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Version 0.16.25

Posted: Mon Feb 19, 2018 8:58 pm
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.

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:00 pm
by mngrif
Compressed belts are back on the menu, bois!

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:01 pm
by fochristo
Compresssioooooooooon !!!
Love you guys

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:02 pm
by Supercheese
Finally, now that we have compression once again, we can relieve our tension! :P

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:03 pm
by <NO_NAME>
This will render some of my carefully designed solutions obsolete but COMPRESSION!!!

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:04 pm
by Gergely
I am glad that you decided to keep crash log sending enabled by default.

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:05 pm
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!

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:05 pm
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

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:18 pm
by torham
Thank you for the compression, I can get back to playing factorio :D

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:20 pm
by teenkertoy
Does this mean an inserter dropping onto an underground belt entrance will also compress, as it used to?

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:22 pm
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 :)

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:35 pm
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!

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:39 pm
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.

:)

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:40 pm
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

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:40 pm
by Zeblote
Finally belts are working properly :D

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:45 pm
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.

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 9:46 pm
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.

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 10:31 pm
by alefu
Thank you a lot for this update! <3

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 10:32 pm
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.

Re: Version 0.16.25

Posted: Mon Feb 19, 2018 10:37 pm
by Inglonias
How the blank did you even fix this? Give me details!