Information about releases and roadmap.
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FactorioBot
- Factorio Staff

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by FactorioBot » Thu Nov 07, 2019 3:11 pm
Changes
- Energy consumption is no longer shown in the tooltip for void energy sources.
Bugfixes
- Fixed a bug in NPE where Compilatron would sometimes loop around smashing things. (76072)
- Fixed possibility of dying just before a cutscene in NPE, which would lead to a crash. (77179)
- Fixed game crashing in NPE if it can't find anywhere to spawn a biter. (77486)
- Fixed using dark coal icon on dark speech bubble background. (75916)
- Fixed a crash when loading modded saves without the mod when you had entities marked to be upgraded to the now removed modded items but the entity is still valid.
- Fixed incorrect string for "Fuel Pollution" in tooltip. (77555)
- Fixed tooltip not showing max consumption correctly when using modules. (77570)
- Fixed battery equipment and accumulator tooltips showing wrong input flow limit when it's unlimited. (77570)
- Fixed item tooltips not showing custom_description. (77569)
- Fixed some item tooltips having incorrect title or description.
- Fixed that hovering over a logistic request didn't highlight inventory items. (77565)
- Fixed pump tooltip not showing pumped amount when pumping from a fluid wagon. (77656)
- Show the products of a recipe more clearly when the product has a probability and/or an interval defined. (77468)
- Fixed a crash when restarting the game after it failed to load modded fluidboxes. (77617)
- Fixed tech tree quantity icon being shown incorrectly. (77674)
- Fixed an exploit related to upgrading ghosts while a robot is trying to work on them. (77665)
- Fixed target leading logic would cause turret to shoot outside of its range sometimes. (77071)
Modding
- Added AmmoTurretPrototype::entity_info_icon_shift.
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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Boogalo
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by Boogalo » Thu Nov 07, 2019 4:01 pm
Steam has these patch notes, but labeled as version .77. Typo maybe?
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Honktown
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by Honktown » Sun Nov 10, 2019 5:58 am
Heyyyy the worm change is really nice. Do you know if it affected all worms? I noticed it CONSTANTLY because I play with a fair amount of enemy-difficulty mods, and turrets could shoot way outside their detection range. I assumed it was either the predictive shooting, or an update I hadn't seen where worms got a "defensive" range increase if you shot a nest or another worm.
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Klonan
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by Klonan » Sun Nov 10, 2019 10:13 am
Honktown wrote: ↑Sun Nov 10, 2019 5:58 am
Heyyyy the worm change is really nice. Do you know if it affected all worms? I noticed it CONSTANTLY because I play with a fair amount of enemy-difficulty mods, and turrets could shoot way outside their detection range. I assumed it was either the predictive shooting, or an update I hadn't seen where worms got a "defensive" range increase if you shot a nest or another worm.
It should affect all entities that used the 'predictive targeting' that the worms do
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