parent
303b830712
commit
398b61031c
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@ -1,6 +1,6 @@
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{
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"name": "base",
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"version": "1.1.69",
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"version": "1.1.70",
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"title": "Base Mod",
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"author": "Factorio team",
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"contact": "dev@factorio.com",
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@ -1338,17 +1338,6 @@ data:extend(
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place_result = "loader",
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stack_size = 50
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},
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{
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type = "item",
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name = "loader",
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icon = "__base__/graphics/icons/loader.png",
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icon_size = 64, icon_mipmaps = 4,
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flags = {"hidden"},
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subgroup = "belt",
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order = "d[loader]-a[basic-loader]",
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place_result = "loader",
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stack_size = 50
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},
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{
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type = "item",
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name = "fast-loader",
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@ -1,6 +1,36 @@
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---------------------------------------------------------------------------------------------------
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Version: 1.1.70
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Date: ????
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---------------------------------------------------------------------------------------------------
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Version: 1.1.69
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Date: ????
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Date: 12. 09. 2022
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Graphics:
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- Updated transport belt icons.
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Bugfixes:
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- Fixed unregistering multiple events at once would not clear event filters. (https://forums.factorio.com/103207)
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- Fixed inactive mining drill playing its working sound for a moment when panning over it. (https://forums.factorio.com/103212)
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- Fixed a crash when pressing Alt+F4 or clicking the X button when in sound settings. (https://forums.factorio.com/103182)
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- Fixed a crash when changing the force of a logistic container marked for deconstruction. (https://forums.factorio.com/103278)
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- Fixed a crash in production score script when a rocket launch product has probabilistic amount. (https://forums.factorio.com/102649)
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- Fixed a crash in production score script when a resource entity is given no mineable products. (https://forums.factorio.com/103289)
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- Fixed collision mask util not ignoring other flags when checking "not-colliding-with-itself" masks. (https://forums.factorio.com/102684)
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- Fixed the player losing contents of the cursor when starting the round in tightspot scenario. (https://forums.factorio.com/102312)
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- Fixed wave defense losing all upgrades after some prototype changes. (https://forums.factorio.com/101241)
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- Fixed inactive entity working sound playing its fade-out when pausing and unpausing the game.
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- Fixed that mod ordering didn't work correctly when searching in the install mods GUI. (https://forums.factorio.com/103292)
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- Fixed that the 'starting points' in MapGenSettings wasn't loaded when importing a map exchange string. (https://forums.factorio.com/103356)
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- Fixed that event filters for on_pre_ghost_deconstructed and on_pre_ghost_upgraded weren't filtering correctly. (https://forums.factorio.com/103294)
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- Fixed that changing render threads to 1 while menu simulations were visible would crash the game. (https://forums.factorio.com/103361)
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- Fixed rocket silo would get stuck when rocket_parts was set during launch. (https://forums.factorio.com/103213)
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- Fixed smooth zoom behavior at high game speeds. (https://forums.factorio.com/102974)
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- Fixed a performance issue when many roboports re-activate at the same time. (https://forums.factorio.com/103383)
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- Fixed that the sync-mods-with-save GUI didn't work correctly when failing to download in some situations. (https://forums.factorio.com/103386)
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- Fixed solar panel equipment was unable to produce full expected power when solar multiplier was larger than 1. (https://forums.factorio.com/103066)
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- Fixed boiler's energy source buffer size was not updated when prototypes data changed. (https://forums.factorio.com/103008)
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Modding:
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- Added torso_bob_speed to the spider vehicle prototype.
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Scripting:
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- Added LuaEntityPrototype::torso_bob_speed read.
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---------------------------------------------------------------------------------------------------
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Version: 1.1.68
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Date: 22. 08. 2022
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@ -173,15 +173,17 @@ end
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collision_mask_util.masks_collide = function(mask_1, mask_2)
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local map = util.list_to_map(mask_1)
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if map["not-colliding-with-itself"] and collision_mask_util.masks_are_same(mask_1, mask_2) then
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local map_1 = util.list_to_map(mask_1)
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local map_2 = util.list_to_map(mask_2)
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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
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return false
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end
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clear_flags(map)
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clear_flags(map_1)
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clear_flags(map_2)
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for k, layer in pairs (mask_2) do
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if map[layer] then
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for layer, bool in pairs (map_2) do
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if map_1[layer] then
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return true
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end
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end
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@ -189,12 +191,15 @@ collision_mask_util.masks_collide = function(mask_1, mask_2)
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end
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collision_mask_util.masks_are_same = function(mask_1, mask_2)
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local map = util.list_to_map(mask_1)
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for k, v in pairs (mask_2) do
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if not map[v] then return false end
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map[v] = nil
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local map1 = util.list_to_map(mask_1)
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local map2 = util.list_to_map(mask_2)
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clear_flags(map1)
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clear_flags(map2)
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for layer, bool in pairs (map2) do
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if not map2[layer] then return false end
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map1[layer] = nil
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end
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return not next(map)
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return not next(map1)
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end
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collision_mask_util.collect_prototypes_with_mask = function(mask)
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@ -18,7 +18,7 @@ local function get_raw_resources()
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local entities = game.entity_prototypes
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for name, entity_prototype in pairs (entities) do
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if entity_prototype.resource_category then
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if entity_prototype.mineable_properties then
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if entity_prototype.mineable_properties and entity_prototype.mineable_properties.products then
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for k, product in pairs (entity_prototype.mineable_properties.products) do
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raw_resources[product.name] = true
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end
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@ -89,7 +89,7 @@ local function get_product_list()
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for product_name, product_count in pairs (silo_products) do
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this_silo[product_name] = product_count / launch_product_amount
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end
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this_silo[item.name] = 1 / launch_product.amount
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this_silo[item.name] = 1 / launch_product_amount
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table.insert(product_list[launch_product.name], this_silo)
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end
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end
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21
credits.txt
21
credits.txt
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@ -2,36 +2,53 @@ Albert Bertolín Soler / glex - Art director
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Aleš Navrátil / Zopa - Graphic designer
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Ben Buckton / Abregado - Level designer
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Bětka Pospíšilová - Office & Administration manager
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Claude Metz / Therenas - Documentation developer & writer
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Dan Andrus / StrangePan - Programmer
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Dan Stevens / TOGoS - Programmer
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Daniel James Taylor - Composer & sound designer
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Denis Koshman / Harkonnen - Programmer
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Dominik Franěk - Programmer
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Dominik Schmaderer - 3D artist
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Earendel - Concept artist
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Erik Wellmann / Bilka - Wiki admin
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Ernestas Norvaišas / Einis - 3D artist
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Fearghall Thomas - 3D artist
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Hrusa - Programmer
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Ian Macbeth - Sound designer
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Jan Kadlec - Programmer
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Jarosław Kolmaga - 3D artist
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Jerzy Górski - 3D artist
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Jiří Šebele - Programmer
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Jitka Říhová - Office & Administration manager
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Jurek Höefer - 3D artist
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Karel Petr / Pard - Programmer
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Katya - QA Tester
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Kuba Marek / Blue Cube - Programmer
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Lubomír Grund - Programmer
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Lucas Leme - 3D artist
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Martin Hanzík / HanziQ - Operations Developer
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Michaela Woodhouse - Office & Administration manager
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Michal Kovařík / kovarex - Founder, Technology director
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Michal Pavelčík / Posila - Programmer
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Ondřej Adamec / Donion - Programmer
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Ondřej Majerech / Oxyd - Programmer
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Ondrej Sekerák / Genhis - Programmer
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Pavel Vlášek - 3D artist
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Petr Kratochvíl - Programmer
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Robert Asaftei / Twinsen - Programmer
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Robert Eding / Rseding91 - Programmer
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Roman Dubrovka / c4rt - Programmer
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Sanqui - Operations Developer
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Sławomir Fraś / boskid - QA tester
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Scott Woodhouse / Klonan - Press, Community & Support manager
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Tomáš Kozelek / slpwnd - Managing director
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Shane Kilduff - 3D artist
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Sławomir Fraś / boskid - QA tester
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Tobias Knöschke / Tobias1595 - Programmer
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Tom Mason / wheybags - Programmer
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Tomáš Kozelek / slpwnd - Managing director
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Václav Benč / V453000 - Technical artist
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Valerii Kuznietsov / Soliery - Sound designer
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Viktor Kopp - Programmer
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Vinzenz Sinapius - Operations Developer
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Big thanks to our source access community members who contributed code to the game.
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Reference in New Issue