Version 0.17.36

Information about releases and roadmap.
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FactorioBot
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Version 0.17.36

Post by FactorioBot »

Graphics
  • Added new specific remnants for various entities. (Work in progress)
Bugfixes
  • Fixed that ghosts could be built in fog of war.
  • Fixed a stack overflow when merging large electric networks (149'000+ electric poles). (70244)
  • Fixed some achievements not counting their requirements properly. (70276)
  • Changed worm and spitter acid attack so they do not create acid splashes on water. (70069)
  • Changed fonts for Asian languages (Chinese, Japanese, Korean).
  • Fixed that power switch connections weren't restored by undo. (70240)
Modding
  • Added "check_buildability" to "create-fire" trigger effect definition.
  • Added "tile_collision_mask" to "create-entity" and "create-fire" trigger effect definitions as faster alternative to full buildability check.
  • Added "trigger_created_entity" to "create-fire" and "create-sticker" trigger effect definitions.
Scripting
  • Added "item" to the on_built_entity 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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ThaPear
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Re: Version 0.17.36

Post by ThaPear »

Thanks for the update, as always!

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Re: Version 0.17.36

Post by jockeril »

Wow - it just came out now - I didn't expect that
[request] RTL support please

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Re: Version 0.17.36

Post by nastyslave »

unnecessary large textures
Why you sometimes (in last update) use so large (634x686) textures instead of use only needed red-square (210x200) image?
Many users haven't too much videoRAM, so would you please optimize such textures to minimum size needed. Best regards.

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Re: Version 0.17.36

Post by Bilka »

nastyslave wrote:
Fri May 03, 2019 5:34 pm
unnecessary large textures
Why you sometimes (in last update) use so large (634x686) textures instead of use only needed red-square (210x200) image?
Many users haven't too much videoRAM, so would you please optimize such textures to minimum size needed. Best regards.
Sprites are cropped to remove transparent space like that automatically on startup, so you don't have to worry about VRAM. It does however still influence installation size, so in general it would be better to not have textures like that. Consider that fixed for the next release :)
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 0.17.36

Post by Baughn »

Is there any way to automatically update the dedicated server?

I've probably downloaded it 20-30 times by now, just for 0.17.

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Re: Version 0.17.36

Post by tehfreek »

Baughn wrote:
Fri May 03, 2019 7:57 pm
Is there any way to automatically update the dedicated server?

I've probably downloaded it 20-30 times by now, just for 0.17.
https://github.com/narc0tiq/factorio-updater

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Re: Version 0.17.36

Post by gaelyte »

Is there a way to fix the railway and make the game playable again in railworld with many cliffs ?

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Re: Version 0.17.36

Post by MageKing17 »

FactorioBot wrote:
Fri May 03, 2019 4:25 pm
Bugfixes
  • Fixed that ghosts could be built in fog of war.
This renders M.I.R.V. and Orbital Ion Cannon incapable of targeting anything outside of radar range, which somewhat ruins the point.

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Re: Version 0.17.36

Post by henke37 »

I would've thought that those mods worked similarly enough to artillery.

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Re: Version 0.17.36

Post by basementjack »

Is the intro still being worked on?

A few observations - I know you were going to replace those gray boxes, when will that be done? Why not just place a box and arm outside the assembler in place of the gray box - and have the robot instruct the player to put his items in the box and watch them load.

I just passed a stage where I had to load 50 brass plates into an assember, that finished and now that assembler has a red flask - the flask takes brass plates and gears - however, the 50 brass plates were returned to my inventory. I think this would confuse a new player, (who might expect the items to still be in the assembler)

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Re: Version 0.17.36

Post by badtouchatr »

I'm holding out for 0.65535.65535 stable. Because I don't think they're any closer to 1.0 than they were with 0.12.35. If I'm wrong, sue me; it's just an opinion.

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Re: Version 0.17.36

Post by Bauer »

1.0 is not a condition, it's a decision.
Using it as a tool to generate sales seems to be perfectly OK for me.

For me as a player, I want a larger player base and a happy team of developpers. If it helps for these goals to call a version 1.0 -- go for it!

gaelyte
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Re: Version 0.17.36

Post by gaelyte »

See it in the other way : in 1.0, the game will be "finished" and the game will not have to be so updated, so as long as we aren't in 1.0, the less time we will need to wait to see new content

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Re: Version 0.17.36

Post by FuryoftheStars »

gaelyte wrote:
Fri May 03, 2019 11:18 pm
Is there a way to fix the railway and make the game playable again in railworld with many cliffs ?
This for me.

Thanks.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles

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Re: Version 0.17.36

Post by adam_bise »

New remnants are cool. Thanks!

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