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Cortex Mods

Version 0.18.33 released

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Changes
  • Full English text proofreading and corrections.
Bugfixes
  • Fixed Trains gui listbox labels not being readable when hovered. more[forums.factorio.com]
  • Fixed a crash when using LuaChunkIterator. more[forums.factorio.com]
  • Fixed a desync related to placing blueprint with assembling machine with not yet researched recipe. more[forums.factorio.com]
Gui
  • Windows with item and count to be selected are now merged into single window and double click on the item auto-confirms the window with the default count. Windows affected are logistic request, signal selection and (debug tool)infinity count selections.
Modding
  • All mining results of resources are forced to be unlocked in the selection lists, even when recipe to create them exists as well. more[forums.factorio.com]
  • Added ItemPrototypeFlags::always_show, which forces the prototype to be always visible in the selection lists regardless of related recipes.
  • Added RecipePrototype::unlock_results bool (true by default). When set to false, the recipe doesn't unlock the item to be shown in selection lists.
  • Added RotatedSprite::counterclockwise bool (false by default). Set to true to indicate sprites in the spritesheet are in counterclockwise order.
  • Added CharacterPrototype::has_belt_immunity bool (false by default).
  • Entities no longer require the order string be set when there's no item-to-place them.
  • Added EntityPrototype::remove_decoratives. "true", "false", or "automatic". Defaults to "automatic".
  • Added TurretPrototype::attack_target_mask and ignore_target_mask. more[forums.factorio.com]
  • Changed roboport tooltip to not show robot recharge rate when the roboport has no charging slots. more[forums.factorio.com]
Scripting
  • Added LuaRecipePrototype::unlock_results read.

You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.

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