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Factorio – Update 0.16.17

Factorio – 0.16.17 has been released!

Greetings! This week Factorio adds a release to the version count! This update offers some new additions to the ‘Splitter’ as it now has a usable filter to be added. You can also distinguish the input and output priority of the splitters. This should help with management of productions. A couple notable minor features were added as well. A “clone group” button has been added to the permissions GUI. The stack size of roboport is increased from 5 to 10. The developers also decreased collision box of the substation, radar, and chemical plant so it is possible to walk between it and other entities. Don’t miss the new PVP options that have been added as well, and be sure to check out the full list of bug fixes below!
PvP options:
  • Spectator fog of war
  • starting chests
  • chest item multiplier
  • team areas turrets
  • automatic round time
  • base exclusion time
Clipboard - January 23, 2018 6_52 PM

A full list of bug fixes as well as modding and scripting changes:

Bugfixes
  • Fixed that rail chain signals didn’t work with copy-paste. more[forums.factorio.com]
  • Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. more[forums.factorio.com]
  • Fixed that walking near the edge of water could result in no footstep sounds. more[forums.factorio.com]
  • Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn’t work. more[forums.factorio.com]
  • Fixed that ghost solar panels would show as having energy. more[forums.factorio.com]
  • Fixed that the bonus GUI didn’t show correct numbers for some bonuses. more[forums.factorio.com]
  • Fixed that a single water tile that separates two terrain types would become invisible. more[forums.factorio.com]
  • Added graphics option “Separate lower object atlas” to address performance issue when rendering lot of decoratives on some PCs. The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled. This should reduce GPU load, but slightly increase CPU load and VRAM usage. more[forums.factorio.com]
  • Added a command-line option –executable-path to allow launching Factorio through a custom ld.so on Linux. more[forums.factorio.com]
  • Fixed a crash when setting invalid prototype values for vehicle type entities through mods. more[forums.factorio.com]
  • Fixed that you couldn’t attack nests with your pickaxe.
  • Additional fix of the rail block visualization for high res. more[forums.factorio.com]
  • Fixed jittering when running against entities with connected bounding boxes (for example pipes). more[forums.factorio.com]
  • Fixed that entities with multiple items to build them wouldn’t fire mod events in some cases. more[forums.factorio.com]
  • Fixed recipe tooltip with many raw materials showing incorrectly. more[forums.factorio.com]
  • Fixed invisible GUI when assembling machine with no recipe is opened. more[forums.factorio.com]
  • Fixed a crash on Linux that would happen after dragging a UI element outside the game window. more[forums.factorio.com]
  • Fixed inconvenient drag-placing of electric poles around large entities. more[forums.factorio.com]
  • Fixed un-setting controls wouldn’t work correctly for key bindings with default modifiers. more[forums.factorio.com]
  • Fixed artillery projectile shadow was not aligned with artillery cannon shadow. more[forums.factorio.com]
  • Fixed line breaks in changelog with UI scale. more[forums.factorio.com]
  • Fixed that too many biters trying to return to a spawner could make all other biters inactive. more[forums.factorio.com]
  • Fixed robots deconstructing artillery turrets could lose ammo. more[forums.factorio.com]
  • Improved scroll behaviour in server list. more[forums.factorio.com]
  • Fixed possibility of receiving the previous rounds input items in Team production. more[forums.factorio.com]
  • Fixed that the game could create many enemy unit groups resulting in poor performance. more[forums.factorio.com]
  • Fixed pasting entity settings would not disable connection to logistic network. more[forums.factorio.com]
  • Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. more[forums.factorio.com]
  • Fixed rail chain signal ghost would emit light. more[forums.factorio.com]
  • Fixed that blueprint strings wouldn’t retain storage chest filters. more[forums.factorio.com]
  • Fixed passing LuaObjects through the remote interface wouldn’t always work correctly. more[forums.factorio.com]
  • Fixed that LuaSurface::create_entity wouldn’t work to create walls on top of ghost walls. more[forums.factorio.com]
  • Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn’t work correctly. more[forums.factorio.com]
  • Fixed building blueprint rails on rails marked for deconstruction didn’t work correctly in some cases. more[forums.factorio.com]
  • Fixed a migration issue related to logistic entities and inventory resizing. more[forums.factorio.com]
Modding
  • Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag ‘colliding-with-tiles-only’. more[forums.factorio.com]
  • Disabled recipes won’t be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.
  • Entity of type offshore pump can be rotated on ground if flag ‘filter-directions’ is not set. more[forums.factorio.com]
Scripting
  • Changed the tile related events to include the old tiles and positions instead of just positions.
  • Added on_pre_player_crafted_item and on_player_cancelled_crafting events.
  • Added on_entity_damaged event.
  • Added on_chunk_charted event.
  • Added LuaEntity::splitter_filter, splitter_input_priority and splitter_output_priority read/write.
  • Added ghost_name and ghost_type to LuaSurface::find/count entities filtered.
  • Fixed recursive call in util.merge(). more[forums.factorio.com]

 


 

 

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