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dynamicnetworks
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  1. https://factorio.com/blog/post/fff-231Statistics: Posted by Klonan — Fri Feb 23, 2018 9:08 pm — Replies 4 — Views 137 View the full article
  2. Version 0.16.25

    Changes Inserters and belt sideloading can now squash item on belt even when the gap isn't big enough. The squashed gap is extended to normal size once the front of the belt starts to move again. This means, that inserter rows and side loading can produce fully compressed belts without the usage of splitters. Minor Features Improved behavior of mode switches in deconstruction planner. (57871) Bugfixes Fixed crash when train was leaving station that was disabled by circuit network or destroyed. (57869) Fixed search box losing focus inconveniently in mods gui. (57821) Fixed client crash when server exits while player has the save game dialog open. (57701) Removing components of a blueprint no longer resizes the window. (56412) Fixed performance issue when running out of storage while big deconstruction is in progress. Fixed scrollbar buttons that would ignore mouse up event. (57899) Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. (57974) Scripting Added LuaControl::is_player() 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 — Mon Feb 19, 2018 8:58 pm — Replies 5 — Views 316 View the full article
  3. https://www.factorio.com/blog/post/fff-230Statistics: Posted by Klonan — Fri Feb 16, 2018 5:16 pm — Replies 0 — Views 16 View the full article
  4. Version 0.16.24

    Minor Features When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu. Player chat color when set through '/color r g b a' command will be brightened. (57796) Bugfixes Fixed that LuaEntity::get_merged_signals() would return wrong value if no wires were connected. (57757) Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. (57730) Fixed energy consumption of laser turret in recipe tooltip. (22310) Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. (57691) Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. (57496) Fixed that you could define a fluidbox height of 0. (57753) Fixed trains "twitching" under certain circumstances. (57738) Fixed wrong hairy dead tree graphics positioning. (57761) Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. (57759) Fixed LuaInventory::getbar/setbar used zero-based indexing. (57816) Fixed incorrect electric network connection rendering on the map. (57327) Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. (57574) Scripting Added script.on_nth_tick(n, function). Added LuaSurface::can_place_entity(...) optional parameter "build_check_type" and "forced". 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 Feb 15, 2018 5:14 pm — Replies 0 — Views 84 View the full article
  5. Version 0.16.23

    Changes Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later. The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle. The Rocket silo entity info now shows 'Rocket parts: 50/100'. Removed 'starting inventory' PvP option, as starting chests are a more proper solution. Added 'required satellites sent' option to space race PvP game mode Bugfixes Fixed snapping locomotive to station sometimes not working. (57380) Fixed modded loaders with different dimensions crashing when destroyed. (56701) Fixed that module effects would go negative when adding too many beacon effects together. (57425) Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. (57452) Fixed that directly replacing modules didn't work correctly. (57453) Fixed that changing train stop names wouldn't update the last-user. (57481) Fixed that the logistic count tooltip wouldn't show correctly for negative values. (57520) Fixed that changing the stack size of the satellite through mods could make it impossible to win. (57487) Fixed circuit controlled stack override sometimes being incorrect. (57421) Fixed that mods could specify invalid categories, for a few classes of modded item. (57443) Fixed pipette tool orientation of curved tracks. (57477) Fixed that beacons would ignore the allowed effects on an entity. (57376) Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. (57489) Fixed Lua module limitations array being a map of strings to numbers, instead of an array. (57561) Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. (57505) Fixed worker robot speed in PvP scenario. (57547) Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. (57577) Fixed that the technology search would be broken by disabled technologies in some cases. (57600) Fixed that mods changing stack sizes would break the inventory transfers tutorial. (57613) Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. (55381) Fixed LuaSurface::regenerate_decoratives() would generate much more decoratives than normal map generator run. (57348) Fixed clicking the label in sort-able tables wouldn't effect sorting. (57652) Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. (57386) Fixed clamp_position=true on artillery shells would negate artillery range bonus. (57700) Fixed item icon would not be rescaled to normal size if icon_size not 32. (57683) Modding Added "friend" and "not-friend" force trigger modifiers. Added optional night vision equipment prototype "darkness_to_turn_on". Scripting Added LuaGameScript::ammo_category_prototypes read. Added LuaEntity::get_merged_signals(). 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 — Mon Feb 12, 2018 10:42 am — Replies 1 — Views 237 View the full article
  6. https://www.factorio.com/blog/post/fff-229Statistics: Posted by Klonan — Fri Feb 09, 2018 5:13 pm — Replies 1 — Views 24 View the full article
  7. https://factorio.com/blog/post/fff-228Statistics: Posted by Klonan — Fri Feb 02, 2018 7:31 pm — Replies 6 — Views 149 View the full article
  8. Version 0.16.22

    Bugfixes Fixed a crash when loading saves with modded camera GUI elements. (57375) Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. (57381) Another attempt to fix crashes on OS X Mavericks (version 10.9). (54549) Fixed that some mod settings would always detect as different than the server when trying to join. (57352) Fixed that turrets that died and where rebuilt couldn't be mined. (57393) Modding Added optional RecipePrototype::allow_as_intermediate to disable a recipe being used as an intermediate when hand crafting. Added PlayerPrototype::enter_vehicle_distance. Scripting Added LuaRecipePrototype::allow_as_intermediate read. A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event. Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse. 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 Feb 02, 2018 9:07 am — Replies 0 — Views 139 View the full article
  9. Version 0.16.21

    Minor Features Added support to load save files directly in the map editor. Added "Save and play" button to map editor, to allow quick iteration. Added levels in campaigns to level editor "open" menu. Changes Requesters requesting from buffer chests (which includes players) have higher priority than other requesters. Player death messages will be printed to all forces they are friends with. Player death messages include the player tag. Gui The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons. Bugfixes Fixed teleporting pumps would crash the game. (57150) Fixed dragging in the map preview and technology GUI didn't work correctly. (57202) Fixed walls wouldn't connect correctly when built through script in some cases. (57212) Fixed that the equipment grid was too small when using extra-low graphics quality. (56913) Fixed inserters could get stuck trying to pick up items off the ground in some cases. (57244) Fixed issues related to splitter priorities. (56968) Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. (57204) Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. (56926) Fixed that biters would not be able to path find close to cliffs. (56811) Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. (51488) Fixed that the tips-and-tricks GUI would open when running a replay. (57300) Fixed that the blueprint setup GUI wouldn't show in some situations. (57293) Fixed that the asynchronous saving process could freeze in headless mode. (56823) Fixed crash in PvP when distance between starting areas was too low. (57215) Fixed small locale error in resource entity info. (56930) Fixed crash when player deletes blueprint book from their library while other player has the book opened. (56288) Fixed that custom scroll panes didn't respect vertical scroll policy correctly. (57309) Fixed a crash in the technology GUI when using LuaForce::disable_all_prototypes(). (57066) Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. (54781) Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. (57318) Fixed ghost of lamp would not connect to logistic network when revived. (56413) Fixed that the command line --map2scenario option wouldn't convert scenario-created saves correctly. (56523) Fixed handling of mouse bindings in map view. (57201) Fixed that you could get stuck after using cliff explosives. (57339) Fixed biters getting stuck next to a wall in some situations. (57334) Modding Added optional create_ghost_on_death for entities with health that normally make ghosts on dying. Added optional always_show_made_in to recipe prototypes. Scripting Added last_research to the on_research_started event. Added LuaEntityPrototype::energy_per_hit_point read. Added LuaEntityPrototype::create_ghost_on_death read. Added CustomMinimap GUI element type. Added CustomEntityPreview GUI element type. Added LuaInventory::sort_and_merge(). Added an optional "invert" option to LuaSurface::find/count entities filtered. Added LuaForce::enable_all_prototypes(). Added LuaRecipePrototype::always_show_made_in read. Added LuaControl::get_main_inventory(). Added LuaGuiElement::column_count read. Changed util.merge to always deepcopy nested tables. (57169) Changed events so they won't fire until every mod has had on_init ran. 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 Feb 01, 2018 3:29 pm — Replies 0 — Views 58 View the full article
  10. Version 0.16.20

    Bugfixes Fixed another compression problem on belts related to splitters. Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work. Fixed biter related desyncs. (57048) Fixed possible desync related to logistic network. Modding Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon. 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 Jan 26, 2018 9:43 pm — Replies 0 — Views 84 View the full article
  11. https://factorio.com/blog/post/fff-227Statistics: Posted by Klonan — Fri Jan 26, 2018 6:46 pm — Replies 3 — Views 96 View the full article
  12. Version 0.16.19

    Minor Features Added PvP options: Disband team on loss, team area artillery and give artillery remote. Bugfixes Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. (57005) Fixed that fast-replacing power poles while running would just delete them. (56729) Fixed that you couldn't exit vehicles with large collision boxes. (56905) Fixed that LuaPlayer::can_insert and LuaPlayer::insert didn't agree. (56917) Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. (56816) Fixed that teleporting roboports when robots where charging would lead to corrupt saves. (57006) Fixed that toggle-console wouldn't work with modifier keys. (57013) Fixed graphical artifacts in terrain when zoomed out. (57043) Fixed that LuaForce::disable/enable research wouldn't update the GUI correctly. (57075) Fixed that pumps would ignore fluidbox filter. (56694) Fixed crash caused by non-ASCII characters in name of custom scenario. (57077) Fixed that idle biters would ignore the player when approached. (57085) Modding Added support for setting icon_size per icon layer. 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 Jan 25, 2018 7:52 pm — Replies 0 — Views 228 View the full article
  13. Version 0.16.18

    Bugfixes Fixed searching for recipes could add the "no recipe available" message multiple times. (56966) Fixed a crash related to biters. (56932) Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. (56915) Fixed logistic entity highlighting didn't work correctly in some cases. (56942) Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. (56953) Fixed Linux runtime requirements being dynamically linked. (56922) Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. (56929) 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 Jan 23, 2018 10:48 am — Replies 2 — Views 242 View the full article
  14. Version 0.16.17

    Features Added filter to splitter. Added input and output priority to splitter. Minor Features Added a "clone group" button to the permissions GUI. Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time. Balancing Increased the stack size of roboport from 5 to 10. Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities. Bugfixes Fixed that rail chain signals didn't work with copy-paste. (56438) Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. (56440) Fixed that walking near the edge of water could result in no footstep sounds. (56372) Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. (56250) Fixed that ghost solar panels would show as having energy. (56467) Fixed that the bonus GUI didn't show correct numbers for some bonuses. (56475) Fixed that a single water tile that separates two terrain types would become invisible. (54663) Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs. The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled. This should reduce GPU load, but slightly increase CPU load and VRAM usage. (54560) Added a command-line option --executable-path to allow launching Factorio through a custom ld.so on Linux. (56454) Fixed a crash when setting invalid prototype values for vehicle type entities through mods. (56494) Fixed that you couldn't attack nests with your pickaxe. Additional fix of the rail block visualization for high res. (56499) Fixed jittering when running against entities with connected bounding boxes (for example pipes). (56497) Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. (56574) Fixed recipe tooltip with many raw materials showing incorrectly. (56422) Fixed invisible GUI when assembling machine with no recipe is opened. (56491) Fixed a crash on Linux that would happen after dragging a UI element outside the game window. (56501) Fixed inconvenient drag-placing of electric poles around large entities. (56374) Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. (56659) Fixed artillery projectile shadow was not aligned with artillery cannon shadow. (55269) Fixed line breaks in changelog with UI scale. (56141) Fixed that too many biters trying to return to a spawner could make all other biters inactive. (56464) Fixed robots deconstructing artillery turrets could lose ammo. (56686) Improved scroll behaviour in server list. (55451) Fixed possibility of receiving the previous rounds input items in Team production. (56754) Fixed that the game could create many enemy unit groups resulting in poor performance. (56683) Fixed pasting entity settings would not disable connection to logistic network. (56753) Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. (56748) Fixed rail chain signal ghost would emit light. (56818) Fixed that blueprint strings wouldn't retain storage chest filters. (56875) Fixed passing LuaObjects through the remote interface wouldn't always work correctly. (56812) Fixed that LuaSurface::create_entity wouldn't work to create walls on top of ghost walls. (56829) Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. (56859) Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. (56854) Fixed a migration issue related to logistic entities and inventory resizing. (56861) Modding Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. (55109) Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set. Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. (26937) Scripting Changed the tile related events to include the old tiles and positions instead of just positions. Added on_pre_player_crafted_item and on_player_cancelled_crafting events. Added on_entity_damaged event. Added on_chunk_charted event. Added LuaEntity::splitter_filter, splitter_input_priority and splitter_output_priority read/write. Added ghost_name and ghost_type to LuaSurface::find/count entities filtered. Fixed recursive call in util.merge(). (56779) 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 — Mon Jan 22, 2018 8:23 pm — Replies 2 — Views 308 View the full article
  15. https://factorio.com/blog/post/fff-226Statistics: Posted by Klonan — Fri Jan 19, 2018 6:17 pm — Replies 5 — Views 206 View the full article
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