- Fixed that underground belts built by a blueprint would not respect the type of an existing belt. (55174)
- Fixed pump ghosts would always highlight attached rail, not just when selected.
- Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. (56201)
- Improved number formating in electricity overview to make it less jumpy. (56136)
- Fixed logistic robots migration related to changing force of logistic robots while stationing. (56194)
- Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. (54871)
- Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. (56125)
Version 0.16.15
- FactorioBot
- Factorio Staff
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- Joined: Tue May 12, 2015 1:48 pm
Version 0.16.15
Bugfixes
Re: Version 0.16.15
So, how far are we removed from a new stable?
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- Burner Inserter
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Re: Version 0.16.15
Thanks for the ram improves, I need them
Re: Version 0.16.15
Approximatively that farCaine wrote:So, how far are we removed from a new stable?
Koub - Please consider English is not my native language.
Re: Version 0.16.15
My logistics bots are still on a "Go Slow".......Caine wrote:So, how far are we removed from a new stable?
Re: Version 0.16.15
Hmm... just checked the bug reporting subforum. I think you guys are right. This will take a while longer.
Nevertheless, the devs are doing an impressive job at squashing bugs.
Nevertheless, the devs are doing an impressive job at squashing bugs.
Re: Version 0.16.15
[Koub] Moved a subdiscussion about bots from here to FFF 224 topic
Koub - Please consider English is not my native language.
Re: Version 0.16.15
Not again...!Koub wrote:Approximatively that farCaine wrote:So, how far are we removed from a new stable?
These jokes make my days... and nights.
- bobingabout
- Smart Inserter
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Re: Version 0.16.15
If the previous version is any indication, somewhere between a half and a third of the way to final update, but most likely two thirds to three quarters of the way to the first stable.Caine wrote:So, how far are we removed from a new stable?
In time frame, I'd say maybe a week or two until they'd consider a first stable.
Re: Version 0.16.15
I think it depends on the belt fixes. Twinsen stated that they are working on the side loading and compressing issues, but I guess that's a complicated fix. I doubt they release a stable version before they found a good solution to that.bobingabout wrote:If the previous version is any indication, somewhere between a half and a third of the way to final update, but most likely two thirds to three quarters of the way to the first stable.Caine wrote:So, how far are we removed from a new stable?
In time frame, I'd say maybe a week or two until they'd consider a first stable.
- bobingabout
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Re: Version 0.16.15
there's also an issue with loading belts with inserters from the end (so it places in the middle of the tile) CAN (rarely) cause the inserters to lock up. I'd call this another belt issue, because the belt isn't grabbing the item to put on one of it's sides.DerGraue wrote:I think it depends on the belt fixes. Twinsen stated that they are working on the side loading and compressing issues, but I guess that's a complicated fix. I doubt they release a stable version before they found a good solution to that.bobingabout wrote:If the previous version is any indication, somewhere between a half and a third of the way to final update, but most likely two thirds to three quarters of the way to the first stable.Caine wrote:So, how far are we removed from a new stable?
In time frame, I'd say maybe a week or two until they'd consider a first stable.
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- Manual Inserter
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Re: Version 0.16.15
will you update the enemy generation, I want a map full of alien base but since the 0.16, it's not possible anymore.