Factorio Friday Facts #240 - Factorio-data & Fast pipe replace


Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: 27 Apr 2018 09:41 AM PDT

Hello. It has been a quiet week in the office, we are slowly arranging everything needed for the office moving, which (if all goes to plan) will happen 7-11th of May.

Factorio-data repository
We received a request a short while ago from one of our mod creators, sparr, asking permission to host a public repository of all the Factorio prototype data. This has many potential uses for our community of modders and content creators:
  • Online references, cheat sheets, and calculators; can use it to automatically update when new versions are released.
  • Link directly to specific library code and entity definitions when discussing such matters on the forums, GitHub issues for mods, Discord etc.
  • Browse diffs between the versions, seeing the implementation of prototype changes we mention in the changelog.
It seemed like a pretty good idea, but we decided it would be better if we did it ourselves. That way we can verify and validate that it is correct, and also add it to our deploy process so it is fully automated. Wheybags made quick work of the implementation, so now all interested parties can check out our Factorio-data repository[github.com].

Pipe fast replace
We added the belt-fast replace feature back in 0.16 (more[www.factorio.com]), but as it goes with adding QoL features, it makes us see the deficiencies in other areas.

So a very similar feature request was passed along to Dominik, "Same thing with the underground belts, but for pipes". It was completed a while back, but only recently was merged into our 0.17 branch, so I can show it off:



As always, let us know what you think on our forum[forums.factorio.com].

Factorio 0.16.38 released

Posted: 27 Apr 2018 01:59 AM PDT

Bugfixes
  • Fixed drawing of icons with multiple layers. more[forums.factorio.com]
  • Fixed that changing force of a wall didn't update the connections, which could lead to a desync.
  • Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.
  • Changed, that rail signals marked for deconstruction disconnect from the rails.
  • Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.
  • Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). more[forums.factorio.com]
  • Fixed LuaEntity::splitter_output_priority read/write didn't work. more[forums.factorio.com]
  • Fixed malformed sprite path error would not trigger minimal mode when loading mods. more[forums.factorio.com]

You can get experimental releases by selecting the '0.16.x' beta branch under Factorio's properties in Steam.

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