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Version 0.16.23

Posted: Mon Feb 12, 2018 10:42 am
by FactorioBot
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
  • Fixed snapping locomotive to station sometimes not working. (57380)
  • Fixed modded loaders with different dimensions crashing when destroyed. (56701)
  • Fixed that module effects would go negative when adding too many beacon effects together. (57425)
  • Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. (57452)
  • Fixed that directly replacing modules didn't work correctly. (57453)
  • Fixed that changing train stop names wouldn't update the last-user. (57481)
  • Fixed that the logistic count tooltip wouldn't show correctly for negative values. (57520)
  • Fixed that changing the stack size of the satellite through mods could make it impossible to win. (57487)
  • Fixed circuit controlled stack override sometimes being incorrect. (57421)
  • Fixed that mods could specify invalid categories, for a few classes of modded item. (57443)
  • Fixed pipette tool orientation of curved tracks. (57477)
  • Fixed that beacons would ignore the allowed effects on an entity. (57376)
  • Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. (57489)
  • Fixed Lua module limitations array being a map of strings to numbers, instead of an array. (57561)
  • Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. (57505)
  • Fixed worker robot speed in PvP scenario. (57547)
  • Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. (57577)
  • Fixed that the technology search would be broken by disabled technologies in some cases. (57600)
  • Fixed that mods changing stack sizes would break the inventory transfers tutorial. (57613)
  • Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. (55381)
  • Fixed LuaSurface::regenerate_decoratives() would generate much more decoratives than normal map generator run. (57348)
  • Fixed clicking the label in sort-able tables wouldn't effect sorting. (57652)
  • Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. (57386)
  • Fixed clamp_position=true on artillery shells would negate artillery range bonus. (57700)
  • Fixed item icon would not be rescaled to normal size if icon_size not 32. (57683)
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.

Re: Version 0.16.23

Posted: Mon Feb 12, 2018 10:47 am
by Gergely
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.)

Re: Version 0.16.23

Posted: Mon Feb 12, 2018 10:52 am
by mngrif
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!

Re: Version 0.16.23

Posted: Mon Feb 12, 2018 11:06 am
by Klonan
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

Re: Version 0.16.23

Posted: Mon Feb 12, 2018 11:21 am
by HammerPiano
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 :)

Re: Version 0.16.23

Posted: Mon Feb 12, 2018 1:57 pm
by justincuster
Thank you for fixing the lamps! I really appreciate it.

Re: Version 0.16.23

Posted: Mon Feb 12, 2018 4:11 pm
by JuicyJuuce
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.

Re: Version 0.16.23

Posted: Mon Feb 12, 2018 8:15 pm
by DeathMers
Wat about the lasers?

Re: Version 0.16.23

Posted: Mon Feb 12, 2018 8:16 pm
by Philip017
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.

Re: Version 0.16.23

Posted: Mon Feb 12, 2018 11:04 pm
by Oktokolo
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).

Re: Version 0.16.23

Posted: Tue Feb 13, 2018 3:07 pm
by anarchyinc
FactorioBot wrote:Changes

[*]Fixed that MODDED beacons would ignore the allowed effects on an entity. (57376)
That wasn't a bug, it was a feature.

Re: Version 0.16.23

Posted: Thu Feb 15, 2018 12:02 am
by HurkWurk
Added optional night vision equipment prototype "darkness_to_turn_on".
yeay!