Version history/0.7.0: Difference between revisions

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__NOTOC__
== 0.7.5 ==
== 0.7.5 ==


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* Added way to migrate/rename entity/item prototypes.
* Added way to migrate/rename entity/item prototypes.
* Introduced moddable game wide map settings in data/base/prototypes/map-settings.lua.
* Introduced moddable game wide map settings in data/base/prototypes/map-settings.lua.
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Latest revision as of 13:12, 12 March 2017


0.7.5

Bugfixes

  • Fixed that the train didn't stop in front of red signal in special circumstances.
  • Fixed the resistance->damage calculation for damage amount near the resistance.
  • Fixed bug causing crash with one specific rail setup.
  • Fix of loading save with non empty modular armor in secondary quickbar.
  • Fixed loading game with the armor GUI opened.
  • Fixed that logistic robots brought wrong item to requester chest occasionally.
  • Fixed bug when enemies would attack neutral objects after distraction (rails, poles, buildings, etc.)
  • Enemies will now attack neutral objects only after pollution attack or close to their spawner.
  • Resources no longer disappear when enemy bases are built on top of them.
  • Fixed rail collision boxes, tight double rail turns don't act as single block.
  • Fixed some missing prerequisites in the technology tree.
  • Fixed crash when setting recipe of assembling machine in map editor.
  • Fixed too high select item list in game with lot of items (added by mods).
  • Added Inserters/Assembling machines/Furnaces to player placeable in map editor. When placed as neutral, upgrades/technologies of player will not affect these machines when placed as neutral.

Graphics

  • Removed reference dots in rail pictures.

Balancing

  • Slightly larger resource deposits.
  • Halved the price of rails (Rails are crafted in pairs now).
  • Increased stack sizes of walls (32->64) and logistic robots (16->32).
  • Increased character inventory size (56->60).
  • Moved big electric pole from electric energy distribution 2->1 (no blue science packs needed).
  • Removed the iron working research
  • Decreased the unit count for automation research (15->10).

Scripting

  • Deactivated beacon will stop giving bonuses.
  • Fixed crash in train destructor when there is an syntactic error in the Lua script.
  • Fixed crash when reading held stack of inserter with an empty hand.
  • Fixed error when parsing the compound command for unit / group.


0.7.4

Bugfixes

  • Fixed loading of filters of smart inserters.
  • Fixed crash when loading a game from the new hope campaign.
  • Disallowed deleting rails under the train in the map editor.
  • Fixed bug with moving trains in the map editor.
  • Fixed missing name of stations built in map editor.

Balancing

  • Decreased explosive resistance of medium/big biter from 20/30% to 10%.


0.7.3

Features

  • Show the mining area of electric mining drill when building/selected.
  • Logistic robots delivery is evenly distributed between provider/requester chests.
  • Mining drill evenly distributes the selection of resource to be mined in its radius.
  • Radar explores one unexplored chunk when the sector scanning progress finishes up to distance of 14 chunks.

Bugfixes

  • Fixed the bug of map not showing entities on the right/bottom side of the map.
  • Fixed the bug of the mining resource slot of mining drill being in the left top corner when no resource was available.
  • Fix of crash when getting recipe info of item with cyclic recipes.
  • Game ignores non-save directories in the save folder.
  • Keep modules in assembling machine when fast rebuilding.
  • Fix of crash when using save with removed/changed items in the filter slot of filter inserter.
  • Fixed crash when building rolling stocks immediately connected to other rolling stocks.
  • Disabled enemy expansion in campaign levels.
  • Fixed bug of research window having two texts over each other when the research window is open.
  • Fixed that radar was working without electricity.
  • Bonus production of assembling machine is reset when the player changes the recipe.
  • Fixed bug of strange behavior when efficiency modules inserted into machine.

Balancing

  • Faster mining speed of burner mining drills (66% speed and consumption boost).
  • Restricted usage of productivity modules in beacons.
  • Resource richness increased by approximately 20%.
  • Discharge defense damages only enemies, has increased damage (300%), smaller cooldown and smaller power consumption.
  • Increased the damage radius of explosive rocket from 4 to 6.
  • Increased the effect range of the slowdown capsule from 7 to 9.

Scripting

  • Fixed that item created by game.createentity didn't start moving on transport belt.

Modding

  • Allowed to limit type of modules insertable to beacon/assembling machine.


0.7.2

Features

  • Added low graphics option for cards with lower amount of video memory.
  • Better error reporting for some updater error states.

BugFixes

  • Fixed bug when engine was not able to load map with removed tiles (loading save with active tile mod that is not present now).
  • Fixed bug with evolution factor being > 1.
  • Fixed bug with car being damaged by shooting shotgun while driving it.
  • Fixed crashes in editor (related to unzooming and exploring new areas).
  • Inserter putting coal in the furnace that has already picked the coal up will put it there even when there is over 5 items in the furnace. This will avoid stuck inserter when there are more than one feeder at the same time.
  • Fixed "all technologies" button in the sandbox mode.
  • Fixed unpredictable behavior of "None" and "Very Big" starting area settings.
  • Fix bug of loading map that contains removed/migrated items in logistic request slots or in logistic robots on the way.
  • Fixed bug with "teleporting" enemy expansion groups.
  • Tweaked small enemy and group movement bugs.
  • Fixed bug of burner mining drill accepting more than 5 coal (up to full stack) by inserters.
  • Fixed bug with the double click in list dialogues Game was loaded even when clicked on two different items in the short period of time.
  • Fixed bug when settings to not use item groups in character crafting GUI were not working.
  • Fixed bug of active window not being always on top (minimap was over it).
  • Fixed bug of the mining drill consuming resource even when executing the bonus production (given by productivity modules).
  • Fixed crash when spawning on the player port.
  • Fix in the recipe requirements calculations.
  • Total raw calculates requirements per one item with float numbers (circuit needs 1.5 copper for example)
  • Fixed crash when opening the modular armor in the container.
  • Fixed inconsistency in GUI opening state when destroying entity (chest) that contains currently opened armor.
  • Fixed crash when inventory with currently opened armor was destroyed.
  • Fixed bug that caused production modules make lab work faster.
  • Fixed bug that caused remaining pollution in inactive chunks.
  • Fixed bug in GUI opening after switching controllers.
  • Fixed crash when trying to manipulate armor with paused game.
  • Remnants are buildable/selectable in the map editor.
  • Biters are getting stuck less now.
  • Fixed bug crash when loading save with two trains next to each other.

Changes

  • Changed the recipe for lab to require 4 transport belts instead of 5.

Scripting

  • Added write access to energy property of entity.
  • Added read/write access to the peacefulmode Boolean (game.peacefulmode)


0.7.1

Features

  • kovarex's 1000th forum post :)
  • Toolbelt technology adds second quickbar.
  • Gun turret damage upgrades.
  • Added late game destroyer robots that follow the player and shoot powerful blue laser.
  • Added middle game defender robots that follow the player and shoot bullets.
  • Research screen shows current or last completed research.
  • Walls, machines and railroads leave remnants when destroyed.
  • Peaceful mode in freeplay. Biters don't attack unless attacked. Worms still shoot on sight.

Changes

  • Slowed down the enemy evolution to 1/3.
  • Enemy spawning cooldown depend on evolution level.
  • Less expensive and faster crafting of the piercing bullet magazine (5 copper instead of 10)
  • Less expensive capsules
  • Increased armor resistances.
  • 1/2 crafting time of all modules, all 10/10 advanced circuit /normal circuit requirements changed to 5/5.
  • Advanced circuit requirements 5/5 circuits/cable changed to 4/4
  • Express transport belt iron gear wheels requirement 15->10
  • Transport belt to ground craftable in pairs (price is doubled, time kept the same)
  • Faster extension and rotation speed of the gun turret.
  • First 2 levels of research effectivity don't require blue science packs.
  • Automobilism doesn't require blue science pack and prerequisite change from logistics-3 to logistics-2.
  • Basic accumulator capacity increased from 2.5kJ to 5kJ, input/output flow increased to 300W.
  • More effective logistic robot speed upgrades (25% of basic speed cumulative)
  • Slow down capsule effect time increased from 20 to 30 seconds.
  • Gun turret range extended from 15 to 17.
  • Damage increases: Grenade 10->25, Rocket 40->60, Explosive rocket 20->40
  • Lowered initial natives evolution further away from the start.
  • Fast Inserter has now the same speed as Smart Inserter.
  • One time migration that replaces all the smart inserters without the cable connection or filter by Fast Inserters.
  • Iron gear wheel stack size increased from 64 to 128
  • Decreased resting energy consumption of laser turret to 1/3.
  • Removed the blue potion prerequisite for solar panels.
  • Removed the limit of one logistic robot order per tick.
  • Speed module doesn't produce additional pollution (except for pollution increase from speed)

BugFixes

  • Fixed memory leak created when any text on the screen was printed (including GUI).
  • Fixed crash on shift + space after using a capsule.
  • Fixed map editor crash on zoom out.
  • Fixed missing English locales.
  • Fixed bug with smelting single resource in the furnace.
  • Added missing pollution descriptions.
  • Enemy bases should no longer appear on water.
  • Fixed crash when opening production and character GUI together.
  • Fixed bug with off armor equipment placing.
  • Entity info panel is shown over armor GUI.
  • Fixed that game.mapsettings.pollution.enabled didn't have any effect on the game.
  • Mining Mining drills/Labs with modules will give the modules back as well.
  • Pollution on the minimap shown only in the alt mode.
  • Fixed infinite item bug when holding item while crafting.
  • Fixed crash in god mode when editing armor contents.
  • Fixed crash when loading a game where the player is in the car.
  • Fixed crash when loading a game with ghost view.
  • Fixed showing damage alert when no actual damage is done.
  • Fixed that the electric network info didn't fit in 1280X1024 (and more square like resolutions).
  • Fixed bug with enemy spawners appearing in the player's starting area.
  • Alert notifications are visible on the minimap as well.

Graphics

  • New underground indication for belts / pipes.
  • Added creeper spawner graphics.
  • Added remnants for destroyed buildings and railroads.
  • Particle based stickers on slowed down enemies.

Modding

  • Added attack_reaction field for every entity with health.

Scripting

  • The current interface of Lua scripting is up to date on factorio wiki.
  • Orientation read only field works for vehicle, fish and unit.
  • Added read/write field accelerationperenergymodifier, consumptionmodifier and frictionmodifier to LuaEntity(LuaCar).
  • Changed isvalid() method of LuaEntity to valid property.
  • Changed set/get methods to read/write property for active, destructible, minable, rotatable and operable of Lua entity.
  • Changed getdroptarget/getdropposition to read property droptarget/dropposition
  • Changed set/get methods of alwaysday, gametime, darkness to read/write property of Lua game.
  • Removed the connectcharacter/disconnectcharacter, it is done by assigning the player.character directly (nil disconnects).
  • All functions/properties accessible by player.controller are now accessible directly by player
  • getenergy method of Lua entity changed to energy read only field.
  • disable/enable methods of Lua recipe changed to read/write property enabled
  • set/get researched/enabled methods of Lua technology changed to read/write property researched/enabled
  • added game.killallenemies() API call


0.7.0

Features

  • The factory now produces pollution. Pollution is visible on the map after pressing ALT key. Pollution is mostly produced by mining drills, things that burn coal, assembling machines and modules.
  • Enemy creepers were replaced by small, medium and big biters.
  • Enemy turrets were replaced by small, medium and big shooting worms.
  • Enemy attacks are triggered by pollution accumulated around their base (no time based attacks from the script anymore).
  • Enemies move and attack in groups.
  • Enemies wander around their base when they have nothing to do.
  • Enemies call for help when attacked.
  • Enemies can create new bases.
  • Added new weapons/ammos: shotgun, combat shotgun, explosive rockets.
  • Added upgrades (research) for all types of ammo and for laser turrets as well.
  • Added concept of capsules (usable items). Capsules are used from quickbar. Quickbar shortcut (1-5 shift 1-5) applies the capsule at mouse position. Current capsules: basic grenade, poison cloud capsule (doesn't damage buildings), slowdown capsule (doesn't work on buildings), combat robot capsules (spawns robot(s) that fight the enemies)
  • The player movement is slower when he is shooting (differs per weapon).
  • Added Modular armors with placeable equipment. The armor is opened by right clicking it. Equipment can be: night vision, speedup exoskeleton, energy sources, batteries, energy shields, laser defense, discharge defense
  • Weapons have different damage types, entities have different resistances.
  • Added production statistics similar to the electricity statistics. (on the P key by default)
  • "Shift-build" - when building with shift the settings of the last built entity of that type are applied. This works for assembling machine, smart/logistics chest and inserter, includes circuit network wiring and internal settings.
  • Laboratories and mining drills are module compatible.
  • Logistic robots try to not mix different items in storage chests if possible.
  • Placing resources now uses the "autoplace" mechanism as well (see Lua data files).
  • Better labeling of map generation parameters (swapped frequency and size), frequency and size are less dependent on each other.
  • Automatic updates can use proxy server.

GUI

  • Extended tips and tricks.
  • Mark missing elemental ingredients in the recipe tooltip as red.
  • Show cooldown of weapons/usable items in the slot.
  • Debug settings can be changed in game (F4 triggers the GUI).
  • Flying text notification when a train has no path.
  • Automatically connect rolling stocks into trains when placed nearby with indication.
  • Show direction of train stop when to be built/selected.
  • Show connected/to be connected rails that are selected/to be build
  • Double click in load/save dialog opens/saves the game.
  • Technologies in the technology GUI are sorted (using order string)

Graphics

  • Replaced enemy placeholders (units, turrets).
  • New selection boxes.
  • New arrows for inserters / mining drills.

Changes

  • Removed the filter inserter (merged with smart inserter), all filter inserters are transformed into smart inserters.
  • Land mine has bigger damage radius and trigger.
  • Disabled loading of saves before 0.3.0 version (You can use 0.6.4 to load any old saves and re-save them).
  • Enemies can destroy all player creations they find (not only labs, turrets, logistic robots, train and player as it was now)
  • Long hand inserter puts the item into the distance 2 (instead of 1).
  • Decreased the car health from 2000 to 500, laser from 350 to 250.
  • Increased the wall health bar from 200 to 350 and increased health of most of the player structures.
  • Enemy spawners and turrets slowly regenerate health.
  • Electric pole connects to all poles in the reach with no common neighbor. The limit of 5 connection per pole stays. Building electric poles with shift pressed builds it without any connections.

BugFixes

  • Straight belt pushes items from the center to one of the sides, so randomly inserted items on belt shouldn't cause sticks in the U turns.
  • Indestructible objects are now handled properly in the path finding.
  • Fix of game being very slow with lots of logistic robots with no place to put items (no free storage chests).
  • Fixed several critical bugs in the map editor.
  • Fixed of confused logistic system when rebuilding logistic chests
  • Shortened number format works properly for large negative numbers.
  • Fixed script crashes when using god mode in freeplay.
  • Fixed armor relative protection (It was inverted and 10% protection made 90% instead)
  • Player inventory didn't get autosorted when item was crafted or delivered by logistic robot.
  • Player crafting GUI didn't get updated (number of items craftable), when player received items from logistic robots or dropped item on ground.
  • Fixed sharp edges in new maps.
  • Fixed crash when player hovers ammo placed in quickbar.
  • Fixed bug of losing bonus production in furnace/assembling machine when the output slot is full (the production will stop instead).
  • Item tooltip is updated when the item on selected slot changes and closed when the slot is cleared.

Optimisations

  • Mining drills deactivate when the resources run out.
  • Speedups in the path finding (though path finding around very big lakes is still slow).
  • Speedups in enemy movement.

Scripting

  • Fixed Lua GUI element#isvalid function, it threw error when the element was invalid.
  • Added Lua object for entity/item prototype. All prototypes can be acquired by game.(entity/item)prototypes.
  • Added (readonly now) way to access tiles by game.gettile(x.y) (provides name property and collideswith method)
  • getenergy method additionally works for Lamp, Lab, Electric turret, Accumulator, Car, Locomotive and Solar panel.
  • The onchunkgenerated event is now called for all chunks, even for the starting area and for chunks created in map editor.

Modding

  • Result of shooting, projectiles, capsules and items used in general, is now specified by our small but powerful effect framework.
  • Added way to migrate/rename entity/item prototypes.
  • Introduced moddable game wide map settings in data/base/prototypes/map-settings.lua.