Version 0.15.7

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AntiElitz
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Re: Version 0.15.7

Post by AntiElitz »

What a great patch, i really like the changes. Science still need some further tweaking IMO, but it's a step in the right direction. The crafting time reduction of the oil items was very much needed and i love this change! Also the underground belt change will come really handy!
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DanGio
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Re: Version 0.15.7

Post by DanGio »

Whoo groovy ! <3
pnupy
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Re: Version 0.15.7

Post by pnupy »

Is it just me or are trains not accepting fuel via inserter now?
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theRustyKnife
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Re: Version 0.15.7

Post by theRustyKnife »

pnupy wrote:Is it just me or are trains not accepting fuel via inserter now?
It's not just you and it has already been reported here.
Tossi
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Re: Version 0.15.7

Post by Tossi »

I like the change to underground belts but I think this could be done better.

IMHO all kinds of u-belts should have the same maximum length but there could be a research that would increase that maximum length for all kinds of belts. The same could be done to pipes since there are times when a longer u-pipe is extremly needed as someone b4 noticed.
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Re: Version 0.15.7

Post by gheift »

FactorioBot wrote:
Balancing
  • Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
I like the longer underground belts, but I think they are way to cheap! See also here:

viewtopic.php?f=16&t=30793&p=267128#p267128
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brunzenstein
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Re: Version 0.15.7

Post by brunzenstein »

pnupy wrote:Is it just me or are trains not accepting fuel via inserter now?
You are not alone
Aeternus
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Re: Version 0.15.7

Post by Aeternus »

Fish wrote:
Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.
I just rebuilt my refinery in my current game... relocating all those tanks was kinda annoying because of the long time.
So thanks for this!
Tip: Use a deconstruction planner and a personal roboport. Bots have a mining time of 0 seconds :)

Reading about issues with trains not taking fuel makes me want to hold off on this update though, I'll stick with 0.15.6 for now. Bit of a gameplay breaking bug so I bet the devs are already on top of it... here's to 0.15.8 soonish :D
Last edited by Aeternus on Fri May 05, 2017 2:36 pm, edited 1 time in total.
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DaveMcW
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Re: Version 0.15.7

Post by DaveMcW »

The last level of Transport Belt Madness got a lot easier. ;)
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Steppenwolf
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Re: Version 0.15.7

Post by Steppenwolf »

Hello,

Since the version 0.15.6 I have a problem. I get the following message:

"The given sprite position (left_top = 208=0) is completely outside the actual sprite image (size=200x240).
Sprite name: __base__/graphics/entity/oil-refinery/oil-refinery-fire.png"

What can I do or is there a solution?

Best regards
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oLaudix
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Re: Version 0.15.7

Post by oLaudix »

Steppenwolf wrote:Hello,

Since the version 0.15.6 I have a problem. I get the following message:

"The given sprite position (left_top = 208=0) is completely outside the actual sprite image (size=200x240).
Sprite name: __base__/graphics/entity/oil-refinery/oil-refinery-fire.png"

What can I do or is there a solution?

Best regards
Earlier you could fix this by deleting crop-cache.dat. Now it doenst work either way. Whatever they changed that caused this i hate it ... I wanted to play and now I'll have waste all my free time to fix icons. You have to either resize the images in the mods or add icon_size = 32 to all faulty entities. Its funny how you got this error on base mod.

EDIT1: Its funny how I just now tried to fix first error and the icon is actually 32x32 and the game screms its 64x64 ... also it wants to disable core mod ... gg
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Re: Version 0.15.7

Post by Steppenwolf »

Hello, the delete the "crop-cache" file has unfortunately brought no positive change. :-(

How do I change images in the mods? I do not want to rumpus anything.
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redlabel
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Re: Version 0.15.7

Post by redlabel »

Grats staff! The belt update will be interesting to try out ;)
✧COMFY FACTORIO✧ - Home of Biter Battles, Fish Defense, Chronotrain.. And More!
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oLaudix
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Re: Version 0.15.7

Post by oLaudix »

Steppenwolf wrote:Hello, the delete the "crop-cache" file has unfortunately brought no positive change. :-(

How do I change images in the mods? I do not want to rumpus anything.
Honestly it throws errors for icons that are 32x32 and even when i added icon_size = 32 where i needed to it still shows same error. Best update 5/7
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Linux_user404
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Re: Version 0.15.7

Post by Linux_user404 »

FactorioBot wrote:
  • Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.
NOOOO!!! My station will not upgrade fuel type(wood -> coal -> solid -> rocket) of my trains anymore... So I will have to manually open every single locomotive to replace fuel instead of using some wires and inserters...
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impetus maximus
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Re: Version 0.15.7

Post by impetus maximus »

Twinsen wrote:
FactorioBot wrote:
  • Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
Time for a new era of belt balancers.
exactly what i was thinking when i read this. :)
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Wakaba-chan
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Re: Version 0.15.7

Post by Wakaba-chan »

Twinsen wrote:
FactorioBot wrote:
  • Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
Time for a new era of belt balancers.
Indeed! Looking for new version of Belt balancer compendium! :D
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Zemerson
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Re: Version 0.15.7

Post by Zemerson »

The Factory Possibilities with longer underground belt :D
Can't wait to try to try it in 0.15.8 :P
Jürgen Erhard
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Re: Version 0.15.7

Post by Jürgen Erhard »

robyoublind wrote:
FactorioBot wrote:[*]Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
That's a great step in a more logical direction, and should help with performance too. One question though: while you're at it, why not make it 5,8,11 so that a blue belt can go under two blocks of 4 belts with 2 tile gaps between them, as this seems to be the most common layout for the main bus? Like Longer Underground Belt (Aligned) does, only less OP (that popular mod uses 5,11,17)?

Like so:

Image
Why OP? Actually, I'd like it if belts (even underground) had to built in place and not just "plopped down"... needing resources depending on length, with much farther max lengths. Yes, I know that's completely incompatible with how Factorio works. I think. :D

Still waiting for an update for longer underground pipes... the one with the 25x pipe. Haven't looked myself, have to soon if no official update is coming. Those are ideal for pipelines (last two maps, one on .14, have been belts and pipes only for long-range transport, no trains... and belts in base only for fuel to steam engines, as soon as I have the logistics system)
credomane
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Re: Version 0.15.7

Post by credomane »

robyoublind wrote:One question though: while you're at it, why not make it 5,8,11 so that a blue belt can go under two blocks of 4 belts with 2 tile gaps between them, as this seems to be the most common layout for the main bus?
Like so:

Image
That is exactly how they will turn out. Factorio is off by one because it counts one of the ends as parts of the length of the UG part.

[edit]
Ah crap....I can't count. Yeah....they need adjusted just a bit more. :(

5,8,11 Would be ideal.
Last edited by credomane on Fri May 05, 2017 5:12 pm, edited 1 time in total.
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