over 4 years ago - /u/FactorioTeam - Direct link

Features

  • Added interface option to adjust the number of shortcut bar rows that are visible on the screen.
  • Added ability to shift click a research in the technology screen to start that research.
  • Allowed setting filters with the ghost cursor.

Changes

Graphics

  • Added new remnants for several entities. They are still work-in-progress and subject to further change.

Bugfixes

  • Excluding runtime fluid mixing check from assembler migration that caused some crashes when loading a save with mixing in it.
  • Fixed landfill map color on old saves. more
  • Added migration to recalculate tile transitions when tile layer definition changes in tile prototype. more
  • Fixed that artillery remote failure sounds could be duplicated in some cases. more
  • Fixed that the game would still process mod dependencies for disabled mods. more
  • Fixed that underground pipes with different length could sometimes connect one tile further.
  • Fixed that the cursor would appear in the wrong position after textbox alignment was changed by scripting. more
  • Fixed placement of scrollbars around textboxes. more
  • Fixed a crash related to teleporting biters during the ai-completed events. more
  • Fixed that non-square crafting machines without fluid boxes didn't rotate correctly. more
  • Fixed that the game would freeze when trying to find automatic artillery targets with very high levels of artillery range. more
  • Fixed tile ghosts sometimes overlapped on edges which created visible lines. more
  • Fixed that the on_gui_switch_state_changed event would fire twice in some cases. more
  • Fixed wrong damage bonus values in tooltips of combat robots and units in a different force. more
  • Fixed that the research screen would show a technology as "available" when it was queued. more
  • Fixed that LuaEntity::last_user didn't support writing nil. more
  • Fixed that mod GUIs could show on top of the technology screen after loading a save. more
  • Fixed a crash when using the /screenshot command. more
  • Fixed that the --disable-migration-window command line option didn't always work. more
  • Fixed that pumps had a drain when using a non-electric energy source. more
  • Fixed a bug in fluid system splitting.
  • Changed order of pipe connections to avoid previous cases of fluid mixing. A.k.a Boskid's deferred pipes.
  • Offshore pumps now set fluid filter automatically based on produced fluid. more
  • Fixed crash when closing shortcut selection list while dragging. more
  • Fixed that biters could get overloaded by artillery and stop moving. more
  • Fixed that biters could get stuck during attacks. more
  • Fixed that biter pathfinding could cause unreasonably large save files. more
  • Fixed that biters would attack in a single file due to their colliding with each other. more
  • Fixed that personal roboports would function with literally no power.
  • Fixed migrating pre-0.17 maps with detached characters that had a grid armor in quick bar would corrupt game state. more

Modding

  • Added optional flying robot prototype property "max_speed".
  • Added light_renderer_search_distance_limit to utility constants.

Scripting

  • Changed LuaEntity::color to also work for cars.
  • Changed LuaStyle::padding, margin to also accept arrays of padding values.
  • Added optional "unit_number" to on_post_entity_died event.
  • Added support to teleport car entity types between surfaces.
  • Added LuaEntityPrototype::call_for_help_radius, max_count_of_owned_units, max_friends_around_to_spawn, spawning_radius and spawning_spacing read.
  • Added LuaForce::research_enabled 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 →
over 4 years ago - /u/Klonan - Direct link

Originally posted by PE1NUT

Also read them every time they come out. Would be great if all the links to the forum posts in the change notes were clickable, opening in browser.

The links in the changelog are clickable, and you can middle-click the links to open them in a new tab.

over 4 years ago - /u/Klonan - Direct link

Originally posted by NuderWorldOrder

Purely out of technical interest, what are "detached characters" mentioned in the last bug fix?

Characters that don't have any player attached to them.

over 4 years ago - /u/Klonan - Direct link

Originally posted by DropboxKenshiro

Added ability to shift click a research in the technology screen to start that research.

Why this wasn't in game from the beginning?

The game wasn't finished at the beginning, still working on a way to traverse LQG spin foam in just the right way to send a USB drive with the full game back to 2013.

over 4 years ago - /u/Klonan - Direct link

Originally posted by PE1NUT

I'll try that when I get home - maybe it just doesn't work on Linux. Are you opening them straight from the changelog in-game?

Ah right, in-game changelog! We don't currently have link support in-game