Version 0.17.44

Information about releases and roadmap.
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FactorioBot
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Version 0.17.44

Post by FactorioBot » Thu May 30, 2019 3:15 pm

Changes
  • The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. (70520)
  • Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. (66973)
Bugfixes
  • Fixed that researching the appropriate technology would re-add shortcut buttons to the shortcut toolbar even if the player explicitly removed them earlier. (71152)
  • Fixed that some saves that contained multiple surfaces would cause the game to crash on load. (71199)
  • Fixed that auto-barreling opt-out didn't work if the fluid has icons defined. (71202)
  • Fixed that auto-barreling recipes would use the wrong fluid name if the fluid had a custom localised name defined. (71193)
  • Fixed that the entity damaged event original_damage value wouldn't be accurate if the entity had shields or resistances. (71218)
  • Fixed a performance problem related to the undo logic and large blueprints. (70855)
  • Fixed that trying to join Steam networking enabled games with Steam networking disabled didn't work correctly. (71250)
  • Fixed that trains built part of a blueprint was snapping to train stop which could prevent some specific blueprints from being built.
  • Fixed smoke for generators without animation. (68757)
  • Fixed train circuit conditions not working properly sometimes when arriving at disabled station. (70867)
  • Fixed transparency of tables. (70093)
  • Fixed reintroduction of blueprint train building problems. (71215)
  • Fixed that the game could freeze on exit on Linux after clicking a link. (70110)
  • Fixed statistics windows showing strange totals in some situations. (71170)
  • Fixed statistics windows not showing the first few values (e.g. when an items is produced for the first time). (71353)
  • Fixed that belt immunity equipment would drain energy in armor when not equipped. (70090)
  • Using the NO_SCHEDULE train state more consistently (for train in automatic mode with empty schedule. (71312)
  • Fixed inserters behaving differently when rotated. (69592)
  • Fixed that the control key would be ignored by Factorio on Linux if the "Press Ctrl to highlight the pointer" (or equivalent) option was enabled. (69319)
  • Fixed that cloning tiles in the map editor wouldn't always clone transitions correctly. (70956)
  • Fixed that the supply mission finished game GUI was too small. (71333)
Modding
  • Added optional assembling machine gui_title_key property.
  • Changed belt immunity equipment to consume energy through "energy_consumption" instead of "energy_source.drain".
Scripting
  • Added LuaGuiElement::vertical_centering read/write.
  • Added LuaEntity::auto_launch read/write.
  • Added LuaTransportLine::line_equals().
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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SuperSandro2000
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Re: Version 0.17.44

Post by SuperSandro2000 » Thu May 30, 2019 3:17 pm

Probably broke on of my mods again like always. Thanks for that!

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Re: Version 0.17.44

Post by Legoman165 » Thu May 30, 2019 3:33 pm

FactorioBot wrote:
Thu May 30, 2019 3:15 pm
Changes
  • Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. (66973)
I am always up for faster inserters!

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Re: Version 0.17.44

Post by Liono2010 » Thu May 30, 2019 3:36 pm

Thanks God these changes didn't broke my mods.

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Re: Version 0.17.44

Post by BattleFluffy » Thu May 30, 2019 3:48 pm

Thankyou devs for another round of awesome fixes :> It's amazing how niche/obscure some of these are... but it all contributes to making Factorio maximally stable and awesome.. :D

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Re: Version 0.17.44

Post by darkfrei » Thu May 30, 2019 4:53 pm

Good job, FactorioBot!

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Re: Version 0.17.44

Post by Deadlock989 » Thu May 30, 2019 4:53 pm

SuperSandro2000 wrote:
Thu May 30, 2019 3:17 pm
Probably broke on of my mods again like always. Thanks for that!
https://en.oxforddictionaries.com/defin ... perimental

You're welcome.

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darkfrei
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Re: Version 0.17.44

Post by darkfrei » Thu May 30, 2019 4:58 pm

Liono2010 wrote:
Thu May 30, 2019 3:36 pm
Thanks God these changes didn't broke my mods.
Just you have not enough mods.

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eradicator
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Re: Version 0.17.44

Post by eradicator » Thu May 30, 2019 6:04 pm

darkfrei wrote:
Thu May 30, 2019 4:58 pm
Liono2010 wrote:
Thu May 30, 2019 3:36 pm
Thanks God these changes didn't broke my mods.
Just you have not enough mods.
And you have too many mods.
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My code in the post above is dedicated to the public domain under CC0.

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Re: Version 0.17.44

Post by ShutEye_DK » Thu May 30, 2019 6:23 pm

SuperSandro2000 wrote:
Thu May 30, 2019 3:17 pm
Probably broke on of my mods again like always. Thanks for that!
Why don't you shuffle back to 0.16.51 and stay there until 0.17 is stable?

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Muppet9010
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Re: Version 0.17.44

Post by Muppet9010 » Thu May 30, 2019 6:51 pm

SuperSandro2000 wrote:
Thu May 30, 2019 3:17 pm
Probably broke on of my mods again like always. Thanks for that!
thanks for breaking his mods again. I miss these posts on some releases

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Re: Version 0.17.44

Post by Twinsen » Thu May 30, 2019 7:39 pm

Not only your mods, I think I broke base mod inserters https://clips.twitch.tv/ClearCreativeTa ... CeilingCat

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dtoxic
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Re: Version 0.17.44

Post by dtoxic » Thu May 30, 2019 8:38 pm

Twinsen wrote:
Thu May 30, 2019 7:39 pm
Not only your mods, I think I broke base mod inserters https://clips.twitch.tv/ClearCreativeTa ... CeilingCat
Damn you!!! "shakes fist angrily" :D

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Re: Version 0.17.44

Post by jamezhall » Thu May 30, 2019 11:21 pm

Deadlock989 wrote:
Thu May 30, 2019 4:53 pm
SuperSandro2000 wrote:
Thu May 30, 2019 3:17 pm
Probably broke on of my mods again like always. Thanks for that!
https://en.oxforddictionaries.com/defin ... perimental

You're welcome.
The most passive aggressive thing i've seen all day lol

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Re: Version 0.17.44

Post by Goose » Fri May 31, 2019 12:57 am

jamezhall wrote:
Thu May 30, 2019 11:21 pm
Deadlock989 wrote:
Thu May 30, 2019 4:53 pm
SuperSandro2000 wrote:
Thu May 30, 2019 3:17 pm
Probably broke on of my mods again like always. Thanks for that!
https://en.oxforddictionaries.com/defin ... perimental

You're welcome.
The most passive aggressive thing i've seen all day lol
The original text was really rude to begin with.

On a great note, we can interchange power armors with belt immunity equipment inside it!~ :3

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Re: Version 0.17.44

Post by starxplor » Fri May 31, 2019 3:35 am

Just wanted to say thanks for all the support on the Linux side!

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Re: Version 0.17.44

Post by Qon » Fri May 31, 2019 8:38 am

eradicator wrote:
Thu May 30, 2019 6:04 pm
darkfrei wrote:
Thu May 30, 2019 4:58 pm
Liono2010 wrote:
Thu May 30, 2019 3:36 pm
Thanks God these changes didn't broke my mods.
Just you have not enough mods.
And you have too many mods.
You can never have too many mods! 8-)

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Re: Version 0.17.44

Post by Qon » Fri May 31, 2019 8:42 am

Twinsen wrote:
Thu May 30, 2019 7:39 pm
Not only your mods, I think I broke base mod inserters https://clips.twitch.tv/ClearCreativeTa ... CeilingCat
That's a pretty hilarious clip though xD

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eradicator
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Re: Version 0.17.44

Post by eradicator » Fri May 31, 2019 9:29 am

Qon wrote:
Fri May 31, 2019 8:38 am
eradicator wrote:
Thu May 30, 2019 6:04 pm
darkfrei wrote:
Thu May 30, 2019 4:58 pm
Liono2010 wrote:
Thu May 30, 2019 3:36 pm
Thanks God these changes didn't broke my mods.
Just you have not enough mods.
And you have too many mods.
You can never have too many mods! 8-)
You have too many mods exactly when you're not able to update all of them before the next release breaks them all again. (Protip: I don't like fire-and-forget modding.)
Author of: Hand Crank Generator, Screenshot Hotkey 2.0
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.

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disentius
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Re: Version 0.17.44

Post by disentius » Fri May 31, 2019 1:30 pm

I have just enough mods then.
[0]

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