Version 0.16.17

Information about releases and roadmap.
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FactorioBot
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Version 0.16.17

Post by FactorioBot »

Features
  • Added filter to splitter.
  • Added input and output priority to splitter.
Minor Features
  • Added a "clone group" button to the permissions GUI.
  • Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.
Balancing
  • Increased the stack size of roboport from 5 to 10.
  • Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
Bugfixes
  • Fixed that rail chain signals didn't work with copy-paste. (56438)
  • Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. (56440)
  • Fixed that walking near the edge of water could result in no footstep sounds. (56372)
  • Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. (56250)
  • Fixed that ghost solar panels would show as having energy. (56467)
  • Fixed that the bonus GUI didn't show correct numbers for some bonuses. (56475)
  • Fixed that a single water tile that separates two terrain types would become invisible. (54663)
  • Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs. The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled. This should reduce GPU load, but slightly increase CPU load and VRAM usage. (54560)
  • Added a command-line option --executable-path to allow launching Factorio through a custom ld.so on Linux. (56454)
  • Fixed a crash when setting invalid prototype values for vehicle type entities through mods. (56494)
  • Fixed that you couldn't attack nests with your pickaxe.
  • Additional fix of the rail block visualization for high res. (56499)
  • Fixed jittering when running against entities with connected bounding boxes (for example pipes). (56497)
  • Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. (56574)
  • Fixed recipe tooltip with many raw materials showing incorrectly. (56422)
  • Fixed invisible GUI when assembling machine with no recipe is opened. (56491)
  • Fixed a crash on Linux that would happen after dragging a UI element outside the game window. (56501)
  • Fixed inconvenient drag-placing of electric poles around large entities. (56374)
  • Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. (56659)
  • Fixed artillery projectile shadow was not aligned with artillery cannon shadow. (55269)
  • Fixed line breaks in changelog with UI scale. (56141)
  • Fixed that too many biters trying to return to a spawner could make all other biters inactive. (56464)
  • Fixed robots deconstructing artillery turrets could lose ammo. (56686)
  • Improved scroll behaviour in server list. (55451)
  • Fixed possibility of receiving the previous rounds input items in Team production. (56754)
  • Fixed that the game could create many enemy unit groups resulting in poor performance. (56683)
  • Fixed pasting entity settings would not disable connection to logistic network. (56753)
  • Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. (56748)
  • Fixed rail chain signal ghost would emit light. (56818)
  • Fixed that blueprint strings wouldn't retain storage chest filters. (56875)
  • Fixed passing LuaObjects through the remote interface wouldn't always work correctly. (56812)
  • Fixed that LuaSurface::create_entity wouldn't work to create walls on top of ghost walls. (56829)
  • Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. (56859)
  • Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. (56854)
  • Fixed a migration issue related to logistic entities and inventory resizing. (56861)
Modding
  • Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. (55109)
  • Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.
  • Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. (26937)
Scripting
  • Changed the tile related events to include the old tiles and positions instead of just positions.
  • Added on_pre_player_crafted_item and on_player_cancelled_crafting events.
  • Added on_entity_damaged event.
  • Added on_chunk_charted event.
  • Added LuaEntity::splitter_filter, splitter_input_priority and splitter_output_priority read/write.
  • Added ghost_name and ghost_type to LuaSurface::find/count entities filtered.
  • Fixed recursive call in util.merge(). (56779)
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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mngrif
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Re: Version 0.16.17

Post by mngrif »

FactorioBot wrote:
  • Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
Thank you so much!
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Re: Version 0.16.17

Post by Alivo »

Added filter to splitter.
Added input and output priority to splitter.

You made my dream come true lads
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Re: Version 0.16.17

Post by AK90 »

FactorioBot wrote:Fixes

[*]Fixed that blueprint strings wouldn't retain storage chest filters. (56875)

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VFaalcatnodriiro
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Re: Version 0.16.17

Post by VFaalcatnodriiro »

Fixed that you couldn't attack nests with your pickaxe.
Yes. Arumba will be happy :)
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Gergely
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Re: Version 0.16.17

Post by Gergely »

Oh finally!
Baughn
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Re: Version 0.16.17

Post by Baughn »

First crash!

Code: Select all

➜  factorio steam-run ~/factorio/bin/x64/factorio                    ~/factorio
/home/svein/factorio/bin/x64/factorio: /steamrt/amd64/lib/libssl.so.1.0.0: no version information available (required by /home/svein/factorio/bin/x64/factorio)
/home/svein/factorio/bin/x64/factorio: /steamrt/amd64/lib/libssl.so.1.0.0: no version information available (required by /home/svein/factorio/bin/x64/factorio)
/home/svein/factorio/bin/x64/factorio: /steamrt/amd64/lib/libcrypto.so.1.0.0: no version information available (required by /home/svein/factorio/bin/x64/factorio)
   0.000 2018-01-22 20:42:36; Factorio 0.16.17 (build 35127, linux64, alpha)
   0.000 Operating system: Linux
   0.000 Program arguments: "/home/svein/factorio/bin/x64/factorio" 
   0.000 Read data path: /home/svein/factorio/data
   0.000 Write data path: /home/svein/factorio [175300/247128MB]
   0.000 Binaries path: /home/svein/factorio/bin
   0.006 System info: [CPU: AMD Ryzen Threadripper 1950X 16-Core Processor , 32 cores, RAM: 32093MB]
   0.006 Display options: [FullScreen: 0] [VSync: 1] [UIScale: system (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en]
   0.039 Available display adapters: 1
   0.040  [0]: resolution 3840x2160px at [0,0]
   0.040 Create display on adapter 0. Size 1280x720 at position [1270, 702].
   0.096 Initialised OpenGL:[0] GeForce GTX 1070/PCIe/SSE2; driver: 4.6.0 NVIDIA 387.34
   0.096   Video memory size (dedicated/total available/current available): 8192/8192/7462 MB
libpng warning: Application built with libpng-1.2.50 but running with 1.6.30
   0.096 png_ptr == NULL

   0.096 Error Util.cpp:49: Failed to load window icon! Loading from: /home/svein/factorio/data/core/graphics/factorio-icon.png

------------- Error -------------
Failed to load window icon! Loading from: /home/svein/factorio/data/core/graphics/factorio-icon.png
---------------------------------
   0.098 Goodbye
➜  factorio ls /home/svein/factorio/data/core/graphics/factorio-icon.png
/home/svein/factorio/data/core/graphics/factorio-icon.png
This is on NixOS, but using the Steam environment, so Ubuntu-like. The previous version didn't have the libpng warning; I bet that's why.
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Gergely
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Re: Version 0.16.17

Post by Gergely »

Baughn wrote:First crash!

Code: Select all

   0.098 Goodbye
This is on NixOS, but using the Steam environment, so Ubuntu-like. The previous version didn't have the libpng warning; I bet that's why.
Ummm... I don't think this is the right place. Go to bug reports or technical help.
Last edited by Gergely on Mon Jan 22, 2018 9:39 pm, edited 2 times in total.
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Wakaba-chan
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Re: Version 0.16.17

Post by Wakaba-chan »

Haha, I just couldn't sleep right now. So that is the reason - new Factorio release! :D
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Re: Version 0.16.17

Post by keyboardhack »

  • Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
Thank you!
Waste of bytes : P
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Re: Version 0.16.17

Post by marauder78 »

Hi,

I've noticed after the latest patch the NPC's (aliens) some of the aliens near the nest do not attack you when the nest is attacked, they will sit at the nest, until its destroyed and then move to the closest other nest. Only when the numbers reach the minimal group number they will engage.
If you attack the idle NPC, it will just ignore you and get killed.
Engimage
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Re: Version 0.16.17

Post by Engimage »

Thanks for your great work!

However still waiting for compression solution...
And terrain generation...
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Drury
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Re: Version 0.16.17

Post by Drury »

Added filter to splitter.
yes



YES
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Re: Version 0.16.17

Post by FasterJump »

Nice features! Can't wait for compression fix.
By the way what's wrong about the terrain generation?
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irbork
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Re: Version 0.16.17

Post by irbork »

Oh sweet splitters, come to papa ;)
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Gergely
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Re: Version 0.16.17

Post by Gergely »

So they removed the good old splitter mechanism of equality per item type huh? They removed the black magic splitter sorting huh? So that you can't sort with splitters huh?! Then guess what! :twisted:

...
FactorioBot wrote:Features
  • Added filter to splitter.
  • Added input and output priority to splitter.
This!!


Next step: Make loaders craftable! They are perfect for late game. Why? Why NOT? Make belts better than bots!
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Philip017
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Re: Version 0.16.17

Post by Philip017 »

FactorioBot wrote: [*]Added filter to splitter.
[*]Added input and output priority to splitter.
now we just need a balanced input, forcing left and right lane to be balanced. doesn't matter if left lane is being drawn from more than the right lane, the input left/right side will always be balanced.
balanced.jpg
balanced.jpg (52.92 KiB) Viewed 16187 times

this balanced splitter function will also replace these.
balanced2.jpg
balanced2.jpg (28.7 KiB) Viewed 16187 times
also recommend that splitter filters be added to the tech tree somehow
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Re: Version 0.16.17

Post by Aru »

These will greatly simplify train routes and train unloading stations.
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Re: Version 0.16.17

Post by illmaren »

Philip017 wrote:
FactorioBot wrote: [*]Added filter to splitter.
[*]Added input and output priority to splitter.
now we just need a balanced input, forcing left and right lane to be balanced. doesn't matter if left lane is being drawn from more than the right lane, the input left/right side will always be balanced.
The attachment balanced.jpg is no longer available
Meh this design is shit...use this here, does the same:
screenshot.png
screenshot.png (92.18 KiB) Viewed 16116 times
James K
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Re: Version 0.16.17

Post by James K »

Can inserters now fully compress a belt? Or is that meant for a future update?
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