Factorio 0.16.21 released Posted: 01 Feb 2018 07:36 AM PST Minor Features - Added support to load save files directly in the map editor.
- Added "Save and play" button to map editor, to allow quick iteration.
- Added levels in campaigns to level editor "open" menu.
Changes - Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.
- Player death messages will be printed to all forces they are friends with.
- Player death messages include the player tag.
Gui - The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.
Bugfixes - Fixed teleporting pumps would crash the game. more[forums.factorio.com]
- Fixed dragging in the map preview and technology GUI didn't work correctly. more[forums.factorio.com]
- Fixed walls wouldn't connect correctly when built through script in some cases. more[forums.factorio.com]
- Fixed that the equipment grid was too small when using extra-low graphics quality. more[forums.factorio.com]
- Fixed inserters could get stuck trying to pick up items off the ground in some cases. more[forums.factorio.com]
- Fixed issues related to splitter priorities. more[forums.factorio.com]
- Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. more[forums.factorio.com]
- Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. more[forums.factorio.com]
- Fixed that biters would not be able to path find close to cliffs. more[forums.factorio.com]
- Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. more[forums.factorio.com]
- Fixed that the tips-and-tricks GUI would open when running a replay. more[forums.factorio.com]
- Fixed that the blueprint setup GUI wouldn't show in some situations. more[forums.factorio.com]
- Fixed that the asynchronous saving process could freeze in headless mode. more[forums.factorio.com]
- Fixed crash in PvP when distance between starting areas was too low. more[forums.factorio.com]
- Fixed small locale error in resource entity info. more[forums.factorio.com]
- Fixed crash when player deletes blueprint book from their library while other player has the book opened. more[forums.factorio.com]
- Fixed that custom scroll panes didn't respect vertical scroll policy correctly. more[forums.factorio.com]
- Fixed a crash in the technology GUI when using LuaForce::disable_all_prototypes(). more[forums.factorio.com]
- Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. more[forums.factorio.com]
- Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. more[forums.factorio.com]
- Fixed ghost of lamp would not connect to logistic network when revived. more[forums.factorio.com]
- Fixed that the command line --map2scenario option wouldn't convert scenario-created saves correctly. more[forums.factorio.com]
- Fixed handling of mouse bindings in map view. more[forums.factorio.com]
- Fixed that you could get stuck after using cliff explosives. more[forums.factorio.com]
- Fixed biters getting stuck next to a wall in some situations. more[forums.factorio.com]
Modding - Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.
- Added optional always_show_made_in to recipe prototypes.
Scripting - Added last_research to the on_research_started event.
- Added LuaEntityPrototype::energy_per_hit_point read.
- Added LuaEntityPrototype::create_ghost_on_death read.
- Added CustomMinimap GUI element type.
- Added CustomEntityPreview GUI element type.
- Added LuaInventory::sort_and_merge().
- Added an optional "invert" option to LuaSurface::find/count entities filtered.
- Added LuaForce::enable_all_prototypes().
- Added LuaRecipePrototype::always_show_made_in read.
- Added LuaControl::get_main_inventory().
- Added LuaGuiElement::column_count read.
- Changed util.merge to always deepcopy nested tables. more[forums.factorio.com]
- Changed events so they won't fire until every mod has had on_init ran.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam. |
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