Version 0.18.33 released
Author: posila87,
published 4 years ago,
[h1][b]Changes[/b][/h1]
[list]
[*]Full English text proofreading and corrections.
[/list]
[h1][b]Bugfixes[/b][/h1]
[list]
[*]Fixed Trains gui listbox labels not being readable when hovered. [url=https://forums.factorio.com/68302]more[/url]
[*]Fixed a crash when using LuaChunkIterator. [url=https://forums.factorio.com/86089]more[/url]
[*]Fixed a desync related to placing blueprint with assembling machine with not yet researched recipe. [url=https://forums.factorio.com/86134]more[/url]
[/list]
[h1][b]Gui[/b][/h1]
[list]
[*]Windows with item and count to be selected are now merged into single window and double click on the item auto-confirms the window with the default count. Windows affected are logistic request, signal selection and (debug tool)infinity count selections.
[/list]
[h1][b]Modding[/b][/h1]
[list]
[*]All mining results of resources are forced to be unlocked in the selection lists, even when recipe to create them exists as well. [url=https://forums.factorio.com/86021]more[/url]
[*]Added ItemPrototypeFlags::always_show, which forces the prototype to be always visible in the selection lists regardless of related recipes.
[*]Added RecipePrototype::unlock_results bool (true by default). When set to false, the recipe doesn't unlock the item to be shown in selection lists.
[*]Added RotatedSprite::counterclockwise bool (false by default). Set to true to indicate sprites in the spritesheet are in counterclockwise order.
[*]Added CharacterPrototype::has_belt_immunity bool (false by default).
[*]Entities no longer require the order string be set when there's no item-to-place them.
[*]Added EntityPrototype::remove_decoratives. "true", "false", or "automatic". Defaults to "automatic".
[*]Added TurretPrototype::attack_target_mask and ignore_target_mask. [url=https://forums.factorio.com/86164]more[/url]
[*]Changed roboport tooltip to not show robot recharge rate when the roboport has no charging slots. [url=https://forums.factorio.com/86202]more[/url]
[/list]
[h1][b]Scripting[/b][/h1]
[list]
[*]Added LuaRecipePrototype::unlock_results read.
[/list]
You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.