Version 0.17.25

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FactorioBot
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Version 0.17.25

Post by FactorioBot » Thu Apr 04, 2019 7:00 pm

Changes
  • The Mods GUI will now always include a link to the mod portal for the selected mod.
Bugfixes
  • Fixed roboport area rendering for players. (68925)
  • Fixed a crash when trying to print invalid values through the Lua API. (68924)
  • Fixed that the rail world preset didn't allow to get some achievements due to smaller base size. (65215)
  • Fixed that the technology GUI technology cost wouldn't show numbers > 2^32 correctly. (68937)
  • Fixed that custom checkboxes didn't render correctly in some cases. (67986)
  • Fixed opening nested items in items so the same item isn't opened multiple times. (68005)
  • Fixed a crash when trying to filter standalone character ammo slots. (68933)
  • Disallowed building train stops in intersections.
  • Fixed that cloning fluid turrets with fluid would crash the game.
  • Fixed that cloning transport belts could crash when cloning fails.
  • Fixed personal roboport would render its construction area even when toggled off. (68911)
  • Fixed train stop names were rendered without rotation. (68922)
  • Fixed Russian and several other localizations would not show symbols ≠, ≤, ≥ in train conditions and decider combinators. (68921)
  • Fixed Chinese and Japanese text was too small to read. (68919)
  • Fixed that deleting mods would follow symlinks instead of just removing the symlink. (68975)
  • Fixed that mining drill can't-build messages would be wrong in some cases. (69014)
  • Fixed that the game finished GUI would not show the time played if there were no kills.
  • Fixed building underground pipes over ghosts could crash/corrupt the game. (68907)
  • Fixed that the shortcut selection list wouldn't use a scroll bar if the shortcuts didn't fit on the screen. (68350)
Modding
  • Recipes with duplicate ingredients or products will now error at startup instead breaking crafting runtime. (67857)
Scripting
  • Added surface_index to the on_robot_built_tile event.
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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Dev-iL
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Re: Version 0.17.25

Post by Dev-iL » Thu Apr 04, 2019 7:03 pm

FactorioBot wrote:
Thu Apr 04, 2019 7:00 pm
[*]Disallowed building train stops in intersections.
What exactly constitutes an "intersection"? Where any two rails meet?
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Re: Version 0.17.25

Post by Bilka » Thu Apr 04, 2019 7:18 pm

Dev-iL wrote:
Thu Apr 04, 2019 7:03 pm
FactorioBot wrote:
Thu Apr 04, 2019 7:00 pm
[*]Disallowed building train stops in intersections.
What exactly constitutes an "intersection"? Where any two rails meet?
You cannot build a train stop attached to a rail that intersects with another rail - this means the individual entities.
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 0.17.25

Post by Omnifarious » Thu Apr 04, 2019 8:15 pm

I noticed that the personal roboport construction area was still shown when it was toggled off, but I thought it was a feature! I actually used that several times to carefully position to avoid building part of a blueprint before I turned the thing on. :-/

Every change breaks someone's workflow. Bring back spacebar heating! ;-)

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Re: Version 0.17.25

Post by SuperSandro2000 » Thu Apr 04, 2019 8:42 pm

Image

revert that and stop breaking my mods.

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Re: Version 0.17.25

Post by MageKing17 » Thu Apr 04, 2019 8:49 pm

Omnifarious wrote:
Thu Apr 04, 2019 8:15 pm
I noticed that the personal roboport construction area was still shown when it was toggled off, but I thought it was a feature! I actually used that several times to carefully position to avoid building part of a blueprint before I turned the thing on. :-/

Every change breaks someone's workflow. Bring back spacebar heating! ;-)
Same; I regularly positioned myself using the roboport area before toggling on my personal roboport.

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Re: Version 0.17.25

Post by robot256 » Thu Apr 04, 2019 8:57 pm

SuperSandro2000 wrote:
Thu Apr 04, 2019 8:42 pm
Image

revert that and stop breaking my mods.
Huh, I thought the only issue was with duplicate ingredients, and duplicate products shouldn't be an issue. Guess they went all in.

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Re: Version 0.17.25

Post by dee- » Thu Apr 04, 2019 9:02 pm

SuperSandro2000 wrote:
Thu Apr 04, 2019 8:42 pm
Image

revert that and stop breaking my mods.
English is probably not your first language, it is not mine either, but to me that sounded pretty rude.


Factorio is still alpha and the LUA API subject to change.
So if something breaks you have to adapt your mods to the new API version. Just like the other mod devs probably do.

Or stay on older versions if you cannot be bothered.

I know, the life of a software dev is hard.

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Re: Version 0.17.25

Post by MasterBuilder » Thu Apr 04, 2019 9:03 pm

FactorioBot wrote:
Thu Apr 04, 2019 7:00 pm
  • Fixed train stop names were rendered without rotation. (68922)
My station names are readable again! Yay!
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.

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Re: Version 0.17.25

Post by robot256 » Thu Apr 04, 2019 9:07 pm

In the bug report thread, Angel themselves explained why it breaks one of their mechanics, and the dev offered to remove the check for duplicate products in the next release. So you just have to wait this one out. I think the check for ingredients was a useful change, so chalk it up to growing pains.

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Re: Version 0.17.25

Post by SuperSandro2000 » Thu Apr 04, 2019 9:58 pm

dee- wrote:
Thu Apr 04, 2019 9:02 pm
English is probably not your first language, it is not mine either, but to me that sounded pretty rude.


Factorio is still alpha and the LUA API subject to change.
So if something breaks you have to adapt your mods to the new API version. Just like the other mod devs probably do.

Or stay on older versions if you cannot be bothered.

I know, the life of a software dev is hard.
No, it isn't and I was pretty pissed when I wrote that. Luckily they wan't to revert it in the next patch.

Well we are more in beta territory by now even if they still call it alpha.
And there is the next problem:
Angels Bio Processing could not have been fixed. My mod could be flatten in gameplay like how they removed the pick axe and replaced it with another generic tech that is very uninteresting.

Not updating is not an option that solves that problem. For now maybe but eventually I would have to fix those bugs.

And if we are talking about hard: I am still waiting for those UX improvements. Maybe we could get one or two and not only bug fixes for over a month now.

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Re: Version 0.17.25

Post by gorbag » Thu Apr 04, 2019 10:25 pm

"we are more in beta territory by now even if they still call it alpha"

This always bothered me. If it's dev-team only, it's alpha. The minute someone NOT on the dev team has a copy, it's beta.

These are all (paid) betas.

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Re: Version 0.17.25

Post by Koub » Thu Apr 04, 2019 10:53 pm

gorbag wrote:
Thu Apr 04, 2019 10:25 pm
If it's dev-team only, it's alpha. The minute someone NOT on the dev team has a copy, it's beta.
Technically, this is incorrect. A software can be considered alpha as long as it's not feature complete - which is the case for Factorio.
I know Wikipedia is not the pinnacle of the universal knowledge, but it's a pretty good information source. and if I quote Wikipedia :
Beta, named after the second letter of the Greek alphabet, is the software development phase following alpha. Software in the beta stage is also known as betaware.[3] Beta phase generally begins when the software is feature complete but likely to contain a number of known or unknown bugs.
Source https://en.wikipedia.org/wiki/Software_ ... cycle#Beta
Koub - Please consider English is not my native language.

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Re: Version 0.17.25

Post by meganothing » Thu Apr 04, 2019 11:18 pm

SuperSandro2000 wrote:
Thu Apr 04, 2019 9:58 pm
No, it isn't and I was pretty pissed when I wrote that. Luckily they wan't to revert it in the next patch.
Half your posts seem to have been written when pissed.
SuperSandro2000 wrote:
Thu Apr 04, 2019 9:58 pm
Well we are more in beta territory by now even if they still call it alpha.
Seems they didn't hear your command.

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Re: Version 0.17.25

Post by MrGrim » Thu Apr 04, 2019 11:31 pm

FactorioBot wrote:
Thu Apr 04, 2019 7:00 pm
[*]Fixed that deleting mods would follow symlinks instead of just removing the symlink. (68975)
Ouch! I felt that one in my gut even though I was never bit by it. I believe that's one of the nastier bugs I've seen in these notes in some time!

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Re: Version 0.17.25

Post by SuperSandro2000 » Fri Apr 05, 2019 6:13 am

meganothing wrote:
Thu Apr 04, 2019 11:18 pm
SuperSandro2000 wrote:
Thu Apr 04, 2019 9:58 pm
No, it isn't and I was pretty pissed when I wrote that. Luckily they wan't to revert it in the next patch.
Half your posts seem to have been written when pissed.
SuperSandro2000 wrote:
Thu Apr 04, 2019 9:58 pm
Well we are more in beta territory by now even if they still call it alpha.
Seems they didn't hear your command.
I am only a human.

Well gameplay wise it is feature complete. Nothing planned there.

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Re: Version 0.17.25

Post by danielbrauer » Fri Apr 05, 2019 7:20 am

meganothing wrote:
Thu Apr 04, 2019 11:18 pm
Half your posts seem to have been written when pissed.
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Re: Version 0.17.25

Post by dee- » Fri Apr 05, 2019 7:23 am

SuperSandro2000 wrote:
Fri Apr 05, 2019 6:13 am
meganothing wrote:
Thu Apr 04, 2019 11:18 pm
SuperSandro2000 wrote:
Thu Apr 04, 2019 9:58 pm
No, it isn't and I was pretty pissed when I wrote that. Luckily they wan't to revert it in the next patch.
Half your posts seem to have been written when pissed.
SuperSandro2000 wrote:
Thu Apr 04, 2019 9:58 pm
Well we are more in beta territory by now even if they still call it alpha.
Seems they didn't hear your command.
I am only a human.

Well gameplay wise it is feature complete. Nothing planned there.
Gameplay complete does not mean feature complete.
Some releases ago they completely replaced the gfx subsystem. I wouldn't call that stable...

If chasing running development is too nerve wrecking for you maybe take a break and come back at 1.x.

In RL software development is half developing, half documenting, half fixing/working around other people's newly introduced bugs.
The better and more robust and modular the own code is, the better it can adapt to a changed environment.

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Re: Version 0.17.25

Post by Koub » Fri Apr 05, 2019 7:54 am

[Koub] Please, keep calm, I don't want this forum become a battlefield.
Koub - Please consider English is not my native language.

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Re: Version 0.17.25

Post by gaelyte » Fri Apr 05, 2019 7:59 am

When will the 0.17.26 released to make angel's bio industries work again ?

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