Version 0.17.67 released
Author: posila87,
published 5 years ago,
[h1][b]Graphics[/b][/h1]
[list]
[*]New chemical plant graphics.
[*]Heat pipes (also in reactors and heat exchangers) glow with high temperatures.
[/list]
[h1][b]Changes[/b][/h1]
[list]
[*]Pressing ESC while catching up to a multiplayer game will disconnect instead of opening the menu. [url=https://forums.factorio.com/74735]more[/url]
[*]An entity can't be teleported into a position where pipe connections would overlap. [url=https://forums.factorio.com/74652]more[/url]
[*]The camera will zoom to center instead of zooming to cursor in God controller, Ghost controller and Spectator controller.
[/list]
[h1][b]Features[/b][/h1]
[list]
[*]Added an area tool to the map editor tile editor.
[*]Added highlighting of the source entities when selecting areas to clone in the map editor.
[*]Added a setting in the map editor to hide entity health bars.
[*]Added a setting in the map editor surface editor to generate new chunks using lab tiles.
[*]Added support to manipulate items on the stored character while in the map editor.
[*]Added infinity settings for automatically controlling items in the map editor.
[*]Changed the infinity chest so it can also spawn hidden items.
[/list]
[h1][b]Gui[/b][/h1]
[list]
[*]Rearranged key-bindings in Control Settings to different categories. Improved and added more descriptions of key-bindings.
[/list]
[h1][b]Bugfixes[/b][/h1]
[list]
[*]Fixed cloning ghost entities with rotation didn't work correctly. [url=https://forums.factorio.com/74635]more[/url]
[*]Fixed that the lab GUI wouldn't update when the technology being researched changed. [url=https://forums.factorio.com/74605]more[/url]
[*]Fixed loader front patch and back patch were not sorted correctly when drawing. [url=https://forums.factorio.com/74680]more[/url]
[*]Fixed wire connection distance sometimes being inconsistent. [url=https://forums.factorio.com/74666]more[/url]
[*]Fixed a rotation of modded pump with regard to blocked pipe connections. [url=https://forums.factorio.com/74629]more[/url]
[*]Prevented a crash resulting from teleporting a pipe to a fluid system with blocked connection. [url=https://forums.factorio.com/74702]more[/url]
[*]Fixed that the filter GUI tooltip would flicker when changing tabs. [url=https://forums.factorio.com/74623]more[/url]
[*]Fixed fluid mixing from creating an underground pipe by script into a blocked fluid system. [url=https://forums.factorio.com/74614]more[/url]
[*]Fixed fluid mixing from copy/pasting an infinite pipe next to a different fluid. [url=https://forums.factorio.com/74702]more[/url]
[*]Prevented playing Jesus and changing water into other fluids. [url=https://forums.factorio.com/74624]more[/url]
[*]Fixed assembler ghost fluid filters disappearing through loading. [url=https://forums.factorio.com/74723]more[/url]
[*]Cliffs sections which are fully marked as indestructible can't be exploded. [url=https://forums.factorio.com/73939]more[/url]
[*]Fixed interaction of underground pipes with modded length. [url=https://forums.factorio.com/74610]more[/url]
[*]Fixed fluid mixing caused by fluid producing furnace. [url=https://forums.factorio.com/74648]more[/url]
[*]Fixed that opening the technology GUI in the same tick as the entity tooltip being shown didn't work correctly. [url=https://forums.factorio.com/74710]more[/url]
[*]Prevented rotation of a modded assembler with a blocked pipe connection that results in fluid mixing. [url=https://forums.factorio.com/74657]more[/url]
[*]Fixed train condition button indentation not being properly updated under special circumstances. [url=https://forums.factorio.com/74527]more[/url]
[*]Fixed that train schedule waypoint was considered to be passed when train departed the related rail rather when it entered it. [url=https://forums.factorio.com/74678]more[/url]
[*]Fixed that storage tank entities ignored pipe_picture property in their fluid box definition. [url=https://forums.factorio.com/74878]more[/url]
[*]Fixed improper action selection for UI actions for key bindings differentiated by modifiers only. [url=https://forums.factorio.com/74631]more[/url]
[*]Fixed a crash related to a modded assembler and fluid mixing. [url=https://forums.factorio.com/74746]more[/url]
[*]Applied the cannon shadow to the artillery wagon, fixing some unintended highlights. [url=https://forums.factorio.com/57931]more[/url]
[*]Fixed crash when removing electric pole. [url=https://forums.factorio.com/73458]more[/url]
[*]Fixed event handler could try to register events twice in some cases. [url=https://forums.factorio.com/74665]more[/url]
[*]Fixed blueprinted locomotives would preview as snapped to train stop. [url=https://forums.factorio.com/74540]more[/url]
[*]Fixed items spilling on the ground when using fast entity transfer while robots are trying to insert into the player. [url=https://forums.factorio.com/74819]more[/url]
[*]Fixed hand reserving a non-empty slot in some situations when player inventory auto-sorting is disabled.
[*]Fixed custom lua slider sometimes initializing with the marker in the wrong position. [url=https://forums.factorio.com/75052]more[/url]
[*]Fixed "list-box" and "drop-down" custom GUI elements would not update selected index when changing its items programmatically. [url=https://forums.factorio.com/75044]more[/url]
[*]Fixed that the map editor 'instant blueprint building' would fail to place trains correctly.
[*]Rail signal that is to be reserved by circuit network doesn't allow train to go through even when the block is already occupied by the given train. [url=https://forums.factorio.com/74506]more[/url]
[*]Rail signal will change from reserved by circuit network state to closed state when train is manually placed into the block it guards. [url=https://forums.factorio.com/74862]more[/url]
[*]Fixed train stop name in map not being positioned properly. [url=https://forums.factorio.com/75099]more[/url]
[/list]
[h1][b]Modding[/b][/h1]
[list]
[*]Changed default value of LoaderPrototype::structure_render_layer from "lower-object" to "transport-belt-circuit-connector", in order to be consistent with other on-belt structure sprites.
[*]Different wall types will connect visually by default. If this behavior is not desired for a wall prototype, set it unique "visual_merge_group". [url=https://forums.factorio.com/74695]more[/url]
[*]Added optional random_variation_on_create to all simple entity prototypes.
[*]Pump was changed to not expand its bounding box when connected to pipe. Collision box for vanilla pump was adjusted to reflect this change.
[/list]
[h1][b]Scripting[/b][/h1]
[list]
[*]Added additional filtering to LuaGameScript::get_filtered_..._prototypes() functions.
[*]Added optional "tags" to entities in blueprints and entity ghosts.
[*]Added optional "tags" to script_raised_revive, on_built_entity and on_robot_built_entity events when reviving ghosts.
[*]Added LuaEntity::tags read/write for entity ghosts.
[*]Added LuaItemStack::get_blueprint_entity_count(), get_blueprint_entity_tags(), set_blueprint_entity_tags(), get_blueprint_entity_tag(), and set_blueprint_entity_tag().
[*]Added on_force_friends_changed and on_force_cease_fire_changed events.
[*]Added "area" to on_chunk_charted and on_sector_scanned events.
[*]Added "position" to on_chunk_generated event.
[*]Added area to the LuaChunkIterator operator() return value.
[*]Added LuaPlayer::toggle_map_editor().
[*]The script_destroyed_entity event is raised for map editor instant deconstruction.
[*]Added LuaEntity::tick_of_last_attack and LuaEntity::tick_of_last_damage write.
[/list]
You can get experimental releases by selecting the '0.17.x' beta branch under Factorio's properties in Steam.