Version 0.17.65

Information about releases and roadmap.
User avatar
FactorioBot
Factorio Staff
Factorio Staff
Posts: 405
Joined: Tue May 12, 2015 1:48 pm

Version 0.17.65

Post by FactorioBot »

Changes
  • Modded achievements and their progress are now stored even when the mods adding extra achievements are temporarily removed. Up to 5000 modded achievements are stored indefinitely. (64884)
  • Programmable Speaker sounds now change volume accordingly as player moves. (60468)
  • Rocket Silo sounds now change volume accordingly as player moves.
Bugfixes
  • Fixed tightspot level 5 expecting old chemical science recipe. (74351)
  • Fixed Transport belt madness inserter exploit. (74354)
  • Fixed that filling energy of entities in map editor didn't work for accumulators in electric network.
  • Fixed a crash or desync that could happen after assigning a build_base command to a single unit. (74430)
  • Fixed that mining drill covering more than 1 infinite resource showed the mining speed as sum instead of average. (74443)
  • Fixed that infinite item based resources with yield of more then 100% didn't actually mine more. So yield of 260% for example means that it mines 2 resources and 60% probability of 1 extra.
  • Fixed cloning of accumulators in the map editor not setting available energy correctly.
  • Fixed a desync related to cloning accumulators. (74363)
  • Fixed 2 crashes related to custom-switch. (74459)
  • Fixed that train could consider itself being parked in station when in fact being misaligned. (73653)
  • Fixed that activating deconstruction planner/blueprint/blueprint tool from the shortcut by pressing the buttons didn't clear the cursor if it wasn't empty. (69976)
  • Fixed condition operator button visibility when dragging conditions in the train schedule GUI. (73959)
  • Fixed few layouting issues with scroll panes.
  • Fixed that biters could get stuck in narrow passages between water tiles. (73857)
  • Fixed that members of unit groups could sometimes get far ahead of the group. (74458)
Modding
  • Added CraftingMachinePrototype::match_animation_speed_to_activity.
  • Added LoaderPrototype::structure.back_patch and front_patch.
Scripting
  • Added ability to clear a sprite or sprite-button by writing nil or empty string to LuaGuiElement::sprite. (74491)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

User avatar
Gergely
Filter Inserter
Filter Inserter
Posts: 595
Joined: Sun Apr 10, 2016 8:31 pm
Contact:

Re: Version 0.17.65

Post by Gergely »

There goes the stable candidate version 0.10001.1000000

conn11
Filter Inserter
Filter Inserter
Posts: 385
Joined: Wed Sep 14, 2016 5:02 pm
Contact:

Re: Version 0.17.65

Post by conn11 »

FactorioBot wrote:
Wed Aug 14, 2019 11:33 am
Changes
  • Programmable Speaker sounds now change volume accordingly as player moves. (60468)
I‘m puzzled didn’t they to that already?
Nice change though, esspecially the rocket silo.

Twinsen
Factorio Staff
Factorio Staff
Posts: 1328
Joined: Tue Sep 23, 2014 7:10 am
Contact:

Re: Version 0.17.65

Post by Twinsen »

conn11 wrote:
Wed Aug 14, 2019 12:42 pm
I‘m puzzled didn’t they to that already?
They only set the volume at the beginning of the sound. Which was mostly fine but didn't work well for long sounds (just the siren in the base game)

User avatar
thecatlover1996
Long Handed Inserter
Long Handed Inserter
Posts: 58
Joined: Sun Sep 18, 2016 12:50 pm
Contact:

Re: Version 0.17.65

Post by thecatlover1996 »

Gergely wrote:
Wed Aug 14, 2019 11:36 am
There goes the stable candidate version 0.10001.1000000
But now it's 0.10001.1000001, which is even nicer :D

conn11
Filter Inserter
Filter Inserter
Posts: 385
Joined: Wed Sep 14, 2016 5:02 pm
Contact:

Re: Version 0.17.65

Post by conn11 »

Twinsen wrote:
Wed Aug 14, 2019 12:45 pm
conn11 wrote:
Wed Aug 14, 2019 12:42 pm
I‘m puzzled didn’t they to that already?
They only set the volume at the beginning of the sound. Which was mostly fine but didn't work well for long sounds (just the siren in the base game)
That’s some fine attention to detail :D

Twinsen
Factorio Staff
Factorio Staff
Posts: 1328
Joined: Tue Sep 23, 2014 7:10 am
Contact:

Re: Version 0.17.65

Post by Twinsen »

thecatlover1996 wrote:
Wed Aug 14, 2019 12:48 pm
Gergely wrote:
Wed Aug 14, 2019 11:36 am
There goes the stable candidate version 0.10001.1000000
But now it's 0.10001.1000001, which is even nicer :D
Look at these nerds. We are obviously going for 0.17.69

HanYolo55
Burner Inserter
Burner Inserter
Posts: 6
Joined: Thu Aug 08, 2019 8:35 pm
Contact:

Re: Version 0.17.65

Post by HanYolo55 »

The experimental downloader isn't working for me. I open the game, hit check for updates, and it says there are no updates.

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5148
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: Version 0.17.65

Post by Klonan »

HanYolo55 wrote:
Wed Aug 14, 2019 2:40 pm
The experimental downloader isn't working for me. I open the game, hit check for updates, and it says there are no updates.
Do you have them enabled in Settings -> Other -> Enable experimental updates?

HanYolo55
Burner Inserter
Burner Inserter
Posts: 6
Joined: Thu Aug 08, 2019 8:35 pm
Contact:

Re: Version 0.17.65

Post by HanYolo55 »

No, I thought I did though. Thank you!

User avatar
Omnifarious
Filter Inserter
Filter Inserter
Posts: 267
Joined: Wed Jul 26, 2017 3:24 pm
Contact:

Re: Version 0.17.65

Post by Omnifarious »

KoS found a bug that I suspect would be simple to fix...

If the research queue is active and a new research starts while you have the lab gui open, the icon for the current research in the lab GUI isn't updated.

I haven't tested, but I suspect that in multiplayer you could make the same thing happen without the research queue by having one person change the tech currently being researched while someone else has the lab GUI open.

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Version 0.17.65

Post by BlueTemplar »

Aww, for a second I thought that you added the Doppler effect in the game... :lol:
BobDiggity (mod-scenario-pack)

User avatar
Philuminati
Inserter
Inserter
Posts: 35
Joined: Sun Aug 05, 2018 1:04 am
Contact:

Re: Version 0.17.65

Post by Philuminati »

"Fixed that infinite item based resources with yield of more then 100% didn't actually mine more. So yield of 260% for example means that it mines 2 resources and 60% probability of 1 extra."

I am not sure if this is such a good fix... I am using a mod that makes all resources infinite using this method and the ore patches still just gave one item at a time. I think that this is the better option because now I just get like 80+ ore from mining once and this just breaks the concept. Is it possible to set the yield back to 100% by modding or is this option gone forever :( ?

aka13
Filter Inserter
Filter Inserter
Posts: 671
Joined: Sun Sep 29, 2013 1:18 pm
Contact:

Re: Version 0.17.65

Post by aka13 »

BlueTemplar wrote:
Wed Aug 14, 2019 4:31 pm
Aww, for a second I thought that you added the Doppler effect in the game... :lol:
That's what I thought of first as well, but boy would this be unnecessary :D
Pony/Furfag avatar? Opinion discarded.

conn11
Filter Inserter
Filter Inserter
Posts: 385
Joined: Wed Sep 14, 2016 5:02 pm
Contact:

Re: Version 0.17.65

Post by conn11 »

aka13 wrote:
Wed Aug 14, 2019 5:16 pm
BlueTemplar wrote:
Wed Aug 14, 2019 4:31 pm
Aww, for a second I thought that you added the Doppler effect in the game... :lol:
That's what I thought of first as well, but boy would this be unnecessary :D
Why? Probably getting ready to enter space in Vanilla...

aka13
Filter Inserter
Filter Inserter
Posts: 671
Joined: Sun Sep 29, 2013 1:18 pm
Contact:

Re: Version 0.17.65

Post by aka13 »

conn11 wrote:
Wed Aug 14, 2019 6:15 pm
aka13 wrote:
Wed Aug 14, 2019 5:16 pm
BlueTemplar wrote:
Wed Aug 14, 2019 4:31 pm
Aww, for a second I thought that you added the Doppler effect in the game... :lol:
That's what I thought of first as well, but boy would this be unnecessary :D
Why? Probably getting ready to enter space in Vanilla...
Well, if we ARE getting into space in vanilla, the doppler effect is the last thing I will miss :D
Pony/Furfag avatar? Opinion discarded.

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Version 0.17.65

Post by BlueTemplar »

Philuminati wrote:
Wed Aug 14, 2019 5:14 pm
"Fixed that infinite item based resources with yield of more then 100% didn't actually mine more. So yield of 260% for example means that it mines 2 resources and 60% probability of 1 extra."

I am not sure if this is such a good fix... I am using a mod that makes all resources infinite using this method and the ore patches still just gave one item at a time. I think that this is the better option because now I just get like 80+ ore from mining once and this just breaks the concept. Is it possible to set the yield back to 100% by modding or is this option gone forever :( ?
Sounds like the mod author was just using the yields improperly ?
What was the point of setting the yields to more than 100% if it had no effect ?
BobDiggity (mod-scenario-pack)

User avatar
Philuminati
Inserter
Inserter
Posts: 35
Joined: Sun Aug 05, 2018 1:04 am
Contact:

Re: Version 0.17.65

Post by Philuminati »

BlueTemplar wrote:
Thu Aug 15, 2019 10:41 am
Sounds like the mod author was just using the yields improperly ?
What was the point of setting the yields to more than 100% if it had no effect ?
You can have a look at the mod under this link: https://mods.factorio.com/mod/EndlessResources
If you know another mod that makes resources endless but doesn't affect the yields, I would be glad if you told me which one. I'm not sure if I understand the mod that I sent correctly but it looks like it just converts the normal amount of ore directly into percentage of yield and then blocks them from going below 100%. Is there a way to do this but instead of just converting the amount to the same number in percent, converting it to 100%?

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Version 0.17.65

Post by BlueTemplar »

Ok, sounds like that the mod authors just adapted their mod balance to the previous behavior...

Note also that they might still use old balance numbers : oil patches bottom at 20% = 2L/s since 0.15...

Check the code, it should be fairly straightforward to make the mod simpler and just set all the ore tiles to 100%...
BobDiggity (mod-scenario-pack)

User avatar
Philuminati
Inserter
Inserter
Posts: 35
Joined: Sun Aug 05, 2018 1:04 am
Contact:

Re: Version 0.17.65

Post by Philuminati »

BlueTemplar wrote:
Thu Aug 15, 2019 5:22 pm
Ok, sounds like that the mod authors just adapted their mod balance to the previous behavior...

Note also that they might still use old balance numbers : oil patches bottom at 20% = 2L/s since 0.15...

Check the code, it should be fairly straightforward to make the mod simpler and just set all the ore tiles to 100%...
I tested all infinite resource mods that I found and it looks like you are right... they are all based on the old bug. I don't have any idea on how to achieve the 100% on each patch. I tried to play with the minimum and normal values in the data.raw.resources but that doesn't help because the map generation randomizes the amounts no matter what these values are and to achieve the behavior of the old variant it is necessary that each patch has 100% - not more, not less. But I have to admit that I don't really understand what these values are for and I don't find very much of the API online. Can you tell me what I need to do?

Post Reply

Return to “Releases”