Version 0.17.75

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FactorioBot
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Version 0.17.75

Post by FactorioBot » Mon Nov 04, 2019 3:59 pm

Features
  • Construction robots will attempt to batch build tiles.
Changes
  • Tooltips reworked. They now have a new structure and look.
  • Properties in tooltips have been reorganized and reworked. Common properties have been added to categories.
  • Added more information to tooltips, for example to be able to calculate steam power and nuclear ratios.
  • Recipe and item tooltips are now separate. Item tooltips will be shown for each product in the recipe, if relevant.
  • Descriptions and Total Raw can be hidden using the interface setting.
  • Reorganized the interface settings menu.
Bugfixes
  • Fixed a crash when switching between the map editor and the ghost controller type. (77253)
  • Fixed car movement animation played forwards when reversing. (77158)
  • Fixed a crash related to using LuaCustomTables incorrectly. (77374)
  • Fixed that accumulators wouldn't copy circuit signals correctly in some cases. (77384)
  • Fixed a crash related to removing all collision masks from rails. (77479)
Modding
  • Added ProductPrototype::show_details_in_recipe_tooltip. It determines if a product tooltip should be shown when hovering a recipe.
Scripting
  • Added filtering support for several common Lua events.
  • Added LuaEntity::logistic_network write for construction and logistic robots.
  • Added "lifetime" optional entity creation parameter for speech-bubble entities.
  • Added LuaEntityPrototype::max_distance_of_sector_revealed and max_distance_of_nearby_sector_revealed read.
  • Changed RecipePrototype so it calculates catalyst from ingredients and products automatically if not manually defined.
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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Re: Version 0.17.75

Post by henke37 » Mon Nov 04, 2019 4:20 pm

Next up: make construction bots bulk build anything. It's a rather obvious idea: once one target is found, scan the area around it for identical targets.


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Re: Version 0.17.75

Post by mathturtle » Mon Nov 04, 2019 4:31 pm

I think the next obvious target for bulk building is belts: they are 1x1 and usually laid down in bulk. But a special case for belts may not be worth it.

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Re: Version 0.17.75

Post by IronCartographer » Mon Nov 04, 2019 4:40 pm

mathturtle wrote:
Mon Nov 04, 2019 4:31 pm
I think the next obvious target for bulk building is belts: they are 1x1 and usually laid down in bulk. But a special case for belts may not be worth it.
Some people would probably benefit from this, yes.

Image

There are also more...reasonable...examples that are far from uncommon. :P

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Re: Version 0.17.75

Post by KosmX » Mon Nov 04, 2019 6:15 pm

Good work, but I didn't recognize the not connected to power network alert.
electricity-icon-unplugged.png
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Re: Version 0.17.75

Post by bNarFProfCrazy » Mon Nov 04, 2019 6:15 pm

Thanks for these changes (tooltips and tiles).

I have to wait for an update of Cargo ships before I can use it though.

------------------------

Belts, (heat) pipes, and rails would benefit from it

A small part of my smeltery (I cannot zoom out any further)
20191104190456_1.jpg
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My module factory (with plenty belts, mostly in the raw material production though.
20191104190107_1.jpg
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Belts also have the benefit of having a direction, so it should be "very" easy to detect which ghosts could be covered as well.

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Re: Version 0.17.75

Post by fishycat » Mon Nov 04, 2019 6:16 pm

Really liking the new look, only small thing I noticed. You barely see the coal-icon in the tooltip.
screen1.png
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Re: Version 0.17.75

Post by V453000 » Mon Nov 04, 2019 6:51 pm

fishycat wrote:
Mon Nov 04, 2019 6:16 pm
Really liking the new look, only small thing I noticed. You barely see the coal-icon in the tooltip.

screen1.png
While this problem is in the vanilla coal as well (though less of a problem), this is specific to the Industrial Revolution mod you are using as it changes the icon.

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Re: Version 0.17.75

Post by fishycat » Mon Nov 04, 2019 7:14 pm

Ah dang, I forgot IR changes that as well. Vanilla looks okish for me.

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Re: Version 0.17.75

Post by gorothdablade » Mon Nov 04, 2019 10:38 pm

mathturtle wrote:
Mon Nov 04, 2019 4:31 pm
I think the next obvious target for bulk building is belts: they are 1x1 and usually laid down in bulk. But a special case for belts may not be worth it.
yeah, there is an implicit knowledge of a neighbor in a "curved" belt as well.

The optimal though would be to have ghosts be aware of neighboring like ghosts (even if it is just a count).
i.e. when placing a ghost, it checks its neighbors, and stores a count of how many are same type ghosts, and increments the count on the neighbor.
when a ghost gets removed (either by being placed or by deleted) it knows how many neighbors need to have their counts decremented, so find them and remove...

this may introduce race conditions if multiple placements happen fast...

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Re: Version 0.17.75

Post by Pi-C » Mon Nov 04, 2019 10:53 pm

bNarFProfCrazy wrote:
Mon Nov 04, 2019 6:15 pm
I have to wait for an update of Cargo ships before I can use it though.
Here's a fix until Cargo Ships gets an official update. :-)
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!

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Re: Version 0.17.75

Post by Pi-C » Mon Nov 04, 2019 11:12 pm

The new tool tips look good indeed! But I've a suggestion:

If a vehicle has weapons, they are shown in the tool tip. However, it would be nice to see whether the weapons can actually be used:
vehicle_tooltips.png
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As you can see in the inventory, the car doesn't have ammo, so it doesn't really have usable weapons. It would be nice if the tool tip would show something like "(no ammo)", "(not available)" etc. in this case. It's not much of an issue when you're inside the vehicle, as you'll see the vehicle's weapon slots in the bottom right corner. But if you're outside and just hover your mouse over it, you won't know whether there is any ammo. (This can be important with mods like Autodrive and, I guess, AAI Vehicles that allow you to program/remote control vehicles.)

Also, is it possible to add something to an entity's tool tip from a mod? I could use that in GCKI, showing the "owner's" name in the tool tip would be nice if somebody else is using the vehicle and it has changed its color. :-)
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!

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Re: Version 0.17.75

Post by valneq » Tue Nov 05, 2019 12:16 am

I realized that some of the tooltips, most notably for splitters, are different between the base game and the new player experience. Is that intended?

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Re: Version 0.17.75

Post by m44v » Tue Nov 05, 2019 1:03 am

Construction bots don't batch when deconstructing tiles...

unplayable.

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Re: Version 0.17.75

Post by Filter62 » Tue Nov 05, 2019 6:48 am

m44v wrote:
Tue Nov 05, 2019 1:03 am
Construction bots don't batch when deconstructing tiles...

unplayable.
Don't know about unplayable, but yeah, I was expecting that. I would appreciate if this feature gonna be added, deconstructing tiles sometimes same pain as building tiles. XD

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Re: Version 0.17.75

Post by Dev-iL » Wed Nov 06, 2019 7:12 am

valneq wrote:
Tue Nov 05, 2019 12:16 am
I realized that some of the tooltips, most notably for splitters, are different between the base game and the new player experience. Is that intended?
This issue comes up from time to time in localizations (Crowdin), so I can say with certainty that the developers are well-aware of most (if not all) such cases and choose to keep them this way. AFAIK, this is because the NPE serves also as the "demo" version of the game, so they tried to make it more approachable (simpler language and/or more detailed explanations) and the result is what you see. Seeing how it is unlikely that a new player will skip the tutorial, by the time they transition to freeplay, they already know what entities do and no longer need the long explanations (and even if they did skip it the "regular" explanations are quite informative, especially now with the new tooltips). In some cases this inconsistency doesn't make sense to me at all (e.g. the description of miners - "Mines raw material from resource patches." vs "Mines raw material from resource deposits.") but usually it works out fine.
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Re: Version 0.17.75

Post by Lubricus » Wed Nov 06, 2019 12:25 pm

I like the new tool tips although I am missing info on stack sizes. I also still miss info on what item that is on a belt I am hovering over. In vanilla that is not a big problem but in BA and Pyanodons it's hard to remember what type of plate is on what belt and they can look quite similar. There is an image of the items on the belt so it shouldn't be to hard to ad an text on what they are.

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Re: Version 0.17.75

Post by netmand » Wed Nov 06, 2019 4:41 pm

Good job on the tool-tip rework. It feels more refined. It also is correcting values I've been mis-remembering.

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Re: Version 0.17.75

Post by eradicator » Wed Nov 06, 2019 6:14 pm

FactorioBot wrote:
Mon Nov 04, 2019 3:59 pm
Scripting
  • Added "lifetime" optional entity creation parameter for speech-bubble entities.
Wait...why is that not called "time_to_live" like everywhere else?
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