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Version 0.17.3

Posted: Thu Feb 28, 2019 6:19 pm
by FactorioBot
Changes
  • Disabled target leading for flamethrower turrets until it can be made better. (65152)
  • Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.
Bugfixes
  • Fixed possible crash related to browsing in the mods gui.
  • Fixed that turning off exoskeletons didn't work correctly in multiplayer.
  • Fixed shaking of blueprint preview in blueprint book tooltip. (65594)
  • Fixed the wrong detection of changed autosave interval in other settings. (65626)
  • Fixed /help *command* would print a number instead of the help message. (65695)
  • Fixed a crash when dying with the locomotive GUI open. (65705)
  • Fixed a crash when using sprite variation sheets with mismatched frame counts. (65634)
  • Fixed that the admin-only portions of the whitelist command where not localised correctly. (65792)
  • Fixed building underground pipe between pipes with different fluids. (65607)
  • Fixed visual direction of fluid flow. (65486)
  • Fixed dead-dry-hairy-tree and dry-hairy sprite shifting in normal resolution. (65593)
  • Fixed PvP error when changing enabled mods. (65652)
  • Fixed number pad Enter key-bindings would be converted to normal Enter when restarting the game. (65568)
  • Fixed small worms having fluid consumption. (65870)
  • Fixed that copy-paste of fluid recipes would sometimes not reset fluid box contents. (65609)
  • Fixed that double-clicking a technology in the tree view wouldn't start research. (65335)
  • Fixed pipes that would sometimes be too noisy. (65670)
  • Fixed that you could build multiple underground belts on top of each-other. (65828)
  • Fixed tightspot level 5 was unbeatable. (65629)
  • Added workaround for GPU accelerated texture compression producing corrupted textures. (65336)
  • Fixed that the technology window scroll position would keep getting reset. (65160)
  • Fixed that the current research panel would not update in multiplayer if some other player changed the research. (65185)
  • Fixed terrain not being rendered when using OpenGL and any game overlay was enabled. (65096)
Modding
  • Added LoaderPrototype::structure_render_layer with default value "lower-object". (65627)
We're having problems with our automatic updater at the moment, so please use Steam, or download the full installation at http://www.factorio.com/download/experimental.

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 6:25 pm
by SuperSandro2000
[Moderated by Koub]

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 6:26 pm
by Light
FactorioBot wrote:
Thu Feb 28, 2019 6:19 pm
Changes
  • Disabled target leading for flamethrower turrets until it can be made better. (65152)
Watching flamethrowers destroy every defense around them was most certainly infuriating. I love my flamethrowers, but they loved the biters more than me.

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 6:27 pm
by Ranakastrasz
Light wrote:
Thu Feb 28, 2019 6:26 pm
Watching flamethrowers destroy every defense around them was most certainly infuriating. I love my flamethrowers, but they loved the biters more than me.
If a flamethrower loves you, does it protect you or set you on fire?

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 6:30 pm
by Linnun
Just to let you know, the link to download the headless 17.3 for linux does not work :( (error 404)


edit: Nevermind, I was too fast. Working now :D

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 6:31 pm
by wahming
Ranakastrasz wrote:
Thu Feb 28, 2019 6:27 pm
Light wrote:
Thu Feb 28, 2019 6:26 pm
Watching flamethrowers destroy every defense around them was most certainly infuriating. I love my flamethrowers, but they loved the biters more than me.
If a flamethrower loves you, does it protect you or set you on fire?
It keeps you warm and fuzzy

Edit: Am I correct in thinking there's a campaign coming as well, in addition to the NPE? Any idea when that will be?

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 6:42 pm
by wheybags
wahming wrote:
Thu Feb 28, 2019 6:31 pm
Am I correct in thinking there's a campaign coming as well, in addition to the NPE? Any idea when that will be?
Probably not until 1.0, unfortunately.

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 7:15 pm
by Schallfalke
Not a bug report but suggestion.
The new logistics boxes are not so distinguishable with my eyes, especially between the green buffer chest and blue requester chest. It is especially bad with a yellowish logistic area overlay (when holding a logistics chest, trying to replace...)
I did NOT have such problem and feel very good with 0.16 chest colours.
I guess the problem comes from the requester chest. Can devs revert its colour back to the darker 0.16 one?
Request chests with buffer chests...
Request chests with buffer chests...
Chest colours.jpg (270.94 KiB) Viewed 19179 times

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 7:37 pm
by jmurrayufo
Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.
Could anyone offer an EILI5 on this?

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 7:45 pm
by Ranakastrasz
Schallfalke wrote:
Thu Feb 28, 2019 7:15 pm
Not a bug report but suggestion.
The new logistics boxes are not so distinguishable with my eyes, especially between the green buffer chest and blue requester chest. It is especially bad with a yellowish logistic area overlay (when holding a logistics chest, trying to replace...)
I did NOT have such problem and feel very good with 0.16 chest colours.
I guess the problem comes from the requester chest. Can devs revert its colour back to the darker 0.16 one?
I don't have the same problem, but i can't casually see the border between the two colors like I could before, so yea. this is a problem.

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 7:45 pm
by steinio
jmurrayufo wrote:
Thu Feb 28, 2019 7:37 pm
Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.
Could anyone offer an EILI5 on this?
If you build a rail circle with one station but no signals, the train will now allow itself to find a path to the station.
Before it blocked itself.

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 7:52 pm
by jmurrayufo
steinio wrote:
Thu Feb 28, 2019 7:45 pm
jmurrayufo wrote:
Thu Feb 28, 2019 7:37 pm
Changed train pathfinding in a way, that it can find path that ends in the same segment where it started. This worked only for the trivial case of all path of one segment before.
Could anyone offer an EILI5 on this?
If you build a rail circle with one station but no signals, the train will now allow itself to find a path to the station.
Before it blocked itself.
Thanks! That makes a lot more sense. Never saw that situation come up, but always nice to see the path finder have less issues.

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 9:00 pm
by IlyasNL
hi!
I haven't played experimentals before. Where do I send bug reports?
And more importantly, how do file one?
https://steamuserimages-a.akamaihd.net/ ... CB0E9AFB5/

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 9:02 pm
by wahming
IlyasNL wrote:
Thu Feb 28, 2019 9:00 pm
hi!
I haven't played experimentals before. Where do I send bug reports?
And more importantly, how do file one?
https://steamuserimages-a.akamaihd.net/ ... CB0E9AFB5/
viewtopic.php?f=7&t=3638

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 10:09 pm
by Anson
Schallfalke wrote:
Thu Feb 28, 2019 7:15 pm
The new logistics boxes are not so distinguishable with my eyes, especially between the green buffer chest and blue requester chest.
I did NOT have such problem and feel very good with 0.16 chest colours.
Can devs revert its colour back to the darker 0.16 one?
same for me, mostly green/blue (now aqua vs cyan?) and red/purple (now pink vs lilac?) ...

I'm not colorblind, but "pastel colors" don't help to quickly see at a glance which chest has which function, maybe even less in a real factory with differing and/or no additional lights, at night, etc. the darker "strong colors" in 0.16 were very easy to recognize and tell apart. or is it simply that we are used too much to the old colors and have to get accustomed to the new ones? probably a bit of all of these effects ...

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 11:46 pm
by Schallfalke
I am working on updating my mods to new version.
But I found the default GUI style have changed. Notably, the button has gone unnecessarily elongated, which makes my 0.16 code looks bad.
How could I adjust the button width?

Re: Version 0.17.3

Posted: Thu Feb 28, 2019 11:53 pm
by obidan
The colors/design of the logistic chests aren´t clear as before.
I also think that the old colorcodes were better, just in my eyes...

Re: Version 0.17.3

Posted: Fri Mar 01, 2019 12:00 am
by CDarklock
Anson wrote:
Thu Feb 28, 2019 10:09 pm
I'm not colorblind, but "pastel colors" don't help to quickly see at a glance which chest has which function, maybe even less in a real factory with differing and/or no additional lights, at night, etc. the darker "strong colors" in 0.16 were very easy to recognize and tell apart. or is it simply that we are used too much to the old colors and have to get accustomed to the new ones? probably a bit of all of these effects ...
I agree on this and would also like to see more use of shape to distinguish chests.

Like a passive provider chest could have a circle, active provider a triangle point-up, requester a triangle point-down, buffer a diamond, storage a square.

Re: Version 0.17.3

Posted: Fri Mar 01, 2019 3:43 am
by kenmras
CDarklock wrote:
Fri Mar 01, 2019 12:00 am
Anson wrote:
Thu Feb 28, 2019 10:09 pm
I'm not colorblind, but "pastel colors" don't help to quickly see at a glance which chest has which function, maybe even less in a real factory with differing and/or no additional lights, at night, etc. the darker "strong colors" in 0.16 were very easy to recognize and tell apart. or is it simply that we are used too much to the old colors and have to get accustomed to the new ones? probably a bit of all of these effects ...
I agree on this and would also like to see more use of shape to distinguish chests.

Like a passive provider chest could have a circle, active provider a triangle point-up, requester a triangle point-down, buffer a diamond, storage a square.
I like the idea of shapes. you could change the boxes themselves or just have overlays with alt mode. like the arrows that show on refineries and such.

BTW. I love how active the community and the development is of this game not to mention how AWESOME a game it is. Thank you again for all your hard work!

Re: Version 0.17.3

Posted: Fri Mar 01, 2019 5:43 am
by TheKingOfFailure
kenmras wrote:
Fri Mar 01, 2019 3:43 am
CDarklock wrote:
Fri Mar 01, 2019 12:00 am
Anson wrote:
Thu Feb 28, 2019 10:09 pm
I'm not colorblind, but "pastel colors" don't help to quickly see at a glance which chest has which function, maybe even less in a real factory with differing and/or no additional lights, at night, etc. the darker "strong colors" in 0.16 were very easy to recognize and tell apart. or is it simply that we are used too much to the old colors and have to get accustomed to the new ones? probably a bit of all of these effects ...
I agree on this and would also like to see more use of shape to distinguish chests.

Like a passive provider chest could have a circle, active provider a triangle point-up, requester a triangle point-down, buffer a diamond, storage a square.
I like the idea of shapes. you could change the boxes themselves or just have overlays with alt mode. like the arrows that show on refineries and such.

BTW. I love how active the community and the development is of this game not to mention how AWESOME a game it is. Thank you again for all your hard work!
You could put the shapes on the front of the chests or make the top doors different... I prefer the latter! :D

... If anything higher contrast colors would be wonderful :)