Version 0.16.13

Information about releases and roadmap.
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FactorioBot
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Version 0.16.13

Post by FactorioBot »

Minor Features
  • Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'
  • Added 'score per minute' to the PvP Production score GUI.
Bugfixes
  • Fixed a crash when blueprinting modded logistic storage chests. (55963)
  • Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. (55967)
  • Fixed a crash with the command line map preview option. (55993)
  • Fixed the world-icon for the cliff explosive didn't match the item icon. (55812)
  • Fixed the progress indicator in the browse-mods GUI would update too quickly. (55540)
  • Fixed changing the force of a robot waiting to charge would break the robot. (55799)
  • Fixed that joining modded multiplayer games where the spawn area was deleted would error. (56004)
  • Fixed that pasting text didn't work correctly in any text field. (55977)
  • Fixed a crash related to tile transitions. (56005)
  • Fixed logistic storage filters would be ignored in some specific cases. (56009)
  • Fixed that side-loading underground belts could lead to them getting stuck. (56024)
  • Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. (56058)
  • Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. (56029)
  • Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.
  • Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. (56081)
  • Fixed that tooltip of disabled widgets didn't work.
  • Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.
  • Fixed one of the curved rail segment visualizations wasn't aligned correctly. (55276)
  • Fixed that the console could be opened in a paused game where it can't be interacted with.
  • Fixed issues of console in combination with technology GUI in multiplayer. (55719)
  • Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. (55959)
  • Fixed horizontal scroll pane scroller. (55689)
  • Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.
  • Fixed a crash when controller view is disabled. (56115)
  • Fixed script error when destroying a chest in the supply scenario.
  • Fixed PvP production score price calculation.
Modding
  • Entities without an item-to-place can still be deconstructed if they are minable.
Scripting
  • Added LuaPlayer::blueprint_to_setup read.
  • Changed default value of 'expires' when creating ghost through LuaSurface::create_entity from 'true' to 'false'.
  • Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. (56036)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Cutemine
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Re: Version 0.16.13

Post by Cutemine »

You guys are awesome!
Caine
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Re: Version 0.16.13

Post by Caine »

Nice update. Those PvP additions are very welcome.
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Gergely
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Re: Version 0.16.13

Post by Gergely »

And that is post number 128 of the Factorio Bot. Good job, you are halfway there.
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Re: Version 0.16.13

Post by Chocolatetthunder »

PvP Love <3
3Ra Gaming Owner
join us on discord @ http://www.3RaGaming.com/discord
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mngrif
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Re: Version 0.16.13

Post by mngrif »

I should really give PvP a try... Thanks for the bug fixes!
My Silly Factorian Tricks
<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK
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Re: Version 0.16.13

Post by Jetronium »

it sucks!
5 years have passed and nothing has changed
every time I play this game
I have a feeling that I'm playing tutorial, again and again
I do not see any reason
no meaning in this game
why should I build and launch a rocket
only to get research points


the game became boring
maybe you do not know what to do next
or players do not know what they want
there are no global ideas
Guenni7
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Re: Version 0.16.13

Post by Guenni7 »

This build just fixed ANY performance problems with Bots.
90% of all Bots are on strike now!
Full 60fps now :mrgreen: :mrgreen: :mrgreen:
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Re: Version 0.16.13

Post by Zool »

Jetronium wrote:it sucks!
5 years have passed and nothing has changed
every time I play this game
I have a feeling that I'm playing tutorial, again and again
I do not see any reason
no meaning in this game
why should I build and launch a rocket
only to get research points


the game became boring
maybe you do not know what to do next
or players do not know what they want
there are no global ideas
A couple of my best friends have 500+ hours played in Factorio and are far from being bored here.
Well, maybe this just isn‘t the right game for you - try out the witcher, wow, or any other quest-driven game.
rldml
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Re: Version 0.16.13

Post by rldml »

Zool wrote:A couple of my best friends have 500+ hours played in Factorio and are far from being bored here.
Well, maybe this just isn‘t the right game for you - try out the witcher, wow, or any other quest-driven game.
Oh hell no, WoW-players don't need this kind of gamers either.

@Jetronium: Please go play farmville or something like that.

thx.
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Ghoulish
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Re: Version 0.16.13

Post by Ghoulish »

FactorioBot wrote:
FactorioBot is the real MVP, thanks guys :-)
See the daily™ struggles with my Factory! :D https://www.twitch.tv/repetitivebeats
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Re: Version 0.16.13

Post by Caine »

Jetronium wrote:it sucks!... every time I play this game I have a feeling that I'm playing tutorial, again and again I do not see any reason no meaning in this game
Correct, there is none. It is a sandbox game, like minecraft. You need to create your own goals or you will get bored.

What those goals should be depends on what you enjoy, e.g.
  • Have you tried spaghetti, a main bus, a towns design (specialized production connected by trains), have you tried a ribbonworld?
  • If you enjoy building but not designing then try speed-running or a PvP production race.
  • If you enjoy designing then create constraints (I am playing with the constraint "minimize storage on belts", a JIT constraint)
  • Play with mods. E.g. try sea block.
  • Etc..
That said, more official or community made scenarios would be nice.
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Re: Version 0.16.13

Post by DustFireSky »

Guenni7 wrote:This build just fixed ANY performance problems with Bots.
90% of all Bots are on strike now!
Full 60fps now :mrgreen: :mrgreen: :mrgreen:
That was the plan. :lol: How u increase the performance ? Demolish game features they need performance. Problem solved. :mrgreen:

Sometimes i ask myself: "How can it be, that the developer don't noticed such errors ?" Doesn't they test her releases ? :shock:
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Re: Version 0.16.13

Post by yohannc »

DustFireSky wrote:
Guenni7 wrote: Sometimes i ask myself: "How can it be, that the developer don't noticed such errors ?" Doesn't they test her releases ? :shock:
Answer for you :
Experimental != stable
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Re: Version 0.16.13

Post by Ryba666 »

Good work, but where is buff for barrels?
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Re: Version 0.16.13

Post by Caine »

Ryba666 wrote:Good work, but where is buff for barrels?
In the second and third tank of the fluid wagon.
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Re: Version 0.16.13

Post by DustFireSky »

yohannc wrote: Answer for you :
Experimental != stable
U misunderstand this words! A stable release can have also bugs in it. That is not the point. The point is, that this is a obviously error and the word "experimental" isn't an apology for this error. I am not talking about simple hidden errors! :roll:
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Re: Version 0.16.13

Post by yohannc »

DustFireSky wrote:
yohannc wrote: Answer for you :
Experimental != stable
U misunderstand this words! A stable release can have also bugs in it. That is not the point. The point is, that this is a obviously error and the word "experimental" isn't an apology for this error. I am not talking about simple hidden errors! :roll:
For you it's not hidden, for them maybe.
For me on this version, bots just delivered what i want just when i entered roboport area (via buffer chest). But 15 minutes before, it didn't work. So it depend of the situation.
Anyway, I think you are not a developper yourself to say that (because if you where, you would know that you can't always test everycases).
And there, you can add some sort of corruption added by intermediates bugged patchs. So i don't think it's easy as you think.
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Re: Version 0.16.13

Post by ske »

Automating the releases really seems to have paid off. At first I was a bit sceptical but now I'm convinced!
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Re: Version 0.16.13

Post by Caine »

ske wrote:Automating the releases really seems to have paid off. At first I was a bit sceptical but now I'm convinced!
Strange quote coming from a factorio player. I would expect the benefit of automation to be instantly obvious :)
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