Factorio Version 1.1.69 released as stable
Author: Sanqui,
published 2 years ago,
[h1][b]Graphics[/b][/h1]
[list]
[*]Updated transport belt icons.
[/list]
[h1][b]Bugfixes[/b][/h1]
[list]
[*]Fixed unregistering multiple events at once would not clear event filters. [url=https://forums.factorio.com/103207]more[/url]
[*]Fixed inactive mining drill playing its working sound for a moment when panning over it. [url=https://forums.factorio.com/103212]more[/url]
[*]Fixed a crash when pressing Alt+F4 or clicking the X button when in sound settings. [url=https://forums.factorio.com/103182]more[/url]
[*]Fixed a crash when changing the force of a logistic container marked for deconstruction. [url=https://forums.factorio.com/103278]more[/url]
[*]Fixed a crash in production score script when a rocket launch product has probabilistic amount. [url=https://forums.factorio.com/102649]more[/url]
[*]Fixed a crash in production score script when a resource entity is given no mineable products. [url=https://forums.factorio.com/103289]more[/url]
[*]Fixed collision mask util not ignoring other flags when checking "not-colliding-with-itself" masks. [url=https://forums.factorio.com/102684]more[/url]
[*]Fixed the player losing contents of the cursor when starting the round in tightspot scenario. [url=https://forums.factorio.com/102312]more[/url]
[*]Fixed wave defense losing all upgrades after some prototype changes. [url=https://forums.factorio.com/101241]more[/url]
[*]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. [url=https://forums.factorio.com/103292]more[/url]
[*]Fixed that the 'starting points' in MapGenSettings wasn't loaded when importing a map exchange string. [url=https://forums.factorio.com/103356]more[/url]
[*]Fixed that event filters for on_pre_ghost_deconstructed and on_pre_ghost_upgraded weren't filtering correctly. [url=https://forums.factorio.com/103294]more[/url]
[*]Fixed that changing render threads to 1 while menu simulations were visible would crash the game. [url=https://forums.factorio.com/103361]more[/url]
[*]Fixed rocket silo would get stuck when rocket_parts was set during launch. [url=https://forums.factorio.com/103213]more[/url]
[*]Fixed smooth zoom behavior at high game speeds. [url=https://forums.factorio.com/102974]more[/url]
[*]Fixed a performance issue when many roboports re-activate at the same time. [url=https://forums.factorio.com/103383]more[/url]
[*]Fixed that the sync-mods-with-save GUI didn't work correctly when failing to download in some situations. [url=https://forums.factorio.com/103386]more[/url]
[*]Fixed solar panel equipment was unable to produce full expected power when solar multiplier was larger than 1. [url=https://forums.factorio.com/103066]more[/url]
[*]Fixed boiler's energy source buffer size was not updated when prototypes data changed. [url=https://forums.factorio.com/103008]more[/url]
[/list]
[h1][b]Modding[/b][/h1]
[list]
[*]Added torso_bob_speed to the spider vehicle prototype.
[/list]
[h1][b]Scripting[/b][/h1]
[list]
[*]Added LuaEntityPrototype::torso_bob_speed read.
[/list]
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.