Version 0.16.0

Information about releases and roadmap.
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bobucles
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Re: Version 0.16.0

Post by bobucles » Wed Dec 13, 2017 1:45 pm

Christmas came early! Now to check this out.
Some kind of autoupdate doesn't exist error.
Oops! Loads up again without issue.

Game start 0.15 ~60 seconds
Game start 0.16 ~ 35 seconds

Belt heavy babybase 0.15 ~ 35-45 UPS
Belt heavy babybase 0.16 ~ 45-50UPS? No wait it's going up, it's going up... 60UPS!
Stationary arty
Mobile Arty
Yes. Yessssssss.
75454 heli-flying-collision-entity removed
Oh no. My favorite mod has a memory leak! :lol:

spinba11
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Re: Version 0.16.0

Post by spinba11 » Wed Dec 13, 2017 2:04 pm

Yay, can somebody post a link to the FF about fast replacing belt/splitters/underground belts, i need to remind myself about it.

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Re: Version 0.16.0

Post by freyr_666 » Wed Dec 13, 2017 2:06 pm

FactorioBot wrote:
Major Features
[*]The players main inventory can now be filtered.
This mean that player inventory bar is now a shortcut to items that can be ven ghost if you have 0 or it still be another inventory and this change will go for later or 0.17?

https://www.factorio.com/blog/post/fff-191

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Andrzejef
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Re: Version 0.16.0

Post by Andrzejef » Wed Dec 13, 2017 2:13 pm

Resolve wrote:
Rail chain signals can be read by the circuit network.
Sweet

Image
Sweet baby jesus!
woot woot

Also, great now I am impatient to finally leave work.
Image

Rakshasa
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Re: Version 0.16.0

Post by Rakshasa » Wed Dec 13, 2017 2:31 pm

Update was extremely slow and eventually gave an error.

Downloading the installer is really quick, recommended.

UPS went from 20 to 50 for my based base, and will waste my christmas.

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Re: Version 0.16.0

Post by DScoffers » Wed Dec 13, 2017 2:44 pm

“Slightly adjusted some recipe craft times to better reflect their ingredient count.”

Please can you specify what these are?

cbhj1
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Re: Version 0.16.0

Post by cbhj1 » Wed Dec 13, 2017 3:07 pm

found a treat not listed in the notes, nuclear fuel for cars/tanks/trains 1.21GJ 250% acceleration

DrJohn
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Re: Version 0.16.0

Post by DrJohn » Wed Dec 13, 2017 3:29 pm

OMG OMG OMG!!! Thank you amazing people :D That list of changes :O

greaman
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Re: Version 0.16.0

Post by greaman » Wed Dec 13, 2017 3:39 pm

Andrzejef wrote:
Resolve wrote:
Rail chain signals can be read by the circuit network.
Sweet

Image
Sweet baby jesus!
Not to forget about endless research on artillery range :D 30% per level.... damn ya biters

torham
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Re: Version 0.16.0

Post by torham » Wed Dec 13, 2017 3:45 pm

cbhj1 wrote:found a treat not listed in the notes, nuclear fuel for cars/tanks/trains 1.21GJ 250% acceleration
Image

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_alphaBeta_
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Re: Version 0.16.0

Post by _alphaBeta_ » Wed Dec 13, 2017 3:47 pm

Wow, sounds great!
FactorioBot wrote:
Features
  • Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
I'm not following what is trying to be said here. Anyone following?

torham
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Re: Version 0.16.0

Post by torham » Wed Dec 13, 2017 3:52 pm

_alphaBeta_ wrote:Wow, sounds great!
FactorioBot wrote:
Features
  • Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
I'm not following what is trying to be said here. Anyone following?
I think this is when you have an assembler in blueprint, and you manually put down assembler, it will set the recipe, just like when bot puts it down. Haven't tested that yet, wait 1 min...

Edit: yes, that works now, early game blueprints just became a whole lot more useful. :D

frakir
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Re: Version 0.16.0

Post by frakir » Wed Dec 13, 2017 3:54 pm

thanks for making great game even better!

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Lav
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Re: Version 0.16.0

Post by Lav » Wed Dec 13, 2017 3:54 pm

Damn you Wube!

There are still two workdays remaining this week!

Are you trying to get me fired? :twisted:

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_alphaBeta_
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Re: Version 0.16.0

Post by _alphaBeta_ » Wed Dec 13, 2017 4:01 pm

torham wrote:
_alphaBeta_ wrote:Wow, sounds great!
FactorioBot wrote:
Features
  • Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
I'm not following what is trying to be said here. Anyone following?
I think this is when you have an assembler in blueprint, and you manually put down assembler, it will set the recipe, just like when bot puts it down. Haven't tested that yet, wait 1 min...

Edit: yes, that works now, early game blueprints just became a whole lot more useful. :D
Ok, great! Thanks for looking; can't test anything currently.
I was hoping it meant this. I'm still confused on "different entity" though. Does this just mean that placing an assembler 2 machine over an assembler 1 blueprint will attempt to copy the settings and vice versa?

I wonder how circuit networks and red/green wires are treated if combinators or switches are placed over ghosts? Now that would make early game blueprints extremely useful.

torham
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Re: Version 0.16.0

Post by torham » Wed Dec 13, 2017 4:09 pm

_alphaBeta_ wrote:
torham wrote:
_alphaBeta_ wrote:Wow, sounds great!
FactorioBot wrote:
Features
  • Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
I'm not following what is trying to be said here. Anyone following?
I think this is when you have an assembler in blueprint, and you manually put down assembler, it will set the recipe, just like when bot puts it down. Haven't tested that yet, wait 1 min...

Edit: yes, that works now, early game blueprints just became a whole lot more useful. :D
Ok, great! Thanks for looking; can't test anything currently.
I was hoping it meant this. I'm still confused on "different entity" though. Does this just mean that placing an assembler 2 machine over an assembler 1 blueprint will attempt to copy the settings and vice versa?

I wonder how circuit networks and red/green wires are treated if combinators or switches are placed over ghosts? Now that would make early game blueprints extremely useful.
Exactly, If you have assembler 3 in blueprint, if you put down assembler 1, and it is capable of making the item ( iron gears for example) it will set the recipe. Same goes for ether entities, like smart inserters, Just tested them, or for example requester chests...

BenSeidel
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Re: Version 0.16.0

Post by BenSeidel » Wed Dec 13, 2017 4:18 pm

WWWWWWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!
LOVE YOU'RE WORK!!!

torham
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Re: Version 0.16.0

Post by torham » Wed Dec 13, 2017 4:27 pm

Ha, thats one way to make artillery shells expensive.... They do not stack :D :D

You will need several wagons of them to lay a proper siege. :D

PS: I was driving around my base an suddenly WTF, Solar? love the graphic overhaul. Its notable on practically everything.

aober93
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Re: Version 0.16.0

Post by aober93 » Wed Dec 13, 2017 4:27 pm

awesome. Loaded a belt heavy map, 12FPS before. 60 FPS now

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Mango
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Re: Version 0.16.0

Post by Mango » Wed Dec 13, 2017 4:30 pm

BenSeidel wrote:LOVE YOU'RE WORK!!!
Your*
Hm.... so we have a mystery doner... intriguing.

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