Factorio 0.16.5 released Posted: 17 Dec 2017 12:01 PM PST Bugfixes - Fixed boilers outputting water in New hope campaign levels. more[forums.factorio.com]
- Fixed slow saving of New hope level 2. more[forums.factorio.com]
- Fixed that blueprint books couldn't be built from the zoomed-to-world view. more[forums.factorio.com]
- Fixed a crash when loading saves with modded blueprint entities migrated multiple times. more[forums.factorio.com]
- Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. more[forums.factorio.com]
- Fixed that forced ghost building (shift + click) didn't work correctly.
- Fixed destroying an entity powered from two electric networks would corrupt future saves. more[forums.factorio.com]
- Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. more[forums.factorio.com]
- Fixed beacon would not highlight labs that are in range of its effects. more[forums.factorio.com]
- Fixed disappearing sprites with Low VRAM Mode option enabled. more[forums.factorio.com]
- Fixed glitch in one of the stone path transition sprites. more[forums.factorio.com]
- Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.
- Improved very poor performance with video memory usage set to low. more[forums.factorio.com]
Modding - Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. more[forums.factorio.com]
- Fixed icon_size scaled also icon's dark background in alt mode. more[forums.factorio.com]
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam. |
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