Version 0.16.42

Information about releases and roadmap.
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FactorioBot
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Version 0.16.42

Post by FactorioBot »

Bugfixes
  • Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. (59670)
  • Fixed a desync when printing a Lua error to players with different installation paths. (60049)
  • Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).
  • Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. (60068)
  • Fixed decimals displaying in production statistics that caused the numbers to be too long. (59997)
  • Fixed high CPU usage on the main menu. (60063)
  • Fixed an issue when joining friends games through steam. (60157)
  • Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.
  • Added train path finding penalty for train with no path equal to 1000 tiles. (60211)
  • Fixed a crash when building modded rolling stock entities on diagonal rails. (60014)
  • Fixed "header errors" when extracting factorio zip files with 7zip.
Scripting
  • Added LuaEntityPrototype::collision_mask_collides_with_tiles_only and collision_mask_considers_tile_transitions read.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

AngledLuffa
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Re: Version 0.16.42

Post by AngledLuffa »

Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).
Is this a one-time operation or something that happens every game tick being optimized?

kovarex
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Re: Version 0.16.42

Post by kovarex »

AngledLuffa wrote:
Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).
Is this a one-time operation or something that happens every game tick being optimized?
It is one time migration.

ghoney106
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Re: Version 0.16.42

Post by ghoney106 »

I hope vanila add water ground pump

beacuse reactor spaghetti pipe not beautiful & many reactor --- hardly supply water

please 17.xx add ground water pump

Laurent
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Re: Version 0.16.42

Post by Laurent »

ghoney106 wrote:I hope vanila add water ground pump

beacuse reactor spaghetti pipe not beautiful & many reactor --- hardly supply water

please 17.xx add ground water pump
You can also maybe consider using trains to transport water around your factory, then at least the spaghetti should be less problematic.

NB: note that this is not the right place for suggestions, see this forum:
viewforum.php?f=6

rldml
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Re: Version 0.16.42

Post by rldml »

ghoney106 wrote:I hope vanila add water ground pump

beacuse reactor spaghetti pipe not beautiful & many reactor --- hardly supply water

please 17.xx add ground water pump
Just learn to plan your nuclear power plant in a correct manner - then the pipes aren't a problem and you don't have spagetthi ;)

Mr. Tact
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Re: Version 0.16.42

Post by Mr. Tact »

Ground pumps are essentially available now. Get a waterfill mod, put the water where you need it, place the water pump, fill back in with landfill. Boom! Ground pump.
Professional Curmudgeon since 1988.

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