Version 0.16.25

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kane.nexus
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Re: Version 0.16.25

Post by kane.nexus »

This forum needs a karma button because this update would be through the roof!!!

FasterJump
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Re: Version 0.16.25

Post by FasterJump »

All aboard the hype compressed train!

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Ghoulish
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Re: Version 0.16.25

Post by Ghoulish »

Inglonias wrote:How the blank did you even fix this? Give me details!
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AntiElitz
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Re: Version 0.16.25

Post by AntiElitz »

I thank you from the bottom of my heart for this belt compression patch

ziggyHH
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Re: Version 0.16.25

Post by ziggyHH »

I am Happy, thank you devs! Now I can play Factorio again. My belt based factory was down to 850 spm from 1100 spm only because of the Compression bug. I did not bother to create workarounds, I just waited and waited and waited and...

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Jon8RFC
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Re: Version 0.16.25

Post by Jon8RFC »

Woohoo!
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ShredGuy99
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Re: Version 0.16.25

Post by ShredGuy99 »

Belt compression wasn't the reason why your mediocre base was so... Mediocre!

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impetus maximus
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Re: Version 0.16.25

Post by impetus maximus »

bravo guys on the compression fixes. :D
Inglonias wrote:How the blank did you even fix this? Give me details!
i'm guessing this weeks Friday Facts will include some info.

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Re: Version 0.16.25

Post by James K »

Excellent, this was the update I was waiting for.

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Re: Version 0.16.25

Post by batorfly »

Mamma miaa, macaroni! Me gusta, bueno 100% BeltGasm spaghetti

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Lubricus
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Re: Version 0.16.25

Post by Lubricus »

Happy for the sideloading but sad that the inserters directly compresses the belts.
Know compression won't even be a thing.

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Re: Version 0.16.25

Post by Engimage »

All praise Wube! I'm so grateful for compression fix!
The only thing which really requires fixing before release imo is terrain/resource generators and we are good for release!
Everything else is just an icing on the cake.

Awesome job guys! You make the world one happy place!

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bobingabout
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Re: Version 0.16.25

Post by bobingabout »

I got my source access working and actually did a bugfix that made it into this release.... but then it didn't appear on the patch notes.

me am disappoint.

If anyone is interested, it's just some obscure thing with the steam engine not giving the right power value if you have an effectivity below 100%. Which makes it a modded only thing because all uses in base game have 100% effectivity.
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Deadly-Bagel
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Re: Version 0.16.25

Post by Deadly-Bagel »

Inglonias wrote:How the blank did you even fix this? Give me details!
Uses a pre-existing mechanism (let's call it a "feature" - I don't know if it was intended or not) and just dumps the item on the belt. I noticed a few versions ago that if you took a compressed belt and rotated the lead belt, the items would all bunch up onto the same tile. I got something like 1500 Iron Plates on the same belt tile xP
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Drury
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Re: Version 0.16.25

Post by Drury »

Hold on, if this does what I think it does, does it mean you can supercompress belts by putting items one over another?

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Re: Version 0.16.25

Post by wvlad »

This is what I was waiting a long time, finally! 8-)

It looks like UPS is now lower a bit (or at .24).

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Re: Version 0.16.25

Post by Tekky »

PacifyerGrey wrote:The only thing which really requires fixing before release imo is terrain/resource generators and we are good for release!!
I would say that the issue of not being able to connect walls to cliffs is also an issue that should be fixed before 0.16 is declared stable.

Also, it is inconsistent that filter inserters can be connected to the circuit network but the newly introduced filter splitters cannot. Therefore, it would be nice if this suggestion were implemented before 0.16 is declared stable.

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Re: Version 0.16.25

Post by Engimage »

Tekky wrote:I would say that the issue of not being able to connect walls to cliffs is also an issue that should be fixed before 0.16 is declared stable.
This is a minor issue which does not impact many players. There are dozens of small isues around and they are not going to make your game stuck or something.
Tekky wrote:Also, it is inconsistent that filter inserters can be connected to the circuit network but the newly introduced filter splitters cannot. Therefore, it would be nice if this suggestion were implemented before 0.16 is declared stable.
This is a suggestion, namely a feature request.

These have nothing to do with game stability. Even less with defined release like 0.16. Devs might decide to change those or not. And definitely they won't oblige themselves to change it before 0.16 stable.

I did not suggest fixing map gen before stabilizing 0.16 which does not make sense. This is a major feature and will come in 0.17 as per devs.
However map gen is a known ISSUE and SHOULD be fixed before 1.0 release as it impacts all players and is a major issue.

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Re: Version 0.16.25

Post by Jap2.0 »

PacifyerGrey wrote:I did not suggest fixing map gen before stabilizing 0.16 which does not make sense. This is a major feature and will come in 0.17 as per devs.
However map gen is a known ISSUE and SHOULD be fixed before 1.0 release as it impacts all players and is a major issue.
Per devs it will come when it's done, which may be 0.16 or 0.17.
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Re: Version 0.16.25

Post by Avezo »

It seems to me belts still can't be 100% compressed as described in this release. See below blueprint string - this setup compressed belt just fine with splitters, but rearranged to work with inserters and sideloading rarely but still leaves gaps in output belt.
12-1 beacon smelting row

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