Version 0.15.23

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FactorioBot
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Version 0.15.23

Post by FactorioBot »

Changes
  • Reverted change that made Inserters no longer drop what they are holding when disabled by the circuit network. (49170)
Bugfixes
  • Fixed that the UI scale option wouldn't apply until restarting the game in some cases. (50064)
  • Fixed that number-input fields would also block letters/other keys. (50061)
  • Fixed that tile filters in the deconstruction planner wouldn't get used in some cases when entity filters were also defined. (50069)
  • Fixed curved rail ghosts wouldn't mark trees/rocks when force-built. (50039)
  • Fixed construction robots could stop doing their jobs when roboport was destroyed or unpowered. (43680)
  • Fixed long strings in the right description pane. (50040)
Modding
  • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
Scripting
  • Fixed that teleporting entity ghosts didn't work correctly. (50030)

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Tekky
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Re: Version 0.15.23

Post by Tekky »

Thank you very much for reverting the inserter circuit network behavior. Now my base should be functional again. :)
rorror
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Re: Version 0.15.23

Post by rorror »

Tnx again for the update!
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Proxy
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Re: Version 0.15.23

Post by Proxy »

to this day I strongly believe the Devs intentionally made the Factorio Bot look like a Minecraft Sheep with the face of a Bullet Kin.
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Mailbox23
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Re: Version 0.15.23

Post by Mailbox23 »

Thank you for the quick update to revert the inserter change! Always great to see Devs like you who listen to their community.
XOffshore
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Re: Version 0.15.23

Post by XOffshore »

FactorioBot wrote:
Changes
  • Reverted change that made Inserters no longer drop what they are holding when disabled by the circuit network. (49170)
It's definitely has to be configurable at inserter's UI :)) Just because both behaviours are legit.
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Re: Version 0.15.23

Post by DerGraue »

Thanks a lot :D
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Re: Version 0.15.23

Post by doc »

FactorioBot wrote:
  • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
Oh! I was getting loads of issues with this, I didn't even realise it was a bug, I thought I was doing something stupid really stupid in my gui code... Glad it's fixed! :)
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Killcreek2
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Re: Version 0.15.23

Post by Killcreek2 »

This is why I love these devs: Making hundreds of bugfixes, & dozens of gameplay changes for the better, all the time.

& for the 1 in 1000 that has a negative impact: BAM, they fix it so fast!

It is truly awe-inspiring.

Thanks & keep up the excellent work! :D
"Functional simplicity, structural complexity." ~ Appleseed
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Re: Version 0.15.23

Post by akynaston »

I think we're getting spoiled with all of us being on the latest code: it's supposed to be treated as 'experimental'; yet it's been so good, we've started expecting final polished code on the experimental releases just because the experimental releases have been so dang awesome.

Thanks for your work guys. Factorio rules.
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Re: Version 0.15.23

Post by dgw »

* Fixed that number-input fields would also block letters/other keys. (50061)
[…]
* Fixed curved rail ghosts wouldn't mark trees/rocks when force-built. (50039)
These were both making me crazy last night and I was gonna report them today, but no need! <3
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Re: Version 0.15.23

Post by bobingabout »

FactorioBot wrote:
Changes
  • Modding
    • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
mod mods.
I'd say that was silly, but there are plenty of mods that mod my mods.
Even some of my own mods mod my other mods.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
krof
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Re: Version 0.15.23

Post by krof »

Are we nearing a stable release? Been waiting for stable to start up a new multiplayer server. :)

Cheers,
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Re: Version 0.15.23

Post by Bartimaeus »

akynaston wrote:I think we're getting spoiled with all of us being on the latest code: it's supposed to be treated as 'experimental'; yet it's been so good, we've started expecting final polished code on the experimental releases just because the experimental releases have been so dang awesome.

Thanks for your work guys. Factorio rules.
you are perfectly right .... people should remember this is the case and have patience with some changes that dont go as well as expected.

Devs are going a great work and we should pay much more for this quality of the game and especially support.
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Re: Version 0.15.23

Post by vipeness »

Just a quick question..

I've noticed that the GOG.com, the latest experimental build is Patch 0.15.18 (5th June 2017). Are there plans to keep up with the experimental builds on GOG.com as they are on this site?

Thanks!
Busterguy
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Re: Version 0.15.23

Post by Busterguy »

Every update is one step closer to stable version ^^
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Re: Version 0.15.23

Post by Klonan »

vipeness wrote:Just a quick question..

I've noticed that the GOG.com, the latest experimental build is Patch 0.15.18 (5th June 2017). Are there plans to keep up with the experimental builds on GOG.com as they are on this site?

Thanks!
GOG has to deploy the updates manually on their end, unlike with Steam and our website where it is automatic,
This means sometimes it can be a while before they update the beta

You can redeem a key for our website if you can't wait
vipeness
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Re: Version 0.15.23

Post by vipeness »

Klonan wrote:
vipeness wrote:Just a quick question..

I've noticed that the GOG.com, the latest experimental build is Patch 0.15.18 (5th June 2017). Are there plans to keep up with the experimental builds on GOG.com as they are on this site?

Thanks!
GOG has to deploy the updates manually on their end, unlike with Steam and our website where it is automatic,
This means sometimes it can be a while before they update the beta

You can redeem a key for our website if you can't wait
Thank you so much for the quick reply! I absolutely love the game. I'll try to reach out to GOG.com.
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featherwinglove
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Re: Version 0.15.23

Post by featherwinglove »

bobingabout wrote:
FactorioBot wrote:
Changes
  • Modding
    • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
mod mods.
I'd say that was silly, but there are plenty of mods that mod my mods.
Even some of my own mods mod my other mods.
PSA: Second Second Assistant Director in movie/TV episode credits is not in error. I don't really understand why not, but I have figured out that it is most definitely being typed that way on purpose. I've also had lots of people not get this one:
I have a question about the eighty-second window: Is it after the eighty-first window, or is it longer than the seventy-nine second window?
If you don't get it, I'll give you a minute and twenty seconds to think about it ;)
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Re: Version 0.15.23

Post by Koub »

bobingabout wrote:
FactorioBot wrote:
Changes
  • Modding
    • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
mod mods.
I'd say that was silly, but there are plenty of mods that mod my mods.
Even some of my own mods mod my other mods.
Factoryo dawg.jpg
Factoryo dawg.jpg (45.04 KiB) Viewed 12074 times
Koub - Please consider English is not my native language.
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