Version 0.17.5

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FactorioBot
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Version 0.17.5

Post by FactorioBot »

Bugfixes
  • Fixed crash related to train waypoints and very short train paths. (66095)
  • Fixed wrong entity info positioning when all other things in the right container are disabled. (65088)
  • Fixed Wave defense victory not being triggered in some cases.
  • Fixed Wave defense victory message being printed on every rocket launch.
  • Fixed restarting the game after sync-mods-with-save would fail to auto-load some saves on Windows. (66338)
  • Fixed PvP error when loading 0.16 versions of the scenario. (66108)
  • Fixed selection in blueprint preview would have an offset if UI scale was not 100%. (65557)
  • Fixed pie slice used as progress indicator in crafting queue wasn't rendering for small angles. (66079)
  • Fixed that the /time command would give back the wrong time played.
  • Fixed rendered terrain would increasingly get corrupted during movement when using 16bit rendering mode on some OpenGL drivers. (65691)
  • Fixed player.get_quick_bar_slot causing a crash for some values. (65917)
  • Fixed controls were lagging when application window was receiving lot of events it didn't recognize on macOS or Linux. (65179)
  • Fixed "Wait for V-Sync" graphics option was not working on macOS 10.14 Mojave.
  • Fixed crash logs were missing stack traces on macOS.
  • Adjusted the Supply Challenge requirements to make sense. (66291)
  • Fixed a crash when reviving entities through the Lua API.
  • Fixed NPE crash on biter commands during rebuild quest. (66586)
  • Fixed NPE crash during cutscene if player left entity ghosts in the starting area. (66424)
  • Fixed NPE crash on sending biters if you plaster half the map with furnaces (yes, seriously). (66369)
  • Fixed NPE bug where Compilatron would sometimes not continue after players put the required items in his chest. (66528)
  • Fixed that technology slot tooltip didn't reflect the cost of the selected technology in the queue.
  • Fixed NPE confusing flying text at startup. (66317)
  • Fixed that the train passed wait condition time was limited to 120 seconds. (66043)
  • Fixed hand not disappearing from the quickbar in some situations. (66019)
  • Fixed a crash related to the research queue. (66172)
  • Fixed that the research queue could show incorrect research levels. (66144)
  • Horizontal layouting fix of the mods gui. (66217)
  • Fixed that the island related changes in the terrain settings in map generator gui weren't updated if the island preset was preselected. (65722)
  • Fixed that custom Lua-defined shortcuts would desync the game. (66556)
  • Fixed a crash when player is not given when using surface.deconstruct_area(). (66426)
  • Fixed loading of blueprints containing rail temporary stations.
Modding
  • Added SelectionToolPrototype flag "nothing".
  • Made resource autoplace helper functions usable from mods. (66584)
  • Added LogisticContainerPrototype::landing_location_offset.
Balancing
  • Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.
Changes
  • Blueprinting tools are no longer shown in the quickbar filter selection. (66088)
We're having problems with our automatic updater at the moment, so please use Steam, or download the full installation at http://www.factorio.com/download/experimental.

AreYouScared
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Re: Version 0.17.5

Post by AreYouScared »

[Moderated by Koub]
Last edited by Koub on Mon Mar 04, 2019 8:43 pm, edited 1 time in total.
Reason: No firsting on this forum.
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illmaren
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Re: Version 0.17.5

Post by illmaren »

cjmwid wrote: ↑
Mon Mar 04, 2019 5:49 pm
First? 😊
here your cookie

thanks for your work devs :D
FactorioBot wrote: ↑
Mon Mar 04, 2019 5:47 pm
Balancing
  • Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.
for older savegames too?

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Re: Version 0.17.5

Post by Bilka »

illmaren wrote: ↑
Mon Mar 04, 2019 5:51 pm
FactorioBot wrote: ↑
Mon Mar 04, 2019 5:47 pm
Balancing
  • Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.
for older savegames too?
Yes, I specifically made a change to prevent breaking older save games just before the "deploy" button was pressed :)
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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Nova
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Re: Version 0.17.5

Post by Nova »

Nice change on the mining productivity.
Greetings, Nova.
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Re: Version 0.17.5

Post by MatHack »

Bilka wrote: ↑
Mon Mar 04, 2019 5:56 pm
illmaren wrote: ↑
Mon Mar 04, 2019 5:51 pm
FactorioBot wrote: ↑
Mon Mar 04, 2019 5:47 pm
Balancing
  • Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.
for older savegames too?
Yes, I specifically made a change to prevent breaking older save games just before the "deploy" button was pressed :)
That script was very generous... I went from 14% to 50% productivity.
Dev by day, gamer by night

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Re: Version 0.17.5

Post by Blacky007 »

Balancing
Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.

I switched from 900% with old level 450 back to Minig 89 and 890% ???
normaly it should be the same bevor and afteR?
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Re: Version 0.17.5

Post by Bilka »

MatHack wrote: ↑
Mon Mar 04, 2019 6:03 pm
That script was very generous... I went from 14% to 50% productivity.
That wasn't my script, that was the automatic migration :p
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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Re: Version 0.17.5

Post by Crozzfire »

What's the reasoning behind the huge mining productivity buff?

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Re: Version 0.17.5

Post by silergerma »

so if i have 83 productivity lvls they get converted from 83*2% to 83*10% ?

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Re: Version 0.17.5

Post by Bilka »

silergerma wrote: ↑
Mon Mar 04, 2019 6:14 pm
so if i have 83 productivity lvls they get converted from 83*2% to 83*10% ?
No, they get converted from 166% to 16 levels = 160%.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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Re: Version 0.17.5

Post by silergerma »

year that seems a bit better , thanks for the reaction !

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Nova
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Re: Version 0.17.5

Post by Nova »

Bilka wrote: ↑
Mon Mar 04, 2019 5:56 pm
Yes, I specifically made a change to prevent breaking older save games just before the "deploy" button was pressed :)
Well, that's slightly worrying. Sounds like you just noticed the problem and hastily changed it before release. Shouldn't something like that be stick out on normal testing of new versions?
Greetings, Nova.
Factorio is one of the greatest games I ever played, with one of the best developers I ever heard of.

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Light
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Re: Version 0.17.5

Post by Light »

Does someone at the office hate exploring for patches of ore and oil? Obtaining 20% with just blue science alone seems pretty powerful. Hopefully the science cost was increased to match.

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DanGio
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Re: Version 0.17.5

Post by DanGio »

Nice fixes and nice balance of mining productivity, thanks :)

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Re: Version 0.17.5

Post by BlueTemplar »

Light wrote: ↑
Mon Mar 04, 2019 6:18 pm
Does someone at the office hate exploring for patches of ore and oil? Obtaining 20% with just blue science alone seems pretty powerful.
That 2% per level was just tiny... especially considering that even the first level Productivity Modules 1 gave +4% per module !
Light wrote: ↑
Mon Mar 04, 2019 6:18 pm
Hopefully the science cost was increased to match.
FactorioBot wrote: ↑
Mon Mar 04, 2019 5:47 pm
increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.
BobDiggity (mod-scenario-pack)

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Re: Version 0.17.5

Post by Ranakastrasz »

BlueTemplar wrote: ↑
Mon Mar 04, 2019 6:43 pm
Yeah, that 2% per level was just tiny... especially considering that even the first level Productivity Modules 1 gave +4% per module !
Free after research, applies to everything, no power cost, pollution increase, speed loss. Stacks so hard that you can park a traincar in an orefield and fill it in up seconds when you get up there.

Yea, 2% was kinda pathetic, but, well, it added up. A lot.

Changing it to one level per tier, instead of 3 of 2% you got 1 of 10% makes sense. Sure, its like a 50% boost overall, but less repeated research.

Although given other posts I don't think it works that way. So I have to wait til I get home to check exactly what they did.
Last edited by Ranakastrasz on Mon Mar 04, 2019 6:49 pm, edited 1 time in total.
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Re: Version 0.17.5

Post by tk0421 »

Open up my save from last night.

Sees mining productivity research changes?

Opens bonus window worried my throughput is going to suffer

Sees 30% bonus is now 70%!

Confusion sets in, rushes to forum to make sure its not a bug.

Sighs and starts stocking up belts and furnaces to re-route the about 900 miners and their smelters in different patches i spent all day yesterday detailing and getting juuuuuust right...

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Re: Version 0.17.5

Post by baberg »

The mining productivity change is a huge buff to that research and to mining as a whole. The cost to go from 50% to 60% went from 14 rocket launches (13,500 total space science) to 3 (3,000 science).

Was this completely intentional? And will there be modifications to other things (ore density, mining speed, etc) to offset this or is it the "new normal"?

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Re: Version 0.17.5

Post by Raphaello »

It is indeed a huge buff to mining productivity. I immediately went from +20% (level 10 researched) to +60% after upgrade with only level 1 researched and level 2 of mining productivity reseachable for 1000 RGB science.
Also, as others have already mentioned, the new mining productivity is very cheap now.

It is worrying and potentially save breaking. I think the change from +2% per tech to +10% is a good idea but making the new tech so cheap simply breaks the balance in the game.

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