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Version 0.15.23

Posted: Thu Jun 22, 2017 4:45 pm
by FactorioBot
Changes
  • Reverted change that made Inserters no longer drop what they are holding when disabled by the circuit network. (49170)
Bugfixes
  • Fixed that the UI scale option wouldn't apply until restarting the game in some cases. (50064)
  • Fixed that number-input fields would also block letters/other keys. (50061)
  • Fixed that tile filters in the deconstruction planner wouldn't get used in some cases when entity filters were also defined. (50069)
  • Fixed curved rail ghosts wouldn't mark trees/rocks when force-built. (50039)
  • Fixed construction robots could stop doing their jobs when roboport was destroyed or unpowered. (43680)
  • Fixed long strings in the right description pane. (50040)
Modding
  • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
Scripting
  • Fixed that teleporting entity ghosts didn't work correctly. (50030)

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 0.15.23

Posted: Thu Jun 22, 2017 5:24 pm
by Tekky
Thank you very much for reverting the inserter circuit network behavior. Now my base should be functional again. :)

Re: Version 0.15.23

Posted: Thu Jun 22, 2017 5:31 pm
by rorror
Tnx again for the update!

Re: Version 0.15.23

Posted: Thu Jun 22, 2017 6:01 pm
by Proxy
to this day I strongly believe the Devs intentionally made the Factorio Bot look like a Minecraft Sheep with the face of a Bullet Kin.

Re: Version 0.15.23

Posted: Thu Jun 22, 2017 6:06 pm
by Mailbox23
Thank you for the quick update to revert the inserter change! Always great to see Devs like you who listen to their community.

Re: Version 0.15.23

Posted: Thu Jun 22, 2017 7:09 pm
by XOffshore
FactorioBot wrote:
Changes
  • Reverted change that made Inserters no longer drop what they are holding when disabled by the circuit network. (49170)
It's definitely has to be configurable at inserter's UI :)) Just because both behaviours are legit.

Re: Version 0.15.23

Posted: Thu Jun 22, 2017 7:35 pm
by DerGraue
Thanks a lot :D

Re: Version 0.15.23

Posted: Thu Jun 22, 2017 7:55 pm
by doc
FactorioBot wrote:
  • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
Oh! I was getting loads of issues with this, I didn't even realise it was a bug, I thought I was doing something stupid really stupid in my gui code... Glad it's fixed! :)

Re: Version 0.15.23

Posted: Thu Jun 22, 2017 9:48 pm
by Killcreek2
This is why I love these devs: Making hundreds of bugfixes, & dozens of gameplay changes for the better, all the time.

& for the 1 in 1000 that has a negative impact: BAM, they fix it so fast!

It is truly awe-inspiring.

Thanks & keep up the excellent work! :D

Re: Version 0.15.23

Posted: Fri Jun 23, 2017 12:07 am
by akynaston
I think we're getting spoiled with all of us being on the latest code: it's supposed to be treated as 'experimental'; yet it's been so good, we've started expecting final polished code on the experimental releases just because the experimental releases have been so dang awesome.

Thanks for your work guys. Factorio rules.

Re: Version 0.15.23

Posted: Fri Jun 23, 2017 12:41 am
by dgw
* Fixed that number-input fields would also block letters/other keys. (50061)
[…]
* Fixed curved rail ghosts wouldn't mark trees/rocks when force-built. (50039)
These were both making me crazy last night and I was gonna report them today, but no need! <3

Re: Version 0.15.23

Posted: Fri Jun 23, 2017 7:53 am
by bobingabout
FactorioBot wrote:
Changes
  • Modding
    • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
mod mods.
I'd say that was silly, but there are plenty of mods that mod my mods.
Even some of my own mods mod my other mods.

Re: Version 0.15.23

Posted: Fri Jun 23, 2017 9:57 am
by krof
Are we nearing a stable release? Been waiting for stable to start up a new multiplayer server. :)

Cheers,
Krof

Re: Version 0.15.23

Posted: Fri Jun 23, 2017 10:23 am
by Bartimaeus
akynaston wrote:I think we're getting spoiled with all of us being on the latest code: it's supposed to be treated as 'experimental'; yet it's been so good, we've started expecting final polished code on the experimental releases just because the experimental releases have been so dang awesome.

Thanks for your work guys. Factorio rules.
you are perfectly right .... people should remember this is the case and have patience with some changes that dont go as well as expected.

Devs are going a great work and we should pay much more for this quality of the game and especially support.

Re: Version 0.15.23

Posted: Sun Jun 25, 2017 3:46 am
by vipeness
Just a quick question..

I've noticed that the GOG.com, the latest experimental build is Patch 0.15.18 (5th June 2017). Are there plans to keep up with the experimental builds on GOG.com as they are on this site?

Thanks!

Re: Version 0.15.23

Posted: Sun Jun 25, 2017 11:41 am
by Busterguy
Every update is one step closer to stable version ^^

Re: Version 0.15.23

Posted: Sun Jun 25, 2017 1:01 pm
by Klonan
vipeness wrote:Just a quick question..

I've noticed that the GOG.com, the latest experimental build is Patch 0.15.18 (5th June 2017). Are there plans to keep up with the experimental builds on GOG.com as they are on this site?

Thanks!
GOG has to deploy the updates manually on their end, unlike with Steam and our website where it is automatic,
This means sometimes it can be a while before they update the beta

You can redeem a key for our website if you can't wait

Re: Version 0.15.23

Posted: Sun Jun 25, 2017 7:05 pm
by vipeness
Klonan wrote:
vipeness wrote:Just a quick question..

I've noticed that the GOG.com, the latest experimental build is Patch 0.15.18 (5th June 2017). Are there plans to keep up with the experimental builds on GOG.com as they are on this site?

Thanks!
GOG has to deploy the updates manually on their end, unlike with Steam and our website where it is automatic,
This means sometimes it can be a while before they update the beta

You can redeem a key for our website if you can't wait
Thank you so much for the quick reply! I absolutely love the game. I'll try to reach out to GOG.com.

Re: Version 0.15.23

Posted: Thu Jun 29, 2017 3:13 am
by featherwinglove
bobingabout wrote:
FactorioBot wrote:
Changes
  • Modding
    • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
mod mods.
I'd say that was silly, but there are plenty of mods that mod my mods.
Even some of my own mods mod my other mods.
PSA: Second Second Assistant Director in movie/TV episode credits is not in error. I don't really understand why not, but I have figured out that it is most definitely being typed that way on purpose. I've also had lots of people not get this one:
I have a question about the eighty-second window: Is it after the eighty-first window, or is it longer than the seventy-nine second window?
If you don't get it, I'll give you a minute and twenty seconds to think about it ;)

Re: Version 0.15.23

Posted: Thu Jun 29, 2017 5:36 am
by Koub
bobingabout wrote:
FactorioBot wrote:
Changes
  • Modding
    • Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (50055)
mod mods.
I'd say that was silly, but there are plenty of mods that mod my mods.
Even some of my own mods mod my other mods.
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