When splitting electric networks because the switch was turned off, the network with more entities is considered the "master" which keeps the statistics.įixed entity power bars in the electric network statistics gui being scaled and sometimes colored improperly.įixed the electric network statistics merging when networks are connected by turning the power switch on.įixed that the last train inserter didn't grab from the cargo wagon sometimes.įixed crashes related to bad circuit network state caused by old mods.įixed that biters couldn't find a path through a thick wall of trains.įixed that some of the achievements didn't get reported to steam. When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.Ĭrash when getting killed by a locomotive you currently had the GUI open for (for real this time). Increased collision box of stone walls slightly, to prevent the player getting stuck.įixed the add-list stations treating trains with the same spelling but different case as the same station.įixed circuit network signals not migrating properly when removing mods. When connecting circuit wires, the wire will re-anchor to the last entity clicked. Use ' on_configuration_changed ', ' on_init ', and migration scripts in all other instances. The ' event handler ' on_load is * only * meant for re-registering conditional event handlers and setting up meta-tables. resources are ignored until the mine button is released.Īttempting to mutate the ' global ' table of a mod in the ' event ' handler on_load will result in an error. Once mining is started over non-resources. Blueprints with labels will now show the label when holding them to-be-built.
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