Version 0.15.3

Information about releases and roadmap.
Blanket Man
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Apr 28, 2017 7:51 pm
Contact:

Re: Version 0.15.3

Post by Blanket Man »

Wakaba-chan wrote:
Blanket Man wrote:Hey, maybe I'm just going insane here, but I can't research or create new blueprints. Anyone else having this issue in 0.15.3?

I tried doing a search under available technologies, but nothing is showing up.
Try to press "B" button - blueprints are free now, in 15. No research required.

Thanks, didn't catch that bit. I kept looking under research being confused.
Nemoricus
Filter Inserter
Filter Inserter
Posts: 251
Joined: Mon Jan 19, 2015 7:48 am

Re: Version 0.15.3

Post by Nemoricus »

Daid wrote:Did the U235/U238 refinement ratio change in this update? My factory was running from nuclear power just fine, and all of a sudden, as of today, I run out of nuclear power all the time.
Were you using productivity modules for Kovarex enrichment?
User avatar
impetus maximus
Smart Inserter
Smart Inserter
Posts: 1299
Joined: Sat Aug 20, 2016 10:07 pm
Contact:

Re: Version 0.15.3

Post by impetus maximus »

matjojo wrote: welp, I guess when I'm done with this play-through I'll make a mod to give a warning when the ammo count goes below a threshold for my modded game.
our new friend, the programmable speaker can show you an alert about your ammo. ;)
Prog.Speak.png
Prog.Speak.png (259.4 KiB) Viewed 8145 times
Daid
Fast Inserter
Fast Inserter
Posts: 200
Joined: Sun Jul 03, 2016 7:42 am
Contact:

Re: Version 0.15.3

Post by Daid »

Nemoricus wrote:
Daid wrote:Did the U235/U238 refinement ratio change in this update? My factory was running from nuclear power just fine, and all of a sudden, as of today, I run out of nuclear power all the time.
Were you using productivity modules for Kovarex enrichment?
Nope, I'm pre-enrichment. I pretty much rushed for nuclear, and was running my base of a single reactor.
Nalyk
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sat Apr 29, 2017 2:15 am
Contact:

Re: Version 0.15.3

Post by Nalyk »

Can't figure out how to update from version 0.14.23, I have a steam license.

I've uninstalled a number of times and tried updating within the game itself, but I'm at a loss.

Help please!
Mehve
Filter Inserter
Filter Inserter
Posts: 318
Joined: Sat Aug 06, 2016 9:12 pm
Contact:

Re: Version 0.15.3

Post by Mehve »

Daid wrote:
Nemoricus wrote:
Daid wrote:Did the U235/U238 refinement ratio change in this update? My factory was running from nuclear power just fine, and all of a sudden, as of today, I run out of nuclear power all the time.
Were you using productivity modules for Kovarex enrichment?
Nope, I'm pre-enrichment. I pretty much rushed for nuclear, and was running my base of a single reactor.
What are your results now? I'm currently getting U235 around 0.6-0.8% of the time.
pieppiep
Fast Inserter
Fast Inserter
Posts: 170
Joined: Mon Mar 14, 2016 8:52 am
Contact:

Re: Version 0.15.3

Post by pieppiep »

Mehve wrote:
Daid wrote:
Nemoricus wrote:
Daid wrote:Did the U235/U238 refinement ratio change in this update? My factory was running from nuclear power just fine, and all of a sudden, as of today, I run out of nuclear power all the time.
Were you using productivity modules for Kovarex enrichment?
Nope, I'm pre-enrichment. I pretty much rushed for nuclear, and was running my base of a single reactor.
What are your results now? I'm currently getting U235 around 0.6-0.8% of the time.
That sounds right, it is 0.7%
See Factorio\data\base\prototypes\recipe\recipe.lua
For uranium-processing,

Code: Select all

    results =
    {
      {
        name = "uranium-235",
        probability = 0.007,
        amount = 1
      },
      {
        name = "uranium-238",
        probability = 0.993,
        amount = 1
      }
    }
bNarFProfCrazy
Fast Inserter
Fast Inserter
Posts: 194
Joined: Sat Apr 23, 2016 7:11 am
Contact:

Re: Version 0.15.3

Post by bNarFProfCrazy »

daniel34 wrote:
impetus maximus wrote:wow lots of fixes. nice.

but why 'Removed the ability to set /color using RGB values.'?
i hope it temporary to resolve issues.
It was directly evaluated in Lua and allowed you to execute arbitrary (although limited) code to e.g. hang the server.
Please re-add the feature or if that is too dangerous add a config option with "preferred player color" that will be used automatically when joining a server.
Also you might just use a #Hex Value for RGBa, that way you are save against code RCE-exploits.
Jürgen Erhard
Filter Inserter
Filter Inserter
Posts: 299
Joined: Sun Jun 12, 2016 11:29 pm
Contact:

Re: Version 0.15.3

Post by Jürgen Erhard »

I just disabled my "base" mod... because "Disabled listed mods" can (well, it did here) include "base" and *will* disabled the mod.

Also: where is "default_available_logistic_output_signal" documented? I'm looking at updating two mods (both rather essential), and Supercharged Roboports brings me the error that this must be a dictionary. Found nothing in the release notes.
Nemac
Inserter
Inserter
Posts: 46
Joined: Wed Apr 26, 2017 6:42 pm
Contact:

Re: Version 0.15.3

Post by Nemac »

to many science packs :(
dont like it, to complex to just chill and build :cry:
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Version 0.15.3

Post by Koub »

Nalyk wrote:Can't figure out how to update from version 0.14.23, I have a steam license.

I've uninstalled a number of times and tried updating within the game itself, but I'm at a loss.

Help please!
In Steam, you have to enable 0.15 experimental branch in Factorio's properties.
Koub - Please consider English is not my native language.
Jürgen Erhard
Filter Inserter
Filter Inserter
Posts: 299
Joined: Sun Jun 12, 2016 11:29 pm
Contact:

Re: Version 0.15.3

Post by Jürgen Erhard »

Nemac wrote:to many science packs :(
dont like it, to complex to just chill and build :cry:
Yeah, that was, even though I had known about it changing, a bit of a shock. Just when I thought I was getting a handle on doing blues... and not just that: I'm a bot man. Up to 0.14, the moment I had blues done, I could reach logistics networks. Now... nope, need five(!) packs, and blues, purples and yellows are about as labor-intensive as old blues, and you need them all.
bNarFProfCrazy
Fast Inserter
Fast Inserter
Posts: 194
Joined: Sat Apr 23, 2016 7:11 am
Contact:

Re: Version 0.15.3

Post by bNarFProfCrazy »

Jürgen Erhard wrote:
Nemac wrote:to many science packs :(
dont like it, to complex to just chill and build :cry:
Yeah, that was, even though I had known about it changing, a bit of a shock. Just when I thought I was getting a handle on doing blues... and not just that: I'm a bot man. Up to 0.14, the moment I had blues done, I could reach logistics networks. Now... nope, need five(!) packs, and blues, purples and yellows are about as labor-intensive as old blues, and you need them all.
I actually like that. Because there is some kind of intermediate tec between grren and blue. Namely military.
This is especially useful in MP where some players do the plumbing and other oily stuff and the rest can setup the factories for science prod. With just blue science you are done in with that in less than a minute especially with the simplifies recipe now. But placing the insame amount of pipes you need takes far longer
Floaf
Inserter
Inserter
Posts: 24
Joined: Mon Jun 27, 2016 6:09 pm
Contact:

Re: Version 0.15.3

Post by Floaf »

Jürgen Erhard wrote:
Nemac wrote:to many science packs :(
dont like it, to complex to just chill and build :cry:
Yeah, that was, even though I had known about it changing, a bit of a shock. Just when I thought I was getting a handle on doing blues... and not just that: I'm a bot man. Up to 0.14, the moment I had blues done, I could reach logistics networks. Now... nope, need five(!) packs, and blues, purples and yellows are about as labor-intensive as old blues, and you need them all.
I just wanted logistics asap so I ended up crafting all the purple and yellow research packs by hand. That took forever... Since you kind of need bots for automatically craft sience packs due to the vast amount of different items needed so crafting them by hand at first was the most logical thing to do for me. That's a bit boring. On the other hand, all the other new things in this version makes up for it by far! I soo love the picker mod/pipette tool-thing. I run around my base looking for the item i need instead of picking it from my inventory :-D
Daid
Fast Inserter
Fast Inserter
Posts: 200
Joined: Sun Jul 03, 2016 7:42 am
Contact:

Re: Version 0.15.3

Post by Daid »

pieppiep wrote:
Mehve wrote:
Daid wrote:
Nemoricus wrote:
Daid wrote:Did the U235/U238 refinement ratio change in this update? My factory was running from nuclear power just fine, and all of a sudden, as of today, I run out of nuclear power all the time.
Were you using productivity modules for Kovarex enrichment?
Nope, I'm pre-enrichment. I pretty much rushed for nuclear, and was running my base of a single reactor.
What are your results now? I'm currently getting U235 around 0.6-0.8% of the time.
That sounds right, it is 0.7%
See Factorio\data\base\prototypes\recipe\recipe.lua
For uranium-processing,

Code: Select all

    results =
    {
      {
        name = "uranium-235",
        probability = 0.007,
        amount = 1
      },
      {
        name = "uranium-238",
        probability = 0.993,
        amount = 1
      }
    }
Guess I was lucky initially then? I seem to be slightly above that ratio...
Nemac
Inserter
Inserter
Posts: 46
Joined: Wed Apr 26, 2017 6:42 pm
Contact:

Re: Version 0.15.3

Post by Nemac »

Floaf wrote:
Jürgen Erhard wrote:
Nemac wrote:to many science packs :(
dont like it, to complex to just chill and build :cry:
Yeah, that was, even though I had known about it changing, a bit of a shock. Just when I thought I was getting a handle on doing blues... and not just that: I'm a bot man. Up to 0.14, the moment I had blues done, I could reach logistics networks. Now... nope, need five(!) packs, and blues, purples and yellows are about as labor-intensive as old blues, and you need them all.
I just wanted logistics asap so I ended up crafting all the purple and yellow research packs by hand. That took forever... Since you kind of need bots for automatically craft sience packs due to the vast amount of different items needed so crafting them by hand at first was the most logical thing to do for me. That's a bit boring. On the other hand, all the other new things in this version makes up for it by far! I soo love the picker mod/pipette tool-thing. I run around my base looking for the item i need instead of picking it from my inventory :-D
Get the pink one in production.
Tryed Yellow. closed game. deinstall. reinstall 0.14.023.
thanks anyways
Midas
Manual Inserter
Manual Inserter
Posts: 3
Joined: Thu Apr 27, 2017 8:45 pm
Contact:

Re: Version 0.15.3

Post by Midas »

I have non-Steam version of 15.2 and cannot update it to 15.3 or later version. No mods.
I've checked the box about enabling experimental updates and stuff, but Updater keeps saying that there's no update.
kinnom
Filter Inserter
Filter Inserter
Posts: 706
Joined: Fri Dec 26, 2014 4:20 pm
Contact:

Re: Version 0.15.3

Post by kinnom »

Midas wrote:I have non-Steam version of 15.2 and cannot update it to 15.3 or later version. No mods.
I've checked the box about enabling experimental updates and stuff, but Updater keeps saying that there's no update.
Try installing from https://www.factorio.com/download/experimental
no yes yes no yes no yes yes
Midas
Manual Inserter
Manual Inserter
Posts: 3
Joined: Thu Apr 27, 2017 8:45 pm
Contact:

Re: Version 0.15.3

Post by Midas »

kinnom wrote:
Midas wrote:I have non-Steam version of 15.2 and cannot update it to 15.3 or later version. No mods.
I've checked the box about enabling experimental updates and stuff, but Updater keeps saying that there's no update.
Try installing from https://www.factorio.com/download/experimental
Thanks, that helped!
Post Reply

Return to “Releases”