Version 1.1.28

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Version 1.1.28

Post by FactorioBot »

Minor Features
  • Blueprints and copy paste of entities with upgrade order are created based on the upgrade order instead of the current entity. (73287)
  • Enabled upgrading entities marked for upgrade, in which case, the upgrade target is used as the source entity for the upgrade planner filters.
  • The announcement of player death now contains GPS tag with the location.
Balancing
  • Increased the tank braking power from 400kw to 800kw. Before this change, the tank acceleration (600kw) was actually even greater than the braking force.
Bugfixes
  • Fixed incorrect color lookup table interpolation for ambient light around noon.
  • Fixed that built electric pole from map view was also opened with the same click with alternative key binding. (96607)
  • Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla which uses ammo category bonus. (96566)
  • Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties of the flame bound to it stargets didn't show the bonus damage from upgrades. (96566)
  • Fixed that mod install could cause removal of blueprint entities if it didn't remove the entity, but just made it not acceptable to be used in blueprint. (96852)
  • Fixed that the confirm load game dialog with 2 green arrow buttons had tooltips with (E) to confirm, while the E to confirm doesn't work here as it would be ambiguous. (96904)
  • Fixed crash related to using smart ghost belt building with a mod that specifies belt without related underground belt. (96875)
  • Fixed that renaming Spidertron didn't trigger on_entity_renamed. (96955)
  • Fixed that disabling side menu guis through script would sometimes leave an empty frame. (96991)
  • Fixed that crafting machines wouldn't wake up when the speed effect was changed in some situations. (96457)
  • Fixed that focus-search didn't in some GUIs work while in the map editor. (96909)
  • Fixed that chat icon selector didn't remember the last opened tab when used outside the game.
  • Fixed that pressing Escape with the chat icon selector opened in a dialog outside the game closed the whole dialog instead of closing just the selector window.
  • Fixed that pressing Control + F to search in the chat icon selector that is opened on top of a non-game window that already had search activated the bottom window search.
  • Fixed that enabled train stops would cause schedule records for trains on different surfaces to be rendered as available. (96799)
  • Fixed rare crash when using Map editor -> Convert save. (97188)
  • Fixed electric pole connection consistency issue related to fast replace of modded entities. (96929)
Modding
  • 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.
  • Prototype/EntityWithHealth::healing_per_tick is now also used by trees, so their automatic healing is no longer hardcoded. (97082)
  • Loaders are now able to take or insert more than 1 item per transport line per tick. (81447)
Gui
  • Tweaked search in the install mods GUI, so the search order prioritizes the results more naturally.
  • Unified the search button in the mod settings GUI.
  • Improved some descriptions in Map Generator GUI. (97131)
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 1.1.28

Post by CakeDog »

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.
Big if true.

But yeah this has the potential to be a big deal.

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Re: Version 1.1.28

Post by eradicator »

FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm
Loaders are now able to take or insert more than 1 item per transport line per tick. (81447)
Nice! Am I correct in assuming the new max speed is now 480i/s by consuming one belt tile (4*2 items) per tick?
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Re: Version 1.1.28

Post by GluAp »

FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm
Bugfixes
  • Fixed that focus-search didn't in some GUIs work while in the map editor. (96909)
Now, that I read this (and the linked Bug Report), I remembered that I completely forgot to ask you to add a shortcut key for renaming train stations with open GUI to the game. There are literally shortcuts for everything, but this is missing.

So please: Add a shortcut key for renaming train stations

Thank you in advance :P

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Re: Version 1.1.28

Post by ptx0 »

eradicator wrote: ↑
Wed Mar 24, 2021 2:08 pm
FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm
Loaders are now able to take or insert more than 1 item per transport line per tick. (81447)
Nice! Am I correct in assuming the new max speed is now 480i/s by consuming one belt tile (4*2 items) per tick?
items can move more than one tile per tick
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
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Re: Version 1.1.28

Post by Merssedes »

FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm
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.
What's benefit of having circular dependent mods?

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Re: Version 1.1.28

Post by Silari »

Merssedes wrote: ↑
Wed Mar 24, 2021 4:46 pm
FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm
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.
What's benefit of having circular dependent mods?
Space Exploration is probably the most notable example, where the mod itself is split into two pieces, but due to how dependencies worked you could install the base one "Space Exploration" without realizing "Space Exploration Post-Process" was also required. The first couldn't mark the second as a dependency, because post-process has to run after it so it can do all the stuff it needs. Now they can both mark each other as a dependency to avoid the issue, and still keeping load order correct.

Probably also some use for mods that separate their graphics from their code into two mods, so the graphics are required but still run after the main mod so it can fix things up.

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Re: Version 1.1.28

Post by ptx0 »

GluAp wrote: ↑
Wed Mar 24, 2021 2:30 pm
Now, that I read this (and the linked Bug Report), I remembered that I completely forgot to ask you to add a shortcut key for renaming train stations with open GUI to the game. There are literally shortcuts for everything, but this is missing.
more isn't better - there's already too many as it is. you can mod this, however.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
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Linear search and overflows are indicative of sloppy coding practices.

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Re: Version 1.1.28

Post by thuejk »

FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm
Minor Features
  • The announcement of player death now contains GPS tag with the location.
Nice :D! No more pixel hunting.

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Re: Version 1.1.28

Post by gGeorg »

FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm

[*]Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla which uses ammo category bonus. (96566)
[*]Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties of the flame bound to it stargets didn't show the bonus damage from upgrades. (96566)
Well it looks like the flamethrower is even moore OP than I thought. Would you reconsider balancing flamethrower for less dmg but highligh the slow down role? Especially, when used with heavy oil, add even more slowdown. So heavy oil becomes more popular, therfore coal liqification more popular. Also wall defence cosntrctionns will be efficient to mix more techologies than use simple one.
Here is an older balance proposal for the same.
viewtopic.php?f=16&t=96115
Thanks.

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Re: Version 1.1.28

Post by AngledLuffa »

If there's attention being given to the fluid turrets, would you check why the fluid turrets don't seem to fully sleep in some cases? On a large map where my wall is entirely artillery, lasers, and flamers, after I turned off the biters, the artillery nd flamers still get charged with some update time when looking at the entity time debugging screen. Thanks!

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Re: Version 1.1.28

Post by jodokus31 »

gGeorg wrote: ↑
Thu Mar 25, 2021 9:17 am
FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm

[*]Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla which uses ammo category bonus. (96566)
[*]Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties of the flame bound to it stargets didn't show the bonus damage from upgrades. (96566)
Well it looks like the flamethrower is even moore OP than I thought. Would you reconsider balancing flamethrower for less dmg but highligh the slow down role? Especially, when used with heavy oil, add even more slowdown. So heavy oil becomes more popular, therfore coal liqification more popular. Also wall defence cosntrctionns will be efficient to mix more techologies than use simple one.
Here is an older balance proposal for the same.
viewtopic.php?f=16&t=96115
Thanks.
Although flamethrower turret is hopelessly OP, it's still not very famous. A bit like the effectivity module: Useless in normal game, but OP in deathworld. And, landmines are OP in all variants.
The funny thing, lasers are not very strong, but everybody uses them, because they are easy to handle and have a ton of range. Just needs some (or very much) research, but this is a game about research.

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Re: Version 1.1.28

Post by gGeorg »

jodokus31 wrote: ↑
Thu Mar 25, 2021 6:58 pm
The funny thing, lasers are not very strong, but everybody uses them, because they are easy to handle and have a ton of range. Just needs some (or very much) research, but this is a game about research.
Flamer has bigger range, than laser. e.g. by your book - laser has a ton of range, flamer has two tons of range.
with the same amount of research, flamers do waaay more dmg. Also flamers are easyer to produce, only metals.
For laser you need oil industry up and runing to make acid sulfur.

Flamer is OP in any possible way.

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Re: Version 1.1.28

Post by eradicator »

gGeorg wrote: ↑
Fri Mar 26, 2021 3:13 pm
jodokus31 wrote: ↑
Thu Mar 25, 2021 6:58 pm
The funny thing, lasers are not very strong, but everybody uses them, because they are easy to handle and have a ton of range. Just needs some (or very much) research, but this is a game about research.
Flamer has bigger range, than laser. e.g. by your book - laser has a ton of range, flamer has two tons of range.
with the same amount of research, flamers do waaay more dmg. Also flamers are easyer to produce, only metals.
For laser you need oil industry up and runing to make acid sulfur.

Flamer is OP in any possible way.
Laser = Free ammo, no ammo transport = lower UPS impact. Also easy to build by hand by just drag-walking.
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Re: Version 1.1.28

Post by jodokus31 »

gGeorg wrote: ↑
Fri Mar 26, 2021 3:13 pm
jodokus31 wrote: ↑
Thu Mar 25, 2021 6:58 pm
The funny thing, lasers are not very strong, but everybody uses them, because they are easy to handle and have a ton of range. Just needs some (or very much) research, but this is a game about research.
Flamer has bigger range, than laser. e.g. by your book - laser has a ton of range, flamer has two tons of range.
with the same amount of research, flamers do waaay more dmg. Also flamers are easyer to produce, only metals.
For laser you need oil industry up and runing to make acid sulfur.

Flamer is OP in any possible way.
Flamers are inconvenient and they can't care for themselves, so you need another type of turret nearby.
The biggest advantage (?) is the enormous AOE damage, which makes deathworld a bit too easy for my taste.
In default game, you don't need the effort.

Lasers have all sorts of downsides, but the convenience beats everything, it seems.

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