Version 0.16.31

Information about releases and roadmap.
Post Reply
User avatar
FactorioBot
Factorio Staff
Factorio Staff
Posts: 405
Joined: Tue May 12, 2015 1:48 pm

Version 0.16.31

Post by FactorioBot »

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.

User avatar
MrGrim
Fast Inserter
Fast Inserter
Posts: 231
Joined: Sat Apr 09, 2016 7:58 pm
Contact:

Re: Version 0.16.31

Post by MrGrim »

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. :)

User avatar
MadClown01
Fast Inserter
Fast Inserter
Posts: 161
Joined: Fri Dec 22, 2017 12:38 am
Contact:

Re: Version 0.16.31

Post by MadClown01 »

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

Chocolatetthunder
Long Handed Inserter
Long Handed Inserter
Posts: 74
Joined: Sat Sep 03, 2016 12:00 am
Contact:

Re: Version 0.16.31

Post by Chocolatetthunder »

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

User avatar
MrGrim
Fast Inserter
Fast Inserter
Posts: 231
Joined: Sat Apr 09, 2016 7:58 pm
Contact:

Re: Version 0.16.31

Post by MrGrim »

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.

Elwin
Burner Inserter
Burner Inserter
Posts: 12
Joined: Tue Jul 26, 2016 10:50 am
Contact:

Re: Version 0.16.31

Post by Elwin »

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');

Engimage
Smart Inserter
Smart Inserter
Posts: 1067
Joined: Wed Jun 29, 2016 10:02 am
Contact:

Re: Version 0.16.31

Post by Engimage »

Awesome job squashing bugs!

Routaran
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Aug 03, 2016 3:30 pm
Contact:

Re: Version 0.16.31

Post by Routaran »

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?

User avatar
impetus maximus
Smart Inserter
Smart Inserter
Posts: 1299
Joined: Sat Aug 20, 2016 10:07 pm
Contact:

Re: Version 0.16.31

Post by impetus maximus »

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."

zugbo
Manual Inserter
Manual Inserter
Posts: 3
Joined: Mon Mar 19, 2018 10:56 pm
Contact:

Re: Version 0.16.31

Post by zugbo »

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.

jessefjxm
Inserter
Inserter
Posts: 37
Joined: Wed Mar 14, 2018 1:45 am
Contact:

Re: Version 0.16.31

Post by jessefjxm »

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.

User avatar
impetus maximus
Smart Inserter
Smart Inserter
Posts: 1299
Joined: Sat Aug 20, 2016 10:07 pm
Contact:

Re: Version 0.16.31

Post by impetus maximus »

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.

dougbeal
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Feb 23, 2018 2:33 am
Contact:

Re: Version 0.16.31

Post by dougbeal »

LTN Crash
LTN Crash
Screen Shot 2018-03-19 at 5.23.58 PM.png (181.14 KiB) Viewed 12932 times
Logistic Train Network mod is crashing, is this related to
Partially fixed trains sending circuit networks signal to the wrong station. (53688)
?

HammerPiano
Fast Inserter
Fast Inserter
Posts: 232
Joined: Thu Dec 31, 2015 7:36 am
Contact:

Re: Version 0.16.31

Post by HammerPiano »

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

Cisz
Inserter
Inserter
Posts: 39
Joined: Mon May 09, 2016 6:41 am
Contact:

Re: Version 0.16.31

Post by Cisz »

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

Tekky
Smart Inserter
Smart Inserter
Posts: 1039
Joined: Sun Jul 31, 2016 10:53 am
Contact:

Re: Version 0.16.31

Post by Tekky »

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.

User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 595
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Version 0.16.31

Post by Gergely »

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.

Jap2.0
Smart Inserter
Smart Inserter
Posts: 2339
Joined: Tue Jun 20, 2017 12:02 am
Contact:

Re: Version 0.16.31

Post by Jap2.0 »

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.

Tekky
Smart Inserter
Smart Inserter
Posts: 1039
Joined: Sun Jul 31, 2016 10:53 am
Contact:

Re: Version 0.16.31

Post by Tekky »

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

Jap2.0
Smart Inserter
Smart Inserter
Posts: 2339
Joined: Tue Jun 20, 2017 12:02 am
Contact:

Re: Version 0.16.31

Post by Jap2.0 »

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.

Post Reply

Return to “Releases”