Version 1.1.27

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FactorioBot
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Version 1.1.27

Post by FactorioBot »

Bugfixes
  • Fixed trees and stones would block placement of wall ghosts. (96529)
  • Fixed interaction with entities from zoomed-to-world view in editor. (96530)
  • Fixed spidertrons with burner energy sources didn't interact with auto-trash correctly. (96461)
  • Fixed a crash when viewing styles in the prototype explorer GUI. (96638)
  • Fixed a crash when fast-replacing electric pole ghosts with non-electric-poles. (96652)
  • Fixed that robots building trains with equipment grids didn't work correctly. (96666)
  • Fixed that changes in mod settings textboxes weren't highlighted when hovering reset/back button. (96715)
  • Fixed that pressing Escape in mod settings with unconfirmed changes didn't open the confirmation dialog as in other settings.
  • Fixed crash when mod destroys currently opened locomotive and creates and opens new one right away. (viewtopic.php?f=30&t=96707)
  • Fixed mods gui for case when the mod title can't fit the space. (96687)
  • Fixed unloadable save related to underground belts in a weird state. (96685)
  • Fixed corner case of drawing wires between ghosts and non-ghost entities. (96728)
  • Fixed a crash when using upgrade planners through the Lua API. (96778)
  • Fixed wrong entity selection in multiplayer when using ghost cursor with rail. (96443)
  • Fixed accumulator charged status for some extreme cases. (96578)
Modding
  • Limited the name and title of the mod to 100 characters.
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 1.1.27

Post by Shadow_Man »

Mod name/title length limit inspired by this? :lol:
https://mods.factorio.com/mod/Rohlinhea ... e-atnsasri

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Re: Version 1.1.27

Post by Anders142536 »

Shadow_Man wrote:
Thu Mar 11, 2021 10:34 am
Mod name/title length limit inspired by this? :lol:
https://mods.factorio.com/mod/Rohlinhea ... e-atnsasri
This mod title/info is a piece of art.

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Re: Version 1.1.27

Post by kovarex »

It might be, but it is generally bad idea to not have limited the name & title. Also, the mod names are mentioned in the changes related to recipes/items/entities etc. and having one super long name in the list is plainly annoying.

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Re: Version 1.1.27

Post by ptx0 »

FactorioBot wrote:
Thu Mar 11, 2021 10:30 am
[*]Limited the name and title of the mod to 100 characters.
awww

Code: Select all

  "name": "Krastorio2_BeltMapColours",
  "version": "1.1.0",
  "title": "Krastorio2 and Space Exploration belts/splitters/undies map colour will match their implementation colour.",

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Re: Version 1.1.27

Post by sakuro »

Limited the name and title of the mod to 100 characters.
I believe this means characters, not bytes. So...

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Re: Version 1.1.27

Post by eradicator »

Shadow_Man wrote:
Thu Mar 11, 2021 10:34 am
Mod name/title length limit inspired by this? :lol:
https://mods.factorio.com/mod/Rohlinhea ... e-atnsasri
kovarex wrote:
Thu Mar 11, 2021 11:58 am
It might be,
If it was that sure sounds like a textbook example of "one person ruined it for everyone".
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Re: Version 1.1.27

Post by ptx0 »

eradicator wrote:
Fri Mar 12, 2021 1:25 pm
If it was that sure sounds like a textbook example of "one person ruined it for everyone".
same thing for the person who reported others coming into their vanilla server and pasting Bob's inserters everywhere back in the day?

it's a bug, really. I didn't know exactly why there's a Name and a Title. just use the Name. either way, glad it's fixed.

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Re: Version 1.1.27

Post by Bilka »

Also added in this version:
1.1.27 stable wrote:Added mod dependency modifier "~", which marks the mod as required, but doesn't affect mod loading order, so these kind of dependencies can be circular.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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Re: Version 1.1.27

Post by eradicator »

Bilka wrote:
Fri Mar 12, 2021 8:25 pm
Also added in this version:
1.1.27 stable wrote:Added mod dependency modifier "~", which marks the mod as required, but doesn't affect mod loading order, so these kind of dependencies can be circular.
Nice! (Also hopefully that'll be in the changelog at least for the next version to make it easier to find ;).
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