Posts by wheybags

Balancing
  • Changed god controller inventory size to be the same as the character inventory size.
Bugfixes
  • Fixed rendering of targeting range visualization for turrets with limited turn range. more[forums.factorio.com]
  • Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. more[forums.factorio.com]
  • Fixed that power poles would sometimes build automatically when they shouldn't. more[forums.factorio.com]
  • Fixed that editing map gen settings for the non-default surface using the map editor didn't work. more[forums.factorio.com]
  • Fixed that LuaSurface::spill_item_stack would ignore belts by default. more[forums.factorio.com]
  • Fixed that LuaEntity::set_request_slot() wouldn't allow filters with a count of 0. more[forums.factorio.com]
  • Fixed that copying assembler settings would copy direction as well. more[forums.factorio.com]
  • Fixed that automation and logistics technologies were marked as upgrades.
  • Fixed that non-upgrade technologies di...
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Bugfixes
  • Fixed a crash when hovering over some inventory-like GUI elements.

Includes version 0.17.27 Bugfixes
  • Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more[forums.factorio.com]
  • Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
  • Fixed a crash when a mining drill is destroyed during the resource-depleted event.
  • Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
  • Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
  • Fixed crash when undoing manual removal of entity marked for deconstruction. more[forums.factorio.com]
  • Fixed that the technology GUI would show 100% researched for near-100% values. more[forums.factorio.com]
  • Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled.
  • Fixed that action bar link to blueprint in the inventor...
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Changes
  • Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
  • font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. more[forums.factorio.com] even more[forums.factorio.com]
  • Enter key will be shown as "ENTER" instead of "RETURN" on Windows and Linux. more[forums.factorio.com]
Minor Features
  • Added a shortcut for increasing/decreasing/resetting UI scale, mainly for debugging of proper automatic adjustment of UI, but people mig...
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Changes
  • Admins ignore multiplayer map upload slot limit
  • "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.
Bugfixes
  • Fixed that the server-settings.example.json had an additional comma at the end of the file. more[forums.factorio.com]
  • Filled in a missing fluid mixing check for miner. more[forums.factorio.com]
  • Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. more[forums.factorio.com]
  • Fixed upload slot queue blocking players from joining even if not all slots were filled.
  • Fixed a desync from rotation of an assembler with fluid energy source. more[forums.factorio.com]
  • Fixed a connection consistency problems of wire/circuit connections ghosts and undo. more[forums.factorio.com]
  • Added a no-crop requirement to the wire sprite definitions to avoid mods removing it, which can confuse the drawing logic. more[forums.factorio.com]
  • Fixed text boxes would not res...
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