Version 1.1.69

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FactorioBot
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Version 1.1.69

Post by FactorioBot »

Graphics
  • Updated transport belt icons.
Bugfixes
  • Fixed unregistering multiple events at once would not clear event filters. (103207)
  • Fixed inactive mining drill playing its working sound for a moment when panning over it. (103212)
  • Fixed a crash when pressing Alt+F4 or clicking the X button when in sound settings. (103182)
  • Fixed a crash when changing the force of a logistic container marked for deconstruction. (103278)
  • Fixed a crash in production score script when a rocket launch product has probabilistic amount. (102649)
  • Fixed a crash in production score script when a resource entity is given no mineable products. (103289)
  • Fixed collision mask util not ignoring other flags when checking "not-colliding-with-itself" masks. (102684)
  • Fixed the player losing contents of the cursor when starting the round in tightspot scenario. (102312)
  • Fixed wave defense losing all upgrades after some prototype changes. (101241)
  • Fixed inactive entity working sound playing its fade-out when pausing and unpausing the game.
  • Fixed that mod ordering didn't work correctly when searching in the install mods GUI. (103292)
  • Fixed that the 'starting points' in MapGenSettings wasn't loaded when importing a map exchange string. (103356)
  • Fixed that event filters for on_pre_ghost_deconstructed and on_pre_ghost_upgraded weren't filtering correctly. (103294)
  • Fixed that changing render threads to 1 while menu simulations were visible would crash the game. (103361)
  • Fixed rocket silo would get stuck when rocket_parts was set during launch. (103213)
  • Fixed smooth zoom behavior at high game speeds. (102974)
  • Fixed a performance issue when many roboports re-activate at the same time. (103383)
  • Fixed that the sync-mods-with-save GUI didn't work correctly when failing to download in some situations. (103386)
  • Fixed solar panel equipment was unable to produce full expected power when solar multiplier was larger than 1. (103066)
  • Fixed boiler's energy source buffer size was not updated when prototypes data changed. (103008)
Modding
  • Added torso_bob_speed to the spider vehicle prototype.
Scripting
  • Added LuaEntityPrototype::torso_bob_speed read.
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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Re: Version 1.1.69

Post by FuryoftheStars »

Thanks for continuing to fix and patch (and even improve in some ways) the game. :D
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Re: Version 1.1.69

Post by Filter62 »

So it happened, infamous 69th version. :mrgreen:
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Re: Version 1.1.69

Post by Simon04090 »

Nice
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Re: Version 1.1.69

Post by aka13 »

Nice
Pony/Furfag avatar? Opinion discarded.
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Re: Version 1.1.69

Post by Usul »

What was the reason for changing the belt icons?
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Re: Version 1.1.69

Post by vanatteveldt »

Usul wrote: Mon Sep 12, 2022 7:40 pm What was the reason for changing the belt icons?
It was literally unplayable
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Re: Version 1.1.69

Post by SoShootMe »

Usul wrote: Mon Sep 12, 2022 7:40 pm What was the reason for changing the belt icons?
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Re: Version 1.1.69

Post by Usul »

I like the new belt icons! :P Allthough a minor nitpick would be that their gears are protruding out beyond the belt's edge, which is clearly not the case with how belts look like as an entity on the ground.

I also wonder how many modders will decide to update their vertically upwards oriented belt icons to be consistent with the now horizontally oriented vanilla icons. :?:
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Re: Version 1.1.69

Post by jaygridley »

I am not a big fan of the new belts.... they are harder to identify.
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Re: Version 1.1.69

Post by ptx0 »

Simon04090 wrote: Mon Sep 12, 2022 6:45 pmNice
Nice
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Re: Version 1.1.69

Post by Usul »

Usul wrote: Tue Sep 13, 2022 9:32 amI also wonder how many modders will decide to update their vertically upwards oriented belt icons to be consistent with the now horizontally oriented vanilla icons. :?:
The author of "Black Rubber Belts" mod hast just done it!
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Re: Version 1.1.69

Post by Shadow_Man »

FactorioBot wrote: Mon Sep 12, 2022 3:12 pm [*]Updated transport belt icons.
Why are the belts and u-belts heading to right, but splitters heading to left?
I demand that the discrepancy be corrected immediately! :D

And also there is a discrepancy between the icon and the placed belt: the gear teeth are visible on the icon, but not on the belt. You need to redraw the icon, move the belt image a little lower to hide some of the gear teeth.
The drawing of the icon is more voluminous. It looks like you are looking at the icon and the belt from different angles: at the icon from top to side, and at the belt almost only from top.
Image
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Re: Version 1.1.69

Post by khalismur »

Don't like the new icons at all. It was cleaner and nicer before.
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Re: Version 1.1.69

Post by Baughn »

Definitely not a fan of the new icons. They're fine on the ground, but as an icon in my inventory they're frankly ugly.
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Re: Version 1.1.69

Post by FuryoftheStars »

I’m ok with the new icons, it’s just they’re not as easy to tell what they are or their tier at a glance as the old ones were.
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Re: Version 1.1.69

Post by Usul »

Shadow_Man wrote: Fri Sep 16, 2022 9:25 amAnd also there is a discrepancy between the icon and the placed belt: the gear teeth are visible on the icon, but not on the belt.
That's pretty much the same I was saying above.
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Re: Version 1.1.69

Post by pointa2b »

69... nice.
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Re: Version 1.1.69

Post by cbass »

Wow, the dev team's attention to detail and desire to keep this game best-in-class and up to date is a real inspiration. Most other dev teams would shrug this off as an asthetic change, invest their time elsewhere. I really appreciate how you guys continue to look at the game and improve, even though this belts been like this for a long time.

Love the new icon, I think it will take some getting used to, but kudos for updating it.
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Re: Version 1.1.69

Post by J-H »

I'm not a huge fan of the new belt icons, sorry. Too cluttered.
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