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  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


    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

    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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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

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