Technology researched message does not play chat notification sound.
Pressing "Regenerate map" in the map editor will open the map generator.
"Regenerate map" is no longer available in map editor for scenarios that don't use the map generator.
Bugfixes
Fixed that the prototype explorer and CustomInputEvent::selected_prototype did not work on crafting machine fluid slots.
Fixed LuaEntity::disconnect_neighbour called on electric pole would disconnect left side of power switch when requested to disconnect right side. more
Fixed that cloning rails in the map editor could lead to corrupt saves in some instances. more
Fixed offset of circuit connector sprites for inserters
Fixed a desync related to manual crafting large recipe counts.
Fixed that Arm builds of the game would not render cliff previews correctly. more
Fixed train fulfilled fraction was always showing full green background. more
Fixed a desync when mods cause resources to generate with 'infinite' richness.
Fixed a desync when mods change character interaction distance to super large values.
Fixed a desync when technology prices would grow beyond 18~ quintillion.
Fixed a desync when related to mods and custom map generation.
Fixed a desync when mods define corpses with very long lifetimes.
Fixed a crash when entering large values for train wait times.
Fixed crashes when putting super large numbers in number input fields.
Fixed a desync when putting super large numbers in the map editor brush size fields.
Fixed that the website link in the about GUI did not work on Linux. more
Fixed a crash when changing the technology price multiplier while research is in progress.
Fixed a crash when mods would swap character armor with armor in the player inventory that only existed due to the worm armor inventory size bonus. more
Fixed a loader could get stuck in rare cases with mixed items when inserter takes items from belt in a loader.
Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it's used.
Fixed a crash when loader entity is migrated into loader-1x1. more
Fixed that reset technology effects would advance infinite research in some cases. more
Fixed loader would not connect to belts in preview in some cases. more
Fixed bad pumpjack drain logic related to yield. more
Fixed recipes with ingredients craftable for free could not be crafted. more
Scripting
Added PrintSettings::sound_path, volume_modifier and game_state.
Replaced PrintSettings::skip_if_redundant with PrintSettings::skip. Added defines.print_skip.
we have shown some bigger things recently, so it is time to also show some smaller things, because the bigger things wouldn't shine that good without the smaller things working properly!
In the last FFF-386 we covered the natural landscape of Vulcanus which mostly showed the visuals, but as you are probably aware we always put gameplay first. Now it's time to find out what kind of greater good you can do to the planet...
Hello there, I know a lot of you have been eagerly awaiting some solid information on the new planets, if so this blog is for you. Get comfy because it's a long one.
Hello, we've already shown the space platform processing cycle in FFF-380. Let's talk a little bit more about the machine which makes it all possible - the asteroid collector.
Hello, we are going to focus on the general improvements of the way circuit network is used in the game.
I wasn't using it often, because all the problems combined made it too big of a hassle most of the time, which was an indication of problems.
So we improved each part of the process of using it a little, from UI, to feedback of what is going on, to stronger/more accessible combinator functionality.
I can say that it worked, at least for me. Once these changes were available, I used the circuit network way more in my latest playthrough, and it felt good, so lets hope it won't be just me :)
Hello, today we will go over some of the details of Space platforms we couldn't fit into the last FFF, as well as some new features that will tie the whole system together.