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Version 0.9.7

Posted: Fri Apr 04, 2014 12:35 pm
by kovarex
Hello, the new stable candidate update is here:

Note, that we also updated the scenario pack to version 0.9.7 so it is now compatible with current version.
  • Bugfixes:
    • Fixed bug with big biters appearing in the beginning on maps created in map editor.
    • Fixed crash when a beacon is built from the blueprint.
    • Fixed too big maximum zoom level.
    • Belt to be deconstructed doesn't accept new items, so it can be deconstructed.
    • Fixed the wrong positioning of bottom to left basic transport belt.
    • Fixed bug with roboport deconstruction by its own robots.
    • Fixed the error of not accessible config.ini when factorio crashes during start while the config directory doesn't exist.
    • Fixed that used ammo specified in personal logistics didn't trigger logistic robots to resupply.
    • Fixed the inconsistency of blueprint preview and result when the last build entity was diagonal (rail, semaphore etc.).
    • Fixed the pump animation direction. It was running backwards.
    • Fixed that manual rebuilding rails on top of the rail ghost didn't remove the ghost in most cases.
    • Fixed that pipe/storage tank/assembling machine that was destroyed and rebuilt by construction robot did keep the fluids inside.
    • Fixed alerts on map, the important ones are on top (destroyed object > damaged object > turrets firing > materials) and they don't flicker.
    • Fixed wrong damage info calculation for distractor robots (they had 2.5 damage not 5).
    • Fixed bug when inserters waited too long before putting new barrels to unfill to assembling machine.
    • Fixed saving by double click.
    • Better error reporting in windows updater.
  • Balancing:
    • Productivity module slowdown changed from 20%->15%, consumption penalty changed from 50%, 70%, 90% -> 40%, 60%, 80%
    • Distractor basic damaged increased: 2.5->3.5 and time to live increased 30s->45s.
  • Scripting:
    • Fixed that findnoncollidingposition returns nil instead of huge values when the position isn't found.
    • Limited the game.setspeed value to be at least 0.1.
  • Graphics:
    • Reskin of the big electric pole.
    • Updated icons (still work in progress): assembling machines, transport belts, fluids, barrels, wires.
    • Fixed little glitch in the roboport animation (animation and base are separate sprites now).
    • New transport belt graphics.

Re: Version 0.9.7

Posted: Fri Apr 04, 2014 3:58 pm
by haunted_1
I really like the new redesigned stuff except those belts. I just dislike those, i don't even know why. Is it just me? Dont wanna be negative at all because the new oil icons are really great though!

Re: Version 0.9.7

Posted: Fri Apr 04, 2014 4:00 pm
by Deathmage
Too much shading, in my opinion. Do like the liquids thoe. And also the new Transport belts, not great :( . Keep trying I know your struggling to find a good graphics style.

Re: Version 0.9.7

Posted: Fri Apr 04, 2014 4:37 pm
by Drury
I'm starting to think I'm the only one who liked both the 1.9.6 and 1.9.7 belts :lol: They're so sleek.

Re: Version 0.9.7

Posted: Fri Apr 04, 2014 4:52 pm
by ssilk
You mean 0.9.6 and 0.9.7. And I liked them too, but I would give them more color at the borders, because when full with items I can't see anymore what type of belt it is.

Re: Version 0.9.7

Posted: Fri Apr 04, 2014 5:08 pm
by Drury
Oh, right, got it confused with OpenTTD.

And you're right about the borders, maybe even go as far as revamping the whole sprite to look different, i.e. fast belts aren't belts at all but rather some sort of fan-powered hoverbelts, and express belts a sort of plasma stream/waterslide. Just my 2 cents, simple colored borders would be cool too.

Re: Version 0.9.7

Posted: Fri Apr 04, 2014 8:46 pm
by jeroon
thanks for updating the scenario packs, they're fun :)

and i like the new belt style, for what it's worth

Re: Version 0.9.7

Posted: Sat Apr 05, 2014 1:49 am
by Calico
i also like the new belts. But like SSilk pointed out, it can be very hard to identify the type later in the game.

Hurray to the slight unnerf of production modules, i'll test them out ASAP. I got a good feeling that they finally are in the right spot, we'll see.

Re: Version 0.9.7

Posted: Sat Apr 05, 2014 9:48 am
by Copperfield
nice update thanks alot

But

Ive been asking this for a while now..

Pls fix the map generator options..

I cant start a new map with big tiles of recourses.. i found that very anoying.

thanks alot

Re: Version 0.9.7

Posted: Sat Apr 05, 2014 10:02 am
by ssilk
This is a big todo for v0.10.0 https://forums.factorio.com/forum/vie ... ?f=3&t=678

I recommend the search function of the forum, there are many which have no problems with it, but you need a bit understanding of the algorithms behind it. Especially Cube explained that well. Sorry, no time to search for you yet.

Re: Version 0.9.7

Posted: Sat Apr 05, 2014 2:42 pm
by FishSandwich
Copperfield wrote:nice update thanks alot

But

Ive been asking this for a while now..

Pls fix the map generator options..

I cant start a new map with big tiles of recourses.. i found that very anoying.

thanks alot
The best way I found to get around this is to generate a decent looking map in 0.8.8, then save it and load it in 0.9.x Now the only problem with this that I've found is that you have no control over oil placement and richness. But it's still better (in my opinion) than the current map generator.

Re: Version 0.9.7

Posted: Sat Apr 05, 2014 3:23 pm
by slay_mithos
I found out that setting the frequency to "normal" tends to lead to larger patches when using "big" or "very big".
Most likely, this comes from noise layers preventing spawns too close to each other, restricting the size in the process.