over 5 years
ago -
/u/FactorioTeam
-
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Bugfixes
- Fixed crashes related to creating tile-ghost entities through the Lua API. more
- Fixed that configuring blueprints and then directly exporting to a string didn't work correctly. (https://forums.factorio.com/71977) more
- Fixed that the Lua API would allow the same non-infinite technology to be queued multiple times. more
- Fixed a crash when queuing things to be crafting during the crafting finished event. more
- Fixed train pathfinding bug related to two different station connected to the same rail from different sides when one after another is in the schedule. more
- Fixed rail signal consistency when rail is removed from reserved signal. more
- Added "buffer-rename-workaround" config setting as a possible workaround for rendering glitches on some Sandy Bridge and Ivy Bridge GPUs. more
- Fixed an issue that made unit group pathfinding fail often, resulting in very few biter attacks. more
- Fixed that the hovering entity tooltip would still follow the cursor while in the menu. more
- Fixed a crash when exiting the campaign during the same tick as a script-triggered autosave.
- Fixed that incompatible dependencies would effect mod sort order.
- Fixed missing fluid icons on new ghosts. more
- Replay button in new game GUI is now remembered after confirm. more
- Changed rendering of belts to use linear interpolation for minification to reduce flickering effect on some zoom levels. more
- Fixed that units could sometimes get stuck forever. more
- Fixed that multiplayer replay would crash the game if it contained a blueprint transferred using the blueprint library. more
- Fixed that LuaEntity::destroy({raise_destroy=false}) would still raise the destroy event. more
- Fixed that the style debug tooltips could in some cases show multiple at once. more
- Fixed that robots could get stuck if the chest they're trying to put items into was blocked. more
- Fixed that the update mods GUI would incorrectly disable the "Update selected" button in some cases. more
- Fixed that building concrete/stone paths wouldn't use all tile variations in some cases. more
- Fixed a performance problem related to large amounts of incredibly fast robots and storage chests. more
- Fixed turret range overlay in map was not rendering correctly. more
- Fixed that turret tooltips could show damage modifiers from the wrong force. more
- Prevented possible number overflow in train condition gui. more
Modding
- Added uses_stack to the thrown capsule item action.
- Removed the rail-category prototype type.
- resource_autoplace_settings has been made public (require('resource-autoplace').resource_autoplace_settings) and the API improved. It will automatically allocate a unique resource index for each patch_set_name. 'patch_set_name' and 'autoplace_control_name' can be independently specified. 'seed1' can be specified as a parameter. The global function 'get_next_resource_index' is obsolete and has been deleted.
- Equipment shapes can be defined as "manual" (a set of points).
- Added optional lamp prototype property "always_on".
Scripting
- Added "entity_to_ignore" to LuaSurface::request_path.
- Added target, orientation, and orientation_target to LuaRendering::draw_polygon().
- Added LuaGameScript::item_subgroup_prototypes, item_group_prototypes, fuel_category_prototypes, resource_category_prototypes, achievement_prototypes, module_category_prototypes, equipment_category_prototypes, trivial_smoke_prototypes, shortcut_prototypes, and recipe_category_prototypes read.
- Added LuaControl::character_mining_progress read.
- Added LuaEntity::can_shoot().
- Added LuaEntityPrototype::always_on read.
- Added LuaGuiElement type "line".
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
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