Page 2 of 7

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 1:45 pm
by bobucles
Christmas came early! Now to check this out.
Some kind of autoupdate doesn't exist error.
Oops! Loads up again without issue.

Game start 0.15 ~60 seconds
Game start 0.16 ~ 35 seconds

Belt heavy babybase 0.15 ~ 35-45 UPS
Belt heavy babybase 0.16 ~ 45-50UPS? No wait it's going up, it's going up... 60UPS!
Stationary arty
Mobile Arty
Yes. Yessssssss.
75454 heli-flying-collision-entity removed
Oh no. My favorite mod has a memory leak! :lol:

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 2:04 pm
by spinba11
Yay, can somebody post a link to the FF about fast replacing belt/splitters/underground belts, i need to remind myself about it.

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 2:06 pm
by freyr_666
FactorioBot wrote:
Major Features
[*]The players main inventory can now be filtered.
This mean that player inventory bar is now a shortcut to items that can be ven ghost if you have 0 or it still be another inventory and this change will go for later or 0.17?

https://www.factorio.com/blog/post/fff-191

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 2:13 pm
by Andrzejef
Resolve wrote:
Rail chain signals can be read by the circuit network.
Sweet

Image
Sweet baby jesus!
woot woot

Also, great now I am impatient to finally leave work.

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 2:31 pm
by Rakshasa
Update was extremely slow and eventually gave an error.

Downloading the installer is really quick, recommended.

UPS went from 20 to 50 for my based base, and will waste my christmas.

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 2:44 pm
by DScoffers
“Slightly adjusted some recipe craft times to better reflect their ingredient count.”

Please can you specify what these are?

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 3:07 pm
by cbhj1
found a treat not listed in the notes, nuclear fuel for cars/tanks/trains 1.21GJ 250% acceleration

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 3:29 pm
by DrJohn
OMG OMG OMG!!! Thank you amazing people :D That list of changes :O

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 3:39 pm
by greaman
Andrzejef wrote:
Resolve wrote:
Rail chain signals can be read by the circuit network.
Sweet

Image
Sweet baby jesus!
Not to forget about endless research on artillery range :D 30% per level.... damn ya biters

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 3:45 pm
by torham
cbhj1 wrote:found a treat not listed in the notes, nuclear fuel for cars/tanks/trains 1.21GJ 250% acceleration
Image

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 3:47 pm
by _alphaBeta_
Wow, sounds great!
FactorioBot wrote:
Features
  • Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
I'm not following what is trying to be said here. Anyone following?

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 3:52 pm
by torham
_alphaBeta_ wrote:Wow, sounds great!
FactorioBot wrote:
Features
  • Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
I'm not following what is trying to be said here. Anyone following?
I think this is when you have an assembler in blueprint, and you manually put down assembler, it will set the recipe, just like when bot puts it down. Haven't tested that yet, wait 1 min...

Edit: yes, that works now, early game blueprints just became a whole lot more useful. :D

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 3:54 pm
by frakir
thanks for making great game even better!

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 3:54 pm
by Lav
Damn you Wube!

There are still two workdays remaining this week!

Are you trying to get me fired? :twisted:

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 4:01 pm
by _alphaBeta_
torham wrote:
_alphaBeta_ wrote:Wow, sounds great!
FactorioBot wrote:
Features
  • Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
I'm not following what is trying to be said here. Anyone following?
I think this is when you have an assembler in blueprint, and you manually put down assembler, it will set the recipe, just like when bot puts it down. Haven't tested that yet, wait 1 min...

Edit: yes, that works now, early game blueprints just became a whole lot more useful. :D
Ok, great! Thanks for looking; can't test anything currently.
I was hoping it meant this. I'm still confused on "different entity" though. Does this just mean that placing an assembler 2 machine over an assembler 1 blueprint will attempt to copy the settings and vice versa?

I wonder how circuit networks and red/green wires are treated if combinators or switches are placed over ghosts? Now that would make early game blueprints extremely useful.

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 4:09 pm
by torham
_alphaBeta_ wrote:
torham wrote:
_alphaBeta_ wrote:Wow, sounds great!
FactorioBot wrote:
Features
  • Building entities over identical ghosts will revive them. When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
I'm not following what is trying to be said here. Anyone following?
I think this is when you have an assembler in blueprint, and you manually put down assembler, it will set the recipe, just like when bot puts it down. Haven't tested that yet, wait 1 min...

Edit: yes, that works now, early game blueprints just became a whole lot more useful. :D
Ok, great! Thanks for looking; can't test anything currently.
I was hoping it meant this. I'm still confused on "different entity" though. Does this just mean that placing an assembler 2 machine over an assembler 1 blueprint will attempt to copy the settings and vice versa?

I wonder how circuit networks and red/green wires are treated if combinators or switches are placed over ghosts? Now that would make early game blueprints extremely useful.
Exactly, If you have assembler 3 in blueprint, if you put down assembler 1, and it is capable of making the item ( iron gears for example) it will set the recipe. Same goes for ether entities, like smart inserters, Just tested them, or for example requester chests...

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 4:18 pm
by BenSeidel
WWWWWWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!
LOVE YOU'RE WORK!!!

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 4:27 pm
by torham
Ha, thats one way to make artillery shells expensive.... They do not stack :D :D

You will need several wagons of them to lay a proper siege. :D

PS: I was driving around my base an suddenly WTF, Solar? love the graphic overhaul. Its notable on practically everything.

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 4:27 pm
by aober93
awesome. Loaded a belt heavy map, 12FPS before. 60 FPS now

Re: Version 0.16.0

Posted: Wed Dec 13, 2017 4:30 pm
by Mango
BenSeidel wrote:LOVE YOU'RE WORK!!!
Your*