Version 0.17.12

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FactorioBot
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Version 0.17.12

Post by FactorioBot »

Features
  • Added pollution tab to the production statistics.
Minor Features
  • Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.
  • Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)
Changes
  • Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.
  • All statistics graphs apart from electricity use smoothing now.
  • The Install Mods GUI will now automatically install required dependencies.
  • Added graphics option "Render in native screen resolution" on macOS to workaround performance issues due to rendering on Retina displays. (66870)
Bugfixes
  • Added another fixing migration of consistency related to undo.
  • Fixed that inserters wouldn't copy the white list/black list setting during fast-replace. (67501)
  • Fixed that building/removing signals forced train in disabled station to move from it. (67365)
  • Fixed that the name of the "Undo" shortcut wouldn't show up in the shortcut selection list. (67464)
  • Fixed that the blueprint book shortcut's tooltip wouldn't show the assigned key combination. (67447)
  • Fixed search bar focus being lost when binding it to extra mouse buttons. (67517)
  • Fixed that shortcut bar keyboard shortcuts would appear twice in the control settings if certain mods were installed. (67433)
  • Fixed that backspacing text covered by unclosed rich text tags could leave them at the end of the string. (67376)
  • Fixed that technology tooltip would show "unknown key" for technologies with no description. (67489)
  • Fixed unable to close the menu when rebinding toggle menu from ESC. (67535)
  • Fixed that modded GUI window frames always contained header filler. (66295)
  • Fixed save file would contain two preview screenshots. (67543)
  • Fixed typo in decoratives.lua. (67594)
  • Fixed that cloning assembling machines wouldn't preserve the direction for some recipes. (67583)
  • Fixed bug with typing certain characters on alternative keyboard layouts on windows. (67552)
  • Fixed a crash of generators whose prototype changes to not use fluid anymore. (66595)
  • Fixed some crashes related to changes of modded fluid recipes. (67277)
  • Fixed NPE bug when Compilatron walks over the iron patch when he's about to build miners. (67553)
  • Fixed switching to map view when holding placeable item in cursor would make the item icon invisible. (66180)
  • Fixed cloning rocket silos with rockets wouldn't work correctly. (67635)
  • Fixed broken and missing support of modded underground pipe connections. (65824)
  • Fixed not being able to use the same key for some actions. (65128)
  • Fixed that releasing Alt before D when pressing Alt+D would cause the character to walk.
  • Fixed that order of items in the circuit network did not respect group and subgroups. (67548)
Modding
  • Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.
Scripting
  • LuaPlayer::get_active_quick_bar_page now returns 1 based index.
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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invisus
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Re: Version 0.17.12

Post by invisus »

Thank you Wube!

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Re: Version 0.17.12

Post by deer_buster »

FactorioBot wrote:
Thu Mar 14, 2019 6:44 pm
Changes
  • The Install Mods GUI will now automatically install required dependencies.


OMG!!! Love this!

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SuperSandro2000
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Re: Version 0.17.12

Post by SuperSandro2000 »

Still on the first page Klonan.
And thanks for the fluid fixes. I can finally continue my save.

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Re: Version 0.17.12

Post by theolderbeholder »

FactorioBot wrote:
Thu Mar 14, 2019 6:44 pm
[*]Added pollution tab to the production statistics.
Muaharharhar... I see a competition ahead. :twisted:

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Re: Version 0.17.12

Post by Ranakastrasz »

Hurray. Pollution is more integrated into the game now. At least in that you can see it much better now.

Now we just need air filters or something.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: Version 0.17.12

Post by thecatlover1996 »

Ranakastrasz wrote:
Thu Mar 14, 2019 8:55 pm
Hurray. Pollution is more integrated into the game now. At least in that you can see it much better now.

Now we just need air filters or something.
Or you can just not destroy nature... but that's way less fun :twisted:

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Re: Version 0.17.12

Post by mocg402 »

Ranakastrasz wrote:
Thu Mar 14, 2019 8:55 pm
Hurray. Pollution is more integrated into the game now. At least in that you can see it much better now.

Now we just need air filters or something.
A Air FIlter Upgrade with a low % per level.
Ex: 1% decrease polution per research a max of 70%

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Re: Version 0.17.12

Post by Aardwolf »

Awesome to have those stats! I was using the /evolution command a lot lately, especially to check when I'd get behemoths. Seeing the evolution rate and behemoth percentage easily on the spawner now is great :)

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Re: Version 0.17.12

Post by Goose »

It's really strange seeing whole pollution values from how it was... :P
Also the opaquer pollution displayed on the map is nice touch.

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Re: Version 0.17.12

Post by Termak »

Loving the changes, though this will mean superdeathworld for older saves since the pollution values didnt get adjusted.
Default old pollution value converted to 150 in new system, when new default is 9, meaning 16times more pollution.
My evolution jumped from 30sh to 80+ in about 3hours before i noticed theres something weird going on :shock:

Sorry for big mspaint but this issue ruins bases superfast.
Attachments
pollution_factor.png
pollution_factor.png (153.16 KiB) Viewed 12282 times

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Re: Version 0.17.12

Post by nsalyzyn »

I loaded up 0.17 for the first time and haven't played Factorio in a while. I have feedback on ctrl+z:
I couldn't figure out how to undo the undo action. I pushed it by accident and my early base of burners started getting big red X's. I did a web search for "cancel deconstruction planner" and found out how to remove them. Maybe disable ctrl+z until you have construction robots, like the shortcut bar suggests? Or, ctrl+shift+z to redo the last undo?

Also, when I open the shortcut explorer thingy next to my tool belt, I keep wanting to close it with ESC. Is there a hotkey to close that big thing? The buttons to close it are pretty small.

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Re: Version 0.17.12

Post by ColonelSandersLite »

Termak wrote:
Fri Mar 15, 2019 2:59 am
Loving the changes, though this will mean superdeathworld for older saves since the pollution values didnt get adjusted.
Default old pollution value converted to 150 in new system, when new default is 9, meaning 16times more pollution.
My evolution jumped from 30sh to 80+ in about 3hours before i noticed theres something weird going on :shock:

Sorry for big mspaint but this issue ruins bases superfast.

Huh. I'm actually running my first deathworld and you got me to checking -
Normal pollution evolution factor went from 150 to 9.
Deathworld pollution evolution factor went from 200 to 200.

If the new 9 is worth the old 150, the new 200 would be worth 3333.333.

Are we supposed to be seeing big biters and big spitters at 4.5 hours?


Edit -
Yeah, seems borked.

I loaded my saves in sequence and did /evolution on each.

.17.11

102 min
Evolution factor: 0.1522. (Time 68%)(Pollution 9%)(Spawner kills 22%)

.17.12

107 min (total)
Evolution factor: 0.1880. (Time 55%)(Pollution 24%)(Spawner kills 21%)

165 min (total)
Evolution factor: 0.3911. (Time 31%)(Pollution 51%)(Spawner kills 12%)

197 min (total)
Evolution factor: 0.4616. (Time 28%)(Pollution 64%)(Spawner kills 9%)

267 min (total)
Evolution factor: 0.6275. (Time 19%)(Pollution 77%)(Spawner kills 4%)


In just 5 minutes of play going from 17.11 17.12, the pollution factor more than doubled!

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Re: Version 0.17.12

Post by DOSorDIE »

I love the new pollution system.
I play a little with it and get my pollution down (with T1 Modules) to near 1:1
Im lucky and have a big forest next to my base.
I would be great to have a summary of all Polution somewhere to see how good/bad it really is.

Thanks to the devs who work so hard to get us a perfect game!

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Re: Version 0.17.12

Post by bobingabout »

SuperSandro2000 wrote:
Thu Mar 14, 2019 8:22 pm
Still on the first page Klonan.
And thanks for the fluid fixes. I can finally continue my save.
You have no idea how many times my games failed to load during the 0.17 run up before release, and as a result I send Rseding a save file with mods, for him to tell me the issue was with fluid or fluid boxes.

I have a folder in dropbox named @Rseding as a result, it was easier just to update that folder and send him the link.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Version 0.17.12

Post by SuperSandro2000 »

bobingabout wrote:
Fri Mar 15, 2019 8:53 am
SuperSandro2000 wrote:
Thu Mar 14, 2019 8:22 pm
Still on the first page Klonan.
And thanks for the fluid fixes. I can finally continue my save.
You have no idea how many times my games failed to load during the 0.17 run up before release, and as a result I send Rseding a save file with mods, for him to tell me the issue was with fluid or fluid boxes.

I have a folder in dropbox named @Rseding as a result, it was easier just to update that folder and send him the link.
There are like 3 bug reports on the forum too

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Re: Version 0.17.12

Post by SkylineCVC »

I don't understand the new pollution mechanics...

Will the pollution now have a significantly lesser impact on the biter evolution rate, so this would mean killing nests and letting time go by are the dominant factors now?

Thanks!

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Re: Version 0.17.12

Post by wahming »

SkylineCVC wrote:
Fri Mar 15, 2019 1:53 pm
I don't understand the new pollution mechanics...

Will the pollution now have a significantly lesser impact on the biter evolution rate, so this would mean killing nests and letting time go by are the dominant factors now?

Thanks!
There's no new pollution mechanics, unless you're a mod publisher who needs to update your mods. The apparent issue is that saves didn't get migrated properly, messing up pollution/evolution values.

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Re: Version 0.17.12

Post by orzelek »

wahming wrote:
Fri Mar 15, 2019 2:06 pm
SkylineCVC wrote:
Fri Mar 15, 2019 1:53 pm
I don't understand the new pollution mechanics...

Will the pollution now have a significantly lesser impact on the biter evolution rate, so this would mean killing nests and letting time go by are the dominant factors now?

Thanks!
There's no new pollution mechanics, unless you're a mod publisher who needs to update your mods. The apparent issue is that saves didn't get migrated properly, messing up pollution/evolution values.
I'm still puzzled a bit... release notes state:
FactorioBot wrote:
Thu Mar 14, 2019 6:44 pm
Modding
  • Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.
So it seems that there should be less pollution overall.. but then pollution factor was reduced significantly and old saves start to gather evolution pretty fast. So it behaves like there is much more pollution in practice or evolution calculations ahve been changed. Maybe FFF will tell us more :D

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Re: Version 0.17.12

Post by Ranakastrasz »

Is this related to why the pollution display is less smooth in the megamap? Used to fade away to near transparency, but now it looks like it used to when hitting spawners, either pretty red or fully transparent.
My Mods:
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Agent Orange - V16
Flare - V16
Easy Refineries - V16

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