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dynamicnetworks

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Everything posted by dynamicnetworks

  1. https://www.factorio.com/blog/post/fff-218Statistics: Posted by Klonan — Fri Nov 24, 2017 4:22 pm — Replies 1 — Views 56 View the full article
  2. Version 0.15.38

    Features Added Razer Chroma and Razer Chroma Link support (https://www.razerzone.com/chroma) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Fri Nov 24, 2017 12:20 pm — Replies 0 — Views 33 View the full article
  3. https://factorio.com/blog/post/fff-217Statistics: Posted by Klonan — Fri Nov 17, 2017 11:41 am — Replies 0 — Views 5 View the full article
  4. https://www.factorio.com/blog/post/fff-216Statistics: Posted by Klonan — Fri Nov 10, 2017 6:30 pm — Replies 0 — Views 30 View the full article
  5. https://www.factorio.com/blog/post/fff-215Statistics: Posted by Klonan — Fri Nov 03, 2017 5:14 pm — Replies 0 — Views 64 View the full article
  6. https://www.factorio.com/blog/post/fff-214Statistics: Posted by Klonan — Fri Oct 27, 2017 3:38 pm — Replies 0 — Views 28 View the full article
  7. soon Statistics: Posted by Klonan — Fri Oct 20, 2017 4:20 pm — Replies 1 — Views 22 View the full article
  8. Version 0.15.37

    Bugfixes Fixed false positives in detection of crashes caused by incompatible version of RivaTuner Statistics Server. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue Oct 17, 2017 1:51 pm — Replies 0 — Views 5 View the full article
  9. (SOON) https://www.factorio.com/blog/post/fff-212 Statistics: Posted by Twinsen — Fri Oct 13, 2017 7:21 pm — Replies 0 — Views 17 View the full article
  10. Version 0.15.36

    Bugfixes Fixed a bug in the fix of electric network from 0.15.35. Fixed a crash when deleting chunks in specific cases. (52598) Fixed a crash when coupling/decoupling trains through the Lua API. Fixed crash when unknown program arguments were passed. (53219) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue Oct 10, 2017 3:24 pm — Replies 1 — Views 573 View the full article
  11. https://www.factorio.com/blog/post/fff-211Statistics: Posted by Klonan — Fri Oct 06, 2017 1:44 pm — Replies 0 — Views 35 View the full article
  12. https://www.factorio.com/blog/post/fff-210Statistics: Posted by Klonan — Fri Sep 29, 2017 2:36 pm — Replies 34 — Views 3315 View the full article
  13. Version 0.15.35

    Bugfixes Fixed that after a player reconnected after a desync, while blueprints were uploaded, the game would crash. (52429) Fixed that in certain scenarios, the blueprint library wouldn't synchronise. (52634) Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. (52718) Fixed a rare desync related to electric sub networks. Fixed archaic (from 0.12) migration that was supposed to fix rollingStockCounts on rails and it broke it instead. Fixed possible desync when rotating pipe to ground. (52709) Fixed a rare possiblity of internal electric network crash when loading game. (52869) Handle network errors (caused by LavasoftTcpService64.dll corrupting Winsock) gracefully. (52290) Scripting Fixed changing force of underground belt entity would cause desync. (52602) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Thu Sep 28, 2017 1:33 pm — Replies 2 — Views 2267 View the full article
  14. https://www.factorio.com/blog/post/fff-209Statistics: Posted by kovarex — Fri Sep 22, 2017 6:58 pm — Replies 42 — Views 3257 View the full article
  15. Another dose of the Fridays: https://www.factorio.com/blog/post/fff-208 Statistics: Posted by Klonan — Fri Sep 15, 2017 6:46 pm — Replies 46 — Views 3033 View the full article
  16. https://www.factorio.com/blog/post/fff-207Statistics: Posted by Klonan — Fri Sep 08, 2017 5:58 pm — Replies 38 — Views 3265 View the full article
  17. https://www.factorio.com/blog/post/fff-206Statistics: Posted by kovarex — Fri Sep 01, 2017 8:27 pm — Replies 83 — Views 7008 View the full article
  18. https://www.factorio.com/blog/post/fff-205Statistics: Posted by Klonan — Fri Aug 25, 2017 4:11 pm — Replies 26 — Views 511 View the full article
  19. Version 0.15.34

    Bugfixes Fixed that after a player reconnected after a desync, their blueprints would no longer upload. (51642) Fixed that it was possible to modify other players' blueprint libraries. (51908) Fixed a crash when loading a save that was transferring blueprints to a now offline player. (51884) Fixed that the blueprint library would remove duplicate blueprints even though they were in different books. (51552) Fixed bug in GUI that led in freez when lowering replay speed (51870). Disabled possibility to open invalid save/replay by enter key or double click. Fixed rare crash when being disconnected from multiplayer. (52076) Fixed creating map from scenario would copy also system and hidden files from scenario folder. (52020) Fixed threading issue causing random server crashes. (51942) Fixed that if the server was launched with --start-server-load-scenario, the /save command with no name would cause the server to hang. (52055) Fixed --start-server-load-scenario would ignore --map-gen-settings, --map-settings and --preset options. (51424) Fixed disabling shaders would cause crashes. (52097) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Wed Aug 23, 2017 12:57 pm — Replies 0 — Views 340 View the full article
  20. https://www.factorio.com/blog/post/fff-204Statistics: Posted by Klonan — Fri Aug 18, 2017 6:04 pm — Replies 18 — Views 495 View the full article
  21. https://www.factorio.com/blog/post/fff-203Statistics: Posted by kovarex — Fri Aug 11, 2017 4:54 pm — Replies 5 — Views 166 View the full article
  22. test1

    Forwarded to Discord.
  23. Version 0.15.33

    Changes Mod name in mod info pane will no longer be localised. (51046) Optional mod dependencies now show as orange when invalid. (21008) Bugfixes Fixed crash when trying to load replay that is not compatible with current version. Fixed ghosts might emit light. (51516) Fixed removing land mines didn't make any sound. (51588) Fixed creating window larger than screen. (51584) Improved performance of rendering uranium ore. (51549) Modding Bonus UI now shows additional force modifiers (49732) simple-entity-with-owner (and simple-entity-with-force) now supports apply_runtime_tint in sprite definition. Scripting simple-entity-with-owner exposes color property through LuaEntity::color. Set it to {r=0, g=0, b=0, a=0} to use color of entity's force. Fixed LuaEntityPrototype::distribution_effectivity would return value of supply_area_distance instead. (51568) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Wed Aug 09, 2017 4:11 pm — Replies 1 — Views 1042 View the full article
  24. https://www.factorio.com/blog/post/fff-202Statistics: Posted by kovarex — Fri Aug 04, 2017 8:09 pm — Replies 3 — Views 72 View the full article
  25. Version 0.15.32

    Bugfixes Fixed compatibility problem with several antivirus programs. (51375) Fixed seed in map-gen-settings.json would be ignored when creating map on headless server. (51254) Fixed that connecting to a multiplayer game with a large blueprint library might be difficult. (50898) Fixed that using capsules would open an Entity's GUI when clicked. (51123) Fixed that --window-size=maximized wouldn't work on Linux. (50977) Fixed that changing reactor consumption(production) values through a mod didn't update its production until rebuilt. (51251) Fixed that blueprints would sometimes stop transferring. Fixed crash when opening item/container and at the same time the controller is set to some that doesn't have inventory. (51349) Fixed 3 possible crashes related to getting malformed network packet over the network. Maybe fixed a biter path cache-related crash. (51183) Fixed that bad_alloc and similar low level erros were catched internally, so we couldn't get proper stack trace of those. Limited the size of a train chart tag when the map is zoomed in. (51401) Possible rare crash fix related to building rails and viewing preview of entities right after that. (51322) Limited technology cost multiplier to maximum of 1000. (51453) Scripting The log method also specifies the mod that wrote that, not only script file. Added LuaEntityPrototype::distribution_effectivity read. Added LuaEntityPrototype::time_to_live read. Added LuaControl::following_robots read. Added LuaPlayer::pipette_entity(). Added LuaEntity::can_be_destroyed(). Added script_raised_destroy reserved event ID. Added script_raised_built reserved event ID. Added script_raised_revive reserved event ID. Changed LuaEntity::time_to_live to also work for combat robots. Changed LuaEntityPrototype::fluid_capacity read to also work on fluid-wagon. Changed LuaEntityPrototype::turret_range read returns nil instead of error if not turret. Changed LuaEntity::train to return nil if entity is not rolling stock. Added LuaEntityPrototype::explosion_beam read. Added LuaEntityPrototype::explosion_rotate read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Wed Aug 02, 2017 11:52 am — Replies 0 — Views 468 View the full article
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