Version 1.1.77

Information about releases and roadmap.
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FactorioBot
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Version 1.1.77

Post by FactorioBot »

Graphics
  • Added support for Wayland on Linux. To enable it, set SDL_VIDEODRIVER=wayland in your environment. (thanks to raiguard)
Changes
  • Music no longer fades out on technology screen. (104760)
Bugfixes
  • Fixed 'on_string_translated' event having incorrect localised_string parameter for fallback groups.
  • Fixed that LuaPlayer::cursor_stack_temporary returned false for pasted blueprints. (104354)
  • Fixed size issues related to mod relative GUIs. (98151)
  • Fixed that item request proxies could be created through script with a count of 0. (104886)
  • Fixed that electric energy interface entities didn't use the render layer defined in the prototype for animations. (105000)
  • Fixed a memory corruption issue when saving under linux with async saving enabled. (104600)
  • Fixed ping shown for a server in the multiplayer games browser sometimes not updating correctly.
  • Fixed the game would fail to load sprites with some mods when max texture size was set to 2048. (104853)
  • Fixed centrifuge uranium glow effect flickering on and off on arm64 builds.
  • Fixed a scripting error in tips and tricks simulations related to mod migrations. (104656)
  • Fixed a crash when downgrading specific entities in multiplayer. (105005)
  • Fixed that LuaItemStack::transfer_stack didn't work correctly for inventories that went over normal item stack limits. (105066)
  • Fixed TransportLine consistency issue when changing force of a linked-belt. (105182)
  • Fixed a crash related to custom map generation. (105215)
  • Fixed a crash with SDL's X11_XInput2. (104267)
  • Fixed programmable speaker playing incorrect sound in certain scenarios. (105255)
  • Fixed that create_spidertron() didn't scale lights correctly. (101085)
  • Fixed LuaFluidBox::get_prototype would try to return fluidbox prototypes ignoring layout of fluidboxes when part of crafting machine. (105338)
  • Fixed inserter could start moving to the drop target while still being in the pickup mode. (104397)
  • Fixed multiple personal roboports discharging. (105358)
  • Fixed that LuaLogisticNetwork::insert() wouldn't insert all of the requested items in some cases. (103784)
Modding
  • Added a command line flag (dump-data) to dump data-raw to the script output folder as json.
  • Added a command line flag (dump-icon-sprites) to dump prototype icons to the script output folder.
  • Added a command line flag (dump-prototype-locale) to dump prototype locale to the script output folder.
  • Sprites with size close to 2048px (or 4096px when high resolution is enabled) will have forced "no-atlas" priority. (99066)
  • Added LoaderPrototype::energy_source and energy_per_item.
  • Added support for "icon_horizontal_align" to sprite-button.
  • Added "color-setting" prototype.
Scripting
  • Added LuaControl::get_max_inventory_index() read.
  • Added LuaItemStack::entity_label and LuaItemStack::entity_color read.
  • Added "unlocks-recipe" to technology prototype filters.
  • ForceIdentification can now be specified by force index.
  • Added script_raised_teleported.
  • Added raise_teleported to LuaControl::teleport.
  • Added 'use_rich_text' parameter to LuaRendering::draw_text() and getter/setter functions.
  • Added 'has_item_inside' to LuaSurface::find_entities_filtered parameters. Will filter for entities that have the specified item inside them.
  • LuaFluidBox::get_prototype may return an array of LuaFluidBoxPrototype if the entity uses compound fluidboxes. (105338)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Eiermann
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Re: Version 1.1.77

Post by Eiermann »

Can someone explain a bit more in detail what the new command-line flags are for? Are they dumping the complete data that is used by the game after loading all mods and executing relevant logic like creating recipies?

billbo99
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Re: Version 1.1.77

Post by billbo99 »

  • Added LoaderPrototype::energy_source and energy_per_item.
with all the love loaders are getting I hope we will one day get the ability to set circuit conditions on the loaders.

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_CodeGreen
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Re: Version 1.1.77

Post by _CodeGreen »

Eiermann wrote:
Fri Mar 03, 2023 8:03 pm
Can someone explain a bit more in detail what the new command-line flags are for? Are they dumping the complete data that is used by the game after loading all mods and executing relevant logic like creating recipies?
Yes, however data-raw is a big structure for all of the prototypes defined by the base game and mods; The game doesn't have to do any execution of relevant logic to "create recipes" because it's already a big definition of everything.
Same thing goes for prototype sprites and locale, those are all of the graphics and translated text that will be used in the game later.
The reason this is nice to have is because previously, if you wanted to look at data-raw, you would have to load a dump mod after all of the other mods have loaded, which isn't a guarantee, and now it's a simple command line option.
My Mods | If you can't make it perfect, make it adjustable

Eiermann
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Re: Version 1.1.77

Post by Eiermann »

_CodeGreen wrote:
Fri Mar 03, 2023 9:31 pm
Eiermann wrote:
Fri Mar 03, 2023 8:03 pm
Can someone explain a bit more in detail what the new command-line flags are for? Are they dumping the complete data that is used by the game after loading all mods and executing relevant logic like creating recipies?
Yes, however data-raw is a big structure for all of the prototypes defined by the base game and mods; The game doesn't have to do any execution of relevant logic to "create recipes" because it's already a big definition of everything.
Same thing goes for prototype sprites and locale, those are all of the graphics and translated text that will be used in the game later.
The reason this is nice to have is because previously, if you wanted to look at data-raw, you would have to load a dump mod after all of the other mods have loaded, which isn't a guarantee, and now it's a simple command line option.
Thank you very much Sir! That is exactly what i was looking for some weeks ago when i tried to rebuild the KirkMcDonald Calculator on my own because loading a set of mod definitions into the calculator was a pain in the ass including different tools. Time for a new side project! :cool:

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CaitSith2
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Re: Version 1.1.77

Post by CaitSith2 »

As someone that works on the Archipelago mod, this data dumping is very nice as it just obsoleted https://mods.factorio.com/mod/archipelago-extractor in its entirety.

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Re: Version 1.1.77

Post by Fuuryuu »

FactorioBot wrote:
Fri Mar 03, 2023 3:44 pm
Added 'use_rich_text' parameter to LuaRendering::draw_text() and getter/setter functions.
Very hyped for the consequences this'll have for Space Exploration ship names going forward.

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Re: Version 1.1.77

Post by cyk3 »

Thank you for supporting Wayland!
Unlike certain developers (cough cough, discord).

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