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Factorio Factorio 0.16.23 released

Discussion in 'Factorio' started by Factorio RSS Feed, Feb 12, 2018.

By Factorio RSS Feed on Feb 12, 2018 at 10:52 AM
  1. 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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Discussion in 'Factorio' started by Factorio RSS Feed, Feb 12, 2018.

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