Version 0.16.15

Information about releases and roadmap.
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FactorioBot
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Version 0.16.15

Post by FactorioBot »

Bugfixes
  • Fixed that underground belts built by a blueprint would not respect the type of an existing belt. (55174)
  • Fixed pump ghosts would always highlight attached rail, not just when selected.
  • Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. (56201)
  • Improved number formating in electricity overview to make it less jumpy. (56136)
  • Fixed logistic robots migration related to changing force of logistic robots while stationing. (56194)
  • Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. (54871)
  • Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. (56125)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Caine
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Re: Version 0.16.15

Post by Caine »

So, how far are we removed from a new stable?

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Re: Version 0.16.15

Post by Jaimeraperalta02 »

Thanks for the ram improves, I need them

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Re: Version 0.16.15

Post by Koub »

Caine wrote:So, how far are we removed from a new stable?
Approximatively that far
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Re: Version 0.16.15

Post by dognosh »

Caine wrote:So, how far are we removed from a new stable?
My logistics bots are still on a "Go Slow".......

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Re: Version 0.16.15

Post by Caine »

Hmm... just checked the bug reporting subforum. I think you guys are right. This will take a while longer.

Nevertheless, the devs are doing an impressive job at squashing bugs.

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Re: Version 0.16.15

Post by Koub »

[Koub] Moved a subdiscussion about bots from here to FFF 224 topic
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Re: Version 0.16.15

Post by Gergely »

Koub wrote:
Caine wrote:So, how far are we removed from a new stable?
Approximatively that far
Not again...!
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Re: Version 0.16.15

Post by bobingabout »

Caine wrote:So, how far are we removed from a new stable?
If the previous version is any indication, somewhere between a half and a third of the way to final update, but most likely two thirds to three quarters of the way to the first stable.

In time frame, I'd say maybe a week or two until they'd consider a first stable.
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Re: Version 0.16.15

Post by DerGraue »

bobingabout wrote:
Caine wrote:So, how far are we removed from a new stable?
If the previous version is any indication, somewhere between a half and a third of the way to final update, but most likely two thirds to three quarters of the way to the first stable.

In time frame, I'd say maybe a week or two until they'd consider a first stable.
I think it depends on the belt fixes. Twinsen stated that they are working on the side loading and compressing issues, but I guess that's a complicated fix. I doubt they release a stable version before they found a good solution to that.

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Re: Version 0.16.15

Post by bobingabout »

DerGraue wrote:
bobingabout wrote:
Caine wrote:So, how far are we removed from a new stable?
If the previous version is any indication, somewhere between a half and a third of the way to final update, but most likely two thirds to three quarters of the way to the first stable.

In time frame, I'd say maybe a week or two until they'd consider a first stable.
I think it depends on the belt fixes. Twinsen stated that they are working on the side loading and compressing issues, but I guess that's a complicated fix. I doubt they release a stable version before they found a good solution to that.
there's also an issue with loading belts with inserters from the end (so it places in the middle of the tile) CAN (rarely) cause the inserters to lock up. I'd call this another belt issue, because the belt isn't grabbing the item to put on one of it's sides.
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Re: Version 0.16.15

Post by nicname123 »

will you update the enemy generation, I want a map full of alien base but since the 0.16, it's not possible anymore.

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