Version 0.18.11

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FactorioBot
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Version 0.18.11

Post by FactorioBot »

Graphics
  • Fixed player character shadow didn't animate in idle state when not facing north.
Bugfixes
  • Fixed that LuaEntity::splitter_filter would reject a LuaItemPrototype. (81811)
  • Fixed smart entity collision mode in tile editor did not work with offshore pump. (81933)
  • Fixed that modded shortcuts that spawned items not visible in the blueprint library didn't work. (81940)
  • Fixed that technology tooltips didn't show debug tooltip data the same as other tooltips. (81762)
  • Fixed that crafting machines would report as supporting backer names through the Lua API. (81786)
  • Fixed that un-researched recipes couldn't be used while in the map editor. (82082)
  • Fixed that the removed-content GUI didn't include some translations. (82101)
  • Fixed a desync related to invalid rail signal requested to be closed by circuit network. (82085)
Modding
  • Added InserterPrototype::chases_belt_items. (61354)
Scripting
  • Added LuaEntityPrototype::inserter_chases_belt_items read.
  • Added surface to the selected-area events.
  • Changed LuaSurface::spill_item_stack() to return the created entities if any.
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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Oktokolo
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Re: Version 0.18.11

Post by Oktokolo »

FactorioBot wrote: ↑
Tue Mar 10, 2020 3:02 pm
Added InserterPrototype::chases_belt_items. (61354)
Does this mean, we can now have modded inserters only taking from one lane of a belt?

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Re: Version 0.18.11

Post by Shingen »

Oktokolo wrote: ↑
Tue Mar 10, 2020 3:27 pm
FactorioBot wrote: ↑
Tue Mar 10, 2020 3:02 pm
Added InserterPrototype::chases_belt_items. (61354)
Does this mean, we can now have modded inserters only taking from one lane of a belt?
i'm pretty sure "chasing" referred to the behavior of following the items that are moving along the belt, which sometimes causes not being able to grab them if belts are too fast for that inserter type (especially if power gets too low and inserters slow down even further), and it has nothing to do with selecting which side/lane of the belt it takes an item from.

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TinyStart crashes Version 0.18.11

Post by brunzenstein »

TinyStart bug.png
TinyStart bug.png (989.62 KiB) Viewed 6651 times

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Re: Version 0.18.11

Post by Koub »

2020-03-10 17_16_09-Clipboard.jpg
2020-03-10 17_16_09-Clipboard.jpg (58.5 KiB) Viewed 6620 times
Koub - Please consider English is not my native language.

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Re: Version 0.18.11

Post by conn11 »

FactorioBot wrote: ↑
Tue Mar 10, 2020 3:02 pm
Graphics
  • Fixed player character shadow didn't animate in idle state when not facing north.
Finally the game is in a playable state again :P

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Re: Version 0.18.11

Post by conn11 »

also new icon for the tabs it appears
also new icon for the tabs it appears
new.PNG (5.43 KiB) Viewed 6492 times
for comparison
for comparison
old.PNG (8.84 KiB) Viewed 6492 times

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Re: Version 0.18.11

Post by ptx0 »

conn11 wrote: ↑
Tue Mar 10, 2020 4:41 pm
new.PNG

old.PNG
i liked the old ones; the new ones are too small.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
β€’ β€’ β€’
Base: Bob's @ 1 Million SPM
β€’ β€’ β€’
Linear search and overflows are indicative of sloppy coding practices.

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Re: Version 0.18.11

Post by ptx0 »

the contrast of the new button icons is pretty bad on Linux. that's supposed to be a railroad piece?
Screenshot_20200310_095210.png
Screenshot_20200310_095210.png (4.36 KiB) Viewed 6434 times
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
β€’ β€’ β€’
Base: Bob's @ 1 Million SPM
β€’ β€’ β€’
Linear search and overflows are indicative of sloppy coding practices.

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Re: Version 0.18.11

Post by conn11 »

ptx0 wrote: ↑
Tue Mar 10, 2020 4:53 pm
the contrast of the new button icons is pretty bad on Linux. that's supposed to be a railroad piece?
At least for Windows/ steambuild the icons are about fine, as my screenshot show above.

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Re: Version 0.18.11

Post by conn11 »

ptx0 wrote: ↑
Tue Mar 10, 2020 4:51 pm
i liked the old ones; the new ones are too small.
At least the sleepers in the railway icon should be spaced out a little bit further. Should be possible by enlarging all icons a little bit, most of the space in the button fields is unused.
By the way, I like the new more minimalistic style.

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Re: Version 0.18.11

Post by Honktown »

Added InserterPrototype::chases_belt_items. (61354)
Does anyone else find it weird not only did a factorio staff member post to the Ideas and Requests board, that the idea was implemented almost two years later? Would make a bit more sense if Bilka wasn't a staff member at the time...

@rseding91 do you just keep a journal of random ideas that haven't been implemented yet you flip through every so often, or did Bilka bring it up again?
I have mods! I guess!
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Re: Version 0.18.11

Post by malventano »

Koub wrote: ↑
Tue Mar 10, 2020 4:17 pm
2020-03-10 17_16_09-Clipboard.jpg
...this was actually a game bug, so it may be wise to back down a tad on the hair-trigger to point the blame elsewhere in the future, especially where there was nothing in the changelog that would normally be attributed to causing that new issue with a given mod.
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Want to improve fluid flow between pumps / across longer distances? Try my Manifolds mod.

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Re: Version 0.18.11

Post by Oktokolo »

Honktown wrote: ↑
Tue Mar 10, 2020 5:26 pm
Does anyone else find it weird not only did a factorio staff member post to the Ideas and Requests board, that the idea was implemented almost two years later?
That is how development backlogs work. The issue was probably categorized as feature request and therefore low priority. But sometimes, devs take time to implement some task, they just happen to like to implement or for wich they got an idea how to implement it, out of order.
Devs aren't construction bots (for wich the task order is set in stone). ;)

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Re: Version 0.18.11

Post by irbork »

Have you forgotten to mention statistics GUI improvements on purpose?

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Re: Version 0.18.11

Post by ptx0 »

irbork wrote: ↑
Wed Mar 11, 2020 12:02 am
Have you forgotten to mention statistics GUI improvements on purpose?
probably had some bug with it and needed to delay again.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
β€’ β€’ β€’
Base: Bob's @ 1 Million SPM
β€’ β€’ β€’
Linear search and overflows are indicative of sloppy coding practices.

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Re: Version 0.18.11

Post by Klonan »

irbork wrote: ↑
Wed Mar 11, 2020 12:02 am
Have you forgotten to mention statistics GUI improvements on purpose?
It wasn't planned to be in this release, but it will be ready soon

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Re: Version 0.18.11

Post by HiddenWolf »

Klonan wrote: ↑
Wed Mar 11, 2020 8:45 am
irbork wrote: ↑
Wed Mar 11, 2020 12:02 am
Have you forgotten to mention statistics GUI improvements on purpose?
It wasn't planned to be in this release, but it will be ready soon
Klonan, please make the new gui remember the selected time interval. The gui already remembers the selected products, after all.

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Re: Version 0.18.11

Post by Zavian »

HiddenWolf wrote: ↑
Thu Mar 12, 2020 7:10 am
Klonan, please make the new gui remember the selected time interval. The gui already remembers the selected products, after all.
+1 (Just for the current session would be fine. I don't think it needs to persist in the save).

Also hoping for 3 significant figures. The difference between 1.0k and 1.1k is 10%. (If you don't want to put 3 significant figures on the main production screen, them maybe add them to a tooltip somewhere?)

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Re: Version 0.18.11

Post by BattleFluffy »

Zavian wrote: ↑
Thu Mar 12, 2020 8:39 am
HiddenWolf wrote: ↑
Thu Mar 12, 2020 7:10 am
Klonan, please make the new gui remember the selected time interval. The gui already remembers the selected products, after all.
+1 (Just for the current session would be fine. I don't think it needs to persist in the save).
I think this suggestion is good :>

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