Version 0.16.0

Information about releases and roadmap.
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TatsuZZMage
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Re: Version 0.16.0

Post by TatsuZZMage » Wed Dec 13, 2017 8:28 pm

2 Hours into my first run through and only thing thats stood out as annoying is a "random" hang that occurs every now and then that i haven't figure out how to re-produce on demand yet. I may have over done it on the cliffs tho hahahaaha working my way to the explosives

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_alphaBeta_
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Re: Version 0.16.0

Post by _alphaBeta_ » Wed Dec 13, 2017 8:41 pm

spinba11 wrote:Yay, can somebody post a link to the FF about fast replacing belt/splitters/underground belts, i need to remind myself about it.
Took me a while to search and identify that this was mentioned in FFF #206.

Yakoot
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Re: Version 0.16.0

Post by Yakoot » Wed Dec 13, 2017 8:47 pm

bobingabout wrote:I'm honestly not ready to work on updating my mods, however, after a few quick fixes, I'm yet to find a loading error that isn't "icon_size" not found.

It's annoying, but if that's the only error I encounter, I'll be happy.

Edit: I take it back, Autoplace controls complained to me about category tag not set.... still an easy fix.
Good news! I hope Angel also does not have problems =)

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brunzenstein
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Re: Version 0.16.0

Post by brunzenstein » Wed Dec 13, 2017 8:48 pm

The 0.16 auto-update crashes on the Mac under High Sierra. Installing the DMG from the Factorio page works

Ghoulish
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Re: Version 0.16.0

Post by Ghoulish » Wed Dec 13, 2017 8:58 pm

Thanks for the update! All those optimisations! So many new shinies :D

A question though...
Added /delete-blueprint-library *player* command to remove blueprints of players from the game.
Someone could delete all by blueprints? Why is this needed? What's it for?
See the daily™ struggles with my Factory! :D https://www.twitch.tv/fruityrob

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taikodragon
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Re: Version 0.16.0

Post by taikodragon » Wed Dec 13, 2017 9:05 pm

Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. (51247)
But I used this to mark trees to be cleared that are in fog of war. :( It will make building rail through forests more difficult.
Tanks no longer take miniscule amounts of damage from hitting trees.
Yay!

golfmiketango
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Re: Version 0.16.0

Post by golfmiketango » Wed Dec 13, 2017 9:21 pm

Great job on infra scale-out for this release, all the lights appear to be on, no flickering!

Mobius1
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Re: Version 0.16.0

Post by Mobius1 » Wed Dec 13, 2017 10:29 pm

I don't see fff-211 on the feature list. Is it implemented?

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madpav3l
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Re: Version 0.16.0

Post by madpav3l » Wed Dec 13, 2017 10:34 pm

Mobius1 wrote:I don't see fff-211 on the feature list. Is it implemented?
It is implemented.
Blueprint previews and ghost entities now have their walls, pipes and belts connected.
In action https://youtu.be/0zoaUtSxeHU?t=512

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Therax
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Re: Version 0.16.0

Post by Therax » Wed Dec 13, 2017 10:39 pm

Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.
Thank you thank you thank you! How exactly does this work from the modder perspective? I don't see anything obvious in the API.
Added on_mod_item_opened event.
Added LuaItemPrototype::can_be_mod_opened read.
Added LuaGuiElement::focus().
These will help clean up the code of mod GUIs so much!
Added LuaEntity::get_train_stop_trains().
I read this as "Get train, Stop trains." Consider get_trains_with_stop()?
Miniloader — UPS-friendly 1x1 loaders
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground

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Re: Version 0.16.0

Post by shadetheartist » Wed Dec 13, 2017 10:52 pm

cbhj1 wrote:found a treat not listed in the notes, nuclear fuel for cars/tanks/trains 1.21GJ 250% acceleration
If you can put it in cars can you put it in a stone furnace?

NUCLEAR POWER STONE FURNACE

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Re: Version 0.16.0

Post by shadetheartist » Wed Dec 13, 2017 10:54 pm

BenSeidel wrote:WWWWWWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!
LOVE YOU'RE WORK!!!
...


Your*












sorry

torne
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Re: Version 0.16.0

Post by torne » Wed Dec 13, 2017 10:54 pm

Ghoulish wrote:Thanks for the update! All those optimisations! So many new shinies :D

A question though...
Added /delete-blueprint-library *player* command to remove blueprints of players from the game.
Someone could delete all by blueprints? Why is this needed? What's it for?
I believe when you connect to a server your blueprint library is uploaded to the server so that other players can browse your blueprints, and this sticks around even after you disconnect - even if you're banned from the server, or similar. So, someone might want to remove a particular player's blueprints from the game if that player isn't coming back for whatever reason.

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stretch611
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Re: Version 0.16.0

Post by stretch611 » Wed Dec 13, 2017 10:54 pm

Just noticed... not in release notes... (unless I'm really blind and this was already in the game.)

We now have shadows of clouds moving across the ground. COOL 8-)

shadetheartist
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Re: Version 0.16.0

Post by shadetheartist » Wed Dec 13, 2017 11:01 pm

stretch611 wrote:Just noticed... not in release notes... (unless I'm really blind and this was already in the game.)

We now have shadows of clouds moving across the ground. COOL 8-)
Those were there before.

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Re: Version 0.16.0

Post by pfooti » Wed Dec 13, 2017 11:43 pm

Have they changed the way assembler machines keep stacks of resources? I could swear in .15.x and previously, an assembler machine would keep two products in reserve if its output were backed up (say its inserter was turned off), but now I'm looking at an iron gear wheel assembler in my new map that has 81 gears in it. This isn't terrible for gears here, but it is kind of tricky when it comes to how I used to deal with production of limited / expensive things - like turn off the output inserter if some value is high, or just insert into a chest that only has one slot unlocked. Now, this would just let the whole assembler back up quite a bit further. Not the end of the world, but a little troubling.

Mobius1
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Re: Version 0.16.0

Post by Mobius1 » Wed Dec 13, 2017 11:46 pm

madpav3l wrote:
Mobius1 wrote:I don't see fff-211 on the feature list. Is it implemented?
It is implemented.
Blueprint previews and ghost entities now have their walls, pipes and belts connected.
In action https://youtu.be/0zoaUtSxeHU?t=512
I mean the second part:
mod compatibility
The blueprint won't lose its structures, it'll keep its integrity even if we don't load the mods on a game and load the saved game with the mods again later.

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Re: Version 0.16.0

Post by BlackHat » Thu Dec 14, 2017 12:21 am

Factorio Change Log wrote: Changed the terrain building size limit to be based off the player reach.
What does this mean?
[EDIT: Did a little Googling. Maybe when placing Concrete or Landfill, your not limited to just a 10x10 area. IF your using a long reach mod, you change a larger area (ex. 15x15 or 20x20) based on how much your player reach has been expanded.]
Factorio Change Log wrote: The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.
I don't use Steam. I download the game from the Factorio Website... Am I going to have problems with this? (Not getting achievements?)

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Re: Version 0.16.0

Post by kovarex » Thu Dec 14, 2017 1:21 am

BlackHat wrote:
Factorio Change Log wrote: The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.
I don't use Steam. I download the game from the Factorio Website... Am I going to have problems with this? (Not getting achievements?)
No, when not using steam, achievements are stored locally in files as before.

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Re: Version 0.16.0

Post by gendalf » Thu Dec 14, 2017 4:43 am

the cliffs make the game look like starcraft

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