Version 0.16.40

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FactorioBot
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Version 0.16.40

Post by FactorioBot » Wed May 02, 2018 9:31 pm

Bugfixes Modding
  • Added ItemPrototype::fuel_glow_color, it colors the fuel glow of entities that use that item as fuel.
Scripting
  • Added on_player_trash_inventory_changed event.
  • Changed LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered to additionally accept a table of filters.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Innomin8
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Re: Version 0.16.40

Post by Innomin8 » Wed May 02, 2018 10:09 pm

Hearing reports from the FMMO community that .40 completely breaks train signals? Anyone confirm?

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steinio
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Re: Version 0.16.40

Post by steinio » Wed May 02, 2018 10:10 pm

Innomin8 wrote:Hearing reports from the FMMO community that .40 completely breaks train signals? Anyone confirm?
https://forums.factorio.com/viewtopic.php?f=7&t=60043
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Meddleman
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Re: Version 0.16.40

Post by Meddleman » Thu May 03, 2018 1:30 am

Innomin8 wrote:Hearing reports from the FMMO community that .40 completely breaks train signals? Anyone confirm?
You got that right. Mine are quite literally "on the blink".

Wuuuuuuuuubbbe, what did ya fiddle with this time? ^^

EDIT: After reading through this: viewtopic.php?f=7&t=60043 people are able to place new "virgin" blocks of signals that work, but "old" ones will blink.
No offence, but this "fix" was kind of a big mistake, and it's also unclear what the bug actually was beforehand as the changelog-bot here doesn't link to a topic.
Also using a lua-console code to automagically replace all signal-lamps, while effective, disables achievements which I'm sure many players do not want either.
Perhaps it would be best to quickly rollout a reversion "update", as I cannot see too many people manually replacing all their signals in order to keep achievements. :shock:
Last edited by Meddleman on Thu May 03, 2018 1:51 am, edited 1 time in total.

eidolonFIRE_XI
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Re: Version 0.16.40

Post by eidolonFIRE_XI » Thu May 03, 2018 1:51 am

Sigh.... SO MANY CRASHED TRAINS....

I really shouldn't have been on the experimental latest.

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Re: Version 0.16.40

Post by eidolonFIRE_XI » Thu May 03, 2018 1:55 am

Somebody should get a census together and tally up just how many trains were crashed with that update.

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Re: Version 0.16.40

Post by Hydro Engineer » Thu May 03, 2018 3:10 am

I had three trains in one pileup and I only have 4 trains. :( The fourth train was on its own circuit.
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Re: Version 0.16.40

Post by deer_buster » Thu May 03, 2018 3:57 am

Hydro Engineer wrote:I had three trains in one pileup and I only have 4 trains. :( The fourth train was on its own circuit.
Aren't all trains supposed to be on their own circuit?? :D

Oh, wait, no...they aren't...I lost sooooo many nuclear fueled trains............

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steinio
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Re: Version 0.16.40

Post by steinio » Thu May 03, 2018 4:36 am

Just don't save in 0.16.40 and revert to. 39.

It's an alpha game.
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Re: Version 0.16.40

Post by deer_buster » Thu May 03, 2018 5:19 am

steinio wrote:Just don't save in 0.16.40 and revert to. 39.

It's an alpha game.
Multiplayer server...don't control the saves...ah well, live and learn...or don't...either way...

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Re: Version 0.16.40

Post by Aeternus » Thu May 03, 2018 6:59 am

eidolonFIRE_XI wrote:Somebody should get a census together and tally up just how many trains were crashed with that update.
You're saying...
... this update is a trainwreck? *sunglasses*
[edit] Joking of course, just to be on the safe side. Glitches happen during prerelease, 's what they call experimental.

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