Version 0.17.46 released
Author: wheybags,
published 5 years ago,
[h1][b]Minor Features[/b][/h1]
[list]
[*]Added an option to filter by has-players in the browse games GUI.
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[h1][b]Changes[/b][/h1]
[list]
[*]Tank no longer takes damage from hitting rocks.
[*]Increased tank acid resistance from 50% to 70%.
[*]Defender robots no longer require flying robot frames in their recipe.
[*]Defender robotics technology only has Military science pack technology as a pre-requisite.
[*]Defender robot damage increased from 5 to 8.
[*]The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor.
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[h1][b]Graphics[/b][/h1]
[list]
[*]Added new higher resolution icons for resource ores with randomized variations when drawn on belts.
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[h1][b]Bugfixes[/b][/h1]
[list]
[*]Fixed that global programmable speaker volume depended on the zoom level. [url=https://forums.factorio.com/68119]more[/url]
[*]Fixed a crash related to changing biter forces. [url=https://forums.factorio.com/71494]more[/url]
[*]Fixed that 'signal-check', 'signal-info' and 'signal-dot' were in the 'virtual-signal-color' item subgroup.
[*]Fixed a new case of inserters behaving differently when rotated.
[*]Fixed unexpected behaviour when it comes to dividing rail segments in some special cases. [url=https://forums.factorio.com/70981]more[/url]
[*]Extended straight rail collision box, so there is not an empty space between individual rail entities.
[*]Fixed Arithmetic Combinator sometimes outputting wrong number when setting a constant in the first field. [url=https://forums.factorio.com/71492]more[/url]
[*]Fixed wording on the Lua Product documentation + fixed reading probability/amount_min/amount_max from Products. [url=https://forums.factorio.com/71529]more[/url]
[*]Fixed that modded tiles in blueprints stored in the blueprint library wouldn't persist through mod enable/disable. [url=https://forums.factorio.com/67917]more[/url]
[*]Fixed that quickbar pick item shortcut would sometimes select the wrong item when rotating quickbars in multiplayer. [url=https://forums.factorio.com/71547]more[/url]
[*]Fixed that widget under the point of (0,0) got always hovered when mouse left the window. [url=https://forums.factorio.com/71296]more[/url]
[*]Fixed that leaving the window while entity is selected didn't de-select the entity.
[*]Fixed that a fresh stack of wires was not added back to cursor when the cursor stack was depleted. [url=https://forums.factorio.com/71457]more[/url]
[*]Fixed that train stopped moving without a schedule. [url=https://forums.factorio.com/71466]more[/url]
[*]Possibly worked around the game extremely flickering on some computers when rendering scenes with lot of draw calls. [url=https://forums.factorio.com/69022]more[/url]
[*]Possibly worked around "Unknown D3D Error (0x8876017c)" preventing the game to start on some computers. [url=https://forums.factorio.com/71521]more[/url]
[*]Fixed crash when dragging station while temporary stop being removed. [url=https://forums.factorio.com/71262]more[/url]
[*]Fixed that train entering block that is reserved more than once by it cancelled all the reservations and opened the block for other trains after leaving (and still having another invalid reservation to it) it which could lead to train collisions and desyncs. [url=https://forums.factorio.com/71409]more[/url]
[*]Laser turret and robot beams now render properly in the dark. [url=https://forums.factorio.com/65114]more[/url]
[*]Fixed that in certain translations, there would be a gap between the shortcut bar and alerts if the shortcut selector was open. [url=https://forums.factorio.com/71392]more[/url]
[*]Fixed that failed mod downloads would be incorrectly marked as successful. [url=https://forums.factorio.com/71451]more[/url]
[*]Fixed that modded choose-elem-buttons would behave strangely when locked. [url=https://forums.factorio.com/70550]more[/url]
[*]Fixed that the candidate_spot_count argument to the spot-noise function was ignored.
[*]Fixed spitter and worm acid splashes would deal continuous damage to closed gates and trains. [url=https://forums.factorio.com/71177]more[/url]
[*]Fixed that you could set some invalid signal combinations in combinators using lua. [url=https://forums.factorio.com/71613]more[/url]
[*]Fixed a desync related to how Lua formatted negative zero. [url=https://forums.factorio.com/67983]more[/url]
[/list]
[h1][b]Modding[/b][/h1]
[list]
[*]Moved the train wait condition default times into utility-constants.
[*]Fixed that it was possible to specify max_level of technology to be lower then level and crash the game by it. [url=https://forums.factorio.com/71431]more[/url]
[*]Fixed that the game would allow invalid heat-pipe connections that would end up crashing the game. [url=https://forums.factorio.com/69267]more[/url]
[*]The update mods GUI will now attempt to install new required dependencies. [url=https://forums.factorio.com/70993]more[/url]
[*]Added "trigger_target_mask" to entity prototype definition and triggers as more flexible system for filtering entities in triggers.
[*]Added "trigger-target-type" prototype type to define custom values for use in "trigger_target_mask". Current limit for total count of trigger-target-types is 56.
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[h1][b]Scripting[/b][/h1]
[list]
[*]Added LuaGameScript::evaluate_expression(), which can be used to calculate the technology unit cost formula at any level.
[*]Added LuaProfiler::divide() to allow printing average duration.
[*]Added optional snap_to_train_stop parameter to LuaGameScript::create_entity.
[*]Added LuaEntity::ghost_unit_number read.
[*]Added "source_index" to on_forces_merged event.
[*]Added LuaStyle::padding, margin write.
[*]Added LuaEntity::selected_gun_index read/write for cars.
[*]Fixed that LuaForce::index was 1 larger than it was supposed to be.
[*]LuaGameScript::forces can now be indexed with the name and the LuaForce::index.
[/list]You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.