Posted April 15, 2018
high rated
Changelog for patch 0.16.14 (4th January 2018):
Minor Features:
- Added 'allow spectators' option to PvP.
Changes:
- Changed rail world settings to have normal biters frequency.
Bugfixes:
- Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. (https://forums.factorio.com/56129)
- Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. (https://forums.factorio.com/55995)
- Fixed that inserters would try to put items into furnaces that could never fit. (https://forums.factorio.com/56134)
- Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. (https://forums.factorio.com/56135)
- Fixed that request chests weren't equally distributed when there were not enough robots.
- Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.
This could cause crashes as the internal data structures take it as granted.
- Fixed that download progress bar in the sync save with mods wasn't being updated.
- Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.
- Fixed some PvP game modes being won by launching a rocket.
- Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. (https://forums.factorio.com/55882)
---------------------------------------------------------------------------------------------------
Changelog for patch 0.16.15 (5th January 2018):
Bugfixes:
- Fixed that underground belts built by a blueprint would not respect the type of an existing belt. (https://forums.factorio.com/55174)
- Fixed pump ghosts would always highlight attached rail, not just when selected.
- Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. (https://forums.factorio.com/56201)
- Improved number formatting in electricity overview to make it less jumpy. (https://forums.factorio.com/56136)
- Fixed logistic robots migration related to changing force of logistic robots while stationing. (https://forums.factorio.com/56194)
- Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. (https://forums.factorio.com/54871)
- Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. (https://forums.factorio.com/56125)
---------------------------------------------------------------------------------------------------
Changelog for patch 0.16.16 (10th January 2018):
Minor Features:
- Items on the ground can be mined manually for precise control of what you pick up.
- Added 'duplicate starting entities' option to PvP.
Changes:
- Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.
The decision whether item goes to left or right output is now independent of the item type.
- Hide cliff explosives in bonus GUI as they don't really receive any bonuses. (https://forums.factorio.com/56318)
- Tweaked the balancing of the PvP production score.
- Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. (https://forums.factorio.com/55110)
Optimisations:
- Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. (https://forums.factorio.com/56224)
Bugfixes:
- Fixed that consecutive splitters could uncompress compressed belt. (https://forums.factorio.com/55645)
- Fixed that loading from the game-over screen would result in a crash if loading failed. (https://forums.factorio.com/56336)
- Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. (https://forums.factorio.com/56339)
- Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. (https://forums.factorio.com/56327)
- Fixed Linux users sometime crashing when relaunching the game. (https://forums.factorio.com/53650)
- Fixed that blueprint library GUI would lose your filter when you view a blueprint. (https://forums.factorio.com/56210)
- Fixed that biters would sometimes be deactivated when they shouldn't. (https://forums.factorio.com/55370)
- Fixed that artillery would target forces marked with cease fire. (https://forums.factorio.com/56360)
- Fixed a crash when using LuaTransportLine::remove_item(). (https://forums.factorio.com/56352)
- Fixed that the beacon would show energy consumption twice. (https://forums.factorio.com/56359)
- Fixed PvP production score calculation for hand crafting and launching satellites.
- Fixed jittering when walking into a straight water/land border. (https://forums.factorio.com/56362)
- Attempt at fixing missing symbol on macOS 10.9 (https://forums.factorio.com/54549)
- Fixed that turret range map and hover overlays didn't quite match. (https://forums.factorio.com/56332)
- Fixed that RCON would only respond to the first command in a packet. (https://forums.factorio.com/55918)
- Fixed PvP no rush restriction could be bypassed using a vehicle.
- Ensure that there is always at least a minimal lake in the starting area.
- Fixed script error if a removed modded item was sent in a rocket. (https://forums.factorio.com/56411)
- Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. (https://forums.factorio.com/56402)
- Fixed a crash when mods would try to set item health values to negative amounts. (https://forums.factorio.com/56407)
- Fixed requester chests could get stuck in some cases. (https://forums.factorio.com/56408)
- Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. (https://forums.factorio.com/56038)
- Fixed chunk edge cliff discontinuities due to ore patches. (https://forums.factorio.com/56022)
Scripting:
- Added LuaEntity::cliff_orientation read.
Minor Features:
- Added 'allow spectators' option to PvP.
Changes:
- Changed rail world settings to have normal biters frequency.
Bugfixes:
- Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. (https://forums.factorio.com/56129)
- Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. (https://forums.factorio.com/55995)
- Fixed that inserters would try to put items into furnaces that could never fit. (https://forums.factorio.com/56134)
- Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. (https://forums.factorio.com/56135)
- Fixed that request chests weren't equally distributed when there were not enough robots.
- Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.
This could cause crashes as the internal data structures take it as granted.
- Fixed that download progress bar in the sync save with mods wasn't being updated.
- Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.
- Fixed some PvP game modes being won by launching a rocket.
- Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. (https://forums.factorio.com/55882)
---------------------------------------------------------------------------------------------------
Changelog for patch 0.16.15 (5th January 2018):
Bugfixes:
- Fixed that underground belts built by a blueprint would not respect the type of an existing belt. (https://forums.factorio.com/55174)
- Fixed pump ghosts would always highlight attached rail, not just when selected.
- Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. (https://forums.factorio.com/56201)
- Improved number formatting in electricity overview to make it less jumpy. (https://forums.factorio.com/56136)
- Fixed logistic robots migration related to changing force of logistic robots while stationing. (https://forums.factorio.com/56194)
- Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. (https://forums.factorio.com/54871)
- Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. (https://forums.factorio.com/56125)
---------------------------------------------------------------------------------------------------
Changelog for patch 0.16.16 (10th January 2018):
Minor Features:
- Items on the ground can be mined manually for precise control of what you pick up.
- Added 'duplicate starting entities' option to PvP.
Changes:
- Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.
The decision whether item goes to left or right output is now independent of the item type.
- Hide cliff explosives in bonus GUI as they don't really receive any bonuses. (https://forums.factorio.com/56318)
- Tweaked the balancing of the PvP production score.
- Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. (https://forums.factorio.com/55110)
Optimisations:
- Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. (https://forums.factorio.com/56224)
Bugfixes:
- Fixed that consecutive splitters could uncompress compressed belt. (https://forums.factorio.com/55645)
- Fixed that loading from the game-over screen would result in a crash if loading failed. (https://forums.factorio.com/56336)
- Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. (https://forums.factorio.com/56339)
- Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. (https://forums.factorio.com/56327)
- Fixed Linux users sometime crashing when relaunching the game. (https://forums.factorio.com/53650)
- Fixed that blueprint library GUI would lose your filter when you view a blueprint. (https://forums.factorio.com/56210)
- Fixed that biters would sometimes be deactivated when they shouldn't. (https://forums.factorio.com/55370)
- Fixed that artillery would target forces marked with cease fire. (https://forums.factorio.com/56360)
- Fixed a crash when using LuaTransportLine::remove_item(). (https://forums.factorio.com/56352)
- Fixed that the beacon would show energy consumption twice. (https://forums.factorio.com/56359)
- Fixed PvP production score calculation for hand crafting and launching satellites.
- Fixed jittering when walking into a straight water/land border. (https://forums.factorio.com/56362)
- Attempt at fixing missing symbol on macOS 10.9 (https://forums.factorio.com/54549)
- Fixed that turret range map and hover overlays didn't quite match. (https://forums.factorio.com/56332)
- Fixed that RCON would only respond to the first command in a packet. (https://forums.factorio.com/55918)
- Fixed PvP no rush restriction could be bypassed using a vehicle.
- Ensure that there is always at least a minimal lake in the starting area.
- Fixed script error if a removed modded item was sent in a rocket. (https://forums.factorio.com/56411)
- Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. (https://forums.factorio.com/56402)
- Fixed a crash when mods would try to set item health values to negative amounts. (https://forums.factorio.com/56407)
- Fixed requester chests could get stuck in some cases. (https://forums.factorio.com/56408)
- Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. (https://forums.factorio.com/56038)
- Fixed chunk edge cliff discontinuities due to ore patches. (https://forums.factorio.com/56022)
Scripting:
- Added LuaEntity::cliff_orientation read.
Post edited April 15, 2018 by T.Hodd