Version 0.16.31

Information about releases and roadmap.
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FactorioBot
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Version 0.16.31

Post by FactorioBot » Mon Mar 19, 2018 7:04 pm

Minor Features
  • Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.
  • Empty fuel slot tooltips show what fuel they accept.
Changes
  • Enemy mines are not completely invisible anymore in PvP scenarios.
  • Land mines now also stun enemy players.
  • Walls will extend towards cliffs same as they already do towards water. (58273)
  • Blueprint building over entities of an enemy force is no longer ignorable(blue). (58715)
  • Ingredients in recipes are automatically sorted. (58757)
  • Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. (58485)
Bugfixes
  • One more transport belt unsquashing tweak. (58638)
  • Changed LuaSurface::find_entity to also find entities with zero sized bounding boxes but with the given position. (58765)
  • Fixed drawing icons with layers when layers didn't have same source size as main icon. (58681)
  • Fixed another bug where tables were disabled at certain scroll positions. (58652)
  • Fixed applying blueprints could rotate unrelated assembling machines. (58729)
  • Fixed that the god controller wouldn't trigger the player_moved event. (58702)
  • Fixed script error in logistic tutorial when player went outside of logistic area. (58581)
  • Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. (58717)
  • Fixed that blueprint tooltip text wouldn't line wrap. (58582)
  • Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. (58161)
  • Fixed wrong scroll pane size in a specific situation. (56441)
  • Fixed a crash when resetting technology effects while the technology GUI is open. (58756)
  • Fixed crash with high-speed short trains crashing into something. (58504)
  • Fixed that multi-line descriptions for multiplayer games would break the config.ini. (58626)
  • Fixed creating cliffs through script or map editor didn't snap them to proper position. (58625)
  • Fixed a crash related to biters in modded games. (58576)
  • Fixed that several errors related to HTTP failure weren't localized. (58669)
  • Fixed ghost rail-planner building would lock in the build rotation after being used once. (58776)
  • Fixed that mod-associated character entities wouldn't be effected by force modifiers. (58808)
  • Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. (54461)
  • Partially fixed trains sending circuit networks signal to the wrong station. (53688)
  • Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.
  • Fixed another crash when saving fails when out of disk space.
  • Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.
  • Fixed a crash in multiplayer related to DNS failure.
  • Fixed a crash when the game.take_screenshot() would fail.
  • Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
  • Fixed that replay didn't check crc values.
  • Fixed several problems related to replay saving.
Modding
  • Added Entity prototype flag "not-flammable", it prevents entities from catching fire.
  • Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.
  • Fixed some imprecisions in the Production/Electric statistics calculations.
  • Added order_in_recipe into item-group, it defaults to the value of order property.
  • Added item prototype flag "hide-from-fuel-tooltip".
Scripting
  • Removed LuaElectricEnergySourcePrototype::effectivity read since it didn't do anything.
  • Added LuaGroup::order_in_recipe read.
  • Added on_technology_effects_reset event.
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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MrGrim
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Re: Version 0.16.31

Post by MrGrim » Mon Mar 19, 2018 7:22 pm

FactorioBot wrote: Bugfixes
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)

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Re: Version 0.16.31

Post by MadClown01 » Mon Mar 19, 2018 7:27 pm

MrGrim wrote:
FactorioBot wrote: Bugfixes
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)
Surely they just directly entered mod_setting = 1/30 into the config file

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Re: Version 0.16.31

Post by Chocolatetthunder » Mon Mar 19, 2018 7:31 pm

Let the pvp begin!
3Ra Gaming Owner
join us on discord @ http://www.3RaGaming.com/discord

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Re: Version 0.16.31

Post by MrGrim » Mon Mar 19, 2018 7:33 pm

MadClown01 wrote:
MrGrim wrote:
FactorioBot wrote: Bugfixes
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)
Surely they just directly entered mod_setting = 1/30 into the config file
Well, duh. :) I mean the crash.

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Re: Version 0.16.31

Post by Elwin » Mon Mar 19, 2018 9:13 pm

MrGrim wrote:
MadClown01 wrote:
MrGrim wrote:
FactorioBot wrote: Bugfixes
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)
Surely they just directly entered mod_setting = 1/30 into the config file
Well, duh. :) I mean the crash.
Something like this comes to mind:

Code: Select all

int value = parseInt('1/30');

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Re: Version 0.16.31

Post by PacifyerGrey » Mon Mar 19, 2018 9:14 pm

Awesome job squashing bugs!

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Re: Version 0.16.31

Post by Routaran » Mon Mar 19, 2018 9:31 pm

Coal Liquification Issue: Raw inputs have been swapped.

I'm using coal liquification in my current base for oil. The inputs for steam and heavy oil have been swapped by the last patch, rendering my build inoperative till I fix it.
Was there a specific reason why this was done?

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impetus maximus
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Re: Version 0.16.31

Post by impetus maximus » Mon Mar 19, 2018 9:38 pm

Routaran wrote:Coal Liquification Issue: Raw inputs have been swapped.

I'm using coal liquification in my current base for oil. The inputs for steam and heavy oil have been swapped by the last patch, rendering my build inoperative till I fix it.
Was there a specific reason why this was done?
i'm guessing it has to do with "Ingredients in recipes are automatically sorted."

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Re: Version 0.16.31

Post by zugbo » Mon Mar 19, 2018 11:00 pm

Routaran wrote:Coal Liquification Issue: Raw inputs have been swapped.

I'm using coal liquification in my current base for oil. The inputs for steam and heavy oil have been swapped by the last patch, rendering my build inoperative till I fix it.
Was there a specific reason why this was done?
I think this is also breaking the GDIW mod that adds recipes that swap fluid input/output orders, the outputs still reorder but the inputs do not.

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Re: Version 0.16.31

Post by jessefjxm » Tue Mar 20, 2018 12:02 am

So...will the 'auto-sorting' been kept as a feature or fix in next release? I just found many of my designs for Angel's petrochem been affected with this new feature.

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impetus maximus
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Re: Version 0.16.31

Post by impetus maximus » Tue Mar 20, 2018 12:10 am

jessefjxm wrote:So...will the 'auto-sorting' been kept as a feature or fix in next release? I just found many of my designs for Angel's petrochem been affected with this new feature.
Rseding91 wrote:it's now changed in the next version of 0.16. so fluid inputs aren't sorted - only items.

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Re: Version 0.16.31

Post by dougbeal » Tue Mar 20, 2018 12:39 am

Screen Shot 2018-03-19 at 5.23.58 PM.png
LTN Crash
Screen Shot 2018-03-19 at 5.23.58 PM.png (181.14 KiB) Viewed 7028 times
Logistic Train Network mod is crashing, is this related to
Partially fixed trains sending circuit networks signal to the wrong station. (53688)
?

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Re: Version 0.16.31

Post by HammerPiano » Tue Mar 20, 2018 6:41 am

Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.
What is DEFCON mode?

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Re: Version 0.16.31

Post by Cisz » Tue Mar 20, 2018 10:45 am

Alien Biomes Mod seems to be broken for me now. Edit: The next patch fixed it. Yay. :D

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Re: Version 0.16.31

Post by Tekky » Tue Mar 20, 2018 5:47 pm

FactorioBot wrote:Walls will extend towards cliffs same as they already do towards water. (58273)
The issue of walls leaving a gap when connecting them to cliffs works a lot better now. However, the issue has not been completely fixed. It is sometimes still possible for the player to move through the gap. See my bug report thread quoted above for further details.

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Gergely
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Re: Version 0.16.31

Post by Gergely » Wed Mar 21, 2018 12:24 pm

FactorioBot wrote:
  • Fixed crash with high-speed short trains crashing into something. (58504)
Great. So that means short trains can no longer "crash"? They are op then.

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Re: Version 0.16.31

Post by Jap2.0 » Sat Mar 24, 2018 2:57 am

Gergely wrote:
FactorioBot wrote:
  • Fixed crash with high-speed short trains crashing into something. (58504)
Great. So that means short trains can no longer "crash"? They are op then.
No, crash the game.
There are 10 types of people: those who get this joke and those who don't.

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Re: Version 0.16.31

Post by Tekky » Sat Mar 24, 2018 11:26 am

Jap2.0 wrote:No, crash the game.
I'm sure he knew that. It was a pun.

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Re: Version 0.16.31

Post by Jap2.0 » Sat Mar 24, 2018 1:51 pm

Tekky wrote:
Jap2.0 wrote:No, crash the game.
I'm sure he knew that. It was a pun.
Ah, okay. I guess in hindsight that would make more sense. I've never been great at recognizing puns, although I've lived with them all my life (*cough cough* siblings and high school)
There are 10 types of people: those who get this joke and those who don't.

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