Version 0.17.15 released
Author: posila87,
published 5 years ago,
[h1][b]Changes[/b][/h1]
[list]
[*]Fixed that trains wouldn't depart for temporary stops when waiting at a station. [url=https://forums.factorio.com/67811]more[/url]
[*]Fixed that two headed train running out of fuel didn't trigger the out of fuel alert in one of the directions. [url=https://forums.factorio.com/67820]more[/url]
[*]Improved Compilatron's ability to select a free space when indicating structures by a factor of 16.6.
[*]The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE.
[*]The player must collect at least some of their structures before evacuating the first area of the NPE.
[*]Updated the player spawn after big biter attack in case the player wants to check how aggressive the biters are.
[*]Compilatron now has its own icon.
[*]Biters and worms in the NPE will now be aggressive except in special situations.
[/list]
[h1][b]Gui[/b][/h1]
[list]
[*]It is now possible to scroll horizontally with a touch pad in the tech tree view. [url=https://forums.factorio.com/66874]more[/url]
[/list]
[h1][b]Bugfixes[/b][/h1]
[list]
[*]Fixed bugged Compilatron speech in NPE when showing blocked miner.
[*]Turrets placed in the starting area will now be detected during the entrench step of the NPE. [url=https://forums.factorio.com/67772]more[/url]
[*]Fixed flamethrower turret range visualization was rendered in wrong layer. [url=https://forums.factorio.com/67903]more[/url]
[*]Fixed editing map gen settings in the map editor would crash the game. [url=https://forums.factorio.com/67839]more[/url]
[*]Fixed that robots would still try to deconstruct trains that left their network. [url=https://forums.factorio.com/67916]more[/url]
[*]Reduced screen tearing on Windows 7 when Aero is disabled. [url=https://forums.factorio.com/67158]more[/url]
[*]Fixed that converting games to scenarios and back could corrupt script global data. [url=https://forums.factorio.com/66812]more[/url]
[*]Fixed that disabling friendly fire prevented fish from healing. [url=https://forums.factorio.com/67953]more[/url]
[*]Fixed that LuaEntity::destroy({do_cliff_correction=true}) was ignored. [url=https://forums.factorio.com/67837]more[/url]
[*]Fixed toggle state of item selection buttons when clicked with item to fast-select. [url=https://forums.factorio.com/67465]more[/url]
[*]Fixed that the Q that cancels wire dragging also removed the hand from the quickbar. [url=https://forums.factorio.com/67192]more[/url]
[*]Fixed that selecting quickbar slot while dragging wire only cancelled the dragging, but had to be pressed again to select the slot. [url=https://forums.factorio.com/67192]more[/url]
[*]Fixed that modded fluid streams could crash the game in some situations. [url=https://forums.factorio.com/67999]more[/url]
[*]Fixed that keys blocked by textfield didn't include CONTROL + A (to select all), the same way as it is doing for (CONTROL + C/V/X). [url=https://forums.factorio.com/67047]more[/url]
[*]Fixed the double-click to clear functionality of number text field. [url=https://forums.factorio.com/67949]more[/url]
[*]Fixed a crash when migrating mods related to assembling machines and fluids. [url=https://forums.factorio.com/67118]more[/url]
[*]Fixed that exporting a blueprint to the library could crash the game. [url=https://forums.factorio.com/67987]more[/url]
[*]Fixed a crash when a modded assembler is built over a ghost of assembler with different rotation. [url=https://forums.factorio.com/67732]more[/url]
[*]Fixed damage technology migrations not migrating infinite technologies properly. [url=https://forums.factorio.com/67731]more[/url]
[*]Potentially fixed a Linux-specific bug where the game would react to key presses not intended for it. [url=https://forums.factorio.com/66402]more[/url]
[/list]
[h1][b]Scripting[/b][/h1]
[list]
[*]Added LuaGameScript::create_profiler() which can be used to measure script performance.
[/list]
You can get experimental releases by selecting the '0.17.x' beta branch under Factorio's properties in Steam.