Version 0.18.19

Information about releases and roadmap.
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FactorioBot
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Version 0.18.19

Post by FactorioBot »

Bugfixes
  • Fixed a crash when loading saves from 0.18.12 and older while re-spawning and having personal logistics researched. (83173)
  • Fixed offshore pump selection box to match the new graphics. (83454)
  • Fixed possible performance issue related to animated trees in OpenGL rendering backend. (83500)
  • Fixed opening the character GUI through hotkey when the logistic tab isn't visible. (82900)
  • Fixed that curved rail ghosts selection didn't work quite right. (83619)
  • Fixed that the offshore pump would play sounds even when it wasn't doing anything. (83513)
  • Fixed wrong Lua docs for LuaCommandProcessor::add_command. (83657)
  • Fixed a desync when personal logistics is researched while a player is disconnected from the server with personal logistics disabled. (83355)
  • Fixed a crash when moving armors around in other players inventories in multiplayer. (83712)
  • Fixed a regression issue with the select-a-signal GUI related to group ordering. (82838)
  • Fixed that trying to load a save created from a scenario in a now disabled/removed mod would crash the game. (83738)
  • Fixed a crash when trying to join games through Steam when the Steam API fails to initialize.
  • Fixed that the character corpse wasn't included in the post-player-died event 'corpses' parameter. (83812)
  • Fixed that trains pathfinder could create non contiguous path in case of single segment cycle with a single train stop. (83864)
Modding
  • Added warning for empty layers in sprite or animation definition. In next release, this will become an error. (83721)
  • Added a check to make sure placeable_by.count isn't larger than the placeable_by.item.stack_size. (83928)
  • Added support to play sounds when left clicking radio buttons and checkboxes.
  • Added ParticlePrototype::fade_away_duration and vertical_acceleration.
  • Rolling stock entities can no longer have next_upgrade set.
  • Added support for rotated_sound on entity prototypes.
Scripting
  • Fixed that LuaEntityPrototype::fluidbox_prototypes didn't include fluid energy source fluidbox prototypes.
  • Added LuaEntity::productivity_bonus, pollution_bonus, speed_bonus, and consumption_bonus read.
  • Added LuaGameScript::create_inventory() and get_script_inventories().
  • Added LuaInventory::destroy() and resize().
  • Added LuaInventory::mod_owner read.
  • Added LuaEntityPrototype::adjacent_tile_collision_box, adjacent_tile_collision_mask, adjacent_tile_collision_test, center_collision_mask read to access new offshore pump prototype properties.
  • Added "final-health" to the entity-damaged event.
  • Added "final-health" to the entity-damaged event filter.
  • Added LuaGameScript::max_force_distraction_distance, max_force_distraction_chunk_distance, max_electric_pole_supply_area_distance, max_electric_pole_connection_distance, max_beacon_supply_area_distance, max_gate_activation_distance, max_inserter_reach_distance, max_pipe_to_ground_distance, max_underground_belt_distance read.
  • Added LuaEntity::deplete().
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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Omnifarious
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Re: Version 0.18.19

Post by Omnifarious »

This also fixes "Harmless error dialog pops up when saving (82539)". Thank you.

While this bug was minor, I found it to be a major irritant.

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Optera
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Re: Version 0.18.19

Post by Optera »

Rolling stock entities can no longer have next_upgrade set.
And here i was hoping that property was a sneak peak of an upcoming feature to allow fast upgrading rolling stock.

eagle00789
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Re: Version 0.18.19

Post by eagle00789 »

FactorioBot wrote:
Mon Apr 20, 2020 11:52 am
Modding
  • Rolling stock entities can no longer have next_upgrade set.
Could an engineer please tell me why this was changed? this change does break several mods now...

slaved34ler
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Re: Version 0.18.19

Post by slaved34ler »

Will you fix sounds? I still don't hear transport belts.

Pi-C
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Re: Version 0.18.19

Post by Pi-C »

Did you make any changes to LuaControl.shooting_state? I don't see any mention of it in the changelog, but this code (still working with 0.18.18)

Code: Select all

        local shooter = (driver and driver.valid) and driver or passenger
        if shooter then
                shooter.shooting_state = {}
        end
results in

Code: Select all

Error while running event autodrive::on_tick (ID 0)
real number expected got nil.

with 0.18.19. I've fixed the crash with this change:

Code: Select all

        local shooter = (driver and driver.valid) and driver or passenger
        if shooter then
>>>                shooter.shooting_state.state = defines.shooting.not_shooting 	<<<
        end
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!

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