Version 0.17.0

Information about releases and roadmap.
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Schallfalke
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Re: Version 0.17.0

Post by Schallfalke » Tue Feb 26, 2019 10:28 pm

Just finished the tutorial campaign.
The biter waves are really big hordes and frequent! 7-8 turrets on each side and just barely hold biters at bay. I already have 12 furnaces for iron plates, and the ammo amount barely suffice.

Wonder if truly new players can handle that? :lol:

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5thHorseman
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Re: Version 0.17.0

Post by 5thHorseman » Tue Feb 26, 2019 10:38 pm

Been playing about an hour and I'm having a spaghetti of a time.

Thank you! Lots of new stuff to learn but so far it's been smooth(ish) sailing!
Last edited by 5thHorseman on Tue Feb 26, 2019 11:13 pm, edited 1 time in total.
"So you completed the game with a spaghetti factory? Well I hand crafted a rocket and threw it into space with my bare hands!"

Letuce
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Re: Version 0.17.0

Post by Letuce » Tue Feb 26, 2019 10:40 pm

nuke_it_from_orbit wrote:
Tue Feb 26, 2019 8:30 pm
Removed pickaxes and replaced them with research effects.
Why? And what are research effects?
They removed the pickaxe items, it was tedious to have to craft them over time, so now you just have a permanent pickaxe, the effects are to buff the mining speed.
nuke_it_from_orbit wrote:
Tue Feb 26, 2019 8:30 pm
Removed Wood from the game (And raw wood renamed to Wood).
Why?
Wood was just a step that wasn't really useful and didn't add much since most things wood makes end up not getting automated. it's just a little tedious step getting skipped.
nuke_it_from_orbit wrote:
Tue Feb 26, 2019 8:30 pm
Chests and wooden power poles are no longer usable as fuel.
Why? This is a cool but hidden feature. Makes sense that you could burn these wooden objects for fuel in a pinch.
I guess this would be nice, but the game is about automation, and there is no use automating those items for fuel, so i guess i understand why.

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Re: Version 0.17.0

Post by PacifyerGrey » Tue Feb 26, 2019 10:47 pm

Absolutely kudos!

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5thHorseman
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Re: Version 0.17.0

Post by 5thHorseman » Tue Feb 26, 2019 11:17 pm

And I see 0.17.1 is out :D

Not sure when it came out, I only noticed when I exited the game.
"So you completed the game with a spaghetti factory? Well I hand crafted a rocket and threw it into space with my bare hands!"

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hitzu
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Re: Version 0.17.0

Post by hitzu » Wed Feb 27, 2019 12:50 am

Ragequitted the tutorial after my first base was destroyed by a scripted wave and I had nothing in my inventory but what was listed in the mission requirements and a handful of basic ingredients :evil: I don't want to rebuild the base in the most tedious part of the game! It's not fun :evil: :evil: :evil: This was the most disappointing moment in Factorio since 0.11
Will return when I calm down after a few days. :?

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Jon8RFC
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Re: Version 0.17.0

Post by Jon8RFC » Wed Feb 27, 2019 1:08 am

FactorioBot wrote:
Tue Feb 26, 2019 5:13 pm
Minor Features
  • Configurable (in gui), the count of rolling stocks shown in the train visualization.
Thanks, y'all!

And, for others who are interested, this new option can also be edited in config.ini
train-visualization-length=

Just out of curiosity, I set it higher than 12 and it supports larger numbers! Thanks!
Image

cybersteel8
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Re: Version 0.17.0

Post by cybersteel8 » Wed Feb 27, 2019 1:39 am

New headless server admin here, I'm wondering if I have to use the updater script to get from 0.16.51 to 0.17.0 or should I download 0.17.0 from scratch and overwrite the current files? What's the process here when upgrading to a new major version?

BHakluyt
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Re: Version 0.17.0

Post by BHakluyt » Wed Feb 27, 2019 7:02 am

Where must we post feedback for you guys? Well thanks the update, it seems awesome! I got a few thousand hours in the game already but haven't played in quite some months so I fired up the starting campaign.

I would suggest make the robot run to the particular ores when it needs to be mined. And in the beginning it's weirdly standing on the bottom left of the area/crashed stuff but every time it talks to you it moves up north and thereafter back south for no apparent reason. When you must pack up and move the robot tells you over and over to evacuate but does it so quickly I couldn't read it until about the 7th time.

I like the scenario though because since I know the game I will just 'hack' it and run through it without proper automation but I might have to restart and do it properly just to get through. Haha!

Oh and so haven't played sand box yet but the research is so much different and I just hope it's also like that in sandbox because it might be a bit confusing for new players learning research in the scenario and then when jumping to sand box its way different. As I say I'm speculating on this one.

Love the new transport belts it looks awesome! Will give more feedback if I really come across something but those was the points that I picked up that could make it difficult and confusing for new players...

Please spidertron please! Who can I bribe?

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bobingabout
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Re: Version 0.17.0

Post by bobingabout » Wed Feb 27, 2019 8:56 am

I knew it was likely coming soon, and the release still surprised me.

to note: I was going to do a bit more editing on things, like use the new chest graphics in my logistics mod to update my own graphics.
They weren't even in the master source branch when I downloaded it on Friday, so I didn't get time to do anything with them, because the game launched already.

Yes, the game was still being worked on right up to it being released.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.

Kilitar
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Re: Version 0.17.0

Post by Kilitar » Wed Feb 27, 2019 10:16 am

* Cannot burn wooden chest in stone furnace
* Cannot burn wooden electric pole in stone furnace

error message "item" cannot be used as fuel


Bug or intentional? I hate things I cant recycle :P

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Re: Version 0.17.0

Post by wahming » Wed Feb 27, 2019 10:21 am

Kilitar wrote:
Wed Feb 27, 2019 10:16 am
* Cannot burn wooden chest in stone furnace
* Cannot burn wooden electric pole in stone furnace

error message "item" cannot be used as fuel


Bug or intentional? I hate things I cant recycle :P
Intentional, read the changelog.

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Re: Version 0.17.0

Post by Kilitar » Wed Feb 27, 2019 10:32 am

wahming wrote:
Wed Feb 27, 2019 10:21 am
Kilitar wrote:
Wed Feb 27, 2019 10:16 am
* Cannot burn wooden chest in stone furnace
* Cannot burn wooden electric pole in stone furnace

error message "item" cannot be used as fuel


Bug or intentional? I hate things I cant recycle :P
Intentional, read the changelog.
Hmm, so - when I upgrade and not need them anymore, what to do with it? Use poles and chests as front-line defense against bitters before wall perimetter? Or any other use for it?

wahming
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Re: Version 0.17.0

Post by wahming » Wed Feb 27, 2019 10:35 am

Kilitar wrote:
Wed Feb 27, 2019 10:32 am
wahming wrote:
Wed Feb 27, 2019 10:21 am
Kilitar wrote:
Wed Feb 27, 2019 10:16 am
* Cannot burn wooden chest in stone furnace
* Cannot burn wooden electric pole in stone furnace

error message "item" cannot be used as fuel


Bug or intentional? I hate things I cant recycle :P
Intentional, read the changelog.
Hmm, so - when I upgrade and not need them anymore, what to do with it? Use poles and chests as front-line defense against bitters before wall perimetter? Or any other use for it?
Target practice!

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DRY411S
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Re: Version 0.17.0

Post by DRY411S » Wed Feb 27, 2019 10:57 am

  • Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.
But surely every assembling machine can handle all recipes now?

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DRY411S
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Re: Version 0.17.0

Post by DRY411S » Wed Feb 27, 2019 10:58 am

Kilitar wrote:
Wed Feb 27, 2019 10:32 am
wahming wrote:
Wed Feb 27, 2019 10:21 am
Kilitar wrote:
Wed Feb 27, 2019 10:16 am
* Cannot burn wooden chest in stone furnace
* Cannot burn wooden electric pole in stone furnace

error message "item" cannot be used as fuel


Bug or intentional? I hate things I cant recycle :P
Intentional, read the changelog.
Hmm, so - when I upgrade and not need them anymore, what to do with it? Use poles and chests as front-line defense against bitters before wall perimetter? Or any other use for it?
Boilers? Trains?

wahming
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Re: Version 0.17.0

Post by wahming » Wed Feb 27, 2019 10:59 am

DRY411S wrote:
Wed Feb 27, 2019 10:57 am
  • Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.
But surely every assembling machine can handle all recipes now?
Vanilla recipes, yes. Mods, however...

T-A-R
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Re: Version 0.17.0

Post by T-A-R » Wed Feb 27, 2019 11:27 am

[/quote]

Boilers? Trains?
[/quote]

So the amount of unrecyclables just doubled. It feels as a flaw. just as iron chests: obsolete too soon. It was such a neat easteregg

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DRY411S
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Re: Version 0.17.0

Post by DRY411S » Wed Feb 27, 2019 12:51 pm

T-A-R wrote:
Wed Feb 27, 2019 11:27 am
Boilers? Trains?
[/quote]

So the amount of unrecyclables just doubled. It feels as a flaw. just as iron chests: obsolete too soon. It was such a neat easteregg
[/quote]

You'll be able to recycle with the 0.17 version of my Recycling Machines mod. Coming soon™

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Re: Version 0.17.0

Post by Zonk » Wed Feb 27, 2019 1:56 pm

Oh boy, i just finished my masterpiece 1200 science packs/m even military science! Aaaand its gone!
New challenges

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