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Factorio – 0.16.22 Release and HR Turrets

Factorio – 0.16.22 Release and HR Turrets

Greetings! Factorio receives a nice patch of fixes and a nice amount of attention to HR Turrets. The HR Turrets are still a work in progress however, it is still a nice improvement. When shooting, the turrets are going to shoot something that can actually be called a laser! For full details be sure to check out the patch notes on steam. Take a look at the picture and full list of changes and fixes below!

Factorio - 0.16.22 Release and HR Turrets

A full list of the changes and fixes:

Bugfixes
  • Fixed a crash when loading saves with modded camera GUI elements. more[forums.factorio.com]
  • Changed the “load save in map editor” to “convert save to Scenario” to support locale and custom scripts. more[forums.factorio.com]
  • Another attempt to fix crashes on OS X Mavericks (version 10.9). more[forums.factorio.com]
  • Fixed that some mod settings would always detect as different than the server when trying to join. more[forums.factorio.com]
  • Fixed that turrets that died and where rebuilt couldn’t be mined. more[forums.factorio.com]
Modding
  • Added optional RecipePrototype::allow_as_intermediate to disable a recipe being used as an intermediate when hand crafting.
  • Added PlayerPrototype::enter_vehicle_distance.
Scripting
  • Added LuaRecipePrototype::allow_as_intermediate read.
  • A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.
  • Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.

 


 

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#Factorio
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2/6/2018

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