Version 0.15.26

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FactorioBot
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Version 0.15.26

Post by FactorioBot »

Bugfixes
  • Fixed a crash when rendering modded pumps in some instances. (50358)
  • Fixed that biters building new bases could cause a player standing in the way to be destroyed instead of killed. (50357)
  • Fixed that the auto-cursor-refill wouldn't refill if the cursor started with 1 item. (50370)
  • Fixed crash related to removing power switch connected to electric pole in a blueprint.
  • Fixed crash related to building electric pole that is connected to closed power switch by blueprint. (50384)
Modding
  • The God controller properties can now be set through the prototype system.
Scripting
  • Fixed that using math.random in control.lua before the file was fully parsed was not deterministic. (50380)
  • Fixed that create_entity{variation=...} was 0-based. (50385)

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
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Laogeodritt
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Re: Version 0.15.26

Post by Laogeodritt »

There also seem to have been these desync bugs that were fixed in 0.15.26.

I wanted to mention it explicitly, since it doesn't seem to be in the notes but half our server's members have been waiting for 0.15.26 to see if it would fix the desync problems. (Yeah, we updated to 0.15.25 a bit hastily.)
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Re: Version 0.15.26

Post by Atoms »

Hell really fixed desync ? just server updated and noone can join cause of desyncs :)
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Re: Version 0.15.26

Post by Rseding91 »

Atoms wrote:Hell really fixed desync ? just server updated and noone can join cause of desyncs :)
If you're not using mods and have a way to reproduce the desync please make a bug report with the desync report(s) and steps to reproduce the desyncs.
If you want to get ahold of me I'm almost always on Discord.
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Re: Version 0.15.26

Post by Atoms »

Rseding91 wrote:
Atoms wrote:Hell really fixed desync ? just server updated and noone can join cause of desyncs :)
If you're not using mods and have a way to reproduce the desync please make a bug report with the desync report(s) and steps to reproduce the desyncs.
Not using mods, i don't know how to reproduce this as it's happening on server join. here is bug report: viewtopic.php?f=7&t=50406
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Re: Version 0.15.26

Post by rorror »

Tnx again for the update!
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Re: Version 0.15.26

Post by Mailbox23 »

After this update I can no longer put blueprints into a book on my server. I get disconnected when I try to put them into a book. Completely stock game.
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Re: Version 0.15.26

Post by Laogeodritt »

Mailbox23 wrote:After this update I can no longer put blueprints into a book on my server. I get disconnected when I try to put them into a book. Completely stock game.
This has already been fixed for the next release. For now, you can shift+click blueprints into a book (unfortunately won't allow you to reorder them without shift-clicking them out and then back in in the desired order).
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Re: Version 0.15.26

Post by Zanthra »

I am getting an error loading the game with my mod that adjusts speeds that says "Failed to load mods: Movement speed (0.250000) must be >= minimum speed (0.343750)" but I cannot find where the minimum speed value is defined, and it does not provide any more information on what or where this speed mismatch is located. Any advice on this? This is not a problem in 0.15.25.
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Re: Version 0.15.26

Post by Rseding91 »

Zanthra wrote:I am getting an error loading the game with my mod that adjusts speeds that says "Failed to load mods: Movement speed (0.250000) must be >= minimum speed (0.343750)" but I cannot find where the minimum speed value is defined, and it does not provide any more information on what or where this speed mismatch is located. Any advice on this? This is not a problem in 0.15.25.
That's in the god controller definition. I'll improve the error message.
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Re: Version 0.15.26

Post by Zanthra »

Alright, thanks. That gave me enough information to try excluding prototypes of the type "god-controller" and it loads fine now.
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Re: Version 0.15.26

Post by Jap2.0 »

By the way, there is no changelog or announcement for this on Steam (for me).
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Re: Version 0.15.26

Post by bobingabout »

FactorioBot wrote:
Modding
  • The God controller properties can now be set through the prototype system.
This is awesome!
I have one question.
How?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: Version 0.15.26

Post by Rseding91 »

bobingabout wrote:
FactorioBot wrote:
Modding
  • The God controller properties can now be set through the prototype system.
This is awesome!
I have one question.
How?
See: core\prototypes\god-controller.lua
If you want to get ahold of me I'm almost always on Discord.
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bobingabout
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Re: Version 0.15.26

Post by bobingabout »

Oh, it's in Core, not Base.

Thanks.
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laige
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Re: Version 0.15.26

Post by laige »

I put together a list of issue needs fixing that could easily be down in an afternoon. Here is some Inconsistencies in the game. I use the Map Editor a great deal and it is often easiest to explain an issue using the Editor as everything is available to the user.

GAME-PLAY issues Map Editor
---------

Right Side Bar giving info about entity you hover over in normal game.
Info: Side bar appears (Map Editor) when going to place an entity
Or place an item hovering mouse or an entity
Problem: Text in side bar written top down instead of left to right.
Makes Side Bar massive
Side bar mostly empty as text is top down

Problem: Controls (Map Editor)
Needs of love from the Devs
Make them more in common with normal game.
Right and Left mouse clicks and so on.

GRAPHICS
--------

core/tips-and-tricks.png
Problem: Old player texture in background of picture.

Map Editor -- Entities/Environment
Problem: Tree Variants use the same icon
EX: Variants ("Tree", "Red Tree", and "Brown Tree")
Can we give them their own icons to better distinguished them?

Map Editor -- Items/Combat
Problem: There are two "Vehicle machine gun" using the normal "Machine gun" icon
Can we give them their own icons to better distinguished them?

Map Editor -- Entity/Production
Entity of "Electric energy interface"
Problem: Uses the "Accumulator" icon instead of it's own.

RE-ORDER Recipes or item order.
--------

Map Editor -- Entities/Enemies and Entities/Environment
Problem: Spitters and Worms out of order. Including Corpses

Map Editor -- Tiles
Problem: need to be ordered
Perhaps generating conditions should be taken into account.
Land, water, and Player place-able tiles.
Perhaps subgroups based on the type would be helpful.

Map Editor -- Resources (coal, stone, iron ore....)
Problem: Needs ordered
perhaps separated infinite and finite.
ores need an order.

Map Editor -- Items/Combat
Computer and Player Port
Problem: Should they be placed elsewhere like Items/Unsorted

Map Editor -- Items/Combat
Vehicle Machine gun (2x)
Problem: Should we reorder these to be put with the Tank Cannon?
Keep the player weapons separate from the Vehicle Weapons

LOCALIZATION
------------

Map Editor -- Resources (coal, stone, iron ore....)
Problem: Labeled as "Tiles" in GUI above them

Map Editor -- Entities/Environment
Problem: All trees use the same name "Tree"
Can we give trees names to better distinguished them?

Map Editor -- Items/Combat
Problem: There are two "Vehicle machine gun" with same name
One is used for tank and the other the car.

----------------------------------------------------------------------------------------------
I believe the most part these are just overlooked or long forgotten by the devs. They are such easy fixes I could fixes the majority of them with a mod written in an afternoon. I expect the devs could do much more. I'll keep posting every so often an updated list as I find issues and they get fixed; and try to do with the latest experimental version release.
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Re: Version 0.15.26

Post by thecatlover1996 »

laige wrote:I put together a list of issue needs fixing that could easily be down in an afternoon. Here is some Inconsistencies in the game. I use the Map Editor a great deal and it is often easiest to explain an issue using the Editor as everything is available to the user.

<insert list here>
I think it's better to post such lists of possible fixes in the bug forum instead :)
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Re: Version 0.15.26

Post by bobingabout »

if there's just 1 or 2 critical failures in an update, then posting about it in that update's discussion is okay. what you've posted looks like a list of sweeping suggestions, which would be better placed in the ideas and suggestions forum, or bug reports IF they are actually bugs, not just suggestions. If you post a suggestion in the bug reporting forum, it will likely just be dismissed and marked as "not a bug".
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