Version 1.1.30 released as stable
Author: posila87,
published 3 years ago,
[h1][b]Minor Features[/b][/h1]
[list]
[*]Blueprints and copy paste of entities with upgrade order are created based on the upgrade order instead of the current entity. [url=https://forums.factorio.com/73287]more[/url]
[*]Enabled upgrading entities marked for upgrade, in which case, the upgrade target is used as the source entity for the upgrade planner filters.
[*]The announcement of player death now contains GPS tag with the location.
[/list]
[h1][b]Balancing[/b][/h1]
[list]
[*]Increased the tank braking power from 400kw to 800kw. Before this change, the tank acceleration (600kw) was actually even greater than the braking force.
[/list]
[h1][b]Bugfixes[/b][/h1]
[list]
[*]Fixed incorrect color lookup table interpolation for ambient light around noon.
[*]Fixed that built electric pole from map view was also opened with the same click with alternative key binding. [url=https://forums.factorio.com/96607]more[/url]
[*]Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla which uses ammo category bonus. [url=https://forums.factorio.com/96566]more[/url]
[*]Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties of the flame bound to it stargets didn't show the bonus damage from upgrades. [url=https://forums.factorio.com/96566]more[/url]
[*]Fixed that mod install could cause removal of blueprint entities if it didn't remove the entity, but just made it not acceptable to be used in blueprint. [url=https://forums.factorio.com/96852]more[/url]
[*]Fixed that the confirm load game dialog with 2 green arrow buttons had tooltips with (E) to confirm, while the E to confirm doesn't work here as it would be ambiguous. [url=https://forums.factorio.com/96904]more[/url]
[*]Fixed crash related to using smart ghost belt building with a mod that specifies belt without related underground belt. [url=https://forums.factorio.com/96875]more[/url]
[*]Fixed that renaming Spidertron didn't trigger on_entity_renamed. [url=https://forums.factorio.com/96955]more[/url]
[*]Fixed that disabling side menu guis through script would sometimes leave an empty frame. [url=https://forums.factorio.com/96991]more[/url]
[*]Fixed that crafting machines wouldn't wake up when the speed effect was changed in some situations. [url=https://forums.factorio.com/96457]more[/url]
[*]Fixed that focus-search didn't in some GUIs work while in the map editor. [url=https://forums.factorio.com/96909]more[/url]
[*]Fixed that chat icon selector didn't remember the last opened tab when used outside the game.
[*]Fixed that pressing Escape with the chat icon selector opened in a dialog outside the game closed the whole dialog instead of closing just the selector window.
[*]Fixed that pressing Control + F to search in the chat icon selector that is opened on top of a non-game window that already had search activated the bottom window search.
[*]Fixed that enabled train stops would cause schedule records for trains on different surfaces to be rendered as available. [url=https://forums.factorio.com/96799]more[/url]
[*]Fixed rare crash when using Map editor -> Convert save. [url=https://forums.factorio.com/97188]more[/url]
[*]Fixed electric pole connection consistency issue related to fast replace of modded entities. [url=https://forums.factorio.com/96929]more[/url]
[*]Fixed that building by moving ignored the position where the player built the last entity. [url=https://forums.factorio.com/97179]more[/url]
[*]Fixed a crash that could happen when viewing the tooltip for certain types of ammo. [url=https://forums.factorio.com/97276]more[/url]
[*]Fixed that ammo tooltips sometimes wouldn't show damage info. [url=https://forums.factorio.com/97277]more[/url]
[/list]
[h1][b]Modding[/b][/h1]
[list]
[*]Added mod dependency modifier "~", which marks the mod as required, but doesn't affect mod loading order, so these kind of dependencies can be circular.
[*]Prototype/EntityWithHealth::healing_per_tick is now also used by trees, so their automatic healing is no longer hardcoded. [url=https://forums.factorio.com/97082]more[/url]
[*]Loaders are now able to take or insert more than 1 item per transport line per tick. [url=https://forums.factorio.com/81447]more[/url]
[/list]
[h1][b]Gui[/b][/h1]
[list]
[*]Tweaked search in the install mods GUI, so the search order prioritizes the results more naturally.
[*]Unified the search button in the mod settings GUI.
[*]Improved some descriptions in Map Generator GUI. [url=https://forums.factorio.com/97131]more[/url]
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