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dynamicnetworks

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dynamicnetworks last won the day on July 27 2017

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  1. Features Steam users can now log in automatically through Steam without needing their Factorio account password. Steam users without a Factorio account can create one by providing only a username. Reworked main menu structure. Added a "Continue" button which quickly loads the latest save game. Added a "New Game" GUI that shows all the ways to play the game Added a setting to the map editor to show/hide the extra entity settings. Added a map editor GUI to edit force data modifiers. Added a PvP team option to create a moat around the starting area. Graphics Added animation to water. Added animation to trees. Added LUTs and color corrected the game sprites. Added sliders to the graphics settings to adjust brightness, contrast, and saturation. Added on damaged effects for most entities. Added specific dying explosions for most entities. Sounds New or updated sound effects include: Nuclear reactor, chemical plant, furnace, fire, burner mining drill. Tank. Mining by hand, chopping wood Roboport door, Combat robots Player footsteps. Biter and Spitter footsteps. Worm breathing, Spitters and Biters, idling and attacking. New sound features include: The ability to fade out sounds instead of a sudden stop, e.g. for the furnace. Varying the pitch of sounds to a min/max level, to add more variety. A 'Random, no repeat' feature to reduce repetition, especially on sounds that happen frequently, such as player steps. The sound for the game has also been rebalanced to highlight certain sounds and make others fade into the distance. The default sound settings have also been updated to improve this mix. Optimizations Optimized particle logic. Improved performance when side-loading transport belts. Improved performance of inserters interacting with assembling machines and furnaces. Improved performance of inserters when the circuit network turns them off. Improved performance of mining drills and inserters in general. Improved performance of burner entities. Improved performance polluting entities. Improved performance of smoke producing entities. Improved performance logistic and construction robot performance when they're flying towards their target. Improved performance of furnaces and assembling machines that use fluids. Improved heat pipe performance by 3x. Improved item request proxy performance by turning them off in 99%+ of the cases. Improved locomotive, cargo wagon, and fluid wagon performance by turning them off in 99%+ of the cases. Electric networks, fluids, and heat pipes are updated in parallel if you have enough cores. Improved script rendering performance for text and lines. Improved performance of rotated bounding boxes. Bugfixes Fixed the recipe tooltip showing negative values for some complex recipes. (77512) Fixed graphical glitch when GUI element with blurred background got out of bounds of the screen. (78278) Fixed hard coded English string in NPE. (78203) Fixed potential crash in NPE when Compilatron is pointing at something that gets deleted. (77669) Fixed issue where sometimes you couldn't move to the second area in NPE. (77763) Fixed issue where Compilatron would sometimes tell you to build more boilers when that was not the problem. (77931) Fixed issue where Compilatron's speech bubbles could block you from interacting with the world behind him. (77616) Fixed items with excessively long names squashing the count label in the recipe tooltips. (78274) Fixed accumulator charge text in statistics bouncing around because of inconsistent number of digits. (78274) Fixed train path finding penalty when there are 2 or more trains in block. (78336) Fixed a crash when creating trains during the player moved event that was caused by the player getting ejected from a vehicle because the vehicle died. (78620) Fixed a crash when removing mods that had custom GUI elements. (78550) Fixed a crash when using Lua event filters when the thing to be filtered becomes invalid. (78559) Fixed that some turret sounds could be heard on other surfaces. (78503) Fixed that the tooltip for the generator would not show its efficiency correctly. (78226) Fixed a crash related to building tiles in multiplayer with some mods. (78552) Fixed that turrets would sometimes fail to attack things that are in range. (78789) Fixed follower robot lifetime tooltip property not taking into account following_robots_lifetime_modifier. (78842) Fixed cliffs sometimes getting marked for deconstruction when they shouldn't have been. (78504) Fixed inconsistent rounding in the statistics window. (78370) Fixed a desync when setting .active=false on beacons through script. (78469) The map will be re-charted when the mod configuration changes. (78868) Fixed inserters sometimes not being highlighted when selecting a large modded vehicle. (78633) Fixed a crash when entity grid would destroy itself during update. (78887) Fixed a crash with rich text tags and dynamic images. (78980) Fixed setting the held stack of an inserter didn't update the inserter state correctly. (79031) Fixed tooltip alignment in some specific cases. (77904) Fixed a crash when lua removes pipe-to-ground between entity revive and deferred pipe connection fix. (79113) Fixed a crash when setting infinity chest filters to legacy items. (79453) Fixed that splitters could be set to have invalid bounding boxes that would lead to corrupt saves. (78225) Fixed word wrapping of rich text containing tag that doesn't fit given width would duplicate the tag on multiple lines. (79174) Fixed if migrating old achievement data to Steam Cloud failed, the old file would not be deleted resulting in the same error on every startup. (79644) Fixed train pathfinding penalty for circuit network closed rail signal was not applied in some cases. (79640) Fixed a crash when mods would define construction robots without some sprites. (79697) Fixed that trying to do 0 damage would still trigger the entity-damaged event. (79579) Fixed a save corruption issue related to modded loaders with different belt_distance values. (79200) Fixed that train would forget amount of ticks waiting at signal when doing repath. (79640) Fixed that train pathfinder was not counting penalty of last segment length in path cost. (78821) Fixed PvP error on configuration changed. (79296) Fixed pump tooltip showing double pumped amount when pumping to fluid wagon. (79942) Fixed manual ghost revive of a loader in unload mode would not work in visually matching direction. (79124) Fixed calling LuaEntity::order_deconstruction() on item-request-proxy would corrupt the game state leading to crash. (80096) Landfill can be placed over shallow water. Fixed that LuaEntity::color wouldn't accept "nil" to reset the color. (80172) Fixed that train pathfinder was not counting penalty of opposite train stop at last segment. Fixed that train pathfinder was counting penalty of whole starting segment instead of only part in front of locomotive. (79951) Fixed that train pathfinder would return single segment path even if there are shorter, multi segment ones. (79951) Fixed technology screen not showing modifier tooltips when tooltip descriptions are disabled. (79499) Fixed belt tooltips sometimes showing their speed in exponent format. (79100) Modding Added UnitPrototype::light. Removed the "particle" prototype type. Added the "optimized-particle" prototype type. Added the "burner-generator" prototype type. Removed GeneratorPrototype::burner. Added the "pass_through_mouse" option to speech bubble styles. This lets mouse interactions fall through to interact with the world behind. Added optional "radius_color" property to capsule prototype. Removed EntityPrototype::emissions_per_tick, it is replaced by emissions_per_second. Removed EnergySourcePrototype::emissions_per_second_per_watt and emissions, they are replaced by emissions_per_minute. Removed TilePrototype::ageing, it is replaced by pollution_absorption_per_second. Removed ItemPrototype::stackable, primary_place_result_item and can_be_mod_opened, they were replaced by ItemPrototypeFlags "not-stackable", "primary-place-result" and "mod-openable". Added "probability" to trigger items and trigger effect items. Added "script" trigger effect item. It will call the "on_script_trigger_effect" when triggered. Added AttackParameters::rotate_penalty and AttackParameters::health_penalty. Added generic support for rendering radius visualisations on entities through radius_visualisation_specification. Changed construction robots and logistic robots sprites to be optional. Changed the loader prototype type so it has a fixed belt_distance of 0.5. Added the prototype type "loader-1x1" that has a fixed belt_distance of 0. Changed render layer of belt structures (underground belt, splitter, circuit connector) to object layer. They now have special sorting logic, so they are not rendered over player or cars. Horizontal directions of splitter sprites were separated to two sprites (for purposes of the special sorting logic). Added AttackParameters::ammo_categories. Added optional artillery projectile property "rotatable". Scenarios can now contain a description.json file. In the file "order" determines the sorting in the New Game gui; "multiplayer-compatible" determines weather the scenario is shown for multiplayer games. Added "multiplayer-compatible" to description.json file of campaigns also. Scripting Added on_unit_group_finished_gathering and on_build_base_arrived events. Added LuaRendering::bring_to_front(). Changed LuaGameScript::particle_prototypes to reference the optimized-particle type. Added LuaGuiElement::scroll_to_item() function. Renamed LuaInventory::hasbar(), getbar() and setbar() to supports_bar(), get_bar() and set_bar(). Added LuaEquipmentPrototype::attack_parameters read. Added on_script_trigger_effect event. Set lower limit of zoom parameter of LuaGameScript::take_screenshot to be 0.0315 (1 pixel per tile) instead of allowing any value greater than 0. Added LuaPlayer::get_infinity_inventory_filter(), set_infinity_inventory_filter() functions. Added LuaPlayer::remove_unfiltered_items, infinity_inventory_filters read/write. Added LuaSurface::get_entities_with_force(). Added optional "dealer" parameter to LuaEntity::damage(). Added "force" filters to the on_built_entity and on_robot_built_entity event filters. LuaSurface::min_brightness doesn't have any effect on rendering as brightness of night depends only on color LUT of night. 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 Jan 21, 2020 1:43 pm — Replies 44 — Views 12476 View the full article
  2. Here it is! (beep boop) https://factorio.com/blog/post/fff-330 Statistics: Posted by FactorioBot — Fri Jan 17, 2020 4:23 pm — Replies 11 — Views 253 View the full article
  3. Here it is! (beep boop) https://factorio.com/blog/post/fff-329 Statistics: Posted by FactorioBot — Fri Jan 10, 2020 4:34 pm — Replies 60 — Views 3754 View the full article
  4. Here it is! (beep boop) https://factorio.com/blog/post/fff-328 Statistics: Posted by FactorioBot — Fri Jan 03, 2020 8:07 pm — Replies 8 — Views 923 View the full article
  5. Here it is! (beep boop) https://factorio.com/blog/post/fff-327 Statistics: Posted by FactorioBot — Sat Dec 28, 2019 12:23 am — Replies 30 — Views 1568 View the full article
  6. Here it is! (beep boop) https://factorio.com/blog/post/fff-326 Statistics: Posted by FactorioBot — Fri Dec 20, 2019 2:26 pm — Replies 25 — Views 1830 View the full article
  7. Here it is! (beep boop) https://factorio.com/blog/post/fff-325 Statistics: Posted by FactorioBot — Fri Dec 13, 2019 4:56 pm — Replies 39 — Views 2783 View the full article
  8. Here it is! (beep boop) https://factorio.com/blog/post/fff-324 Statistics: Posted by FactorioBot — Fri Dec 06, 2019 12:11 pm — Replies 54 — Views 3548 View the full article
  9. Here it is! (beep boop) https://factorio.com/blog/post/fff-323 Statistics: Posted by FactorioBot — Fri Nov 29, 2019 2:49 pm — Replies 25 — Views 1133 View the full article
  10. Here it is! (beep boop) https://factorio.com/blog/post/fff-322 Statistics: Posted by FactorioBot — Fri Nov 22, 2019 12:42 pm — Replies 36 — Views 3561 View the full article
  11. Bugfixes Fixed that the infinity pipe mode could sometimes reset when changing other infinity pipe settings. (78047) Fixed that electric energy interfaces didn't consume power correctly. (77998) Fixed market GUI not showing price in the tooltips of modifiers. (78042) Fixed market GUI showing empty price property in the tooltips when no price is set. Fixed lights render quality slider in graphics settings missing tooltip. (78005) 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 Nov 19, 2019 2:29 pm — Replies 6 — Views 3050 View the full article
  12. Bugfixes Fixed a desync related to biter pathfinding. (77997) 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 Nov 15, 2019 5:43 pm — Replies 2 — Views 1691 View the full article
  13. Here it is! (beep boop) https://factorio.com/blog/post/fff-321 Statistics: Posted by FactorioBot — Fri Nov 15, 2019 3:53 pm — Replies 0 — Views 2 View the full article
  14. Changes When a team loses in PvP, all their characters will die. Technology GUI shows saved progress of partially-researched technologies. Bugfixes Fixed a crash when when loading modded saves that had construction robots working on modded entities. Fixed that 'corpses' and 'dying_explosion' wouldn't be created on the correct force. (77685) Fixed that LuaEntity::get_fuel_inventory() didn't work on burner pumps. (77535) Fixed ammo turret tooltip not showing the damage bonus correctly. (77556) Fixed fluid name and amount not being shown when the tooltip is on the side. (77722) Show how module energy consumption is applied more clearly in the tooltips. (77703) Fixed several issues related to modded reactors set to use electric energy. (77244) Fixed spitters were not able to destroy trees and rocks. (77715) Fixed that shift+click recipes in cheat mode wasn't able to handle recipes that included fluids but still only produced 1 item result. (77752) Fixed a difference in map editor paused vs unpaused game ticking related to enabled/disabled train stops. (77762) Fixed that produce item per hour achievements could not be progressed. (77661) Fixed an issue with reading localised strings in Lua. (77769) Fixed that right clicking to add 1 item to assembling machines had no limit. (73698) Fixed that teleporting players/cars between surfaces would invalidate lua references to them. Fixed a crash with trains that had wheels.direction_count = 0. (77655) Fixed statistics not counting items correctly on large intervals when a large number of items are produced/consumed. (77355) Fixed Beacon ghost tooltip missing some information. (77780) Fixed ghost tooltips not showing correct max energy consumption. Fixed tooltips for tile creating items showing wrong title. (77920) Fixed blueprint strings not saving empty values for some circuit network settings. (77303) Fixed PvP config import would always append the default item and equipment lists. (77925) Fixed that creating infinity chests with logistic_mode set would ignore request filters. (77957) Scripting Added LuaEntity::command, LuaEntity::distraction_command, LuaUnitGroup::command, and LuaUnitGroup::distraction_command reads. Added LuaUnitGroup::is_script_driven read. Modding Changed RollingStockPrototype::wheels to be optional. 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 Nov 14, 2019 7:11 pm — Replies 6 — Views 2323 View the full article
  15. Here it is! (beep boop) https://factorio.com/blog/post/fff-320 Statistics: Posted by FactorioBot — Fri Nov 08, 2019 3:34 pm — Replies 76 — Views 3023 View the full article
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