Version 0.17.60

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 0.17.60

Post by FactorioBot »

Balancing
  • Basic oil processing produces only Petroleum gas, for more streamlined oil setup in the beginning.
  • Basic oil processing keeps some of the refinery input/output slots unused, so it is more clear which ones will be used by Advanced oil processing.
  • Chemical science pack requires Sulfur instead of Solid fuel.
  • Flamethrower ammo requires crude oil instead of heavy and Light oil.
  • Rocket fuel requires light oil.
  • Laser Turrets, Lubricant, and Worker robots technologies need Chemical science pack.
  • Deathworld marathon preset was made a little bit easier.
Bugfixes
  • Fixed a crash when trying to show invalid thumbnails for mods. (73670)
  • Fixed that up/down keyboard navigation of the load/save game GUIs and manage mods GUI didn't work in some cases. (73671)
  • Fixed that cloning belts with items didn't preserve the item positions correctly. (73662)
  • Fixed a script error in train stations mini-tutorial. (73663)
  • Fixed a script error in the NPE. (73705)
  • Fixed car turret shadow would rotate in opposite direction to the turret. (73692)
  • Fixed that changing sound settings didn't persist through game restart. (73734)
  • Fixed that the migrated-content GUI wouldn't show in some cases. (73721)
  • Fixed that right-click-and-drag didn't work in the blueprint GUI to remove things. (73704)
  • Fixed that unit groups would use paths going through cliffs. (73740)
  • Fixed some cases of entity rotation with blocked underground pipes. (73600)
  • Fixed inserters sometimes getting stuck when picking up from a non-backed-up underground belt. (72253)
Modding
  • Added CraftingMachinePrototype::default_recipe_tint.
Scripting
  • Added LuaEntityPrototype::supports_direction read.
  • Fixed that LuaGuiElement::force_auto_center() didn't work. (73647)
  • Added LuaGameScript::get_filtered_entity_prototypes(), get_filtered_item_prototypes(), get_filtered_equipment_prototypes(), get_filtered_mod_setting_prototypes(), and get_filtered_achievement_prototypes().
  • Added workaround for a driver crash when calling D3D11CreateDeviceAndSwapChain. (73780)
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
Gergely
Filter Inserter
Filter Inserter
Posts: 595
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Version 0.17.60

Post by Gergely »

It's here.

0.17.60 is here.

The oil changes are here.

Here's the next thing I'm waiting for:
Demo version for 0.17 before showing this game to my friend.
Edit: I made a mod to revert the oil changes here: https://mods.factorio.com/mod/old-basic-oil-processing This does not mean I don't like them.
Last edited by Gergely on Tue Jul 30, 2019 6:29 pm, edited 1 time in total.

User avatar
V453000
Factorio Staff
Factorio Staff
Posts: 263
Joined: Fri Sep 04, 2015 5:51 pm
Contact:

Re: Version 0.17.60

Post by V453000 »

As you can see, the FFF305 changes are the solution we have found to be the best. Please give it a try, and give it some time to see what the impacts will be.

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

Re: Version 0.17.60

Post by HammerPiano »

V453000 wrote:
Tue Jul 30, 2019 2:45 pm
As you can see, the FFF305 changes are the solution we have found to be the best. Please give it a try, and give it some time to see what the impacts will be.
In the FFF305 forum thread, you wrote that you considered and tested other options. Are these still relevant, meaning sometime in the future we will have other changes to oil?

User avatar
V453000
Factorio Staff
Factorio Staff
Posts: 263
Joined: Fri Sep 04, 2015 5:51 pm
Contact:

Re: Version 0.17.60

Post by V453000 »

HammerPiano wrote:
Tue Jul 30, 2019 2:48 pm
V453000 wrote:
Tue Jul 30, 2019 2:45 pm
As you can see, the FFF305 changes are the solution we have found to be the best. Please give it a try, and give it some time to see what the impacts will be.
In the FFF305 forum thread, you wrote that you considered and tested other options. Are these still relevant, meaning sometime in the future we will have other changes to oil?
No, unless we discover some major new issues

User avatar
TheBloke
Fast Inserter
Fast Inserter
Posts: 123
Joined: Mon Dec 03, 2018 2:48 am
Contact:

Re: Version 0.17.60

Post by TheBloke »

V453000 wrote:
Tue Jul 30, 2019 2:45 pm
As you can see, the FFF305 changes are the solution we have found to be the best. Please give it a try, and give it some time to see what the impacts will be.
Thanks for all your dedication in trying various alternatives to see what you felt would work best. Whatever anyone's personal opinions are of the changes as they stand, no-one has any right to say you didn't do everything you could to evaluate the implications and to thoroughly test things before releasing.

And if in time experience shows that the changes do prove to be sub-optimal for the community as a whole, I have full confidence that you'll further refine them as needed.

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

Re: Version 0.17.60

Post by HammerPiano »

V453000 wrote:
Tue Jul 30, 2019 2:49 pm
No, unless we discover some major new issues
Ok, time to test the new changes.
Thanks for replying!

User avatar
Sanqui
Factorio Staff
Factorio Staff
Posts: 266
Joined: Mon May 07, 2018 7:22 pm
Contact:

Re: Version 0.17.60

Post by Sanqui »

The Windows release on GOG should now use the proper (%APPDATA%) save folder.

Also, macOS releases on GOG are live now, too!
ovo

Serenity
Smart Inserter
Smart Inserter
Posts: 1000
Joined: Fri Apr 15, 2016 6:16 am
Contact:

Re: Version 0.17.60

Post by Serenity »

:(

Adamo
Filter Inserter
Filter Inserter
Posts: 479
Joined: Sat May 24, 2014 7:00 am
Contact:

Re: Version 0.17.60

Post by Adamo »

Serenity wrote:
Tue Jul 30, 2019 3:07 pm
:(
:roll:

User avatar
jodokus31
Smart Inserter
Smart Inserter
Posts: 1599
Joined: Sun Feb 26, 2017 4:13 pm
Contact:

Re: Version 0.17.60

Post by jodokus31 »

V453000 wrote:
Tue Jul 30, 2019 2:45 pm
As you can see, the FFF305 changes are the solution we have found to be the best. Please give it a try, and give it some time to see what the impacts will be.
Thanks for checking other options. I think, this solution is interesting and has it's own appeal, probably a bit too disruptive.
For me its definitely a motivation to check in a new game.
FactorioBot wrote:
Tue Jul 30, 2019 2:37 pm
[*]Deathworld marathon preset was made a little bit easier.
What exactly was changed?

User avatar
DanGio
Filter Inserter
Filter Inserter
Posts: 394
Joined: Sat May 10, 2014 6:22 pm
Contact:

Re: Version 0.17.60

Post by DanGio »

Thank you ! Really nice work, both on balancing the game & interacting with the Factorio community.

However I think 25 Heavy Oil in Advanced processing recipe is too generous. So I made a thread in the Balancing section. viewtopic.php?f=16&t=73829

Bilka
Factorio Staff
Factorio Staff
Posts: 3123
Joined: Sat Aug 13, 2016 9:20 am
Contact:

Re: Version 0.17.60

Post by Bilka »

jodokus31 wrote:
Tue Jul 30, 2019 3:10 pm
FactorioBot wrote:
Tue Jul 30, 2019 2:37 pm
[*]Deathworld marathon preset was made a little bit easier.
What exactly was changed?
Enemy evolution time factor is set to 150 (from 200), pollution factor is set to 10 (from 12). Attack cost modifier is set to 80% (from 50%).
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

User avatar
jodokus31
Smart Inserter
Smart Inserter
Posts: 1599
Joined: Sun Feb 26, 2017 4:13 pm
Contact:

Re: Version 0.17.60

Post by jodokus31 »

Bilka wrote:
Tue Jul 30, 2019 3:22 pm
jodokus31 wrote:
Tue Jul 30, 2019 3:10 pm
FactorioBot wrote:
Tue Jul 30, 2019 2:37 pm
[*]Deathworld marathon preset was made a little bit easier.
What exactly was changed?
Enemy evolution time factor is set to 150 (from 200), pollution factor is set to 10 (from 12). Attack cost modifier is set to 80% (from 50%).
Thanks. Yes, the time factor was harsh before.

User avatar
planetmaker
Fast Inserter
Fast Inserter
Posts: 180
Joined: Mon Jan 21, 2019 9:30 am
Contact:

Re: Version 0.17.60

Post by planetmaker »

Hm... sounds like a server-reset coming in somewhen later tonight. The changes to oil and chemical science sound reasonable. I'm looking forward to testing and playing with them

FuryoftheStars
Smart Inserter
Smart Inserter
Posts: 2483
Joined: Tue Apr 25, 2017 2:01 pm
Contact:

Re: Version 0.17.60

Post by FuryoftheStars »

In case anyone wants it:

Pre 0.17.60 Oil



And in case anyone wanted to test other suggested alternatives that the devs decided weren't better than the path they went:

Heavy Oil and Gas from Basic Oil
Sulfur Production from Oils
Adamo Carbon
Light Oil Only
Heavy Oil Chemical Science
TurmOil
Last edited by FuryoftheStars on Fri Aug 09, 2019 5:30 pm, edited 5 times in total.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2528
Joined: Fri Nov 06, 2015 7:41 pm

Re: Version 0.17.60

Post by Deadlock989 »

Massively disappointed by the oil change. This "fluids for dummies" mechanic should be confined to the NPE campaign only, where all the rest of the baby toys are.
Image

Adamo
Filter Inserter
Filter Inserter
Posts: 479
Joined: Sat May 24, 2014 7:00 am
Contact:

Re: Version 0.17.60

Post by Adamo »

FuryoftheStars wrote:
Tue Jul 30, 2019 3:35 pm
In case anyone wants it:

Pre 0.17.60 Oil

And in case anyone wanted to test other suggested alternatives that the devs decided weren't better than the path they went:
Heavy Oil and Gas from Basic Oil
Sulfur Production from Oils
I hope you'll also put mine in the list, which offers natural gas, which is a "simpler alternative" to oil, only requiring the balancing of two fluids at the basic processing level, but 4 outputs at the advanced level. It's also pretty.

https://mods.factorio.com/mod/adamo-carbon

FuryoftheStars
Smart Inserter
Smart Inserter
Posts: 2483
Joined: Tue Apr 25, 2017 2:01 pm
Contact:

Re: Version 0.17.60

Post by FuryoftheStars »

Adamo wrote:
Tue Jul 30, 2019 3:40 pm
FuryoftheStars wrote:
Tue Jul 30, 2019 3:35 pm
In case anyone wants it:

Pre 0.17.60 Oil

And in case anyone wanted to test other suggested alternatives that the devs decided weren't better than the path they went:
Heavy Oil and Gas from Basic Oil
Sulfur Production from Oils
I hope you'll also put mine in the list, which offers natural gas, which is a "simpler alternative" to oil, only requiring the balancing of two fluids at the basic processing level, but 4 outputs at the advanced level.

https://mods.factorio.com/mod/adamo-carbon
Done :)

And yeah, if anyone wants me to add their alternatives to my post, let me know. Whether I agree with them or not, I'll do it. Which reminds me, I think there were heavy only and light only variants on there, too... (*goes off to find them*)
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles

User avatar
irbork
Fast Inserter
Fast Inserter
Posts: 239
Joined: Fri Jul 04, 2014 1:17 pm
Contact:

Re: Version 0.17.60

Post by irbork »

At long last I can see some more commitment on the more controversial changes.

Post Reply

Return to “Releases”