Factorio Factorio 0.16.23 released


Factorio 0.16.23 released

Posted: 12 Feb 2018 02:46 AM PST

Changes
  • Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.
  • The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.
  • The Rocket silo entity info now shows 'Rocket parts: 50/100'.
  • Removed 'starting inventory' PvP option, as starting chests are a more proper solution.
  • Added 'required satellites sent' option to space race PvP game mode
Bugfixes
  • Fixed snapping locomotive to station sometimes not working. more[forums.factorio.com]
  • Fixed modded loaders with different dimensions crashing when destroyed. more[forums.factorio.com]
  • Fixed that module effects would go negative when adding too many beacon effects together. more[forums.factorio.com]
  • Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. more[forums.factorio.com]
  • Fixed that directly replacing modules didn't work correctly. more[forums.factorio.com]
  • Fixed that changing train stop names wouldn't update the last-user. more[forums.factorio.com]
  • Fixed that the logistic count tooltip wouldn't show correctly for negative values. more[forums.factorio.com]
  • Fixed that changing the stack size of the satellite through mods could make it impossible to win. more[forums.factorio.com]
  • Fixed circuit controlled stack override sometimes being incorrect. more[forums.factorio.com]
  • Fixed that mods could specify invalid categories, for a few classes of modded item. more[forums.factorio.com]
  • Fixed pipette tool orientation of curved tracks. more[forums.factorio.com]
  • Fixed that beacons would ignore the allowed effects on an entity. more[forums.factorio.com]
  • Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. more[forums.factorio.com]
  • Fixed Lua module limitations array being a map of strings to numbers, instead of an array. more[forums.factorio.com]
  • Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. more[forums.factorio.com]
  • Fixed worker robot speed in PvP scenario. more[forums.factorio.com]
  • Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. more[forums.factorio.com]
  • Fixed that the technology search would be broken by disabled technologies in some cases. more[forums.factorio.com]
  • Fixed that mods changing stack sizes would break the inventory transfers tutorial. more[forums.factorio.com]
  • Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. more[forums.factorio.com]
  • Fixed LuaSurface::regenerate_decoratives() would generate much more decoratives than normal map generator run. more[forums.factorio.com]
  • Fixed clicking the label in sort-able tables wouldn't effect sorting. more[forums.factorio.com]
  • Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. more[forums.factorio.com]
  • Fixed clamp_position=true on artillery shells would negate artillery range bonus. more[forums.factorio.com]
  • Fixed item icon would not be rescaled to normal size if icon_size not 32. more[forums.factorio.com]
Modding
  • Added "friend" and "not-friend" force trigger modifiers.
  • Added optional night vision equipment prototype "darkness_to_turn_on".
Scripting
  • Added LuaGameScript::ammo_category_prototypes read.
  • Added LuaEntity::get_merged_signals().

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.

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