we present you the regular batch of bugfixes and polishing, we took 2 weeks for this version to avoid having too many bogus updates.
We also tried to fix the demo/alpha campaign missions so you are free to report bugs in those from now on
Scenario pack is not updated though. (We need to do a lot of rebalancing as the recipes changed)
P.S. The linux release is delayed until tomorrow.
- Bugfixes:
- Fixed crash when train stop is built in blueprint before rails.
- Fixed bug when crude oil barrels couldn't be unloaded.
- Added missing recipes for productivity module.
- Fixed bug when belts to ground could be built on top of each other.
- Fixed bug with items not going into fast / express belt to ground.
- Barrel filling was affectable by the production module.
- Fixed segfault at research screen after researching tool belt
- Fixed missing translation after loading game in campaigns.
- Fixed bug with mining drill getting stuck on low yield resource.
- Fixed overflowing effects in the technology preview gui.
- Displaying car rotations when building it.
- Unified the smelting recipes time to mean seconds in the stone furnace.
- Train stop and Lab built from the blueprint have proper dedicated to names.
- Fixed stucked items on transport belt in special case.
- Enabled inserter to take fuel out of the boiler.
- Fixed drawing of equipment and some of the icons in low-graphics mod.
- Fix of some of the icons scale in low graphics mode
- Fixed bug with chemical plant draining the fluid from the pipes.
- Tweaked what "size" setting does for resources.
- Fixed that repair sound ignored sound volume settings.
- Fixed that inserter couldn't (inconsistently regards to logistic robots) take out of the red (limited) part of the inventory. The limitation is now just for input.
- Fixed clouds drawing in low-graphics mode.
- Fixed that trying to build trains as ghost did create corrupted rails.
- Crafting gui has the size that fits all groups, so it don't change size when switching groups.
- Right gui container doesn't change size when certain entities selected.
- Fixed bounding box + connectability of underground belt build by blueprint.
- Items in the selection guis (quickbar filter, logistic filter, etc.) are ordered into subgroups.
- Fixed offshore direction when building using blueprint.
- Changes:
- Assembling Machine Recipe Gui shows all the recipes, but those that are not craftable are show in red (consistent with character recipe gui).
- Assembling Machines 2 and 3 have an input and output pipe. Electric engine unit, processing unit, filling and emptying barrels is done here.
- Locomotive can be fed by fuel even off station when not moving (on signal, out of fuel etc.)
- Balancing:
- Poison capsules hurt worms as well.
- Engine unit doesn't need lubricant (so car and trains don't require the oil industry).
- Fixed: Replacing underground belt's end unearthes items
- Pipe to ground is up to 10 tiles long.
- Disabled enemy spawn shift (but this might not be the cause for big biters in the beginning).
- Express belts require lubricant (because they need to run extra smooth).
- Changed the amount of wood in dry tree from 1 -> 4
- Graphics:
- New assembling machines.
- New inserters.
- New copper wire.
- New light cone.
- New dark entity info background (the old one can be still switched in graphics settings).
- Scripting:
- Added clearchart method to luaForce.
- Destroying/adding custom gui element will correctly update the size and position of parent elements holding it.
- Modding:
- Offshore pump can specify the fluid it will produce.
- Max on row/resize row to width in flow style can be specified.
- Pipe to ground can have multiple underground connections.
- Inserters can have arbitrary pickup and insert positions (this allows 90 degrees inserters).
- Transport belt to ground max distance is now moddable (max_distance).