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Version 0.15.5

Posted: Sun Apr 30, 2017 11:08 am
by FactorioBot
Bugfixes
  • Fixed crash when setting character trash slots through script while having the character GUI opened. (45585)
  • Fixed crash on joining a multiplayer game if the "use different mod settings per save" was disabled. (45615)
  • Fixed blueprint with roboports wouldn't draw roboport connections. (45573)
  • Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. (45627)
  • Fixed when changing graphical variation of a tree from script or in map editor. (45630)
  • Fixed flamethrower turret was using 10x less fluid than it should.
  • Fixed opening item GUI wasn't rebindable (45501)
  • Fixed burner inserters would try to fuel themselves with fuel they couldn't use. (45596)
  • Fixed crash when deleting chunks in some instances. (45647)
  • Fixed one direction of hazard concrete had no walking sounds. (45648)
  • Fixed rare crash when getting killed by the locomotive you had opened. (45610)
  • Fixed that right clicking the map view buttons would change the option but not update the button. (44611)
  • Fixed the generate-map settings wouldn't be saved when switching to the mod-settings through the generate map GUI. (45081)
  • Fixed crash when interacting with the map view buttons in some cases. (44719)
  • Fixed crash when mousing over entities in some rare cases. (44873)
  • Fixed crash when trying to mine tiles from the zoomed-to-world view. (44884)
  • Fixed crash when editing speaker parameters in the map editor. (45676)
  • Fixed that train stops wouldn't show the correct name when changed remotely. (44793)
  • Fixed crashes related to electric pole/accumulator removal when migrationg saves from 0.14 into 0.15. (45657)
  • Fixed rail signals built by robots would frequently lead to the signals not connecting properly. (45382)
  • Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. (45523)
  • Fixed items on belt flickering when occupying same position. (45490)
Scripting
  • Fixed module inventory insert() didn't work for assembling machines. (45678)

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 11:13 am
by Flex
Hot damn you're fast :shock:

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 11:15 am
by justincuster
Much updates. Such wow.

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 11:22 am
by Musznik
Best indie game support ever :)

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 11:42 am
by DanGio
Factorio devs ? Are you a bot programmed to solve bugs ? Do... Do you add features by yourself ? Are you... Self-conscious ? Is Factorio a game, or... More than that ?

Congrats :)

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 11:55 am
by izaq
Best 20 bucks spent in history of human kind. Future included. :)

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 12:18 pm
by Titan21
Mhhrrr
0.011 Error Util.cpp:58: Cannot load base mod version 0.15.4 with game version 0.15.5. Update probably failed, please download the game again.

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 12:23 pm
by Jon8RFC
izaq wrote:Best 20 bucks spent in history of human kind. Future included. :)
Really. Such a well-made game (not just fun/pretty, but actually well-made with an intuitive approach) with great developer support AND direct developer interaction. Such a nice thing to not have a middleman.

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 12:39 pm
by Thomasnotused
Ok, you guys can take the speed 3 modules off of the devs now.

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 12:50 pm
by redlabel
SuicidalKid wrote:Ok, you guys can take the speed 3 modules off of the devs now.
Factorio Coding SILO as we speak:

Image

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 2:15 pm
by Sander_Bouwhuis
The post update support is simply AMAZING!

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 2:17 pm
by Riph
Looking great guys. Any chance we'll see steam in the fluid section of the Production Statistics? I think it's the only liquid you're not tracking at this point, and it would be very helpful for doing metrics on boiler/heat exchanger configurations.

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 2:42 pm
by posila
Riph wrote:Looking great guys. Any chance we'll see steam in the fluid section of the Production Statistics? I think it's the only liquid you're not tracking at this point, and it would be very helpful for doing metrics on boiler/heat exchanger configurations.
Currently it not separate fluids, it is just hot water. But this approach turned out to confuse people and we have lot of small issues where we forgot to account for fluid temperature in drawing icons, so we will probably make it separate fluid.

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 4:30 pm
by Sonik-HSC
Dammit.......... Im so hungry!!!! I´ve don´t have time to play version 0.15.2 ; 0.15.3 ; 0.15.4 propely..... :oops:
They send out more updates this week than a team of mercenary's spread out bullets against an army.......... :D
Nice job... keep it!!!! :mrgreen:

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 5:11 pm
by Xterminator
Damn I think someone Speed Beaconed the devs. O.o
The crazy thing is that I've played probably 25-30 hours of the game sense 0.15 came out, and only encountered 3 of true bugs that have been fixed in all these past updates. You know a dev team is doing something right when 90% of the fixed bugs are ones you didn't even know existed in the first place. Lol

I keep hoping to see "Final implementation of Red Desert added" in these updates. Keeping fingers crossed for within the next couple weeks. :D

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 6:00 pm
by CaptainHook
Xterminator wrote:Damn I think someone Speed Beaconed the devs. O.o
The crazy thing is that I've played probably 25-30 hours of the game sense 0.15 came out, and only encountered 3 of true bugs that have been fixed in all these past updates. You know a dev team is doing something right when 90% of the fixed bugs are ones you didn't even know existed in the first place. Lol

I keep hoping to see "Final implementation of Red Desert added" in these updates. Keeping fingers crossed for within the next couple weeks. :D
Red desert would be so great. Have been looking forward to seeing it ij gane for a loong long time. Would have to start a new game though :D are any new features planned to be added during 0.15 experimental? Hoping for the belt optimzations and the red desert.

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 10:55 pm
by blitz_skull
After this release, I went from having 60ups solid on my map, to 30 when zoomed out. Not sure what broke, but here's my save file to look at.

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 11:03 pm
by houkime
CaptainHook wrote:
Xterminator wrote:Damn I think someone Speed Beaconed the devs. O.o
The crazy thing is that I've played probably 25-30 hours of the game sense 0.15 came out, and only encountered 3 of true bugs that have been fixed in all these past updates. You know a dev team is doing something right when 90% of the fixed bugs are ones you didn't even know existed in the first place. Lol

I keep hoping to see "Final implementation of Red Desert added" in these updates. Keeping fingers crossed for within the next couple weeks. :D
Red desert would be so great. Have been looking forward to seeing it ij gane for a loong long time. Would have to start a new game though :D are any new features planned to be added during 0.15 experimental? Hoping for the belt optimzations and the red desert.
How red is it?
Will it be possible to dig sand and produce iron from it?

Re: Version 0.15.5

Posted: Sun Apr 30, 2017 11:48 pm
by NorwegianBlue
I found some red desert in my 0.15 game.

The red rocks are much stronger, stopping a tank in its tracks. And they contain coal, not stone. Maybe that's a bug. I thought it was awesome.

Re: Version 0.15.5

Posted: Mon May 01, 2017 12:32 am
by Deadly-Bagel
Took about 70,000 Uranium Ore to get my first 40 Uranium-235 ._. considering I started a Rail World at the start of 0.15 only had something like 25k in my starting area. Had eight Centrifuges running with 2x T3 Prod Mods and a T3 Speed Beacon for about five hours (there were gaps waiting for ore).

Wish someone had told me I need to start this process well before I expect to start using Nuclear power lol. Oh well got there in the end, now I've got around 7k Uranium 238 that I can enrich so probably not going to need any more for the rest of the game xP