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Version 0.13.16
Posted: Tue Aug 16, 2016 9:41 pm
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.
Re: Version 0.13.16
Posted: Tue Aug 16, 2016 10:00 pm
by Loewchen
Does this:
Fixed train path finding penalty for circuit network disabled signals.
fix this one:
viewtopic.php?f=173&t=27740?
Re: Version 0.13.16
Posted: Tue Aug 16, 2016 10:00 pm
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
Re: Version 0.13.16
Posted: Tue Aug 16, 2016 10:07 pm
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
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
Re: Version 0.13.16
Posted: Tue Aug 16, 2016 10:11 pm
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.
Re: Version 0.13.16
Posted: Tue Aug 16, 2016 10:22 pm
by illmaren
Code: Select all
Checking for updates...
No new updates for core-linux_headless64 0.13.15
Headless server doesnt find the update ;$
Re: Version 0.13.16
Posted: Tue Aug 16, 2016 10:27 pm
by orzelek
Cool vsync is back
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Version 0.13.16
Posted: Tue Aug 16, 2016 10:54 pm
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
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)
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 12:17 am
by Ranakastrasz
Still can't update automatically.
Is it safe to just overwrite everything, or do things get removed too?
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 12:22 am
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,
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 2:15 am
by Nexela
Lejving wrote:
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
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 2:28 am
by Mooncat
Added LuaControlBehavior::disabled read.
Thanks a lot!
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.
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 2:32 am
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"?
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 4:30 am
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.
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 5:19 am
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.
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 6:08 am
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 >_>
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 7:30 am
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
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
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 9:23 am
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
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 6:01 pm
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.
Re: Version 0.13.16
Posted: Wed Aug 17, 2016 6:13 pm
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".
![Wink ;)](./images/smilies/icon_e_wink.gif)