Version 0.17.44

Information about releases and roadmap.
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FactorioBot
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Version 0.17.44

Post by FactorioBot »

Changes
  • The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. (70520)
  • Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. (66973)
Bugfixes
  • Fixed that researching the appropriate technology would re-add shortcut buttons to the shortcut toolbar even if the player explicitly removed them earlier. (71152)
  • Fixed that some saves that contained multiple surfaces would cause the game to crash on load. (71199)
  • Fixed that auto-barreling opt-out didn't work if the fluid has icons defined. (71202)
  • Fixed that auto-barreling recipes would use the wrong fluid name if the fluid had a custom localised name defined. (71193)
  • Fixed that the entity damaged event original_damage value wouldn't be accurate if the entity had shields or resistances. (71218)
  • Fixed a performance problem related to the undo logic and large blueprints. (70855)
  • Fixed that trying to join Steam networking enabled games with Steam networking disabled didn't work correctly. (71250)
  • Fixed that trains built part of a blueprint was snapping to train stop which could prevent some specific blueprints from being built.
  • Fixed smoke for generators without animation. (68757)
  • Fixed train circuit conditions not working properly sometimes when arriving at disabled station. (70867)
  • Fixed transparency of tables. (70093)
  • Fixed reintroduction of blueprint train building problems. (71215)
  • Fixed that the game could freeze on exit on Linux after clicking a link. (70110)
  • Fixed statistics windows showing strange totals in some situations. (71170)
  • Fixed statistics windows not showing the first few values (e.g. when an items is produced for the first time). (71353)
  • Fixed that belt immunity equipment would drain energy in armor when not equipped. (70090)
  • Using the NO_SCHEDULE train state more consistently (for train in automatic mode with empty schedule. (71312)
  • Fixed inserters behaving differently when rotated. (69592)
  • Fixed that the control key would be ignored by Factorio on Linux if the "Press Ctrl to highlight the pointer" (or equivalent) option was enabled. (69319)
  • Fixed that cloning tiles in the map editor wouldn't always clone transitions correctly. (70956)
  • Fixed that the supply mission finished game GUI was too small. (71333)
Modding
  • Added optional assembling machine gui_title_key property.
  • Changed belt immunity equipment to consume energy through "energy_consumption" instead of "energy_source.drain".
Scripting
  • Added LuaGuiElement::vertical_centering read/write.
  • Added LuaEntity::auto_launch read/write.
  • Added LuaTransportLine::line_equals().
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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SuperSandro2000
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Re: Version 0.17.44

Post by SuperSandro2000 »

Probably broke on of my mods again like always. Thanks for that!
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Re: Version 0.17.44

Post by Legoman165 »

FactorioBot wrote: ↑Thu May 30, 2019 3:15 pm Changes
  • Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. (66973)
I am always up for faster inserters!
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Re: Version 0.17.44

Post by Liono2010 »

Thanks God these changes didn't broke my mods.
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Re: Version 0.17.44

Post by BattleFluffy »

Thankyou devs for another round of awesome fixes :> It's amazing how niche/obscure some of these are... but it all contributes to making Factorio maximally stable and awesome.. :D
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Re: Version 0.17.44

Post by darkfrei »

Good job, FactorioBot!
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Re: Version 0.17.44

Post by Deadlock989 »

SuperSandro2000 wrote: ↑Thu May 30, 2019 3:17 pm Probably broke on of my mods again like always. Thanks for that!
https://en.oxforddictionaries.com/defin ... perimental

You're welcome.
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Re: Version 0.17.44

Post by darkfrei »

Liono2010 wrote: ↑Thu May 30, 2019 3:36 pm Thanks God these changes didn't broke my mods.
Just you have not enough mods.
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Re: Version 0.17.44

Post by eradicator »

darkfrei wrote: ↑Thu May 30, 2019 4:58 pm
Liono2010 wrote: ↑Thu May 30, 2019 3:36 pm Thanks God these changes didn't broke my mods.
Just you have not enough mods.
And you have too many mods.
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Re: Version 0.17.44

Post by ShutEye_DK »

SuperSandro2000 wrote: ↑Thu May 30, 2019 3:17 pm Probably broke on of my mods again like always. Thanks for that!
Why don't you shuffle back to 0.16.51 and stay there until 0.17 is stable?
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Muppet9010
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Re: Version 0.17.44

Post by Muppet9010 »

SuperSandro2000 wrote: ↑Thu May 30, 2019 3:17 pm Probably broke on of my mods again like always. Thanks for that!
thanks for breaking his mods again. I miss these posts on some releases
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Re: Version 0.17.44

Post by Twinsen »

Not only your mods, I think I broke base mod inserters https://clips.twitch.tv/ClearCreativeTa ... CeilingCat
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Re: Version 0.17.44

Post by dtoxic »

Twinsen wrote: ↑Thu May 30, 2019 7:39 pm Not only your mods, I think I broke base mod inserters https://clips.twitch.tv/ClearCreativeTa ... CeilingCat
Damn you!!! "shakes fist angrily" :D
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Re: Version 0.17.44

Post by jamezhall »

Deadlock989 wrote: ↑Thu May 30, 2019 4:53 pm
SuperSandro2000 wrote: ↑Thu May 30, 2019 3:17 pm Probably broke on of my mods again like always. Thanks for that!
https://en.oxforddictionaries.com/defin ... perimental

You're welcome.
The most passive aggressive thing i've seen all day lol
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Re: Version 0.17.44

Post by Goose »

jamezhall wrote: ↑Thu May 30, 2019 11:21 pm
Deadlock989 wrote: ↑Thu May 30, 2019 4:53 pm
SuperSandro2000 wrote: ↑Thu May 30, 2019 3:17 pm Probably broke on of my mods again like always. Thanks for that!
https://en.oxforddictionaries.com/defin ... perimental

You're welcome.
The most passive aggressive thing i've seen all day lol
The original text was really rude to begin with.

On a great note, we can interchange power armors with belt immunity equipment inside it!~ :3
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Re: Version 0.17.44

Post by starxplor »

Just wanted to say thanks for all the support on the Linux side!
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Re: Version 0.17.44

Post by Qon »

eradicator wrote: ↑Thu May 30, 2019 6:04 pm
darkfrei wrote: ↑Thu May 30, 2019 4:58 pm
Liono2010 wrote: ↑Thu May 30, 2019 3:36 pm Thanks God these changes didn't broke my mods.
Just you have not enough mods.
And you have too many mods.
You can never have too many mods! 8-)
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
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Re: Version 0.17.44

Post by Qon »

Twinsen wrote: ↑Thu May 30, 2019 7:39 pm Not only your mods, I think I broke base mod inserters https://clips.twitch.tv/ClearCreativeTa ... CeilingCat
That's a pretty hilarious clip though xD
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
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eradicator
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Re: Version 0.17.44

Post by eradicator »

Qon wrote: ↑Fri May 31, 2019 8:38 am
eradicator wrote: ↑Thu May 30, 2019 6:04 pm
darkfrei wrote: ↑Thu May 30, 2019 4:58 pm
Liono2010 wrote: ↑Thu May 30, 2019 3:36 pm Thanks God these changes didn't broke my mods.
Just you have not enough mods.
And you have too many mods.
You can never have too many mods! 8-)
You have too many mods exactly when you're not able to update all of them before the next release breaks them all again. (Protip: I don't like fire-and-forget modding.)
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
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My code in the post above is dedicated to the public domain under CC0.
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Re: Version 0.17.44

Post by disentius »

I have just enough mods then.
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