Version history/0.11.0
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0.11.22
Bug Fixes
- Fixed the possibility to break the scripting of the 3rd New hope campaign by fast replacing the boilers with pipe.
- Fixed parsing of localized string in Lua commands when the string is concatenation. (more)
- Fixed (once again) the inserter connection to rail in junctions. (more)
- Fixed that the combat robots ignored the vehicle of the player and damaged directly the player. (more)
- Fixed crash when character disconnected from player is crafting. (more)
0.11.21
Bug Fixes
- Fixed potential save corruption if the game was saved while mousing over a mining drill.
- Fixed that the red/green wires weren't properly revived when rebuilding entities after destruction. (more)
- Proper error message when the game can't handle too big amount of prototypes due to big amount of mods loaded at the same time.
- Fixed broken map when the player resizes the window while the map is being loaded. (more)
- Fixed that market gave items always to to the first player in the given force, rather than the buyer. (more)
- Fixed the freezes and wrong behavior when manually crafting recipes with probabilities. (more)
- Fixed that it wasn't possible to use the for message confirmation for something else at the same time. (more)
- Fixed the squishy map preview image when moving the loading dialog halfway offscreen. (more)
- Fixed wrong probability calculation of bonus production of mining drill. (more).
- Fixed that writing text in the map editor save/load dialog interfered the map. (more)
- Fixed that error messages of malformed parsing ini/json files didn't contain the file name. (more)
Modding
- Increased the maximum amount of item subgroups. (255 *> 65535)
- Storage slots of mining drill is moddable now. This affects the internal inventory size, so when resource with more different results is mined, no items are lost (as long as the size is big enough). Default value is 1.
0.11.20
Bug Fixes
- Fixed crash related to rail segments in map loaded from 0.10.x (more).
- Fixed issue with connecting to Multiplayer host that has open menu. (more)
- Fixed multiplayer desync in a game loaded from different mod configuration without save/load in between (more).
- Fixed crash when inserter with circuit conditions gets destroyed. (more)
- Fixed bug where tank would no longer turn in place. Turning in place is not possible when out of fuel. (more)
- Fixed lockup when iterating large numerical arrays in Lua. This time for real. (more)
- Fixed double speed issue for monitors with 120Hz refresh rate or higher (more).
- Fixed bug with game freezing in some situations when the game is blocked by a firewall (more).
- Fixed rail signals blocking the blueprint. (more).
- Re*Fixed crash when the number shown in the short number format exceeded supported prefix. (more) The prefix support has been extended for Lua files parsing also.
- Fixed production stats accuracy. (more).
- Fixed the graphical glitches in terrain transitions on certain zoom levels. (more)
- Another fix of manual crafting requirements logic calculation. (more)
- Fixed the loot table probability calculation bug. (more)
- Fixed armor battery icon being always on top. (more)
- Fixed errors when reading game.player.minimap_enabled.
- Fixed that it wasn't possible to insert ammo into tank ammo slots from cursor.
- Fixed the wrong inventory highlights of ammo in tank/car. (more)
Scripting
- Fixed building position of ghosts built by script. (more).
0.11.19
Bug Fixes
- Fixed that it was possible to use the fast replace on enemy structures. (more)
- Fixed crash when multiplayer quit is performed at the same time as the autosave. (more)
- Fixed crash when autosave happens at the same time as mining the entity. (more)
- Fixed that players/vehicles/units were blocking building of blueprint.
- Entity Spawner / Worm will call for help when attacked in peaceful mode (more).
- Fixed crash when the number shown in the short number format exceeded supported prefix (was T for tera). The prefix support has been also extended, so it supports k for kilo (10^3) up to Y for yotta (10^24).
- Fixed that the changelog window was too big on 1280X1024 resolution.
- Fixed the (mini) map behavior when a lot of map requests near the edge are made (linear maps with radars typically).
- Fixed the missing debug symbols on mac and Linux, so the error reports on these systems gives us better information.
- Linux release uses older glibc so, it should be Ubuntu 12+ compatible.
Translations
- Use the word intermediates instead of intermediates. (more)
Changes
- Multiplayer dropping threshold is doubled during map upload / download. (more)
0.11.18
Features
- Blueprints can be built over things marked for deconstruction.
- Blueprints can be force placed using alternative build mode (shift click).
Balancing
- Increased the cargo wagon inventory size (20*>30).
- Increased the crafting cost of the cargo wagon and locomotive.
Bug Fixes
- Fixed save corruption (rare probability) related to rendering alerts and saving the map.
- Fixed crash in map editor when changing / setting assembling machine recipe (more).
- Fixed desync loop when changing player force via script * in PvP mod for instance (more)
- Added explaining text for the second new hope campaign supplies objectives. (that the car supplies count only the user is in the car)
- The flamethrower fluid input order is the same as before, so it matches the refinery outputs.
- Fixed clearing the cursor while attempting to repair something (more).
- Fixed that changing force of roboport (in map editor or by a script) didn't update the connections properly.
- Roboports now behave correctly when teleported using scripts.
- Fixed that some of the technology icons were scaled down in the technology selection.
- Fixed that the Not minable checkbox was set based on the Indestructible value in the map editor.
- Fixed that the two way signals weren't possible to build on diagonal rails. (more)
- Fixed copy*paste for Cargo wagons not activating inserters.
- Fixed copy*paste for entities with inventory limits not copying the limit.
- Fixed that the "Electric demand satisfaction" label was not translatable.
- Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.
- The line height in the debug info is dependent on the scale, so they don't overlap or take too much space on different scales.
- Fixed that non valid require did crash the game instead of giving proper error message.
- Fixed "Trying to make chunk at unreasonable position" caused by some vehicle collisions. (more)
- Fixed weird behavior and bad damage calculations when colliding with multiple objects while in a car or tank.
Changes
- Small change of collision box of curved rail, so the underground belts can be built on one additional particular position.
- Tank should no longer get stuck. Tank destroys objects by accelerating into them even when standing still (more)
Scripting
- Setting technology as finished using the script also fires the ontechnologyresearched event.
- Order to chart a big area doesn't slow the game horribly anymore. (more)
- Added on_resource_depleted * called when a resource is depleted to its minimum yield or 0. Passes the resource entity as event.entity.
- Car prototype now uses "energy_per_hit_point" instead of "crash_damage_multiplier", consistent with train prototypes.
Modding
- Moved the player hit tint color into the player prototype.
0.11.17
Features
- Tooltips are now generated automatically for some items. You will now see more detailed info for capsules, turrets, ammo(more)
- Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).
- Progress bar is shown when non*responsive peers are about to be dropped from the game in the Multiplayer.
- Progress bar is shown when other peers in multiplayer are saving map.
- Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance.
- Better construction robot strategy. When the construction is processed, the closest available supply of the required item is found and the closest robot to this supply is selected for the construction.
- The game shows name of other players above their head.
Balancing
- Increased the stack size of straight rail (50*>100).
Bug Fixes
- Fixed desync issue related to removing of active entities.
- Fixed desync issue related to blueprint with more than one icon.
- Don't get stuck in Multiplayer when left alone downloading the map.
- Desync report in multiplayer is generated in parallel avoiding desynced player being dropped.
- Fixed that the train didn't continue when it crashed to something (typically player) while breaking for signal/station.
- Fixed that the technology ingredients weren't sorted.
- Unified the rail align of signal to the diagonal rails (more).
- Fixed crash when the recipe of assembling machine is changed while the GUI is opened. (more)
- Fixed another updater post*update logic error on windows.
- Fixed shift*removing equipment from the equipment grid freezing the game. (more)
- Fixed the item to entity insertion logic. (more)
- Fixed crash when autosave happens immediately after loading a multiplayer map as a new player.
- Fixed some UI icons not scaling correctly and not being displayed pixel*perfect(more)
- Fixed that the order of products in the recipe is now specifiable by the Lua definition the same way as the ingredients.
- Fixed that saves with corrupted energy sources because of the double entities problem in 0.11.16 are not loadable now.
- Fixed the crashes that can happen when accessing the train controls in multiplayer. (more)
- Fixed electric energy logic, so it is handled properly when the electric poles /electric machines are moved (mod related).
- Fixed that rail signal disconnected from rail didn't show health bar and deconstruction icon.
- Fixed crash when clicking into GUI in replay mode.
- Fixed that the button based questions in the sandbox scenario logic could interfere with other mods. (more)
- Fixed occasional crash when building cargo wagons/locomotives. (more)
- Fixed crash when removing rail under train in map editor or from a script. The train on the rail is destroyed in that case.
- Fixed wrong saving directory in the non*hosting MP client(more).
- Progress bars in Multiplayer (loading map, autosaving, etc.) don't overlap but instead stack.
- Fixed missing executable permissions in Linux tarball.
- Fixed minor issue with generated map even size being rounded up (more).
- Electric turret shows energy consumption properly depending on the shooting speed upgrades.
- Fixed that the north pipe covers of machines were drawn over the entity. (more)
- Fixed the crash when autosave is triggered while the computer is locked. The game will be saved without the preview picture in this situation.
- Fixed lockup when iterating large numerical arrays in Lua (more)
- Fixed that the small electric pole has wire reach 7.5, but the game was showing 8 in the tooltip.
- Fixed the tank controls, as it could start to break when it hit so meting. The tank doesn't get stuck when plowing through stuff now.
- Fixed, that the GUI of inactive mod wasn't deleted the same way as the mod was removed completely. (more)
- When the player data file gets corrupted, the file is ignored and the game can be still launched.
- Fixed that furnace can be modded to have no output/input inventories without the game crashing.
Changes
- Increased the pathing penalty for non*moving train in manual mode from 200 to 1000.
Debug
- When building/selecting rail signal, the connected rail is shown by the green selection box.
- Added verbose logging option in other settings. This adds extra logging for the Multiplayer.
Scripting
- Fixed that player.can_insert returned always true. (more)
- Fixed that the access luaPlayer/luaGuiElement and luaGuiStyle could result into crash when the corresponding player was removed.
- Trigger effects of type create*entity now have a property "show_in_tooltip" which determines if the creation of the entitie(s) should be shown in automatically generated tooltips.
- Added LuaTechnology:: upgrade, prerequisites, research_unit_ingredients, effects, research_unit_count, research_unit_energy read.
- Moved radar nearby scan range into the prototype.
- Moved the night vision tint color into the night vision equipment prototype.
- Fixed game::always_day read not returning anything.
- entity.teleport is no longer permitted for walls, transport belts or entities with fluid boxes. The method returns false in this case.
0.11.16
Features
- Option to specify non*standard UI scale.
Bug Fixes
- Various fixes of multiplayer logic.
- Fixed the error reporting while the game is being updated.
- Fixed the updater logic for the unicode character paths.
- Fixed that the game always crashed when ran on unicode path.
- Fixed a bug in the updater logic that could cause it to crash when the update is finished.
- Marked Factorio as DPI aware. It should fix different kind of problems with Win 8.1 and it's scaling "features".
- Pressing some key combinations while entering text in a text field will no longer activate game actions(e.g. pressing Ctrl+C no longer fires the shotgun)
- Fixed problems with low download speed when connecting to multiplayer game.
- Fixed that transport belts built by the construction robots were not deactivated properly.
- Fixed that entities deactivated internally (automatically) didn't show the no*electricity icon. The icon is disabled only for manually deactivated entities from now on.
- Fixed that removing construction robot on the way didn't re*assigned new robot to the task of deconstruction properly.
- Fixed shift*clicking equipment out of the equipment grid deleting equipment if there was no room in the players inventory (more)
- Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map.
- Better error message when the (mod) config file can't be saved.
- Fixed the black stripes in tiles visible on some specific location with specific zoom levels.
- Fixed that the curved rail didn't show the colliding entities when properly when building. (more)
- Fixed that the autosave could randomly make switch the game into the main menu without the chance to continue. (more)
- Fixed that the personal laser defense didn't aggro biters the same way as shooting in peaceful mode.
- Fixed that the debug info config was reset when the the game was updated.
- Fixed that all the personal defense lasers were shooting at the same moment.
- Fixed the crash when resizing window with bitmap caching on.
- Fixed that the bitmap caching option was confusing, as the high values were saving video memory usage, for slower performance. There is just video memory usage selector, where high values means higher performance.
- Fixed that the accumulator capacity was shown only for the first network the accumulator was in (when it is in multiple networks).
- Fixed that removing station from schedule could change the current train destination.
- Enemy structures can't be mined or opened.
- Enemy power poles can't be disconnected.
- Enemy structures can't be fast transferred. (control click)
- Dead character in the ghost move can't move and explore while waiting for respawn.
- Map/minimap is separated properly for different forces, and also switched properly when the force is changed.
- The command history entries are unified.
- Fixes of the notice of the respawn time.
- Assembling machine recipe tooltip doesn't use autocrafting logic. (more)
- Player recipe tooltip doesn't "eat" materials when the auto crafting calculation results in the ingredient not being craftable.
- Fixed the selection priority, ghosts have lower selection priority than other objects now.
- Fixed compatibility problems with older Mac OSX versions.
- Fixed rail inconsistencies when train crashes to itself.
- Fixed the crash when the map can't be saved because there is not enough free space, proper message is given instead, and the game continues to run.
- Fixed desynchronisation issues on 32bit vs 64bit system related to blueprints and movement bonuses.
- Fixed the transport belt ending drawing logic (more).
- Fixed crash when inserting items to entity that was closed in the same moment in multiplayer.
- Fixed that the player income of items inside assembling machine that was reset was not shown. (more).
- Fixed that items could get lost from assembling machine when doing copy*paste.
- Fixed that the crafting queue slots didn't have tooltips.
- Fixed crash when removing transport belts connected to splitter that was rotated.
- Fixed improper activation of rotated splitter.
- Fixed desync when changing to the god controller.
Scripting
- Moved builddistance, dropitemdistance, reachdistance, reachresourcedistance, tickstokeepgun, and tickstokeepaimingdirection to the player character prototype.
- Added LuaEntity::signal_state read for Rail Signal entities.
- Added LuaEntity::isitemonbelt read * returns true/false if an item entity is on a transport belt variant entity.
- Added LuaInventory::hasbar()/getbar()/setbar() * the inventory limit of a container.
- Fixed that module restriction wasn't working for fast entity transfer.
- Added read/write access to player force.
- Changing player force automatically changes character force and changing character force automatically changes player force.
- Additional research related fixes, to make different research of different forces to work correctly (independenly).
- create*entity trigger effect now has an array of offsets specified by the "offsets" property. The "offset" property was removed.
- Fixed several zero*inventory size related crashes with modded entities (more)
- Added LuaRecipe::products/ingredients read * the products/ingredients for a given LuaRecipe.
- Fixed that the order of ingredients in the recipe was fixed. The order of ingredients depends on the order of definition in the prototype. Mods using recipes with more than one fluid input/output might have the inputs in different order than before, which might be problem of compatibility on existing maps, but it can be solved by updating the order of the ingredients in those mods (the same way we fixed that in the base).
0.11.15
Features
- Map transfer displays transfer speed.
Bug Fixes
- Fixed (one of the sources) of the random crashes when loading games, mainly with mods containing heavy code in on_load/on_init methods.
- Fixed (hopefully) the win xp compatibility.
- Tweaks of the error reporting (stack trace written into the log).
- Fixed GUI goal description overlapping GUI elements (more)
- Fixed that inserters weren't woken up when (not) inserting material to furnace because the recipe using it is not researched upon successful research.
Scripting
- Disabled the LuaPlayer::cursor_position and zoom as they were not deterministic.
Changes
- When using the deconstruction planner, the logistic network is not drawn if the mouse if over a GUI element(more)
- Blueprint, deconstruction and cancel deconstruction selection boxes will not get un*selected when hovering over GUI elements. Instead they will not activate if the mouse is released under a GUI element.
0.11.14
Bug Fixes
- Proper handling of user paths containing non*ASCII characters.
- Stack trace is written to log when the game crashes in windows (was non windows only until now).
- Less restrictive (rail collisions related) train signal placement.
- Fixed that the logistic robot storage bonus wasn't used when the full transport belt was being deconstructed.
- Fixed that all the robots were sent for deconstruction of non empty objects with no logistic robot storage bonus research.
- Fixed the required construction robot calculations related to deconstruction of chest/transport belts with mixed contents.
- Fixed loading of save with different mod configuration that caused items to have different type. (more)
- Fixed the layer of drawing of pipe covers.
- Fixed that the attempt to clear empty blueprint consumed electronic circuit (more)
- Optimized the situation when huge map needed to be recharted (sometimes needed when moving to newer version).
- Optimized the Lua garbage collection strategy.
- Fixed few small problems with the building collision check logic. (more)
- Fixed the crash when viewing the stop distance debug info of train.
- Fixed the inserter insertion logic when inserting mixed ingredients into the furnace. (more)
- Fixed water appearing in maps even when it is disabled.
- Fixed that the deconstruction icon could be under the contents info icon for some entities. (more)
- Fixed that transport belts marked for deconstruction still moved the player/car/enemies.
- Fix (theoretical) of the fast speed on 120Hz screens.
- Further fixes of the manual train controls.(more)
- Fixed that the big numbers weren't visible in the electric/production statistics.
- Fixed that vertical straight cables wasn't always visible when the game was zoomed out.
Scripting
- Added write access to ammo amount left of item stack.
- [] operator of LuaInventory returns LuaItemStack object instead of the simplified table.
- LuaInventory::getitem_stack was removed as the [] operator can be used instead.
- Added read property LuaItemStack::prototype.
- Added LuaItemStack::drain_ammo/add_ammo.
- Fixed crash when assigning non*existent style.
- Fixed crash when assigning invalid point_to in game.show_message_dialog.
- Fixed that teleporting item stack on belt didn't register the item on the belt.
- Removed LuaInventory.isValid() and added LuaInventory.valid for consistency
- Added LuaStyle::name * returns the name of the style.
- Reworked all LuaObjects that can be invalid to support the "valid" readable property.
Modding
- Furnace never cleans the input/output fluid boxes on load.
- Stable order of the input/output fluid boxes of crafting machines.
0.11.13
Bug Fixes
- Fixed the freezes related to train building.
- Fixed the inserter activation logic related to situations where inserter takes the fuel from the entities powered by fuel.
- Fixed the collision checks related to gun turrets.
- Fixed the train colliding with itself when the destination was changed manually. (more)
- Stopped, manually controlled train adds additional penalty (related to train path finding) of 200 tiles to the block it occupies.
- Fixed the possible crashes related to invalid map exchange string.
- Fixed crash related to loading save that is autosaved the very next tick.
- Gates open in front of the moving character the same way as in front of the moving car.
0.11.12
Bug Fixes
- Fixed building collision check of car/trains.
- Fixed that offline players in multiplayer were receiving alerts that were never cleared, so their alert counts were increasing forever. This not only increased save game size, but increased the CRC calculation time as well.
- Crc calculation time was heavily optimized and is calculated only for online players.
- Fixed that inserters could take items from flying robots. This also disables control*clicking robots to steal their items, but it was not intended feature anyway.
- Fixed the logistics request text box. (more)
- Changed default logistic request amount for few items to be different (10) than the stack amount (modules + alien artifacts).
- Fixed the problem of the shaking frame of the assembling machine (and possibly other) entities in the GUI preview.
- Fixed the shaking image of burner mining drill.
- Fixed the reversed manual controls of train when driving backwards in some cases.
- Fixed the splitter drawing in blueprint preview.
- Gates open in time (depends on the speed) for cars/tanks.
- Proper processing of save loading errors. The error message is shown instead of the crash.
- Fixed crashes when trying to set invalid style to GUI elements from script/console.
- Changed stack sizes of battery/energy shield to 50 so it can be built in assembling machine without getting stuck.
- Changed recipe of power armor (less processing units/steel) so it can be automated more easily as well.
- Fixed the occasional crash when some of the internal Factorio directories/files were read*only.
- Fixed that the enemy turrets were attacking in the peaceful mode.
- The logfile contains more specific OS info (currently extended only for windows).
- The game is automatically closed with notification when the service pack on windows 7 is missing.
- Fixed GUI error in the mod settings. (more)
- Fixed the bug with construction robots following vehicles outside of roboport area (again).
- Fixed that inserter could stretch for wrong wagon when facing a rail curve. (more)
- Fixed crash related to connecting tight train wagons or high*speed train crashes.
- Fixed crash related to loading save with entities that need to be removed (mod removal/change), while other mod target these entities.
0.11.11
Bug Fixes
- Fixed problems with inserters taking from diagonal wagons.
- Fixed several train related bugs and issues, mainly:
- Fixed the problem of train occasionally loosing path when moving fast. This also fixes the problems of mods with super fast trains.
- Fixed that trains could occasionally leave block behind them blocked.
- Fixed that trains could do huge detours when some block was blocked. The pathfinding is based on penalties for blocked segments now. For trains waiting in station, the more remaining time in the station, the bigger penalty.
- Removing train station doesn't remove it from the train list. If there are no stations with the given name, the station is shown as red in the schedule. Such station are skipped by the train until the station with the name appears again.
- Fixed the way train was preferring non*blocked paths/stations.
- Fixed that diagonal parallel curve blocks both tracks. (more)
- Partial fix of the constant micro*freezes/frame drops.
- Fixed problems with inserters not putting items on belts to ground.
- Fixed crash when MP game is refused by the host.
- Update doesn't require UAC approval, when the zip package version is used.
- Fixed some of the technology prerequisites.
- Fixed logistic GUI issues (more)
- The default value of item in the logistic GUI is the count of one stack.
- Fixed crash when accessing logistic GUI that is opened directly in the save game.
- Fixed that in the logistic GUI selecting already set request didn't work. (more)
- Radar ignores chunks outside the map borders. (more)
- Fixed (hopefully) the "unique_path: An Internal error occurred" problem.
- Fixed that the inserter was buildable on the top of underground belt.
- Fixed that the electric pole was buildable so close to the curved rail that it would be destroyed by the train.
- Fixed that the electric network for power armor was ran twice per game tick
- Fixed the "trying to make chunk at unreasonable position" bug related to sending empty unit group somewhere from script.
Scripting
- Fixed problems in the Lua equipment grid interface: .clear() nolonger crashes, .move() works now, and .generator_energy reports energy as a floating point value.
- Fixed that the rail directions were messed up when building rails from script. The mechanism, that changes the rail direction based on the position is still used for manual building, to allow the user to build diagonal rails without having to switch direction after every piece.
0.11.10
Bug Fixes
- Technology slots icons drawing positions.
- Fixed the crash when trying to drag non*draggable window.
- Fixed the problem of stuck inserters when putting stuff on transport belt with direction away from it.
- Fixed the crash when tips & tricks window was displayed.
0.11.9
Features
- When removing power line, the neighbors of it are reconnected. (more)
Bug Fixes
- Fixed the save corruption related to saving the game while having electric*pole selected.
- Fixed possible crashes and save game corruption when saving while having blueprint in cursor.
- Fixed the crash/desync problems when someone died in the multiplayer game.
- Added engine as prerequisite for railway, as the diesel locomotive needs engine to be built.
- Added electric engine technology as prerequisite for power armor technology.
- Added Speed module 3 and Efficiency module 3 technologies as prerequisite for power armor 2 technology.
- Fixed desync issue related to mods adding inputs/outputs to assembling machines in a way, that input/output definition order is mixed.
- Fixed the crash when you kill your car/tank using the car/tank weapon.
- Fixed the crash (trying to make chunk at unreasonable position) related to creation two members of unit group on the exact same position (mod related).
- Fixed issues with the train schedule GUI. (more).
- Fixed the text selection issues (Going back and forth while selecting the text reset the selection).
- Fixed the problems related to blueprint selection cancellation by pressing q (to get the blueprint out of the cursor).
- Fixed the crash related to item on the ground marked for deconstruction getting on transport belt *> underground belt and deconstructed underground. Items marked for deconstruction can't be moved by belts anymore.
- Fixed the crash in map editor when removing currently opened entity.
- Fixed that the First Steps script of level 03 could be broken by destroying one of the boilers or mining drill or steam engine in the tutorial part of the level.
- Fixed the cluttered map from car/tank when it crashes something.
- Green coral is affected by poison capsule (breaths*air flag is included).
- The smart inserter is waken up (alarmed), when the circuit wire is connected.
- Fixed that it wasn't possible to build on the top of the grenade crater.
- Moved the picture of spawner to the left to match the collision bounding box.
- Fixed crashes (mainly while saving) related to train with lost path trying to unlock gates on the path.
- Solved that inventory was not sorted after crafting in god mode.
- Solved that inventory was not sorted after another stack of items was moved to cursor when building, or when ammo stack was moved to gun slots from inventory when the previous slot was depleted.
- Fixed that transport belts were still animating and emitting sounds even when they were stopped and prepared for deconstruction.
- Fixed that construction robots, when deconstructing splitters/belts to ground didn't remove the items on these the same way as on regular transport belts first. The result was random items leftovers after deconstruction.
Optimizations
- Reduced the CPU load caused by big count of inserters loading/unloading transport belts. Can reduce the update time on big factories by about 30%.
Scripting
- Fixed various problems in the Lua blueprint interface.
- All the entity specific settings that can be specified in blueprint creation are now specifiable also at entity creation like game.create_entity{name="wooden*chest", bar=5, position = {0, 0}}
- Fixed the problems related to setting the blueprint icons from script.
Modding
- Disabled adding empty string as prerequisite of technology.
- Fixed the build ability check for rails.
0.11.8
Bugfixes
- Fixed crash when manually saving the game in multiplayer mode.
- Fixed several problems related to multiplayer synchronization logic 3+ players game is less problematic now.
- Fixed the stuck items on belts related to the position representation change in 0.11.7.
- Fixed the wrong positioning of player color mask of the running with gun animation.
- Fixed the character wrong animation direction of some of the combinations of aiming/running with gun.
- Fixed the crash in map editor in the far away zoom levels.
- Fixed the missing refresh of tiles of new generated areas in map editor.
- Fixed the missing (and crashes related to) blueprint previews.
- Compatibility fix of loading saves containing mods changing electric poles. The saves must be first saved in 0.11.8+ to be loadable with different electric pole mod configuration.
- Fixes of the frozen input states of character related to switching to map mode.
- Fixed that the roboport antenna animation was randomly drawn under the roboport. Modes affected: Walking, mining, vehicle riding, picking items.
- Fixed the unknown description in research tooltip in laboratory.
- Fixed that input/output material of assembling machine was lost when doing recipe reset.
- The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the burner/ammo slots are already full, so it goes to the trunk.
Scripting
- Renamed the accelerationpereenergymodifier of Lua car to effectivity_modifier.
0.11.7
Bug Fixes
- Fixed the problem of older OS*X compatibility.
- Fixed the problem of multiplayer disconnect when loading/saving larger game as the other peers didn't get any info about the progress.
- Fixed (another) desync problem related to beacons.
- Fixed cutting off last character of single word console commands.
- Fixed the 32bit versus 64bit desync issue related to damage (and health manipulation).
- Fixed the wrong build ability check for curved rail versus gate.
- Fixed that the car wasn't always pushed by transport belts.
- Fixed that the scorch mark was created water.
Optimizations
- Reduced the savegame size by 53%, this reduces also the saving time by roughly 40%.
- Reduced savegame memory usage up to 10%
0.11.6
Features
- It is possible to copy paste the train schedule by applying copy paste on the locomotives.
- It is possible to copy paste station names.
- Train looks one more step ahead when avoiding blocked stations with the same name.
Bug Fixes
- Fixed (another) desync problem related to path finding.
- Fixed desync problem related to the pollution calculations.
- Fixed desync problem related to entities connected to beacons.
- Fixed desync problems related to spitters attacks.
- Fixed desync problem related to previewing blueprint with mining drill.
- Fixed desync problem related to unit group movement.
- Fixed crash related to deactivating of chunks because of pollution diffusion.
- Fixed crash related to removing cables of electric poles that is connected to machine by red/green cable.
- Fixed crash and desync issues related to assembling machines with more than 1 result item. (only happens in mods)
- Correct activation of transport belt based entities when their deconstruction is cancelled.
- Fixed crash on exit when the mods folder was removed before the start of factorio.
- Fixed that underground belt to be deconstructed was accepting items, from the connected belt.
- Fixed that lights marked for deconstruction were still providing light even without power and during the day.
- Fixed problem with rocket defense in multiplayer.
- Oil refinery and chemical plant disconnected from pipes when the recipe was reset.
- Fixed running the replay of the single player mode. (Replays of multiplayer mode still need few fixes).
- No error message about missing red/green wire when copy pasting inserter settings containing connection to electric pole that it is already connected to.
- Copy pasting of inserter/smart chest can be used to reconnect the circuit connection as well.
- Fixed the sandbox in the multiplayer mode.
- Fixed the missing exe icon on windows (again, now even in the final deploy script ^^)
- Fixed the cross device link error when saving game to a symlinked directory.
- Fixed missing selection box when connecting two different electric poles with red/green wires.
- Fixed crashes on OSX Lion.
Graphics
- Added ground patch to remnants.
- Better integration of the explosion particles.
- New graphic of car. Overall enhancement, added player colour mask, turret and wheel animation.
- Added small scorch mark as a result of heavy weapons (grenades, rockets, tank cannon).
Balancing
- The range of all spitters have been set to 15, so they don't out-range the gun turrets.
Scripting
- game::can_place_entity is now stricter, it doesn't return true for some cases where it is possible to build manually, like building over items, fast replacing entities etc.
- Event on_GUI_clicked now contains player_index instead of player object to be compatible with the other events that have player_index as well.
0.11.5
Bug Fixes
- Fixed the faulty connection logic for splitter preview.
- Fixed the crashes when doing certain actions in the sandbox mode.
- Added sanity check for the coordinates of chunk creation, chunks are limited to position of 1000000.
- Fixed crash in map editor when building lab.
- Fixed "start level" button of transport belt madness.
0.11.4
Features
- Added preferred screen option in the graphics option.
Graphics
- Upgraded the player running animation.
Bug Fixes
- Fixed 4 different problems in path finding that created desync errors.
- Fixed desync problems related to the logistic network.
- Fixed desync problems that would arise when something happens near the edge of the map.
- Fixed desync problems that would arise when using the teleport method in the level/mod scripts.
- Fixed desync problems related to working sounds near the edge of the generated map.
- Fixed desync problems related to viewing edge of the map.
- Fixed desync problems related to usage of furnace with fluids (can happen only with mods).
- Fixed desync problems related to removing electric poles connected with circuit network.
- Fixed desync problems related to having damaged items in the inventory.
- Fixed that the circuit network wasn't cleared when using LuaInventory::clear on inventory of chest connected to circuit network.
- Fixed crash when roboport without energy was destroyed and rebuilt by construction robot.
- Fixed crash when showing the attacked alert details that contained alert of other player being damaged.
- Multiple players can connect to the MP game at the same time.
- Fixed problems with locale names containing dash (for example zh*CN).
- Fixed case sensitivity problem with Chinese font on Linux.
- Fixed freeze when closing Assembler's GUI with tool*tip (more).
- Loading MP game in SP tries to retain player's original identity (more).
- Fixed swapping gun turret ammo types (more)
- Fixed that the information about which mod crated (or modified) the item/entity/recipe/technology was missing.
- Fixed that the cargo wagon didn't have resistances.
- Fixed that alert sounds weren't working properly (again).
- Fixed adding a new train station to a schedule of a train if isn't selected destination like first (more).
- Fixed replays for the singleplayer.
- Fixed that LuaEntity::get_circuit_condition crashed the game for entities with non*zero condition, but no connection to the circuit network.
- Fixed the infinite furnace rebuilding bug (more)
- When there is invalid control sequence in the translation, instead of closing Factorio when it id displayed, the text just contains the error message.
- Fixed that the game removed all the GUI created by mod automatically on game load. Now it removes just GUI of mods that were removed as before.
- Fixed that rail over gate (or the other way around), wasn't buildable as part of the blueprint, as the first one built removed the ghost of the second one.
- Fixed that the exe file in the zip package was missing the factorio icon.
- Fixed that the menu in map editor was not responsible after clicking exit and cancel.
- Fixed that construction robots didn't have the working sounds.
- Fixed possible crashes and logistic/circuit network inconsistencies related to removal of items in inventories that have smaller size due to different mod configuration.
- Fixed that changing terrain from script (used by some mods that work with terrain), wasn't updated on screen until forced by zooming or moving the screen away and back.
- The sandbox scenario now doesn't have the character visible.
Balancing
- Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.
Scripting
- Fixed that LuaEntity::get_item_count returned 6 times more for ammo turrets.
- Removed write access to LuaGame::tick.
- Disabled deactivating of rolling stock.
- Lua debug library no longer return paths containing installation directory.
Modding
- Fixed that the data*updates.Lua of base mod would overwrite the created effect of mod entities by the smoke effect. It now just adds the smoke effect to the specified effect.
Changes
- Rail signal that is not dividing two rail blocks is changing colors the same way, as when it is connected to no rail because it does nothing, more at this link.
- The standardized mod naming convention is now enforced.
- Changed the preferred*screen*index config option to preferred*screen*index (spelling error fix).
- Health description will no longer show full health when the entity has minor damage (and health bar is shown).
0.11.3
Bug Fixes
- Fixed crash when building trains.
- Fixed that the sandbox scenario was not working.
- (Hopefully) Fixed the missing inet_pton message thus fixing the WinXP compatibility.
- Fixed that the alert sounds were not working sometimes.
- Fixed crashes when roboport was destroyed or lost power.
- Fixed potential crash after using game.remove_offline_players.
0.11.2
Features
- Mods that don't affect game state are not needed to be synchronized when playing multiplayer game or replaying game. This mainly solves the problem of multiplayer games where some of the people had scenario pack mod and some hadn't.
Graphics
- New graphics of construction and logistic robots.
Bugfixes
- Re-enabled the windows xp support.
- Fixed various build ability collisions problems.
- Fixed crashes when using walls in blueprints.
- Fixed crash when previewing gates on rails in blueprint.
- Fixed problems when rotating blueprint with walls or rotating already built wall.
- Fixed that the new hope campaign wasn't working.
- Fixed that the "can't build sound" of all players was always played to the first player.
- Fixed that the capsule range visualization was drawn for all players.
- Fixed the wrong localization of No path message of train.
- Fixed the script error when finishing FirstSteps/New hope campaigns.
- Fixed crashes when someone uses nmap on a computer running MP game.
- Fixed multiplayer 3 player "recurring dropping" problem (more).
- Shift + space pause is switched off when typing in console.
- Shift + space pause is switched off in the multiplayer.
- Fix that children_names*method only returns a single name instead of all
- Starting equipment in freeplay is given to all the new players.
- Fixed that the Allows+Requires+Cost was not wrapped as the effects list in the technology preview window.
- Fixed that single item got stuck in underground belt until second item entered it.
- Save settings when game automatically sets bitmap*caching because of VRAM shortage(more)
- Fixed crash when crafting weapon / ammo in the vehicle (more).
- Fixed that modules couldn't be used in electric furnace (more).
- Fixed crashes in multiplayer freeplay after building rocket defense.
- Fixed train movement problems * both desync and the "Ok, so we didn't make the train movement right" errors.
- Fixed that ghosts of turrets were not removed when turret was built over.
- Attempted to fix the "receiveMovementImpulse ended up with unreasonable position" car and tank error.
- Unified the Floating point model on all windows distributions. That might solve the 32bit/64bit desync issues.
- Fixed bug with double*clicking in assembler GUI during autosaving (more).
- Fixed bug with burner inserter grabbing coal even when setup with full stack (more).
- Fixed that the command /c game.regenerate_tiles could crash easily, because it didn't take the parallel map generation into account.
- Fixed train description speed units and locale.
Changes
- In multiplayer game anyone can unpause the game (not just the one who paused it).
- Walls and gates are fast replaceable.
- In Multiplayer, research progress GUI (in the top right) blinks once research has completed. There is no technology window popup anymore. This is optional behavior in single player as well.
- Fixed bug that SP game wouldn't have commands allowed after loaded from MP game.
- MapEditor doesn't allow to place and edit character anymore. Instead a spawn point (red flag) can be put on map.
Scripting
- Fixed that the on_robot_built_entity was not working at all.
- Fixed that events giving player index were crashing in the sandbox mode.
(on_picked_up_item, on_built_entity, on_player_mined_item, on_preplayer_mined_item, on_player_createditem, onplayerrotatedetity)
- Fixed crashes when modifying style of GUI of player that has no view (always in multiplayer).
- LuaPlayer::name (read) now contains the player name.
- Replaced removeofflineplayer with remove_offline_players. It takes a Lua table of player indexed to remove. If no arguments are provided it removes all the players.
0.11.1
Bugfixes
- Removed test code leftover that artificially created desync every 20 seconds.
- Fixed the localization errors.
0.11.0
Features
- First version of the multiplayer. Only co-op mode. Simplistic UI. Requires a public IP address for connecting to.Tested mostly on LAN. Replays of MP games don't work yet. Number of players is not limited.
- Added gates, they open when friendly player comes by. Gates built on straight rails become rail gates.
- Added a tank. It is way more durable than a car. It has its own set of weapons.
- Added spitters. They are a next evolution step of biters with a ranged (spitting) attack. They are spawned in their own spawners (different mask color) but only after evolution reaches 0.3.
- The console works as a chat tool by default now. In-game commands can be used, /w for whisper or /c for Lua command (previous functionality). For more type /help.
- Highlight of the items added into the inventory (more)
- Randomized lights turning on and off during dawn and dusk (more)
- Item entities are now de-constructable.
- Added a cancel deconstruction option to the deconstruction planner.
- Copy/paste entitysettings (filters) for cargowagons (like e.g. recipes for assembling machines).
Bugfixes
- Loads of determinism fixes, mainly for the multiplayer, but the replay stability should improve a lot as well.
- When game speed is < 1 the GUI doesn't lag.
- Fixed crash when trying to connect trains in a situation that would result in collision of the new train with other trains (more).
- Fixed invalid directions in game.create_entity() crashing the game.
- Calling game.take_screenshot{} no longer crashes the game.
- Fixed that some entities weren't placable in the map editor (worm corpses).
- Fixed incorrectly disabled New game -> Custom scenario -> Confirm button.
- Fixed that turret could be walked over when rebuilt until the game was reloaded.
- Accidental building is now not possible when viewing the map.
- Compatibility fix of the new OS X Yosemite.
- Syntax error in script locale is now shown in-game, without closing the program.
- Fixed crash when placing blueprints with wires over existing ghosts with wires (more)
- Fixed the rail segment bug, when mod adds two same rails at the same position.
Graphics
- New player animation. Three levels depending on the armor. All with masks.
- Rail endings.
- Biters/Spitters/Spawners/Worms are now drawn using the same picture with differently colored masks. This allows making different color combinations of biters without rising the video memory requirements.(Mods!)
- Blood splashes when units die are now procedural.
Balancing
- Stone walls need research (just red science packs needed).
- Slower crafting (0.5s->10s) of solar panels and accumulators.
- Fast/Express splitter are made from the lower variants (same as with transport belts/underground belts)
- Small electric pole can be used as fuel.
- Changed wood fuel value from (0.6MJ->2MJ), so 2Xwood made from raw wood has the same fuel value as the original raw wood.
Optimisations
- Faster map drawing.
- Optimized main loop. The game will automatically skip rendering when it can't keep up with expected updates per second. LowFPS mode has been removed because this functionality fully replaces it (it automatically lowers FPS when needed).
- Added Bitmap Memory Caching. This allows to store certain sprites classes (defined by priority) in RAM and load them only when needed. If your computer has little VRAM try setting "Bitmap Caching Level" (in GraphicsSettings) to "very low". This will keep the trains / player and enemies dying animations in RAM, saving a lot of VRAM.
Changes
- Disabled loading of saves before 0.7.0 version (You can use 0.7.5 to load older saves and re-save them).
- New physics for cars. Car now does very little damage when colliding.
- Disabled shooting from a vehicle (capsules can still be thrown).
Modding
- Added phases to the mod loading. data.lua of all mods is loaded first, then the data-updates.lua and the data-final-fixes.lua as last. This allows mods to change the data of other mods without the need to be last. This is used even in the base game, to add the dust effect when a building is created, so the effect is added to mod buildings as well.
- Every animation / sprite can now have a color tint.
- Every animation / sprite can have any number of "overlays" (see how player masks work).
- Changed the frame_width/frame_height properties of animation to width/height so it is the same as in sprite.
- Better specification for enemy spawner units (see biter-spawner for example).
- Furnace and assembling machine have been internally united. They the the same animation and quite a few properties (crafting_categories, energy_usage, crafting_speed, animation, working_visualizations). As a result Furnace can now have fluid boxes and use recipes with multiple outputs (but not multiple inputs).
- Extended car prototypes to make tanks possible.
- Electric turret uses ammo_type directly from its attack_parameters.
- Attack parameters accept warmup field which defines the delay before the effects take place (but animation and sound start playing instantly). This is now used for spitter shooting animation only.
Scripting
- Lua API for writing / reading player color (i.e. game.player.color = {r=0.7, g=0.4, b=0.3})
- Fixed saving and loading references to LuaEntity and LuaItem prototypes.
- Fixed crash when calling game.set_tiles() with invalid parameters.
- Added New LuaFluidBox object to interact with liquids.
- Lua API for reading backer names of entities (and writing station-names).
- Expansion of get_circuit_condition-method; the returned table contains a new key "fulfilled" which indicates if condition is met.
- Expansion of get/set/clear-filter methods to allow access to cargowagon filters
- Changed onplayercrafted; it is now called for every item in the crafting queue crafted
- Added new events:
- on_robot_built_entity: passes entity built
- on_robot_pre_mined: identical to on_preplayer_mined_item but called by robots
- on_robot_mined: identical to on_player_mined_item
- on_research_started: passes the research name
- on_research_finished: passes the research finished
- on_player_rotated_entity: passes the entity rotated
- on_marked_for_deconstruction: passes the entity
- on_canceled_deconstruction: passes the entity
- on_trigger_created_entity: passes the entity created; only called if the trigger creating the entity has been marked with "trigger_created_entity = true"
- on_train_changed_state: passes the train
- Added show_entity_info parameter to take_screenshot.
- Function gettext was removed completely, localized strings are now specified by the curly-brackets {"key", {"key-parameter"}, "literal parameter", 7}
- Added disconnect_neighbour: used with electric poles; takes the circuit connector to disconnect - none to disconnect standard copper wire.
- Added ghost-related methods:
- ghost_name read: the ghost entity name
- ghost_localised_name read: the localized ghost entity name
- ghost_type read: the ghost entity type
- ghost_prototype read: the ghost entity prototype
- time_to_live read/write: the number of ticks until the ghost dies
- Expanded direction and recipe to provide write access
- Expanded methods to support reading/writing from ghost entities: (connect_neighbour, disconnect_neighbour, direction, get_circuit_condition, set_circuit_condition, clear_circuit_condition, orientation, rotateable, recipe, backer_name)
- Changed set_circuit_condition parameters to: {circuit = index, operator = operator, name = name, count = count}
- Added Lua API for reading/writing information from special items (ammo, armor, blueprints, tools)
- Added Lua API for reading/writing armor equipment and equipment grids
- Expanded methods for trains: locomotives read: returns the locomotives for the train state read: returns the current train state (train states are defined in defines.trainstate)
- Lua objects can now be passed between scripts with remote.call(). If an invalid object is passed the destination interface receives nil in place of the object.
- Added game.players[] - returns a table of the current players
- Expanded player-related methods to pass "player_index" of the player doing the action. If there is no player (map editor) the "player_index" value will be nil. (on_picked_up_item, on_built_entity, on_player_mined_item, on_preplayer_mined_item, on_player_createditem, onplayerrotatedetity)
- Added "player_index" read to LuaGuiElement