Version 0.15.7

Information about releases and roadmap.
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FactorioBot
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Version 0.15.7

Post by FactorioBot » Fri May 05, 2017 12:36 pm

Balancing
  • Changed production science pack recipe to require assembling machine 1 instead of pumpjack.
  • Changed science pack 3 to require electric mining drill instead of assembling machine 1.
  • Changed crafting times: Oil refinery 20->10 Pumpjack 10->5 Chemical plant 10->5 Lab 5->3 Roboport 15->10
  • Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.
  • Increased the mining time of the reactor from 0.5 seconds to 1.5 seconds.
  • Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
Changes
  • When a connection is refused the username is included in the log message. (https://forums.factorio.com/46036)
  • Copying entity settings from a disconnected entity will no longer disconnect circuit wires. (https://forums.factorio.com/45816)
  • Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.
  • Reactors produce used up fuel cell when it is completely consumed instead of at start. (https://forums.factorio.com/46123)
  • Reverted flamethrower turret liquid consumption change from 0.15.5. Instead of 30/s it will use 3/s.
  • Flamethrower turret no longer shoots in its prepare state. (https://forums.factorio.com/46160)
  • /color command defaults alpha (the 4th parameter) to 255 (instead of 0) if not specified. (https://forums.factorio.com/46338)
  • Reduced default requester chest paste multiplier for nuclear reactor recipe to 1 and for centrifuge recipe to 2. (https://forums.factorio.com/45878)
  • Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.
Bugfixes
Modding
  • Icons are now required to have correct size (which can be overridden by icon_size property). (https://forums.factorio.com/45700)
  • 32x32px for entity, fluid, item, item-group, recipe, technology, virtual-signal
  • 128x128px for achievement, tutorial
  • If icon path references base mod, technology icon is expected to be 128x128px and item-group icon 64x64px.
  • In near future, we may remove default sizes and require icon_size to be always specified.
  • It is no longer possible to teleport any rolling stock or train stop. (https://forums.factorio.com/45264)
Scripting
  • Fixed LuaChunkIterator could become invalid and crash the game if used. (https://forums.factorio.com/46366)
  • Added LuaPlayer::mod_settings read - the runtime player mod settings for the given player.
  • Added LuaEntity::temperature read/write - the temperature of entities that use the heat energy source type as well as reactors and heat pipes.
  • Added LuaEntity::get_burnt_result_inventory.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

matjojo
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Re: Version 0.15.7

Post by matjojo » Fri May 05, 2017 12:45 pm

> Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9

yeah boi

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Zirr
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Re: Version 0.15.7

Post by Zirr » Fri May 05, 2017 12:45 pm

"Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9."

I really like this change!

Certh
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Re: Version 0.15.7

Post by Certh » Fri May 05, 2017 12:45 pm

Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.
What does 'penalty' mean here?

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Animar
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Re: Version 0.15.7

Post by Animar » Fri May 05, 2017 12:48 pm

*Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.

omg how long have we been waiting for this, to finaly see this happe brought me in tears in my eyes.

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Karosieben
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Re: Version 0.15.7

Post by Karosieben » Fri May 05, 2017 12:49 pm

FactorioBot wrote:
  • Changed production science pack recipe to require assembling machine 1 instead of pumpjack.
  • Changed science pack 3 to require electric mining drill instead of assembling machine 1.
This will break my entire science production, but it's fine. Rebuilding is fun though. Lots of different materials for science!
FactorioBot wrote:
  • Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
This is simply awesome! Many new possibilities! Hooray :D

Thanks for keeping up the great work! :)

Regards from Germany,
Karosieben
My german YouTube Channel: Karosieben
My Factorio Let's Plays: Singleplayer, Multiplayer and Tutorials

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MeduSalem
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Re: Version 0.15.7

Post by MeduSalem » Fri May 05, 2017 12:50 pm

Well if you considered balancing the Underground Belt length (which is aweseome)... then..

Please make the Underground Pipe length/gap from 9 to 10 as well... so one can bridge 2 reactors:

https://forums.factorio.com/viewtopic.php?f=16&t=46133

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MrHick
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Re: Version 0.15.7

Post by MrHick » Fri May 05, 2017 12:52 pm

Now I have to reconfigure the science factory but that is OK.
Making underground belts longer makes it up for that :)

Can someone please explain this to me, is it crafting time and just a mistake with typing?

Reduced the mining time of the storage
Increased the mining time of the reactor

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Re: Version 0.15.7

Post by Twinsen » Fri May 05, 2017 12:53 pm

FactorioBot wrote:
  • Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
Time for a new era of belt balancers.

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Re: Version 0.15.7

Post by Twinsen » Fri May 05, 2017 12:54 pm

MrHick wrote:Can someone please explain this to me, is it crafting time and just a mistake with typing?

Reduced the mining time of the storage
Increased the mining time of the reactor
Mining time = the time it takes to remove a building with right-click

British_Petroleum
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Re: Version 0.15.7

Post by British_Petroleum » Fri May 05, 2017 12:56 pm

what was the reason for the science pack recipe changes?

robyoublind
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Re: Version 0.15.7

Post by robyoublind » Fri May 05, 2017 12:56 pm

FactorioBot wrote:[*]Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
That's a great step in a more logical direction, and should help with performance too. One question though: while you're at it, why not make it 5,8,11 so that a blue belt can go under two blocks of 4 belts with 2 tile gaps between them, as this seems to be the most common layout for the main bus? Like Longer Underground Belt (Aligned) does, only less OP (that popular mod uses 5,11,17)?

Like so:

Image
Last edited by robyoublind on Fri May 05, 2017 1:01 pm, edited 1 time in total.

fregate84
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Re: Version 0.15.7

Post by fregate84 » Fri May 05, 2017 12:58 pm

Code: Select all

Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
so good !

Fish
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Re: Version 0.15.7

Post by Fish » Fri May 05, 2017 1:00 pm

Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
This changes everything!
Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.
I just rebuilt my refinery in my current game... relocating all those tanks was kinda annoying because of the long time.
So thanks for this!
Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.
I love you guys <3

Boogieman14
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Re: Version 0.15.7

Post by Boogieman14 » Fri May 05, 2017 1:02 pm

Certh wrote:
Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.
What does 'penalty' mean here?
(Probably) Pathfinding penalty. This will make it less likely for an automatic train to take a route that has a train on manual mode in the path.
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.

Ober3550
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Re: Version 0.15.7

Post by Ober3550 » Fri May 05, 2017 1:06 pm

I'm slightly annoyed that science costs have changed again although the spreadsheet I use for calculations makes it easy to change stuff. My problem is the progression of the sciences, assembly machines and mining drills are basically the same in terms of technology and it's weird for them to be in two different sciences when one of them is supposedly meant to be alot more expensive. The match up of a electric smelter and an assembler feels completely off, if you're going to make the requirements cheaper you might aswell take away the 2x bonus. I just really enjoyed the progression of technology and the requirement going from pretty basic processing to more and more complicated aswell as forcing the player to think about expansion of their smelting lines and everything associated. I have multiple 0.15 worlds and I was playing the 0.15 sim recipes which were massively more expensive and I still managed to create a base that could reasonably keep up with 2/s.

EDIT: I completely get the change to blue science. And purple science is a bit iffy in terms of resource requirements but forcing the player to automate regularly used items is alright because in the end you don't really need that many pumpjacks, I'd feel better if purples required assembler 2 instead of 1. Otherwise just remove the 2x bonus beause it's meant to be a end game science.
Last edited by Ober3550 on Fri May 05, 2017 9:28 pm, edited 2 times in total.

BrendanPawpad
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Re: Version 0.15.7

Post by BrendanPawpad » Fri May 05, 2017 1:23 pm

along with the tohers i do enjoy the belt change, but ti was shifted wrongly imo, just like other mdos have gone though like longer belt redux. they have had alot of comunication and chats as you had mp seen inthe mods section if you ever read them,
its the msot logical or seems like it is

you spend alot mroe jsut to make it faster and add mroe yet it seems likeit gives barely any as if why bother kind of
underground belts no longer give performance issues as itused to so why hold back,
also any logical kind of belt orentation cannot work or 'bus' design itd have to be remade every time, for each width or udnergroudnbelt each time you want to go through

https://mods.factorio.com/mods/Peppe/longer-belts-redux
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Artman40
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Re: Version 0.15.7

Post by Artman40 » Fri May 05, 2017 1:26 pm

I'm not sure I'm a fan of science pack requirement changes. Could these changes make the game a bit...easy?

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Re: Version 0.15.7

Post by BrendanPawpad » Fri May 05, 2017 1:29 pm

sorry for the dual post
i will say the sceince change ddoes seem rather interesting, shiftign more towards iron heavy, needing alot lot less factories making prerequisites
it doesnt up the iron cost at all really but it does seem for the better as its easier to setup military packs than it is blues and the rest

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steinio
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Re: Version 0.15.7

Post by steinio » Fri May 05, 2017 1:50 pm

The start sound still stops after 2 seconds.
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