Version 0.13.16

Information about releases and roadmap.
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FactorioBot
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Version 0.13.16

Post by FactorioBot »

  • Changes
    • Changed the personal roboport so it reacts faster to jobs in range.
    • Added graphics option "Enable tree sprite mipmaps" that should reduce GPU load when drawing large forests.
    • Changed default value of "Lights render resolution" graphics option to 0.25. High values of this setting have negative performance impact on drawing lamps.
    • When the first LUA command is used, players are warned that it would disable achievements.
    • Changed default renderer for AMD GPUs back to DirectX.
    • Rewritten sandbox scenario to work in multiplayer.
  • Bugfixes
    • Fixed rail signals getting sometimes stuck as reserved. (30093)
    • Fixed that the game would crash when trying to load a save that contained unit groups with members in different surfaces. (30541)
    • Fixed combinators not drawing lights for the activity led.
    • Reverted the change from Version: 0.13.12 that would disable and hide vsync in some cases. (30246)
    • Fix that biters wouldn't become aggravated when damaged by the flamethrower. (30689)
    • Fixed game sometimes not being focused properly on OS X. (30436)
    • Fixed that the car could shoot itself. (30782)
    • Fixed desync related to fast-replacing filter inserters with other inserters. (30753)
    • Don't remove a wall's circuit connection when gate is destroyed and ghost is created. (30733)
    • Fixed opened machine sound sometimes being high-pitched. (30702)
    • Fixed that some keybindings wouldn't register properly after a game restart. (30690)
    • Fixed that it would be possible to manually craft items the player does not have enough ingredients for. (30794)
    • Fixed playtime in public game browser being 0 for the first minute the server is up.
    • Fixed train path finding penalty for circuit network disabled signals.
    • Fixed rail planner collision checks for rails in west and south direction. (28638)
    • Fixed requester chest was missing vehicle impact sound. (30925)
    • Fixed that dragging the research button would drag and move the technology tree. (31049)
    • Fixed that the selected slot wouldn't update properly when the quickbar was rotated. (31058)
  • Modding
    • Fixed crash when mods use tables as key values in prototype data. (30606)
    • Added example definition of an electric energy interface.
    • Fixed copy&paste on modded constant combinator would copy also number of item slots. (30908)
    • Fixed possible desync caused by inserters putting items directly to loaders.
    • Fixed loader wouldn't stop loading to chest marked for deconstruction.
  • Scripting
    • Fixed LuaEntityPrototype::resource_category crash. (30626)
    • Fixed changing force of construction or logistic robot would cause game state corruption. (30912)
    • Added LuaEntity::get_fuel_inventory().
    • Added event on_player_changed_surface.
    • Added LuaInventory::find_item_stack(...).
    • Added LuaControlBehavior::disabled read.
    • Added LuaVirtualSignalPrototype and LuaGameScript::virtual_signal_prototypes read.
    • Changed LuaEntity::get_filter()/set_filter()/filter_slot_count to work on both inserters and loaders.
    • Added an optional boolean to LuaSurface::spill_item_stack to mark the created items with the to-be-looted flag.
    • Added LuaSurface::get_connected_tiles(...).
    • Added LuaSurface::get_hidden_tile(...).
    • Changed Product::type to string containing "item" or "fluid".
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Loewchen
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Re: Version 0.13.16

Post by Loewchen »

Does this:
Fixed train path finding penalty for circuit network disabled signals.
fix this one: viewtopic.php?f=173&t=27740?
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HanziQ
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Re: Version 0.13.16

Post by HanziQ »

Loewchen wrote:Does this:
Fixed train path finding penalty for circuit network disabled signals.
fix this one: viewtopic.php?f=173&t=27740?
I think it should
dasiro
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Re: Version 0.13.16

Post by dasiro »

FactorioBot wrote:
  • Changes
    • Changed the personal roboport so it reacts faster to jobs in range.
    • Changed default renderer for AMD GPUs back to DirectX.
  • Bugfixes
    • Reverted the change from Version: 0.13.12 that would disable and hide vsync in some cases. (30246)
it's always nice to see fixes for multiple problems you experience in one patch :D

the personal roboport starts a bit slower, but once it's going it finishes the requests for which the needed items are in the player inventory. so now your new patch of walled/paved/secured of land is not overrun because your defense is queued to be build while it's waiting for concrete that's not in inventory :p
daniel34
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Re: Version 0.13.16

Post by daniel34 »

The update is available on Steam and the website, but the in-game updater doesn't find it (experimental updates enabled).

EDIT: fixed.
quick links: log file | graphical issues | wiki
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Re: Version 0.13.16

Post by illmaren »

Code: Select all

Checking for updates...
No new updates for core-linux_headless64 0.13.15
Headless server doesnt find the update ;$
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Re: Version 0.13.16

Post by orzelek »

Cool vsync is back :)
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Re: Version 0.13.16

Post by Lejving »

HanziQ wrote:
Loewchen wrote:Does this:
Fixed train path finding penalty for circuit network disabled signals.
fix this one: viewtopic.php?f=173&t=27740?
I think it should
Image

Doesn't seem to work reliably. Some configurations work, some don't, don't know why. Here's one that don't work at least :/ (See the train is waiting at the red signal when it should've gone to the train stop above it)
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Ranakastrasz
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Re: Version 0.13.16

Post by Ranakastrasz »

Still can't update automatically.

Is it safe to just overwrite everything, or do things get removed too?
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
doggie015
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Re: Version 0.13.16

Post by doggie015 »

Ranakastrasz wrote:Still can't update automatically.

Is it safe to just overwrite everything, or do things get removed too?
As far as I know, Saves and mods are separate from the main install folder, so they shouldn't be affected,
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Re: Version 0.13.16

Post by Nexela »

Lejving wrote: Image

Doesn't seem to work reliably. Some configurations work, some don't, don't know why. Here's one that don't work at least :/ (See the train is waiting at the red signal when it should've gone to the train stop above it)
You must have got lucky cause I can't find any configurations that work :)
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Mooncat
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Re: Version 0.13.16

Post by Mooncat »

Added LuaControlBehavior::disabled read.
Thanks a lot! :D

doggie015 wrote:
Ranakastrasz wrote:Still can't update automatically.

Is it safe to just overwrite everything, or do things get removed too?
As far as I know, Saves and mods are separate from the main install folder, so they shouldn't be affected,
By default, they are separated. But they can also be inside the same folder of the game according to different configuration.
This steam topic shows the mod locations for different platforms. If they are there, you are safe.
Game saves will be somewhere near them.
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aubergine18
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Re: Version 0.13.16

Post by aubergine18 »

Great update, as usual! This game just keeps getting better and better!
FactorioBot wrote:
  • Modding
    • Added example definition of an electric energy interface.
  • Scripting
    • Added LuaSurface::get_hidden_tile(...).
Where do we find the example of the electric energy interface?

What exactly is a "hidden" tile? Is it a tile that's at the edge of the "fog of war"?
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.
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Ranakastrasz
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Re: Version 0.13.16

Post by Ranakastrasz »

doggie015 wrote:
Ranakastrasz wrote:Still can't update automatically.

Is it safe to just overwrite everything, or do things get removed too?
As far as I know, Saves and mods are separate from the main install folder, so they shouldn't be affected,
Not what I meant. I mean, if I extract from the zip file of 13.16, and drop it into 13.15 unzipped folder, and overwrite everything, will it work correctly, or are there also files removed meaning files will be there than shouldn't be for the latest version.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Neemys
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Re: Version 0.13.16

Post by Neemys »

aubergine18 wrote:Great update, as usual! This game just keeps getting better and better!

What exactly is a "hidden" tile? Is it a tile that's at the edge of the "fog of war"?
When you place a tile as a player, it can cover terrain or a non minable tile that was there before. This method just give us a way to know what is under the player build tile.
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !
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Re: Version 0.13.16

Post by credomane »

Added event on_player_changed_surface
Yay! Now I and probably others too just need game.take_screenshot to accept a surface parameter and perhaps brightness too. Shameless mod request plug >_>
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Re: Version 0.13.16

Post by kinnom »

Lejving wrote:
HanziQ wrote:
Loewchen wrote:Does this:
Fixed train path finding penalty for circuit network disabled signals.
fix this one: viewtopic.php?f=173&t=27740?
I think it should
Image

Doesn't seem to work reliably. Some configurations work, some don't, don't know why. Here's one that don't work at least :/ (See the train is waiting at the red signal when it should've gone to the train stop above it)
try replacing the rail signal between the two trains with a chain signal
no yes yes no yes no yes yes
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binbinhfr
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Re: Version 0.13.16

Post by binbinhfr »

Changed Product::type to string containing "item" or "fluid".
This one is logical, but it will break some existing mods and force users to move to 0.13.16
My mods on the Factorio Mod Portal :geek:
Nexela
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Re: Version 0.13.16

Post by Nexela »

binbinhfr wrote:and force users to move to 0.13.16
IMO I am Pretty sure that is the point of experimental releases though.
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Re: Version 0.13.16

Post by Mooncat »

aubergine18 wrote:Where do we find the example of the electric energy interface?
I was looking for the same thing and then found it in base/prototypes/entity/entities.lua.
Search "electric-energy-interface". ;)
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