added version 1.1.69

master 1.1.69
build 2022-09-12 17:11:36 +02:00
parent 303b830712
commit 398b61031c
6 changed files with 68 additions and 27 deletions

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@ -1,6 +1,6 @@
{
"name": "base",
"version": "1.1.69",
"version": "1.1.70",
"title": "Base Mod",
"author": "Factorio team",
"contact": "dev@factorio.com",

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@ -1338,17 +1338,6 @@ data:extend(
place_result = "loader",
stack_size = 50
},
{
type = "item",
name = "loader",
icon = "__base__/graphics/icons/loader.png",
icon_size = 64, icon_mipmaps = 4,
flags = {"hidden"},
subgroup = "belt",
order = "d[loader]-a[basic-loader]",
place_result = "loader",
stack_size = 50
},
{
type = "item",
name = "fast-loader",

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@ -1,6 +1,36 @@
---------------------------------------------------------------------------------------------------
Version: 1.1.70
Date: ????
---------------------------------------------------------------------------------------------------
Version: 1.1.69
Date: ????
Date: 12. 09. 2022
Graphics:
- Updated transport belt icons.
Bugfixes:
- Fixed unregistering multiple events at once would not clear event filters. (https://forums.factorio.com/103207)
- Fixed inactive mining drill playing its working sound for a moment when panning over it. (https://forums.factorio.com/103212)
- Fixed a crash when pressing Alt+F4 or clicking the X button when in sound settings. (https://forums.factorio.com/103182)
- Fixed a crash when changing the force of a logistic container marked for deconstruction. (https://forums.factorio.com/103278)
- Fixed a crash in production score script when a rocket launch product has probabilistic amount. (https://forums.factorio.com/102649)
- Fixed a crash in production score script when a resource entity is given no mineable products. (https://forums.factorio.com/103289)
- Fixed collision mask util not ignoring other flags when checking "not-colliding-with-itself" masks. (https://forums.factorio.com/102684)
- Fixed the player losing contents of the cursor when starting the round in tightspot scenario. (https://forums.factorio.com/102312)
- Fixed wave defense losing all upgrades after some prototype changes. (https://forums.factorio.com/101241)
- Fixed inactive entity working sound playing its fade-out when pausing and unpausing the game.
- Fixed that mod ordering didn't work correctly when searching in the install mods GUI. (https://forums.factorio.com/103292)
- Fixed that the 'starting points' in MapGenSettings wasn't loaded when importing a map exchange string. (https://forums.factorio.com/103356)
- Fixed that event filters for on_pre_ghost_deconstructed and on_pre_ghost_upgraded weren't filtering correctly. (https://forums.factorio.com/103294)
- Fixed that changing render threads to 1 while menu simulations were visible would crash the game. (https://forums.factorio.com/103361)
- Fixed rocket silo would get stuck when rocket_parts was set during launch. (https://forums.factorio.com/103213)
- Fixed smooth zoom behavior at high game speeds. (https://forums.factorio.com/102974)
- Fixed a performance issue when many roboports re-activate at the same time. (https://forums.factorio.com/103383)
- Fixed that the sync-mods-with-save GUI didn't work correctly when failing to download in some situations. (https://forums.factorio.com/103386)
- Fixed solar panel equipment was unable to produce full expected power when solar multiplier was larger than 1. (https://forums.factorio.com/103066)
- Fixed boiler's energy source buffer size was not updated when prototypes data changed. (https://forums.factorio.com/103008)
Modding:
- Added torso_bob_speed to the spider vehicle prototype.
Scripting:
- Added LuaEntityPrototype::torso_bob_speed read.
---------------------------------------------------------------------------------------------------
Version: 1.1.68
Date: 22. 08. 2022

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@ -173,15 +173,17 @@ end
collision_mask_util.masks_collide = function(mask_1, mask_2)
local map = util.list_to_map(mask_1)
if map["not-colliding-with-itself"] and collision_mask_util.masks_are_same(mask_1, mask_2) then
local map_1 = util.list_to_map(mask_1)
local map_2 = util.list_to_map(mask_2)
if map_1["not-colliding-with-itself"] and map_2["not-colliding-with-itself"] and collision_mask_util.masks_are_same(mask_1, mask_2) then
return false
end
clear_flags(map)
clear_flags(map_1)
clear_flags(map_2)
for k, layer in pairs (mask_2) do
if map[layer] then
for layer, bool in pairs (map_2) do
if map_1[layer] then
return true
end
end
@ -189,12 +191,15 @@ collision_mask_util.masks_collide = function(mask_1, mask_2)
end
collision_mask_util.masks_are_same = function(mask_1, mask_2)
local map = util.list_to_map(mask_1)
for k, v in pairs (mask_2) do
if not map[v] then return false end
map[v] = nil
local map1 = util.list_to_map(mask_1)
local map2 = util.list_to_map(mask_2)
clear_flags(map1)
clear_flags(map2)
for layer, bool in pairs (map2) do
if not map2[layer] then return false end
map1[layer] = nil
end
return not next(map)
return not next(map1)
end
collision_mask_util.collect_prototypes_with_mask = function(mask)

View File

@ -18,7 +18,7 @@ local function get_raw_resources()
local entities = game.entity_prototypes
for name, entity_prototype in pairs (entities) do
if entity_prototype.resource_category then
if entity_prototype.mineable_properties then
if entity_prototype.mineable_properties and entity_prototype.mineable_properties.products then
for k, product in pairs (entity_prototype.mineable_properties.products) do
raw_resources[product.name] = true
end
@ -89,7 +89,7 @@ local function get_product_list()
for product_name, product_count in pairs (silo_products) do
this_silo[product_name] = product_count / launch_product_amount
end
this_silo[item.name] = 1 / launch_product.amount
this_silo[item.name] = 1 / launch_product_amount
table.insert(product_list[launch_product.name], this_silo)
end
end

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@ -2,36 +2,53 @@ Albert Bertolín Soler / glex - Art director
Aleš Navrátil / Zopa - Graphic designer
Ben Buckton / Abregado - Level designer
Bětka Pospíšilová - Office & Administration manager
Claude Metz / Therenas - Documentation developer & writer
Dan Andrus / StrangePan - Programmer
Dan Stevens / TOGoS - Programmer
Daniel James Taylor - Composer & sound designer
Denis Koshman / Harkonnen - Programmer
Dominik Franěk - Programmer
Dominik Schmaderer - 3D artist
Earendel - Concept artist
Erik Wellmann / Bilka - Wiki admin
Ernestas Norvaišas / Einis - 3D artist
Fearghall Thomas - 3D artist
Hrusa - Programmer
Ian Macbeth - Sound designer
Jan Kadlec - Programmer
Jarosław Kolmaga - 3D artist
Jerzy Górski - 3D artist
Jiří Šebele - Programmer
Jitka Říhová - Office & Administration manager
Jurek Höefer - 3D artist
Karel Petr / Pard - Programmer
Katya - QA Tester
Kuba Marek / Blue Cube - Programmer
Lubomír Grund - Programmer
Lucas Leme - 3D artist
Martin Hanzík / HanziQ - Operations Developer
Michaela Woodhouse - Office & Administration manager
Michal Kovařík / kovarex - Founder, Technology director
Michal Pavelčík / Posila - Programmer
Ondřej Adamec / Donion - Programmer
Ondřej Majerech / Oxyd - Programmer
Ondrej Sekerák / Genhis - Programmer
Pavel Vlášek - 3D artist
Petr Kratochvíl - Programmer
Robert Asaftei / Twinsen - Programmer
Robert Eding / Rseding91 - Programmer
Roman Dubrovka / c4rt - Programmer
Sanqui - Operations Developer
Sławomir Fraś / boskid - QA tester
Scott Woodhouse / Klonan - Press, Community & Support manager
Tomáš Kozelek / slpwnd - Managing director
Shane Kilduff - 3D artist
Sławomir Fraś / boskid - QA tester
Tobias Knöschke / Tobias1595 - Programmer
Tom Mason / wheybags - Programmer
Tomáš Kozelek / slpwnd - Managing director
Václav Benč / V453000 - Technical artist
Valerii Kuznietsov / Soliery - Sound designer
Viktor Kopp - Programmer
Vinzenz Sinapius - Operations Developer
Big thanks to our source access community members who contributed code to the game.