about 3 years ago - /u/FactorioTeam - Direct link

Bugfixes

  • Fixed that all entity GUIs in the map editor entity-editor and spectator controller were invisible.
  • Fixed Train overview GUI not updating the list remark. more
  • Fixed typos in Construction robot tip. more
  • Fixed a crash when quitting while using the linked-container entity type with power armor in it.
  • Fixed that sounds could sometimes be heard when they shouldn't. more
  • Fixed regenerating tile variations during save migration would not break up old large tiles and would only reset their variations to 0.
  • Fixed "probability" property of size variants in the tile definition was ignored when "weights" property was left out.
  • Fixed searching mod settings tab would leave tabs disabled. more
  • Fixed a crash of transport line migration in some cases of mod removal. more
  • Fixed that train stop gui could indicate more trains than there are when trains are removed or merged while gui is opened. more
  • Fixed a conflict between setting the players cursor through script and holding blueprint library blueprints. more
  • Fixed that building entity with multiple items to place would take unrelated items from inventory. more

Modding

  • Added CustomInputPrototype::include_selected_prototype when true the event will include selected_prototype = {base_type=, derived_type=, name=} when applicable.

Scripting

  • Added LuaCustomInputPrototype::enabled_while_spectating, enabled_while_in_cutscene, include_selected_prototype, and item_to_spawn 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.

External link →
about 3 years ago - /u/V453000 - Direct link

Originally posted by matjojo1000

That GUI always felt like a debug menu at best, all cells are numbered, with no way of knowing which is which, the list is only two wide in a game with items that can fill the list at least three times, etc etc.

I hope it gets an upgrade, a neat map with coverage like the trains, more comprehensive listing of items, stuff like that. I'm not sure how viable, but graphing like the production graph would also be super handy per cell.

Sounds perfect to ... debug your factory! Huehuehue

I'll see myself out.

Yes, it could use more polish :)

about 3 years ago - /u/V453000 - Direct link

Originally posted by JohnDoe_2408

Comment by a dev-alt? 😜

4.4 years of playtime per resolved bug report

Are we winning?

about 3 years ago - /u/V453000 - Direct link

Originally posted by -safan2-

when you are doing the polish, you could look into the LTN monitor mod. It shows the full inventory of all the stations in the netwerk, but also requests, trains underway etc. Its practially required to debug LTN problems, and would be a good way to approach the logistic networks.

I didn't quite confirm we'll do it, I Just admitted that it's a gui that didn't get much love.

Never say never though! :)