Version 0.17.61

Information about releases and roadmap.
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FactorioBot
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Version 0.17.61

Post by FactorioBot » Fri Aug 02, 2019 5:06 pm

Changes
  • Combat robotics 2 technology now require Laser. (73856)
Bugfixes
  • Fixed fluid mixing checks for some setups when setting an assembler recipe. (73793)
  • Fixed flying notifications showing player's inventory updates were visible to all forces. (73761)
  • Fixed error during PNG decompression would cause crash on Linux. (71058)
  • Fixed that save files could become very large. (73749)
  • Fixed that cloning furnaces wouldn't preserve the crafting progress. (73850)
  • Fixed inserters being slower and rotationally asymmetrical after the previous version.
  • Fixed that wandering units could be activated for longer than necessary. (73672)
  • Fixed a crash when trying to check if 'game' is equal to anything using the Lua API. (73904)
  • Added a check for overlapping crafter fluidboxes to detect wrong mod configuration. (73488)
  • Fixed desync related to inserter ghosts and belts. (73788)
  • Fixed setting health of item stack of item-with-entity-data to 1 would do nothing. (73920)
  • Fixed a desync with the map editor resource editor. (73914)
  • Fixed a desync with the map editor decorative editor. (73954)
  • Prevented some rare cases of fluid mixing tied to underground connections. (73884)
  • Fixed placing entities that consume type of energy other than electric would still show electric coverage visualization. (73774)
Modding
  • Added InserterPrototype::draw_inserter_arrow.
Scripting
  • Added LuaGuiElement::choose-elem-button elem_types "decorative", "item-group", "achievement", "equipment", and "technology".
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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Raiguard
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Re: Version 0.17.61

Post by Raiguard » Fri Aug 02, 2019 5:21 pm

FactorioBot wrote:
Fri Aug 02, 2019 5:06 pm
Modding
  • Added InserterPrototype::draw_inserter_arrow.
Ooooooohh, thank you! I've been hoping for a way to hide inserter arrows so ultimate miniloaders won't look like this anymore!
2019-08-02 11_19_15-Window.png
2019-08-02 11_19_15-Window.png (129.75 KiB) Viewed 3622 times
Don't forget, you're here forever.

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bobingabout
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Re: Version 0.17.61

Post by bobingabout » Fri Aug 02, 2019 5:30 pm

your fix for 73488 just outright broke fluidEnergySource in same cases. viewtopic.php?f=7&t=73980
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

gGeorg
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Re: Version 0.17.61

Post by gGeorg » Fri Aug 02, 2019 6:19 pm

FactorioBot wrote:
Fri Aug 02, 2019 5:06 pm
Changes
  • Combat robotics 2 technology now require Laser. (73856)
First com-bot is quite good. Price per punch is awesome especialy when used together with PLD combat suit(MK2 armor + 8PLD). Becouse of close range combat you can get whole 45seconds lifespan com-bot shooting. However, second robot, the static one is combat weak (when not moving, his lifespan expectancy on battllefield counts in low-seconds) more over he is too expensive. And now more over require laser tech. Currently useless.

It is logical that laser based bot need that tech, so its nice touch. Hower, the combat value of the robot need to be tuned.
I would recomend consider some of these :
a) spit-proof shell
b) limited speed, like a] pulse engine, 1 pulse per 2 seconds make quiick move 1tile b] slow move 5km/h
c) cut the production cost half, to make it more expendable

The last robot the lvl 3, is total waste of resources. Compare his price to atomic bomb. But lets improve com-bots slowly. One by one. No need to make them OP all at once.
Last edited by gGeorg on Sat Aug 03, 2019 12:21 am, edited 1 time in total.

Yogzototh
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Re: Version 0.17.61

Post by Yogzototh » Fri Aug 02, 2019 7:21 pm

0.17.59 wrote:Changed expensive variant of electronic circuit to require 8 copper cables instead of 10.
So, are any deeper revisions planned to the "expensive recipes" mode?
I dont want to start a new run until it is finalized, and the original FFF post kinda implied more thorough changes.

eliteksupreme
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Re: Version 0.17.61

Post by eliteksupreme » Fri Aug 02, 2019 7:46 pm

Hi guys.
I am new to this site, so please bare with me.
I want to post a crash error and i do not know from where to post a new thread.
Please help.
Thanks!

Loewchen
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Re: Version 0.17.61

Post by Loewchen » Fri Aug 02, 2019 8:02 pm

eliteksupreme wrote:
Fri Aug 02, 2019 7:46 pm
Hi guys.
I am new to this site, so please bare with me.
I want to post a crash error and i do not know from where to post a new thread.
Please help.
Thanks!
See: 3638

eliteksupreme
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Re: Version 0.17.61

Post by eliteksupreme » Fri Aug 02, 2019 9:12 pm

Loewchen wrote:
Fri Aug 02, 2019 8:02 pm
eliteksupreme wrote:
Fri Aug 02, 2019 7:46 pm
Hi guys.
I am new to this site, so please bare with me.
I want to post a crash error and i do not know from where to post a new thread.
Please help.
Thanks!
See: 3638
Thanks !!

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linearj
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Re: Version 0.17.61

Post by linearj » Fri Aug 02, 2019 11:47 pm

Something seems to have changed with heat pipes. In 0.17.60, my 2x4 reactors were able to drive all of my steam turbines. Now, however, the end ones are not receiving enough heat to operate; temperature drops to 500 degrees too early.

Not sure if my design was taking advantage of a bug that is now fixed or if a bug was introduced...
- LinearJ

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