Version 0.16.25

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FactorioBot
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Version 0.16.25

Post by FactorioBot »

Changes
  • Inserters and belt sideloading can now squash item on belt even when the gap isn't big enough. The squashed gap is extended to normal size once the front of the belt starts to move again. This means, that inserter rows and side loading can produce fully compressed belts without the usage of splitters.
Minor Features
  • Improved behavior of mode switches in deconstruction planner. (57871)
Bugfixes
  • Fixed crash when train was leaving station that was disabled by circuit network or destroyed. (57869)
  • Fixed search box losing focus inconveniently in mods gui. (57821)
  • Fixed client crash when server exits while player has the save game dialog open. (57701)
  • Removing components of a blueprint no longer resizes the window. (56412)
  • Fixed performance issue when running out of storage while big deconstruction is in progress.
  • Fixed scrollbar buttons that would ignore mouse up event. (57899)
  • Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. (57974)
Scripting
  • Added LuaControl::is_player()
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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mngrif
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Re: Version 0.16.25

Post by mngrif »

Compressed belts are back on the menu, bois!
Some Stuff About Stuff And Things || My Silly Factorian Tricks
<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK

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Re: Version 0.16.25

Post by fochristo »

Compresssioooooooooon !!!
Love you guys

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Re: Version 0.16.25

Post by Supercheese »

Finally, now that we have compression once again, we can relieve our tension! :P

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<NO_NAME>
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Re: Version 0.16.25

Post by <NO_NAME> »

This will render some of my carefully designed solutions obsolete but COMPRESSION!!!
I am a translator. And what did you do for Factorio?
Check out my mod "Realistic Ores" and my other mods!

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Gergely
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Re: Version 0.16.25

Post by Gergely »

I am glad that you decided to keep crash log sending enabled by default.

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Re: Version 0.16.25

Post by vanatteveldt »

And I had just completed my new smelter designs :)

Thanks for the change, sounds like something we will never (have to) think about again!

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Re: Version 0.16.25

Post by fochristo »

<NO_NAME> wrote:This will render some of my carefully designed solutions obsolete but COMPRESSION!!!
Same for me, it's hours of brainfucking to optimize design for full compression which are now useless but I'm glad to hear that :D

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Re: Version 0.16.25

Post by torham »

Thank you for the compression, I can get back to playing factorio :D

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Re: Version 0.16.25

Post by teenkertoy »

Does this mean an inserter dropping onto an underground belt entrance will also compress, as it used to?

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Re: Version 0.16.25

Post by DanGio »

Great! I'm happy with this choice, which removes a problem that was not really interesting to think about.

Thanks for another wonderful update :)

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MrGrim
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Re: Version 0.16.25

Post by MrGrim »

vanatteveldt wrote:\[inserter compression\] sounds like something we will never (have to) think about again!
This makes me sad, but I still love this game. As a game that derives its pleasure from actively engaging creative problem solving, I hope there aren't too many things we stop thinking about before 1.0. Now all that's left keeping me from 0.16 is the belt segment decompression bug! I can almost smell my new megabase!

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Re: Version 0.16.25

Post by JareX »

Bravo!!!!!

I think the game is complex enough (specially for new players) to be forced to do huge worarounds that revolves around glitches or bugs, or unintuitive use of other elements (like splitters) in order to compress a belt.

I think is a step in the right direction.

:)

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Deadly-Bagel
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Re: Version 0.16.25

Post by Deadly-Bagel »

Eeeeeeee I was just planning in my current base how to move everything around to put extra room between furnace columns to have each column produce two 1/2 compression belts but I clearly don't need to anymore =D
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Re: Version 0.16.25

Post by Zeblote »

Finally belts are working properly :D

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Re: Version 0.16.25

Post by BlaatMekker »

FactorioBot wrote:Changes
  • Inserters and belt sideloading can now squash item on belt even when the gap isn't big enough. The squashed gap is extended to normal size once the front of the belt starts to move again. This means, that inserter rows and side loading can produce fully compressed belts without the usage of splitters.
Does this mean that belt compression has even been boosted!? So we'll no longer need undergrounds for extra compression in smelter arrays.
Last edited by BlaatMekker on Mon Feb 19, 2018 10:06 pm, edited 1 time in total.

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Re: Version 0.16.25

Post by Zeblote »

BlaatMekker wrote:
FactorioBot wrote:Changes
  • Inserters and belt sideloading can now squash item on belt even when the gap isn't big enough. The squashed gap is extended to normal size once the front of the belt starts to move again. This means, that inserter rows and side loading can produce fully compressed belts without the usage of splitters.
Does this mean that belt compression has even been boosted!? So we'll no longer need undergrounds for extra compression is smelter arrays.
It looks like compression now always works properly, so ugly underground belt tricks are no longer necessary.

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Re: Version 0.16.25

Post by alefu »

Thank you a lot for this update! <3

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Re: Version 0.16.25

Post by Tekky »

Thank you very much for this release. Now it is fun again to play with belts!

I guess the main bug report thread about belt compression can now be moved from the "assigned" sub-forum to the "resolved" sub-forum.

EDIT: Meanwhile, the main bug report thread has been moved to resolved.
Last edited by Tekky on Tue Feb 20, 2018 12:22 pm, edited 3 times in total.

Inglonias
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Re: Version 0.16.25

Post by Inglonias »

How the blank did you even fix this? Give me details!

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