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Version 0.16.36

Posted: Wed Mar 28, 2018 12:52 pm
by FactorioBot
Bugfixes
  • Fixed a crash when opening the graphics settings GUI on a single core CPU. (59023)
  • Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. (59052)
  • Fixed that entering rectangular vehicles didn't work correctly. (58958)
  • Fixed that totals in production statistics were 0.33% off. (59063)
  • Fixed a crash when loading blueprint storage data.
  • Fixed that LuaGameScript::check_prototype_translations() would report custom-inputs as having no translation.
Scripting
  • Fixed a crash by changing LuaGameScript::merge_forces() so the force is merged at the end of the tick.
  • Added on_forces_merged event.
  • Added LuaEntity::armed read.
  • Added LuaEntityPrototype::timeout read.
  • Added on_land_mine_armed event.
  • Added LuaPlayer::spectator read/write.
  • Added LuaGameScript::enemy_has_vision_on_land_mines read/write.
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 0.16.36

Posted: Wed Mar 28, 2018 1:39 pm
by darkfrei
FactorioBot wrote:Added LuaGameScript::enemy_has_vision_on_land_mines read/write.
Is it per player/unit or per force?

Re: Version 0.16.36

Posted: Wed Mar 28, 2018 1:47 pm
by seePyou
Still not declaring this stable :) Steam has this again under experimental. Wonder what else is left for .37 :)

Re: Version 0.16.36

Posted: Wed Mar 28, 2018 2:18 pm
by posila
darkfrei wrote:
FactorioBot wrote:Added LuaGameScript::enemy_has_vision_on_land_mines read/write.
Is it per player/unit or per force?
It's per map. So all or nothing.

Re: Version 0.16.36

Posted: Wed Mar 28, 2018 3:54 pm
by Jap2.0
seePyou wrote:Still not declaring this stable :) Steam has this again under experimental. Wonder what else is left for .37 :)
They will in a few days if there aren't any major bugs reported. Did they never declare .35 stable?

Re: Version 0.16.36

Posted: Wed Mar 28, 2018 4:28 pm
by thecatlover1996
Jap2.0 wrote:
seePyou wrote:Still not declaring this stable :) Steam has this again under experimental. Wonder what else is left for .37 :)
They will in a few days if there aren't any major bugs reported. Did they never declare .35 stable?
I believe they did not, I regularly checked the website the past few days. Also, then 0.16.35 would be listed as "stable" on the home page, right?

Re: Version 0.16.36

Posted: Wed Mar 28, 2018 4:44 pm
by Jap2.0
thecatlover1996 wrote:
Jap2.0 wrote:
seePyou wrote:Still not declaring this stable :) Steam has this again under experimental. Wonder what else is left for .37 :)
They will in a few days if there aren't any major bugs reported. Did they never declare .35 stable?
I believe they did not, I regularly checked the website the past few days. Also, then 0.16.35 would be listed as "stable" on the home page, right?
Ah, probably. I'm guesing they put it off because of the two crashes they fixed in this version. (That sounds about right for these devs - two extremely uncommon crashes? Can't declare that stable! :P)

Re: Version 0.16.36

Posted: Wed Mar 28, 2018 7:24 pm
by Gergely
posila wrote:
darkfrei wrote:
FactorioBot wrote:Added LuaGameScript::enemy_has_vision_on_land_mines read/write.
Is it per player/unit or per force?
It's per map. So all or nothing.
Oh come on. At least please make this per surface.

Re: Version 0.16.36

Posted: Wed Mar 28, 2018 8:31 pm
by darkfrei
Gergely wrote:
posila wrote:It's per map. So all or nothing.
Oh come on. At least please make this per surface.
I think it can be nice to realize it based on speed of player and distance from mine. So I can see mines if I stay near of them.

Re: Version 0.16.36

Posted: Wed Mar 28, 2018 8:41 pm
by TheRaph
darkfrei wrote:
Gergely wrote:
posila wrote:It's per map. So all or nothing.
Oh come on. At least please make this per surface.
I think it can be nice to realize it based on speed of player and distance from mine. So I can see mines if I stay near of them.
If you stay near enough you will realize them (regardless of being in movement or not). :D

Re: Version 0.16.36

Posted: Thu Mar 29, 2018 7:51 am
by jockeril
It blew my mind

  • • Fixed that totals in production statistics were 0.33% off. (59063)

I've got to know - how does this happen ?

I've read the original post and laughed a little when I realized he did the whole calculation and figured exactly what the divination was and where - we have some real math fanatics and O.C.Ds in this community. It's :geek:-ing me out :lol:

Re: Version 0.16.36

Posted: Thu Mar 29, 2018 8:25 am
by Jon8RFC
seePyou wrote:Still not declaring this stable :) Steam has this again under experimental. Wonder what else is left for .37 :)
I'm curious to see what happens with the new auto-reports for crashes.

Once it's stable, there will likely be a large chunk of gamers (about 43% of the total public servers are on 0.15.x; about 35% of the total are on 0.15.40) getting updated, and will start auto-reporting new crashes...so 0.16.38 may come a few days after that with more crash fixes. That would be yet another feather in their cap for the auto-reports functionality, if so.

Re: Version 0.16.36

Posted: Sat Apr 07, 2018 3:15 pm
by 146karol
I bought Factorio using Gog platform.
But I can download version 0.16.36. The newest version declared as stable is 0.15.40.

Re: Version 0.16.36

Posted: Sun Apr 08, 2018 6:59 pm
by molerat
146karol wrote:I bought Factorio using Gog platform.
But I can download version 0.16.36. The newest version declared as stable is 0.15.40.
The stable updates of .15.xx seemed to come to GOG quite quickly, so I'm confused as to why stable .16 is taking so long as well.

However, if you're feeling impatient, you can go to the game page in your account on the GOG website and click on the "More" button and then choose "Serial Keys".

The provided key can be used to register the game on the factorio.com website (pretty sure its a separate account from the forum account). Once activated you can DL direct from the website, or log in in game and use the update function there.

This is also how you'd download unstable releases if you're interested in that.

Note, if the key is available in Galaxy, I couldn't find it. If you're a Galaxy user I'd say just go to the website in your normal browser to retrieve this key.

Re: Version 0.16.36

Posted: Tue Apr 17, 2018 8:02 am
by bobingabout
I was talking to someone recently, and they're sticking on 0.15.x for now, because one of the mods they like to use hasn't been updated yet.

Re: Version 0.16.36

Posted: Tue Apr 17, 2018 6:06 pm
by Mr. Tact
FactorioBot wrote:Bugfixes
  • Fixed that totals in production statistics were 0.33% off. (59063)
That sounds really familiar... wasn't there a previous fix of this nature? Not that it matters, just curious.

Re: Version 0.16.36

Posted: Fri Apr 20, 2018 4:43 am
by Pothrekr
bobingabout wrote:I was talking to someone recently, and they're sticking on 0.15.x for now, because one of the mods they like to use hasn't been updated yet.
There is something oddly sinister about Bob in particular saying this.

Re: Version 0.16.36

Posted: Fri Apr 20, 2018 7:47 am
by bobingabout
Pothrekr wrote:
bobingabout wrote:I was talking to someone recently, and they're sticking on 0.15.x for now, because one of the mods they like to use hasn't been updated yet.
There is something oddly sinister about Bob in particular saying this.
I personally switched to 0.16.x when 0.16.1 was released, and haven't looked back. keep in mind that 0.16.1 came out hours after 0.16.0, so by the time I got to my computer, 0.16.1 was already out.