Version 0.17.6

Information about releases and roadmap.
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FactorioBot
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Version 0.17.6

Post by FactorioBot »

Changes
  • Updated map-gen-settings.example.json to use numeric multipliers, include cliff richness, and demonstrate expression overrides. (66694)
  • It is not possible to fast-replace pipe to ground by another that is in an orthogonal direction.
  • Changed mining productivity cost to 2500 increase per level to fix that the last change was actually making it 5 times less expensive towards infinity. Lower levels are cheaper on the other hand.
Bugfixes
  • Fixed of loading of saves before 0.17.
  • Fixed crash related to conflicting undo in multiplayer. (65656)
  • Fixed crash related to temporary stops and destroyed rails on the path that were already passed by the train. (65540)
  • Fixed yet another train pathing crash. (65545)
  • Fixed the hand logic for god-mode controller. (66619)
  • Fixed, that the hand logic could force an item to filtered slot that doesn't match it. (66610)
  • Fixed, that filtered inventory could ignore the hand when sorting or transferring in some cases. (65612)
  • Fixed overly generous migration of mining productivity research. (66708)
  • Right panel sizing fixes.
  • starting_area (size multiplier) in map gen settings JSON can be represented by a number.
  • Fixed crash related to removing technology from the research queue. (66790)
  • Fixed that driving backwards in vehicles wouldn't trigger the prevent-robots-from-working-because-i-am-driving-too-fast logic. (66777)
  • Fixed crash during startup on macOS 10.12 or older with GeForce GPU. (65145)
  • Attempt to fix tile transition rendering on Sandy Bridge iGPUs. (66035)
  • Fixed a performance problem related to undo in multiplayer. (66235)
  • Fixed upgrading ghost splitters wouldn't copy the splitter settings. (65346)
  • Fixed a couple of situations where fast replacing underground pipe could cause fluid mixing. (66085)
  • Fixed align in the blueprint library. (66789)
  • Fixed a crash when loading modded saves related to fluidbox removal in assembling machines.
  • Fixed blueprint preview would be drawn out of its bounds. (66050)
  • Fixed the featured technology cost for upgrade technologies when the research queue is not enabled. (66713).
  • Fixed that search in the technology GUI would be cancelled by selecting a new research. (66775)
  • Fixed a crash on destroying an entity with fluid energy source. (66517)
  • Fixed a crash when deconstructing trains with inserters trying to put into them. (66614)
  • Fixed layout of circuit and logistic control windows. (66531)
  • Fixed that trying to join a multiplayer game too quickly would lead to a mods-mismatch error. (66834)
  • Fixed that behemoth biters didn't have resistance to acid (as all other biters have).
  • Fixed NPE saves technologies were messed up by a migration in 0.17.5. (66714)
  • Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. (66767)
  • Fixed that it wasn't possible to access the game menu when the game was paused in multiplayer with the technology screen open. (65223)
Scripting
  • Added LuaItemPrototype::mapper_count read.
We're having problems with our automatic updater at the moment, so please use Steam, or download the full installation at http://www.factorio.com/download/experimental.
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Re: Version 0.17.6

Post by wahming »

Woo, just in time for my daily fix!
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Re: Version 0.17.6

Post by cheezecake »

Woo! that was fast
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Re: Version 0.17.6

Post by Raphaello »

Yay! Productivity bonus migration works well now. Thanks!!!

EDIT: I should've said 'woo'. Sorry! :lol:
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Re: Version 0.17.6

Post by CDarklock »

FactorioBot wrote: Tue Mar 05, 2019 5:17 pm [*]Right panel sizing fixes.
Thank you SO DAMN MUCH. ;)
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Re: Version 0.17.6

Post by disentius »

Woo! nice suprise after a hard days work :mrgreen:
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Re: Version 0.17.6

Post by pyanodon »

Does anyone noticed the game freezing when you hover the mouse over a recipe or technology that unlocks many recipes or uses many ingredients?
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Re: Version 0.17.6

Post by dRaMaTiC »

Woo! Great progress. Any informations when the updater is gone be fixed? And iam curious how many of these fixes are contributed due exp release?

Update:

Factorio Download Server under stress... ? :roll:

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Re: Version 0.17.6

Post by mamuto »

Attempt to fix tile transition rendering on Sandy Bridge iGPUs.
0.17.6 improves tile transitions, but still an issue. Now distortion is square blocks.

Pictures posted here shows distortion before 0.17.6 and after: viewtopic.php?f=7&t=66196&p=407763

Thanks for all the quick fixes, everything else has been working great!
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Re: Version 0.17.6

Post by Skeletpiece »

dRaMaTiC wrote: Tue Mar 05, 2019 6:29 pm Woo! Great progress. Any informations when the updater is gone be fixed? And iam curious how many of these fixes are contributed due exp release?

Update:

Factorio Download Server under stress... ? :roll:

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Only 37mb on steam ?
DSize.PNG
DSize.PNG (46.22 KiB) Viewed 15280 times
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Re: Version 0.17.6

Post by MasterBuilder »

Skeletpiece wrote: Tue Mar 05, 2019 7:38 pm Only 37mb on steam ?
DSize.PNG
Auto-updater server is disabled but Steam has it's own update servers.
Steam can download the patch/diff. All others must download the full game again.
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Re: Version 0.17.6

Post by tk0421 »

Sweet, i was just finishing up my initial .17 playthrough, ready to get into a more serious go at it after getting used to new ui and recipes, just in time to see the map gen get some tweaks!

not really complaining, but I always seem to be rather annoyed by map gen at the beginning of every major version. then the patches start coming in and my annoyance goes away...
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Re: Version 0.17.6

Post by Hiladdar »

Tested, and pre 17.xx files now load up as expected.

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Re: Version 0.17.6

Post by Tigre Demon »

Wow you rock Factorio team !!
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Re: Version 0.17.6

Post by evopwr »

pyanodon wrote: Tue Mar 05, 2019 5:53 pm Does anyone noticed the game freezing when you hover the mouse over a recipe or technology that unlocks many recipes or uses many ingredients?
I'm guessing you're referring to your mods? :P
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Re: Version 0.17.6

Post by pyanodon »

evopwr wrote: Tue Mar 05, 2019 10:04 pm I'm guessing you're referring to your mods? :P
Of course my mods too. Hope it gets fixed since its optimization.
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Re: Version 0.17.6

Post by invisus »

pyanodon wrote: Tue Mar 05, 2019 10:10 pm
evopwr wrote: Tue Mar 05, 2019 10:04 pm I'm guessing you're referring to your mods? :P
Of course my mods too. Hope it gets fixed since its optimization.
Possibly this one?
Delay when cursor moves to icons which needs a large amount of ingredients in Sandbox mode.
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Re: Version 0.17.6

Post by pyanodon »

invisus wrote: Wed Mar 06, 2019 12:48 am
pyanodon wrote: Tue Mar 05, 2019 10:10 pm
evopwr wrote: Tue Mar 05, 2019 10:04 pm I'm guessing you're referring to your mods? :P
Of course my mods too. Hope it gets fixed since its optimization.
Possibly this one?
Delay when cursor moves to icons which needs a large amount of ingredients in Sandbox mode.
Nailed it...thank you.
pY Coal processing mod
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Re: Version 0.17.6

Post by thecatlover1996 »

FactorioBot wrote: Tue Mar 05, 2019 5:17 pm [*]Fixed NPE saves technologies were messed up by a migration in 0.17.5. (66714)
[*]Fixed NPE issue where compi smashing a building would lead to a crash in migrated saves. (66767)
I keep reading NullPointerException instead of New Player Experience :lol:
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Re: Version 0.17.6

Post by Mr. Tact »

*ugh* Well, my 0.16 save was converted successfully, but my mining went from level 177 for 354% to level 5 for 50%...
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