exporting blueprint strings wouldn't include pending icon changes. (67180) Fixed that cloning rocket silos with rockets waiting to launch wouldn't auto-launch correctly. (69781) Fixed that cloning single entities with wire connections to themselves didn't work correctly. (69770) Fixed a desync related to rail item names. (69807) Map generator GUI now remembers the last preset used. Fixed an older bug with pull-placement of power poles. (69659) Fixed copying files to temp folder would preserve read only permissions, which could cause errors. (61763) Fixed rich text issue with sometimes removing font/color tags when it shouldn't. (69848) Modding Fixed that trivial smoke wouldn't work correctly if it moved > 8 chunks from its origin. (69383) Renamed gate prototype collision_mask to opened_collision_mask so that it can be different from the entity collision mask. Scripting Changed creation of tile ghosts to use "ghost_name" to match the rest of the API. Added LuaSurface::entity_prototype_collides() and LuaSurface::decorative_prototype_collides(). Added LuaRecipePrototype::allow_decomposition read. Added LuaSpriteButton::number allows nil value, which signals/specifies no number to be drawn, which now allows showing of 0. Added LuaTrain::signal 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 — Wed Apr 24, 2019 5:15 pm — Replies 1 — Views 250 View the full article
  16. https://www.factorio.com/blog/post/fff-291Statistics: Posted by Klonan — Fri Apr 19, 2019 12:14 pm — Replies 0 — Views 2 View the full article
  17. dynamicnetworks

    Version 0.17.32

    Changes Admins ignore multiplayer map upload slot limit "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups. Bugfixes Fixed that the server-settings.example.json had an additional comma at the end of the file. (69451) Filled in a missing fluid mixing check for miner. (69381) Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. (69500) Fixed upload slot queue blocking players from joining even if not all slots were filled. Fixed a desync from rotation of an assembler with fluid energy source. (69395) Fixed a connection consistency problems of wire/circuit connections ghosts and undo. (69452) Added a no-crop requirement to the wire sprite definitions to avoid mods removing it, which can confuse the drawing logic. (69325) Fixed text boxes would not respect keyboard layout for shortcuts like copy or paste. (68380) Fixed blocking of game shortcuts when a text box has focus did not take into account keyboard layout settings. (67021) Fixed the game would not respect remapping of modifier keys (Ctrl, Shift, Alt) in operating system. (65093) Fixed it wasn't possible to bind mouse buttons 6 to 9. (69588) It is no more possible to teleport an entity into fluid mixing. (69316) Fixed a crash when defining a programmable speaker with no instruments. (69632) Sync-mods-with-save will no longer offer to load-save when attempting to sync while hosting a multiplayer game. (67756) Fixed that negative health regeneration wouldn't work when the entity had full health. (69605) Fixed a crash related to migrating game versions while having gates marked for deconstruction with ghost walls built over them. (69473) Modding For performance reasons inserter pickup/dropoff vectors are now limited to half a chunk or less. Scripting Added LuaEntityPrototype::lab_inputs read. Added LuaEntityPrototype::researching_speed read. Added LuaGameScript::pollution_statistics 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 Apr 18, 2019 11:25 am — Replies 0 — Views 311 View the full article
  18. dynamicnetworks

    Version 0.17.31

    Bugfixes Fixed a crash when hosting multiplayer games in some scenarios. 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 Apr 12, 2019 10:13 pm — Replies 0 — Views 53 View the full article
  19. dynamicnetworks

    Version 0.17.30

    We had quite a lot of crashes related to the blueprint library tooltip, but it helped us to finally fix a rare bug by exposing it more offensively. The script failed to login to forums, so I'm making the post manually. Minor Features Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients. Optimisations Optimized alt-mode icon background rendering. more Bugfixes Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. more Fixed that movement by keys or clicking on an alert didn't unsnap the currently followed train in the map. (69199) more Fixed that the game would crash when showing blueprint library tooltips. more Fixed that the game would crash when showing a blueprint library tooltip in multiplayer when the blueprint/book was removed by another player. Fixed alt-mode icon background for narrow icons was be very subtle. more You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.Statistics: Posted by kovarex — Fri Apr 12, 2019 6:30 pm — Replies 2 — Views 133 View the full article
  20. https://factorio.com/blog/post/fff-290Statistics: Posted by Klonan — Fri Apr 12, 2019 5:52 pm — Replies 0 — Views 45 View the full article
  21. dynamicnetworks

    Version 0.17.29

    Changes Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification. font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. (66263, 66256) Enter key will be shown as "ENTER" instead of "RETURN" on Windows and Linux. (69329) Minor Features Added a shortcut for increasing/decreasing/resetting UI scale, mainly for debugging of proper automatic adjustment of UI, but people might find it useful for something as well. Bugfixes After a realization of a big misleading mistake, the pollution per second had to be renamed to pollution per minute, because it is what it actually is. (68269) Fixed that tree pollution absorption was recorded as pollution emission in the statistics. Fixed that equipment electric network priority migration wasn't present. (69389) Crafting group selection by typing exact recipe match will now preserve the same way as selecting the crafting group manually. (67165) Fixed few layouting issues in the mods GUI. (68788) Fixed that sticker duration could be 0. (69042) Restored previous behavior where normal (not only underground) pipe connections reconnected when a fluidbox got removed. (68343) Fixed crash when robots try to revive locomotive that has both front and back wheels on rails, but no rail in-between. (68623) Fixed that repair packs could be lost if they didn't fit in your inventory when using personal robots. (69110) Added missing pipe connection arrows to flamethrower turret. (69272) Fixed that custom GUI style values specified directly on the elements weren't updated after UI scale change. (68007) Fixed that the electric network GUI would sometimes be opened when starting deconstruction planner selection on an electric pole in the map view. (68960) Fixed that Textfield and Sliders didn't update its size properly on UI change. Fixed UI change update in ModSettingsGui and MapGeneratorGui with preview open. Fixed quickbar selection disappearing when cursor stack is refreshed with a new stack. (68243) Fixed that nested frame styles (horizontal flow, vertical flow, header filler flow, filler) weren't initialized/updated correctly in the GUI created by script. Fixed that the loading indicator in the browse games GUI was left of the "Back" button. (66513) Fixed turret prototype definition allowed ammo_type of attack_parameters to be optional resulting in crash when the turret started to shoot. Don't consider recipes with 0 minimum amount (and possible randomised result) when resolving automatic crafting of ingredients when crafting manually. (68836) Scripting Changed the LabelStyle::want_ellipsis default value to true and it is never changed to be something else now. We are considering to even remove this style property completely, as we basically want the ellipsis always when the label is squashed. Added tile parameter to on_player_built_tile and on_robot_built_tile. Removed unused on_player_tool_inventory_changed event. Modding Added emissions_per_minute property in the energy source, that is supposed to replace the emissions_per_second_per_watt which was basically wrong and hard to work with, both emissions_per_second_per_watt emissions definition will work for some time (at least in 0.17) so mods don't get broken. 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 Apr 12, 2019 12:29 pm — Replies 1 — Views 468 View the full article
  22. dynamicnetworks

    Version 0.17.28

    Bugfixes Fixed a crash when hovering over some inventory-like GUI elements. Includes version 0.17.27 Bugfixes Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more Fixed a crash when mods would set special_signal = true for virtual-signal prototypes. Fixed a crash when a mining drill is destroyed during the resource-depleted event. Fixed a crash when loading modded saves related to recipe migrations and fluidboxes. Fixed a desync related to the blueprint library and keeping outdated blueprints between versions. Fixed crash when undoing manual removal of entity marked for deconstruction. more Fixed that the technology GUI would show 100% researched for near-100% values. more Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled. Fixed that action bar link to blueprint in the inventory had tooltip size limited too much. more Fixed that blueprint cost table width wasn't correct for UI scale different than 100%. Scripting Added surface_index to the on_robot_mined_tile 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 — Tue Apr 09, 2019 7:11 pm — Replies 4 — Views 482 View the full article
  23. dynamicnetworks

    Version 0.17.27

    Bugfixes Fixed that pollution statistic values from entities were reversed and didn't increase evolution. (69231) Fixed a crash when mods would set special_signal = true for virtual-signal prototypes. Fixed a crash when a mining drill is destroyed during the resource-depleted event. Fixed a crash when loading modded saves related to recipe migrations and fluidboxes. Fixed a desync related to the blueprint library and keeping outdated blueprints between versions. Fixed crash when undoing manual removal of entity marked for deconstruction. (69247) Fixed that the technology GUI would show 100% researched for near-100% values. (68021) Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled. Fixed that action bar link to blueprint in the inventory had tooltip size limited too much. (69157) Fixed that blueprint cost table width wasn't correct for UI scale different than 100%. Scripting Added surface_index to the on_robot_mined_tile 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 — Tue Apr 09, 2019 5:38 pm — Replies 0 — Views 106 View the full article
  24. dynamicnetworks

    Version 0.17.26

    Changes Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions. Bugfixes Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. (67692) Fixed that it was possible to rotate entities whilst the technology GUI was open. (66320) Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated. (69050) Fixed that LuaSurface::get_closest() did not check the type of the second parameter. (69105) Fixed that LuaEntity::revive() raise_revive parameter sometimes did not work. (69166) Fixed that script render objects sometimes did not render in screenshots. Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients. Fixed research queue and technology tooltip for long technology names. (68862) Fixed sprites would render as corrupted on some GPUs with texture streaming enabled. (65466) Fixed layouting of filters of deconstruction planner in a tooltip. (69107) Fixed that the rocket silo alt-info module icons didn't render in the correct location due to the size changes. (69041) Fixed several inconsistencies with the map editor paused state in multiplayer. (66189) Fixed schedule merging when more than one step of connecting train is done and part with the empty schedule is connected first. (69043) Fixed pollution reporting of machines with negative pollution when there is not enough pollution to absorb. (69164) Fixed that building a new rail through robots changed all rail-bound train stops to that station. (69170) Fixed a crash when departing from temporary stations while all other stations in the schedule are invalid. (69114) Fixed that setting a character controller for an offline player would crash the game. (69106) Fixed trains overview GUI updating and performance problems. (68953) Fixed that long server names were overflowing in the Browse games GUI. (66113) Scripting Added LuaAutoplaceControlPrototype::category read. Added LuaEntityPrototype::alert_icon_shift read. Added LuaForce::research_queue read/write. Added LuaForce::add_research() and cancel_current_research(). Removed LuaForce::current_research write. Changed cutscene waypoints to allow all entities as targets. 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 Apr 08, 2019 6:30 pm — Replies 1 — Views 351 View the full article
  25. https://www.factorio.com/blog/post/fff-289Statistics: Posted by Klonan — Fri Apr 05, 2019 7:04 pm — Replies 2 — Views 31 View the full article
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