Factorio 0.16.17 released Posted: 22 Jan 2018 12:23 PM PST Features - Added filter to splitter.
- Added input and output priority to splitter.
Minor Features - Added a "clone group" button to the permissions GUI.
- Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.
Balancing - Increased the stack size of roboport from 5 to 10.
- Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
Bugfixes - Fixed that rail chain signals didn't work with copy-paste. more[forums.factorio.com]
- Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. more[forums.factorio.com]
- Fixed that walking near the edge of water could result in no footstep sounds. more[forums.factorio.com]
- Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. more[forums.factorio.com]
- Fixed that ghost solar panels would show as having energy. more[forums.factorio.com]
- Fixed that the bonus GUI didn't show correct numbers for some bonuses. more[forums.factorio.com]
- Fixed that a single water tile that separates two terrain types would become invisible. more[forums.factorio.com]
- Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs. The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled. This should reduce GPU load, but slightly increase CPU load and VRAM usage. more[forums.factorio.com]
- Added a command-line option --executable-path to allow launching Factorio through a custom ld.so on Linux. more[forums.factorio.com]
- Fixed a crash when setting invalid prototype values for vehicle type entities through mods. more[forums.factorio.com]
- Fixed that you couldn't attack nests with your pickaxe.
- Additional fix of the rail block visualization for high res. more[forums.factorio.com]
- Fixed jittering when running against entities with connected bounding boxes (for example pipes). more[forums.factorio.com]
- Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. more[forums.factorio.com]
- Fixed recipe tooltip with many raw materials showing incorrectly. more[forums.factorio.com]
- Fixed invisible GUI when assembling machine with no recipe is opened. more[forums.factorio.com]
- Fixed a crash on Linux that would happen after dragging a UI element outside the game window. more[forums.factorio.com]
- Fixed inconvenient drag-placing of electric poles around large entities. more[forums.factorio.com]
- Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. more[forums.factorio.com]
- Fixed artillery projectile shadow was not aligned with artillery cannon shadow. more[forums.factorio.com]
- Fixed line breaks in changelog with UI scale. more[forums.factorio.com]
- Fixed that too many biters trying to return to a spawner could make all other biters inactive. more[forums.factorio.com]
- Fixed robots deconstructing artillery turrets could lose ammo. more[forums.factorio.com]
- Improved scroll behaviour in server list. more[forums.factorio.com]
- Fixed possibility of receiving the previous rounds input items in Team production. more[forums.factorio.com]
- Fixed that the game could create many enemy unit groups resulting in poor performance. more[forums.factorio.com]
- Fixed pasting entity settings would not disable connection to logistic network. more[forums.factorio.com]
- Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. more[forums.factorio.com]
- Fixed rail chain signal ghost would emit light. more[forums.factorio.com]
- Fixed that blueprint strings wouldn't retain storage chest filters. more[forums.factorio.com]
- Fixed passing LuaObjects through the remote interface wouldn't always work correctly. more[forums.factorio.com]
- Fixed that LuaSurface::create_entity wouldn't work to create walls on top of ghost walls. more[forums.factorio.com]
- Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. more[forums.factorio.com]
- Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. more[forums.factorio.com]
- Fixed a migration issue related to logistic entities and inventory resizing. more[forums.factorio.com]
Modding - Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. more[forums.factorio.com]
- Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.
- Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. more[forums.factorio.com]
Scripting - Changed the tile related events to include the old tiles and positions instead of just positions.
- Added on_pre_player_crafted_item and on_player_cancelled_crafting events.
- Added on_entity_damaged event.
- Added on_chunk_charted event.
- Added LuaEntity::splitter_filter, splitter_input_priority and splitter_output_priority read/write.
- Added ghost_name and ghost_type to LuaSurface::find/count entities filtered.
- Fixed recursive call in util.merge(). 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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