Version 1.1.33

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FactorioBot
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Version 1.1.33

Post by FactorioBot »

Graphics
  • Reworked all technology icons, and provided higher resolutions used by high GUI scale.
  • Changed item icons for armors, to match the progression and tech icons better.
Changes
  • Armor stages on the player character show as 1st with Light armor, and as 2nd with Modular armor.
Bugfixes
  • Roboport normal resolution graphics have been updated to be a downscale from the high resolution graphics. (97848)
  • Fixed cut-tool showing distinct selection color when holding shift. (97864)
  • Fixed armor rich text tags not using the correct icon. (97138)
  • Fixed pumpjack showing item drop indication arrows. (97421)
  • Fixed being unable to confirm the migrated content window if there was a game GUI open behind it. (97458)
  • Fixed a bad Lua event when invalidating the owning players controller during the gui closed event. (97425)
  • Fixed scaling of icons on buttons with more than 200% UI scale.
  • Fixed issue where ghosts overlapping with non-ghost entity in cloned area is not cloned. (fixes 97861)
  • Fixed using upgrade planner without explicit filters on entities marked for upgrade would not upgrade the existing upgrade orders.
  • Fixed a crash with mods and chunk generation in some cases. (98002)
  • Fixed the wrong technology level shown on the icon in the currently selected technology.
  • Fixed the missing notification (i) icon on the recipe group button, when there are more groups, so the tabs are shown as buttons instead.
  • Fixed a crash when trying to undo actions done on a surface that was deleted in the meantime. (98105)
  • Fixed that train would sometimes NO_PATH during repath while in intersection where the path passes through a block that is already occupied by that train. (98150)
  • Fixed a crash when the link_id of a linked container is changed while a non-admin has the GUI open. (98154)
Modding
  • Added "add" and "remove" modes to the Infinity pipe and Heat interface.
Scripting
  • Removed the "tile-build" SoundPath type. It has been replaced with "tile-build-small", "tile-build-medium", "tile-build-large", allowing mods to specify which size they want to refer to.
  • Added LuaEntityPrototype::related_underground_belt read.
  • Added "add" and "remove" modes to `InfinityPipeFilter` and `HeatSetting.`
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Deelkar
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Re: Version 1.1.33

Post by Deelkar »

it's not on steam yet?

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ickputzdirwech
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Re: Version 1.1.33

Post by ickputzdirwech »

FactorioBot wrote:
Mon May 03, 2021 4:51 pm
Reworked all technology icons, and provided higher resolutions used by high GUI scale.
Very exciting. I think you did a fantastic job on them! The new icons fit right in. Even though some of them changed drastically I don't think I'll have get used to them.
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Re: Version 1.1.33

Post by Xorimuth »

old
new
My mods
Content: Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Remote Configuration | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings

DirtyBitch
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Re: Version 1.1.33

Post by DirtyBitch »

Blesky přeskakující na akumulátoru by měly být ostřejší jsou takové... Není to ono

bluewilson
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Re: Version 1.1.33

Post by bluewilson »

Deelkar wrote:
Mon May 03, 2021 5:28 pm
it's not on steam yet?
It is now, at least, under Factorio->Properties->Beta

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ickputzdirwech
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Re: Version 1.1.33

Post by ickputzdirwech »

DirtyBitch wrote:
Tue May 04, 2021 4:56 am
Blesky přeskakující na akumulátoru by měly být ostřejší jsou takové... Není to ono
deepl.com wrote:Flashes skipping on the battery should be sharper are such... It's not that
I am assuming you mean the blue flashes in the accumulator and discharge defense equipment icons? The picture posted by @Xorimuth is not an accurate representation of how it looks in game as it includes the light. As you can see there is a small blue line in the center of the bright blue area. That’s what you see in game. The larger blue area just creates a brighter background around it.
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DanGio
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Re: Version 1.1.33

Post by DanGio »

Nice rework ! It's simpler & better. Maybe the Construction robotics & Logistic robotics are a bit too look alike and hard to differentiate at first glance.

Generally I like how technology images are closer to item images.

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Re: Version 1.1.33

Post by sp55aa »

new tech icons are awesome!
tech_icons.png
tech_icons.png (16.24 MiB) Viewed 23737 times

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Re: Version 1.1.33

Post by Shadow_Man »

Landfill icon with grass, but when you place landfill, it is without grass ;)
Maybe need to wait some time for grass grow? :lol:

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Re: Version 1.1.33

Post by NotRexButCaesar »

Shadow_Man wrote:
Fri May 07, 2021 11:33 pm
Landfill icon with grass, but when you place landfill, it is without grass ;)
I imagine the icon might get a redesign soon.
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Re: Version 1.1.33

Post by kitters »

what are Armor stages on the player character?

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NotRexButCaesar
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Re: Version 1.1.33

Post by NotRexButCaesar »

kitters wrote:
Sat May 08, 2021 7:46 pm
what are Armor stages on the player character?
Different player sprites depending on what armor you are wearing.
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Re: Version 1.1.33

Post by J-H »

I downloaded the new update and hit continue on my game.
stuff

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Re: Version 1.1.33

Post by Loewchen »

J-H wrote:
Sat May 08, 2021 9:19 pm
...
See 98218, technical issues don't belong here.

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