Version 0.16.23

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FactorioBot
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Version 0.16.23

Post by FactorioBot » Mon Feb 12, 2018 10:42 am

Changes
  • Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.
  • The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.
  • The Rocket silo entity info now shows 'Rocket parts: 50/100'.
  • Removed 'starting inventory' PvP option, as starting chests are a more proper solution.
  • Added 'required satellites sent' option to space race PvP game mode
Bugfixes Modding
  • Added "friend" and "not-friend" force trigger modifiers.
  • Added optional night vision equipment prototype "darkness_to_turn_on".
Scripting
  • Added LuaGameScript::ammo_category_prototypes read.
  • Added LuaEntity::get_merged_signals().
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Gergely
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Re: Version 0.16.23

Post by Gergely » Mon Feb 12, 2018 10:47 am

FactorioBot wrote:Removed 'starting inventory' PvP option, as starting chests are a more proper solution.
Uuuuuh damnit!!!

Was there anything wrong with this feature? Nothing?

(I see that open pvp servers usually prefer starting chests, but private games go the other way.)

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mngrif
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Re: Version 0.16.23

Post by mngrif » Mon Feb 12, 2018 10:52 am

FactorioBot wrote:Changes
  • Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.
Thank you so much! Immersion has been restored!
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<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK

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Klonan
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Re: Version 0.16.23

Post by Klonan » Mon Feb 12, 2018 11:06 am

Gergely wrote:
FactorioBot wrote:Removed 'starting inventory' PvP option, as starting chests are a more proper solution.
Uuuuuh damnit!!!

Was there anything wrong with this feature? Nothing?

(I see that open pvp servers usually prefer starting chests, but private games go the other way.)
I feel that the functionality just overlapped too much for there to be a reason for both to exist, and that starting chests are more correct in their implementation,
The starting inventory doesn't really solve any problem that the starting chests are missing

HammerPiano
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Re: Version 0.16.23

Post by HammerPiano » Mon Feb 12, 2018 11:21 am

FactorioBot wrote: Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.
Nice!!! Good to hear that it is know fixed! Missed this feature, made the game cooler :)

justincuster
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Re: Version 0.16.23

Post by justincuster » Mon Feb 12, 2018 1:57 pm

Thank you for fixing the lamps! I really appreciate it.
- Justin -

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Re: Version 0.16.23

Post by JuicyJuuce » Mon Feb 12, 2018 4:11 pm

Klonan wrote:
Gergely wrote:
FactorioBot wrote:Removed 'starting inventory' PvP option, as starting chests are a more proper solution.
Uuuuuh damnit!!!

Was there anything wrong with this feature? Nothing?

(I see that open pvp servers usually prefer starting chests, but private games go the other way.)
I feel that the functionality just overlapped too much for there to be a reason for both to exist, and that starting chests are more correct in their implementation,
The starting inventory doesn't really solve any problem that the starting chests are missing
I agree. If you just want a private PvP game with your friend, having starting chests instead of starting inventory just means you have to ctrl-click each chest at the start. No biggie. Better to have a unified method for people to learn the scenario with.
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come play the PvP scenario with us and join our discord at www.3ragaming.com/discord

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DeathMers
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Re: Version 0.16.23

Post by DeathMers » Mon Feb 12, 2018 8:15 pm

Wat about the lasers?

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Philip017
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Re: Version 0.16.23

Post by Philip017 » Mon Feb 12, 2018 8:16 pm

thanks also for fixing the lamps, i had to wait for circuit networks, or use blueprints to get my lamps wired with a circuit network connection to just have them stay on all the time vs the ON so very late and OFF so very soon.

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Oktokolo
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Re: Version 0.16.23

Post by Oktokolo » Mon Feb 12, 2018 11:04 pm

Made a mod to make lamp staggering timing configurable. It changes the new lamp prototype properties darkness_for_all_lamps_on and darkness_for_all_lamps_off (wich are not mentioned in the change log).

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anarchyinc
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Re: Version 0.16.23

Post by anarchyinc » Tue Feb 13, 2018 3:07 pm

FactorioBot wrote:Changes

[*]Fixed that MODDED beacons would ignore the allowed effects on an entity. (https://forums.factorio.com/57376)
That wasn't a bug, it was a feature.
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Re: Version 0.16.23

Post by HurkWurk » Thu Feb 15, 2018 12:02 am

Added optional night vision equipment prototype "darkness_to_turn_on".
yeay!

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