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- * Prototype definitions are generated by Lua scripts (no json anymore). Mods can manipulate the definitions from previous mods. * Multiple running scripts (from the mods) can communicate with each other using interfaces.5 KB (692 words) - 14:47, 24 September 2023
- * Fixed that migration changing logistic chest to other logistic chest with different mode works p ...) to load depending on the size. This is because of the adding-new-doodads migration.25 KB (3,880 words) - 14:48, 24 September 2023
- ** Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances. * During biter migration, medium worms can now only spawn if the evolution factor is greater than 0.80 KB (11,528 words) - 14:46, 24 September 2023
- * Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. ([ * Fixed consistency check and migration related to rail internal inconsistency. ([https://forums.factorio.com/59765122 KB (17,425 words) - 14:47, 24 September 2023
- * Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24. .... This will help prevent some specific desyncs with custom scenario or mod scripts.89 KB (12,579 words) - 14:47, 24 September 2023
- * Fixed crash related to technology migration. ([https://forums.factorio.com/35161 more]) * Fixed that parsing players by index in scripts didn't work correctly. ([https://forums.factorio.com/33125 more])42 KB (6,017 words) - 14:46, 24 September 2023
- * Excluding runtime fluid mixing check from assembler migration that caused some crashes when loading a save with mixing in it. * Added migration to recalculate tile transitions when tile layer definition changes in tile237 KB (33,800 words) - 14:47, 24 September 2023
- * Fixed archaic (from 0.12) migration that was supposed to fix rollingStockCounts on rails and it broke it instea * Fixed possible crash when removing modded rails during save migration. ([https://forums.factorio.com/45436 more])132 KB (18,979 words) - 14:46, 24 September 2023
- * Fixed crash due to electric network migration during load of some more complex games. ([https://forums.factorio.com/20347 * Fixed problems with RTL scripts ... again ([https://forums.factorio.com/12235 more])100 KB (14,717 words) - 14:46, 24 September 2023