Factorio - HanziQ
Features
  • Storage chests can be filtered.
Minor Features
  • Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.
  • Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.
Optimisations
  • Optimized selecting robot tasks for requester chests.
Balancing
  • Changed fluid wagon capacity from 75k to 25k (Same as storage tank).
  • Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).
  • Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.
  • Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
  • Lowered barelling speed from 1 to 0.2.
Bugfixes
  • Fixed loading of achievements with steam version. more
  • Fixed train schedule resizing with very large player inventory. more
  • Fixed missing auto resizing of Lua GUI elements when caption changes. more
  • Fixed that it was possible to set duplicate logistic requests.
  • Fixed missing entity counts when selecting area for blueprint on low graphics quality. more
  • Fixed calculation of basis noise when x<0 more
  • Fixed missing locale key in fluid wagon description. more
  • Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. more
  • Fixed evolution command output in campaigns. more
  • Fixed shotgun shooting direction when aiming between the player and the nozzle. more
  • Fixed technology sorting. more
  • Fixed that the default listbox font was called "default-list_box". more
  • Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.
  • Fixed that setting LuaPlayer::opened to an empty item would crash the game. more
  • Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. more
  • Fixed a desync when hosting multiplayer directly and building blueprints. more
  • Fixed a crash when calling specific LuaEntity properties. more
  • Fixed module effects weren't checked correctly for modded modules. more
  • Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. more
  • Fixed roboports would show up twice in the logistic GUI. more
  • Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. more
  • Fixed changing transport belt speeds through mods on existing saves. more
  • Fixed a crash when setting filters on cargo wagons in multiplayer. more
  • Fixed a crash when trying to put blueprint books in blueprint books. more
  • Fixed that train could overshoot a station when the schedule was changed by the script.
  • Fixed that heatpipes would incorrectly update their connections when teleported. more
  • Fixed the problem of flickering tooltips in a generic way (hopefully). more
  • Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. more
  • Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. more
  • Fixed that player didn't request from buffer chests.
  • Fixed that some maps with modded selection-tool items failed to load.
Scripting
  • The item-with-tags and selection-tool item types now support LuaItemStack::item_number.
  • Added an optional player parameter to LuaEntity::order_deconstruction, cancel_deconstruction, LuaTile::cancel_deconstruction, LuaSurface::deconstruct_area, and LuaSurface::cancel_deconstruct_area.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - HanziQ
Features
  • Storage chests can be filtered.
Minor Features
  • Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.
  • Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.
Optimisations
  • Optimized selecting robot tasks for requester chests.
Balancing
  • Changed fluid wagon capacity from 75k to 25k (Same as storage tank).
  • Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).
  • Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.
  • Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
  • Lowered barelling speed from 1 to 0.2.
Bugfixes
  • Fixed loading of achievements with steam version. more
  • Fixed train schedule resizing with very large player inventory. more
  • Fixed missing auto resizing of Lua GUI elements when caption changes. more
  • Fixed that it was possible to set duplicate logistic requests.
  • Fixed missing entity counts when selecting area for blueprint on low graphics quality. more
  • Fixed calculation of basis noise when x<0 more
  • Fixed missing locale key in fluid wagon description. more
  • Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. more
  • Fixed evolution command output in campaigns. more
  • Fixed shotgun shooting direction when aiming between the player and the nozzle. more
  • Fixed technology sorting. more
  • Fixed that the default listbox font was called "default-list_box". more
  • Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.
  • Fixed that setting LuaPlayer::opened to an empty item would crash the game. more
  • Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. more
  • Fixed a desync when hosting multiplayer directly and building blueprints. more
  • Fixed a crash when calling specific LuaEntity properties. more
  • Fixed module effects weren't checked correctly for modded modules. more
  • Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. more
  • Fixed roboports would show up twice in the logistic GUI. more
  • Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. more
  • Fixed changing transport belt speeds through mods on existing saves. more
  • Fixed a crash when setting filters on cargo wagons in multiplayer. more
  • Fixed a crash when trying to put blueprint books in blueprint books. more
  • Fixed that train could overshoot a station when the schedule was changed by the script.
  • Fixed that heatpipes would incorrectly update their connections when teleported. more
  • Fixed the problem of flickering tooltips in a generic way (hopefully). more
  • Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. more
  • Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. more
  • Fixed that player didn't request from buffer chests.
  • Fixed that some maps with modded selection-tool items failed to load.
Scripting
  • The item-with-tags and selection-tool item types now support LuaItemStack::item_number.
  • Added an optional player parameter to LuaEntity::order_deconstruction, cancel_deconstruction, LuaTile::cancel_deconstruction, LuaSurface::deconstruct_area, and LuaSurface::cancel_deconstruct_area.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - Klonan
Hello, as you could expect this Friday facts is mainly about our fight with the avalanche of bug reports, which is actually not as huge as we expected it to be to be honest.

We released 0.16.7 yesterday, and this will probably be the last update for a while. Most of us now are taking a break, enjoying the festivities, and visiting our friends and family.

Transport belt compression update
Regarding the belt compression discussion opened in the last FFF: We are considering an option where side loading and inserters would compress belts natively. We will make a branch with it to test it how it works, and we will let you know our decision.

Fluid wagon update
We made a decision to completely abolish the mechanics of fluid wagon tank separation. We knew that a lot of players would not like it, but this might just be because they got used to it, and because of the argument "if you don't like it, don't use it".

There are more arguments to destroy.
  • Fluid wagon capacity is somewhat too big, which means that the fluid trains have to move around very sporadically compared to the trains with items. Making the wagon fluid capacity smaller (we didn't do it yet) and removing the separation, is similar to making the whole fluid wagon as big as one section.
  • It was solving a problem that has quite a trivial solution (use two separate wagons). We try to add mechanics mainly for things that don't have a solution otherwise, or the solution is weird.
  • We won't have to keep the code alive, we won't have to update the UI of it (in the upcoming GUI update) and fix the bugs related to it. This argument is the smallest, but is also here, as everything has a cost and it is about priorities.

Requester chest update
The change of the requester chest having priority over buffer chest was not that easy, as I decided to combine it with optimisation I wanted to do for a long time.
In the current version, requesters have just 2 containers internally: "unsatisfied requesters" and "satisfied requesters", every tick, the "unsatisfied requesters" are iterated and it is checked whether supply is available for them. The second bucked with "satisfied requesters" is separated so we don't have to iterate through requesters that don't need anything now.

The problem with this approach is, that once there are more a lot of unsatisfied requester chests for the same thing (lets say iron), and there just isn't iron in the supply at this moment, all the requesters have to be wastefully iterated again and again. So the change is, that every requests of chests are tracked separately for every item, and once the item isn't available, the rest of the requesters don't have to be iterated. I didn't measure, but it might have some minor impact in big bot-based Factories.

The reason why was the optimisation written together with the fix is, that requesters have to have priority over buffer chests independently for each item, and it works quite nicely with it.
TL;DR, this functionality is now merged into our master branch, and you will get it in the next bugfix release.

I also feel, that we should add 2 things to the logistic system in 0.16:
  • A checkbox in the requester chest that would allow the player to specify whether it should or shouldn't take from buffer chests, as even with the priorities, it might be annoying if robots took all the stuff from buffer stations to the requesters just because the supply train is going to arrive 10 seconds late, so the buffer chests would be supplied again soon. I would even say that the option might be to not take things from buffer chests by default.
  • A filter for the storage chests. Buffer chests somewhat help to sort the storage, it doesn't really replace the need of storage chests to have a single filter for the whole storage chest. This would allow it to be reserved just for something specific, which would solve a lot of different problems
3 major train problems resolved
Thanks to train bugfixes from the user aaargha, there were 3 quite important fixes related to trains done. All of them were in the game for a very long time, more than 3 years, which surprises me a lot.
  • A train decelerating to stop in a station created penalty around 2^32/10 (a lot) on the path it went through. This was sometimes causing trains to do very crazy and huge paths just to avoid this point. It was especially annoying as the penalty was easily enough to force train to go through different stations (that has penalty of 2000) which could cause traffic jams in a lot of systems.
  • The train penalty of 2000 to avoid trains going through stops not on its own path was applied to the destination stop before actually reaching it. This caused the train path-finding to potentially search a huge amount of paths while the destination stop was just ahead of it. It was just a potential performance problem, but as you probably noticed, we need to care about performance.
  • The last bug is related to this example:



The top train arrives later because there is no rail signal just in front of the stop. Sounds weird right? This bug was related to a hacky solution to a problem with extremely fast trains 3 years ago, and it basically caused trains to start slowing down for a station 2 times sooner in many cases.

All of these problems are already fixed in the current 0.16.7.

Steam awards
Factorio has been nominated for one of the Steam awards, 'Haunts My Dreams'. It is a nice mark of recognition for all the work we've put to the game this year. It seems the other nominees are pretty much the giants of the industry, so it is most likely one of these will win. Still, it is nice to be included with the big kids.

The voting for this category opens on the 29th of December, at 10 AM PST, for 24 hours only. So if you are interested in voting for one of the entrants, be sure you can get to a PC on that day.

As always, let us know what you think on our forum.
Factorio - Klonan
Hello, as you could expect this Friday facts is mainly about our fight with the avalanche of bug reports, which is actually not as huge as we expected it to be to be honest.

We released 0.16.7 yesterday, and this will probably be the last update for a while. Most of us now are taking a break, enjoying the festivities, and visiting our friends and family.

Transport belt compression update
Regarding the belt compression discussion opened in the last FFF: We are considering an option where side loading and inserters would compress belts natively. We will make a branch with it to test it how it works, and we will let you know our decision.

Fluid wagon update
We made a decision to completely abolish the mechanics of fluid wagon tank separation. We knew that a lot of players would not like it, but this might just be because they got used to it, and because of the argument "if you don't like it, don't use it".

There are more arguments to destroy.
  • Fluid wagon capacity is somewhat too big, which means that the fluid trains have to move around very sporadically compared to the trains with items. Making the wagon fluid capacity smaller (we didn't do it yet) and removing the separation, is similar to making the whole fluid wagon as big as one section.
  • It was solving a problem that has quite a trivial solution (use two separate wagons). We try to add mechanics mainly for things that don't have a solution otherwise, or the solution is weird.
  • We won't have to keep the code alive, we won't have to update the UI of it (in the upcoming GUI update) and fix the bugs related to it. This argument is the smallest, but is also here, as everything has a cost and it is about priorities.

Requester chest update
The change of the requester chest having priority over buffer chest was not that easy, as I decided to combine it with optimisation I wanted to do for a long time.
In the current version, requesters have just 2 containers internally: "unsatisfied requesters" and "satisfied requesters", every tick, the "unsatisfied requesters" are iterated and it is checked whether supply is available for them. The second bucked with "satisfied requesters" is separated so we don't have to iterate through requesters that don't need anything now.

The problem with this approach is, that once there are more a lot of unsatisfied requester chests for the same thing (lets say iron), and there just isn't iron in the supply at this moment, all the requesters have to be wastefully iterated again and again. So the change is, that every requests of chests are tracked separately for every item, and once the item isn't available, the rest of the requesters don't have to be iterated. I didn't measure, but it might have some minor impact in big bot-based Factories.

The reason why was the optimisation written together with the fix is, that requesters have to have priority over buffer chests independently for each item, and it works quite nicely with it.
TL;DR, this functionality is now merged into our master branch, and you will get it in the next bugfix release.

I also feel, that we should add 2 things to the logistic system in 0.16:
  • A checkbox in the requester chest that would allow the player to specify whether it should or shouldn't take from buffer chests, as even with the priorities, it might be annoying if robots took all the stuff from buffer stations to the requesters just because the supply train is going to arrive 10 seconds late, so the buffer chests would be supplied again soon. I would even say that the option might be to not take things from buffer chests by default.
  • A filter for the storage chests. Buffer chests somewhat help to sort the storage, it doesn't really replace the need of storage chests to have a single filter for the whole storage chest. This would allow it to be reserved just for something specific, which would solve a lot of different problems
3 major train problems resolved
Thanks to train bugfixes from the user aaargha, there were 3 quite important fixes related to trains done. All of them were in the game for a very long time, more than 3 years, which surprises me a lot.
  • A train decelerating to stop in a station created penalty around 2^32/10 (a lot) on the path it went through. This was sometimes causing trains to do very crazy and huge paths just to avoid this point. It was especially annoying as the penalty was easily enough to force train to go through different stations (that has penalty of 2000) which could cause traffic jams in a lot of systems.
  • The train penalty of 2000 to avoid trains going through stops not on its own path was applied to the destination stop before actually reaching it. This caused the train path-finding to potentially search a huge amount of paths while the destination stop was just ahead of it. It was just a potential performance problem, but as you probably noticed, we need to care about performance.
  • The last bug is related to this example:



The top train arrives later because there is no rail signal just in front of the stop. Sounds weird right? This bug was related to a hacky solution to a problem with extremely fast trains 3 years ago, and it basically caused trains to start slowing down for a station 2 times sooner in many cases.

All of these problems are already fixed in the current 0.16.7.

Steam awards
Factorio has been nominated for one of the Steam awards, 'Haunts My Dreams'. It is a nice mark of recognition for all the work we've put to the game this year. It seems the other nominees are pretty much the giants of the industry, so it is most likely one of these will win. Still, it is nice to be included with the big kids.

The voting for this category opens on the 29th of December, at 10 AM PST, for 24 hours only. So if you are interested in voting for one of the entrants, be sure you can get to a PC on that day.

As always, let us know what you think on our forum.
Factorio - posila87
Bugfixes
  • Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.
  • Fixed order of controls in the control settings GUI. more
  • Fixed rail pumps becoming invalid after being teleported via lua. more
  • Fixed that biter expansion chunks weren't being generated correctly. more
  • Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.
  • Fixed server crash when last player leaves the game while the server is saving. more
  • Fixed text cursor positioning inside a textbox during scroll. more
  • Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. more
  • Fixed that blueprint strings wouldn't copy station names in blueprints. more
  • Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. more
  • Fixed a crash when canceling loading of specific save files. more
  • Fixed the programmable speaker GUI wouldn't update correctly. more
  • Fixed a bug where text in a textbox disappeared after jumping to cursor that is off view.
  • Fixed --apply-update not setting executable permissions more
  • Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. more
  • Fixed crash when exiting the game while a recipe tooltip was open. more
  • Fixed positioning of progress bars in mod download dialogs. more
  • Fixed creation of overlapping wagons under certain circumstances. more
  • Fixed scrolling by caret in a textbox that would cause lines to disappear.
  • Fixed jittering when driving cars/tanks in some cases. more
  • Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. more
  • Fixed crash when recalculating connections between roboports. more
  • Fixed crash when exiting mod portal during a refresh. more
  • Fixed error in saving blueprinted inserters with overridden stack size. more
  • Entities waiting for modules can now be fast replaced. more
  • Fixed saving of New hope level 2. more
  • Fixed that the game would crash trying to load some old saves. more
  • Fixed train top speed calculation when not all locomotives used the same fuel type. more
  • Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. more
  • Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. more
  • Fixed a crash when loading saves without specific mods. more
  • Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. more
  • Fixed multiple issues with enemy force interaction. more
Changes
  • Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.
  • Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force. This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.
  • Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. more
Scripting
  • Added direction, created_by_moving, and shift_build event parameters to on_put_item event.
  • Replaced ScrollPane::dont_scroll_horizontally by horizontal_scroll_policy and vertical_scroll_policy.
  • Added LuaGameScript::backer_names read.
  • Added LuaStyle::want_ellipsis read/write.
Minor Features
  • Added /version command.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - posila87
Bugfixes
  • Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.
  • Fixed order of controls in the control settings GUI. more
  • Fixed rail pumps becoming invalid after being teleported via lua. more
  • Fixed that biter expansion chunks weren't being generated correctly. more
  • Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.
  • Fixed server crash when last player leaves the game while the server is saving. more
  • Fixed text cursor positioning inside a textbox during scroll. more
  • Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. more
  • Fixed that blueprint strings wouldn't copy station names in blueprints. more
  • Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. more
  • Fixed a crash when canceling loading of specific save files. more
  • Fixed the programmable speaker GUI wouldn't update correctly. more
  • Fixed a bug where text in a textbox disappeared after jumping to cursor that is off view.
  • Fixed --apply-update not setting executable permissions more
  • Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. more
  • Fixed crash when exiting the game while a recipe tooltip was open. more
  • Fixed positioning of progress bars in mod download dialogs. more
  • Fixed creation of overlapping wagons under certain circumstances. more
  • Fixed scrolling by caret in a textbox that would cause lines to disappear.
  • Fixed jittering when driving cars/tanks in some cases. more
  • Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. more
  • Fixed crash when recalculating connections between roboports. more
  • Fixed crash when exiting mod portal during a refresh. more
  • Fixed error in saving blueprinted inserters with overridden stack size. more
  • Entities waiting for modules can now be fast replaced. more
  • Fixed saving of New hope level 2. more
  • Fixed that the game would crash trying to load some old saves. more
  • Fixed train top speed calculation when not all locomotives used the same fuel type. more
  • Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. more
  • Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. more
  • Fixed a crash when loading saves without specific mods. more
  • Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. more
  • Fixed multiple issues with enemy force interaction. more
Changes
  • Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.
  • Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force. This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.
  • Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. more
Scripting
  • Added direction, created_by_moving, and shift_build event parameters to on_put_item event.
  • Replaced ScrollPane::dont_scroll_horizontally by horizontal_scroll_policy and vertical_scroll_policy.
  • Added LuaGameScript::backer_names read.
  • Added LuaStyle::want_ellipsis read/write.
Minor Features
  • Added /version command.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - HanziQ
Bugfixes
  • Fixed a crash when trying to filter the main inventory in the god-controller. more
  • Fixed various crashes caused by mining or otherwise changing power poles. more
  • Fixed a desync when using bad values in the /color command. more
  • Better handling of the case where we mine our own car but our inventory's full. more
  • Fixed placing blueprint over existing Rail Signals does not build wires. more
  • Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity." It proved to create too big problems with readability while building and running.
  • Fixed that rolling stocks in cursor had no icon when there was no valid location for them.
  • Fixed jumpy loading bar. more
Scripting
  • Fixed that TextBox was not re-layouting text when size was changed through styles.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - HanziQ
Bugfixes
  • Fixed a crash when trying to filter the main inventory in the god-controller. more
  • Fixed various crashes caused by mining or otherwise changing power poles. more
  • Fixed a desync when using bad values in the /color command. more
  • Better handling of the case where we mine our own car but our inventory's full. more
  • Fixed placing blueprint over existing Rail Signals does not build wires. more
  • Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity." It proved to create too big problems with readability while building and running.
  • Fixed that rolling stocks in cursor had no icon when there was no valid location for them.
  • Fixed jumpy loading bar. more
Scripting
  • Fixed that TextBox was not re-layouting text when size was changed through styles.

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - HanziQ
Bugfixes
  • Fixed boilers outputting water in New hope campaign levels. more
  • Fixed slow saving of New hope level 2. more
  • Fixed that blueprint books couldn't be built from the zoomed-to-world view. more
  • Fixed a crash when loading saves with modded blueprint entities migrated multiple times. more
  • Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. more
  • Fixed that forced ghost building (shift + click) didn't work correctly.
  • Fixed destroying an entity powered from two electric networks would corrupt future saves. more
  • Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. more
  • Fixed beacon would not highlight labs that are in range of its effects. more
  • Fixed disappearing sprites with Low VRAM Mode option enabled. more
  • Fixed glitch in one of the stone path transition sprites. more
  • Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.
  • Improved very poor performance with video memory usage set to low. more
Modding
  • Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. more
  • Fixed icon_size scaled also icon's dark background in alt mode. more

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - HanziQ
Bugfixes
  • Fixed boilers outputting water in New hope campaign levels. more
  • Fixed slow saving of New hope level 2. more
  • Fixed that blueprint books couldn't be built from the zoomed-to-world view. more
  • Fixed a crash when loading saves with modded blueprint entities migrated multiple times. more
  • Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. more
  • Fixed that forced ghost building (shift + click) didn't work correctly.
  • Fixed destroying an entity powered from two electric networks would corrupt future saves. more
  • Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. more
  • Fixed beacon would not highlight labs that are in range of its effects. more
  • Fixed disappearing sprites with Low VRAM Mode option enabled. more
  • Fixed glitch in one of the stone path transition sprites. more
  • Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.
  • Improved very poor performance with video memory usage set to low. more
Modding
  • Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. more
  • Fixed icon_size scaled also icon's dark background in alt mode. more

You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
...