Version 0.17.69 - Stable 1

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FactorioBot
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Version 0.17.69 - Stable 1

Post by FactorioBot »

Changes
  • Allow closing rich text tags with . as well as /, to allow color tags in save names. (75081)
  • Using wires in the map editor no longer consumes the wires.
Features
  • Added a setting to the map editor to show/hide the infinity filters.
Bugfixes
  • Fixed splitter input flipping mechanism. (74273)
  • Fixed pressing Backspace when text box caret was at the start of the text, in front of rich text icon, would delete the icon. (75306)
  • Fixed it was possible to paste non-numeric values to numeric text fields. (75303)
  • Fixed tooltips appearing in the top-left corner during autosaves. (75156)
  • Changed render-layer of smoke used as activity indicator on chemical plant. (75335)
  • Fixed that escape didn't work in the "new scenario for map editor" GUI. (75375)
  • Fixed that prototype-defined locale didn't work nicely related to items that built things. (75419)
  • Fixed a consistency issue with rotation of a modded assembler. (74746)
  • Train will cancel reservation of signals in front of it when it runs out of fuel. (74647)
  • Fixed manipulating with inventory of other character could cause an armor to be deleted leading to save file corruption. (75446)
  • Fixed achievement sound stacking loudly when multiple achievements are unlocked. (75498)
  • Fixed underground pipe connections of a large entity ghost. (75492)
  • Fixed oil refinery was missing shadow on some configurations. (75563)
  • Fixed an issue with loading some saves with modded lengths of underground pipes, such as Py mods. (75552)
  • Fixed that the Lua API allowed setting direction on entity ghosts which would crash in most cases. (75600)
  • Fixed train stations penalty when there are two stations attached to same rail segment. (75555)
  • Fixed rotating underground pipe into mixing and blocked connection. (75494)
  • Fixed that the player cursor stack would be empty during the 'cut' part of cut-paste. (75522)
  • Fixed train stop rich text tags would show as trains. (75611)
  • Added automated fix for another case of fluid mixing. (75484)
  • Changed runtime fluid mixing fix so that it can't be abused in PvP. (75495)
  • Changed the map editor so it can place blueprints with recipes that haven't been researched yet. (75745)
  • Fixed rotation of modded boiler with regard to blocked connections. (75666)
  • Fixed that a pipe block would not get fixed when a rotation removed the reason for the pipe block. (75695)
  • Fixed a crash in the map editor related to 0-count infinity filters and items in the cursor. (75759)
  • Fixed crash when attempting to use LuaRendering to render icon of an entity that doesn't have icon defined. (75797)
  • Fixed fluid mixing from removing a modded boiler in a special setup. (75675)
Modding
  • Added 'allow_burner_leech' to inserter prototypes. If set to true, burner inserters will look in the pickup targets fuel inventory when refueling.
Scripting
  • Added LuaEntityPrototype::collision_mask_with_flags read.
  • Added LuaTilePrototype::collision_mask_with_flags read.
  • Added LuaDecorativePrototype::collision_mask and collision_mask_with_flags read.
  • Added LuaStyle::rich_text_setting read/write for labels, text boxes, and text fields.
  • Added LuaEntityPrototype::allow_burner_leech read.
  • Added LuaPlayer::request_translation().
  • Added "on_string_translated" event.
  • Added LuaEntity::get_merged_signal().
  • Added to_be_upgraded to LuaSurface::count/find_entities_filtered. (75132)
  • Added a blueprint entity index to source entity mapping to the on_player_setup_blueprint event.
  • Changed entity, tile, and decorative prototype collision_mask filters to support filtering by 'collides' or 'layers-equals'.
  • Added allow_in_replay flag into LuaGameScript::take_screenshot. (75272)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
KuboS0S
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Re: Version 0.17.69

Post by KuboS0S »

Nice
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Re: Version 0.17.69

Post by Deadlock989 »

FactorioBot wrote: ↑Thu Sep 19, 2019 3:29 pm Modding
  • Added 'allow_burner_leech' to inserter prototypes. If set to true, burner inserters will look in the pickup targets fuel inventory when refueling.
Phwoar.
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Re: Version 0.17.69

Post by Jorn86 »

Added LuaPlayer::request_translation().
What is the purpose of this? I don't suppose one can save the string to a translated locale file so it can be shared with other players, so... huh?
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Re: Version 0.17.69

Post by Cooldude2606 »

Jorn86 wrote: ↑Thu Sep 19, 2019 3:43 pm
Added LuaPlayer::request_translation().
What is the purpose of this? I don't suppose one can save the string to a translated locale file so it can be shared with other players, so... huh?
It can be used to search if a string is included in a translation for a player; for example if you have a set of items to search through you can loop over them and get the locale string in a string form, you can then test if that string contains a user entered string. You can read more on this thread.
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Re: Version 0.17.69

Post by Jorn86 »

Cooldude2606 wrote: ↑Thu Sep 19, 2019 3:54 pm
Jorn86 wrote: ↑Thu Sep 19, 2019 3:43 pm
Added LuaPlayer::request_translation().
What is the purpose of this? I don't suppose one can save the string to a translated locale file so it can be shared with other players, so... huh?
It can be used to search if a string is included in a translation for a player; for example if you have a set of items to search through you can loop over them and get the locale string in a string form, you can then test if that string contains a user entered string. You can read more on this thread.
Oh, I see. It doesn't ask the player for a translation, it gets the translation as it would be displayed to the player. That makes sense :)
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Re: Version 0.17.69

Post by NauticalInsanity »

Added 'allow_burner_leech' to inserter prototypes. If set to true, burner inserters will look in the pickup targets fuel inventory when refueling.
Just tested this out on my IR run. I was playing prior to this patch with the burner leech mod. Part of the behavior of that mod was that burners would also transfer fuel from one entity to another (i.e. a burner inserter would move coal from the fuel slot of one stone furnace to another). I noticed that when using this tag, that behavior doesn't happen any more. Is that intended?
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Re: Version 0.17.69

Post by conn11 »

One step closer to stable, well done :)
Rich text for save games, is a great QoL improvement.
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Re: Version 0.17.69

Post by eradicator »

FactorioBot wrote: ↑Thu Sep 19, 2019 3:29 pm Scripting
  • Added LuaPlayer::request_translation().
  • Added "on_string_translated" event.
It begins. :ugeek:
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Re: Version 0.17.69

Post by coppercoil »

FactorioBot wrote: ↑Thu Sep 19, 2019 3:29 pm
  • Fixed splitter input flipping mechanism. (74273)
It seems this splitter bug is fixed too. Now balancers are great again :mrgreen:
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Re: Version 0.17.69

Post by Oktokolo »

NauticalInsanity wrote: ↑Thu Sep 19, 2019 4:53 pm
Added 'allow_burner_leech' to inserter prototypes. If set to true, burner inserters will look in the pickup targets fuel inventory when refueling.
Just tested this out on my IR run. I was playing prior to this patch with the burner leech mod. Part of the behavior of that mod was that burners would also transfer fuel from one entity to another (i.e. a burner inserter would move coal from the fuel slot of one stone furnace to another). I noticed that when using this tag, that behavior doesn't happen any more. Is that intended?
Sadly, the description reads like it is really intended to only enable inserters feeding from fuel inventories at their pickup location. So still no elegant inserter-driven early double-colon steel smelting in vanilla - neither with burner nor electric inserters.
The flag fixes one issue of burner inserters though. So there is a chance that a followup for enabling fuel transfer from pickup fuel inventory to drop fuel inventory would make the current version of inserter fuel leech obsolete.
And if we get really lucky, there could even be a flag enabling ingredient leeching from pickup ingredient or result inventory to drop ingredient inventory...
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Re: Version 0.17.69

Post by TRUEpicness »

KuboS0S wrote: ↑Thu Sep 19, 2019 3:36 pmNice
You beat me to it.
1 more YouTube vid before bed *starts 24hr long vid*
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Re: Version 0.17.69

Post by P.E.T.A.R. »

KuboS0S wrote: ↑Thu Sep 19, 2019 3:36 pmNice
Nice
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Re: Version 0.17.69

Post by cpy »

P.E.T.A.R. wrote: ↑Fri Sep 20, 2019 11:10 am
KuboS0S wrote: ↑Thu Sep 19, 2019 3:36 pmNice
Nice
Nice
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Re: Version 0.17.69

Post by Nachie »

cpy wrote: ↑Fri Sep 20, 2019 2:08 pm
P.E.T.A.R. wrote: ↑Fri Sep 20, 2019 11:10 am
KuboS0S wrote: ↑Thu Sep 19, 2019 3:36 pmNice
Nice
Nice
Nice
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Re: Version 0.17.69

Post by fishycat »

Nachie wrote: ↑Fri Sep 20, 2019 4:54 pm
cpy wrote: ↑Fri Sep 20, 2019 2:08 pm
P.E.T.A.R. wrote: ↑Fri Sep 20, 2019 11:10 am
KuboS0S wrote: ↑Thu Sep 19, 2019 3:36 pmNice
Nice
Nice
Nice
In before you all get koubed. 8-)
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Re: Version 0.17.69

Post by Optera »

FactorioBot wrote: ↑Thu Sep 19, 2019 3:29 pm
  • Added to_be_upgraded to LuaSurface::count/find_entities_filtered. (75132)
Thanks, now I can finally list every item request in ghost scanner.
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Re: Version 0.17.69

Post by Koub »

fishycat wrote: ↑Fri Sep 20, 2019 5:07 pm [...]
In before you all get koubed. 8-)
Indeed (It's really nice tho)
Koub - Please consider English is not my native language.
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Re: Version 0.17.69

Post by CakeDog »

Congratulations on reaching Stable.
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Re: Version 0.17.69

Post by patfly »

All it did for me was give me this jacked up UI which is a pain in the ass. When I tried to restore back, now I get an error. Ah, well. Been meaning to spend some money on Kerbal anyway.
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