Version
|
Date
|
Summary
|
0.11.14 |
Feb. 2, 2015 |
0.11.14
Bug Fixes
- Proper handling of user paths containing non*asci 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. (https://forums.factorio.com/5866)
- Fixed the layer of drawing of pipe covers.
- Fixed that the attempt to clear empty blueprint consumed electronic circuit (https://forums.factorio.com/8143)
- Optimised the situation when huge map needed to be recharted (sometimes needed when moving to newer version).
- Optimised the lua garbage collection strategy.
- Fixed few small problems with the building collision check logic. (https://forums.factorio.com/8144)
- Fixed the crash when viewing the stop distance debug info of train.
- Fixed the inserter insertion logic when inserting mixed ingredients into the furnace. (https://forums.factorio.com/8275)
- 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. (https://forums.factorio.com/8216)
- 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.(https://forums.factorio.com/8241)
- 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 |
Jan. 19, 2015 |
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. (https://forums.factorio.com/8088)
- 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 |
Jan. 16, 2015 |
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 optimised 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. (https://forums.factorio.com/8002)
- 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. (https://forums.factorio.com/6947)
- 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. (https://forums.factorio.com/6391)
- 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 |
Jan. 13, 2015 |
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 occasionaly 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. (https://forums.factorio.com/7865)
- 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 (http://www.factorioforums.com/forum/posting.php?t=7942)
- 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. (https://forums.factorio.com/7943)
- Radar ignores chunks outside the map borders. (https://forums.factorio.com/7604)
- 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 |
Jan. 6, 2015 |
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 |
Dec.22, 2014 |
0.11.9
Features
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. (https://forums.factorio.com/7790).
- 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 buildability check for rails.
|
0.11.8 |
Dec.22, 2014 |
0.11.8
Bugfixes
- Fixed crash when manually saving the game in multiplayer mode.
- Fixed several problems related to multiplayer synchronisation 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 |
Dec. 19, 2014 |
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 buildability check for curved rail versus gate.
- Fixed that the car wasn't always pushed by transport belts.
- Fixed that the scorchmark 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 |
Dec. 11, 2014 |
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 defence 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 ==== Graphics ==== of car. Overall enhancement, added player colour mask, turret and wheel animation.
- Added small scorchmark as a result of heavy weapons (grenads, rockets, tank cannon).
Balancing
- The range of all spitters have been set to 15, so they don't outrange 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 compatibile with the other events that have player_index as well.
|
0.11.5 |
Dec. 5, 2014 |
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 |
Dec. 4, 2014 |
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 (https://forums.factorio.com/6793).
- Loading MP game in SP tries to retain player's original identity (https://forums.factorio.com/6744).
- Fixed swapping gun turret ammo types (https://forums.factorio.com/6707)
- 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
(https://forums.factorio.com/6079).
- 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 (https://forums.factorio.com/6873)
- 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 inconsistances 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 instalation 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 https://forums.factorio.com/6936&start=10.
- The standardised mod naming convention is now enforced.
- Changed the preffered*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 |
Nov. 14, 2014 |
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 |
Nov. 13, 2014 |
0.11.2
Features
- Mods that don't affect game state are not needed to be synchronised 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
- Reenabled the windows xp support.
- Fixed various buildability 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 visualisation was drawn for all players.
- Fixed the wrong localisation 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 (https://forums.factorio.com/6414).
- 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(https://forums.factorio.com/6467)
- Fixed crash when crafting weapon / ammo in the vehicle (https://forums.factorio.com/6296).
- Fixed that modules couldn't be used in electric furnace (https://forums.factorio.com/6337).
- 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 (https://forums.factorio.com/6515).
- Fixed bug with burner inserter grabbing coal even when setup with full stack (https://forums.factorio.com/5856).
- 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 replacable.
- 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 |
Okt. 31, 2014 |
0.11.1
Bugfixes
- Removed test code leftover that artifically created desync every 20 seconds.
- Fixed the localisation errors.
|
0.11.0 |
Okt. 31, 2014 |
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 evoluton 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. Ingame 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 (http://www.factorioforums.com/forum/viewtopic.php?t=3189)
- Randomized lights turning on and off during dawn and dusk (http://www.factorioforums.com/forum/viewtopic.php?t=3493)
- 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 (http://www.factorioforums.com/forum/viewtopic.php?t=5853).
- 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 ingame, without closing the program.
- Fixed crash when placing blueprints with wires over existing ghosts with wires (http://www.factorioforums.com/forum/viewtopic.php?t=5966)
- 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_visualisations). 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, localised 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 localised 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 recives 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
|
0.10.12 |
Sept. 16, 2014 |
0.10.12
Bugfixes
- Fixed that it wasn't possible to set a filter.
- Fixed that fast replacing moved items primary to character, it made upgrading chests and machines not practical. Instead, when fast replacing, the content is always transferred to the new entity, when it can't fit, it transfers to player, and if it can't be moved to the player as well it makes the good old item bomb.
- The right ui container is slightly larger, so it can contain the roboport info without enlarging.
- The worm turrets are not taken into consideration when deciding enemy expansions.
- Fixed that enemy expansion candidates were not updated correctly when base was destroyed.
- Fixed that combat robots were on the map/minimap.
- Fixed extra mousebuttons over gui behavior (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5810).
Balancing
- The maximum distance of enemy expansion was increased from 5 to 7.
Scripting
- makefile, takescreenshot and removepath now use logger to report failures, minor fixes in the path verification
|
0.10.11 |
Sept. 15, 2014 |
0.10.11
Bugfixes
|
0.10.10 |
Sept. 12, 2014 |
0.10.10
There is a problem with numbers/enter hotkeys that can be randomly disabled for the whole game.
Bugfixes
Debugging
- Added option to turn off vertical synchronisation of the display (v-sync).
- Fixed crash when starting game without config file.
Gui
- Progress bar showing electricity availability is now colored. Green for all required energy available, yellow, more than half, red less than half)
Modding
- Progress bar style enables to specify different colors for different ranges of values.
Scripting
- Added game.getchunks() iterator and game.ischunkgenerated(...) and game.player.force.ischunkcharted() methods
- Pre player mined item event is called really before the player starts to get items from the inventory. Note that the change means, that the event is called even when the mine can eventually fail (not enough inventory to hold all the items). This means, that there might we could also other some other event, that will be called only when the entity is really going to be removed.
|
0.10.9 |
August 29, 2014 |
0.10.9
Bugfixes
Debugging
- Added show_active_chunks debug option, shows which chunks are active on the big map.
Scripting
|
0.10.8 |
August 15, 2014 |
0.10.8
Bugfixes
- Fixed bug on windows when game couldn't be saved
|
0.10.7 |
August 15, 2014 |
0.10.7
EDIT: This is probably the shortest-lived release we had. There was a serious bug (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=5383) when saving on windows didn't work (and many people wanted to do that). So we have released the hotfix version: http://www.factorioforums.com/forum/viewtopic.php?f=3&t=5386.
Bugfixes
Changes
Balancing
- Roboport is no longer categorised as military structure.
- Therefore biters don't target it primary, only when it is in their "area of rage", same as with other factory buildings.
Translation
- Added Japanese translation and updated some of the other translations.[/list][/list]
|
0.10.6 |
August 01, 2014 |
0.10.6
The updates for Mac os aren't present as I had problems with deploying on the system while Tomas is away, but the fresh version is downloadable.
Bugfixes
Graphics
- Updated the hand picture.
- Updated the battery, rocket(explosive), plastic bar, repair pack item picture.
- Updated the editor tool icons.
- Updated the biter icons (editor).
- Updated shooting selection graphics.
|
0.10.5 |
July 30, 2014 |
0.10.5
Bugfixes
Changes
Modding
Translation
- Updated some of the existing translations and added Swedish+Ukrainian translation.
|
0.10.4 |
July 25, 2014 |
0.10.4
Bugfixes
Modding
Scripting
|
0.10.3 |
July 11, 2014 |
0.10.3
Features
- Slider input (smart inserter gui, logistic gui) now has an alternative of specifying the value exactly.
Bugfixes
Changes
- Changed the logistic robot supply strategy.
- For player, robots take just enough items to fulfill exactly the requested amount, so he doesn't get more than he asked for.
- For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get more than requested.
- Consistent stack sizes for guns.
- Lights rendering quality can be set in the graphics settings.
- Configuration option max-texture-size in config file section [graphics]
Scripting
- API call game.printentitystatistics now takes optional list of entity names that acts as a filter.
Graphics
- Updated exoskeleton equipment.
- Updated iron and steel axe icons.
Optimisations
|
0.10.2 |
June 27, 2014 |
0.10.2
Another (mostly) bugfix release, most of the critical bugs should be resolved, but it is still not a release candidate as there are still obvious bugs in our bug reports.
The automatic update system was messed up in the 0.10.0 and 0.10.1. As a result now it is working only partially: OSX, Linux for 0.10.1 -> 0.10.2 should work, the rest is downloadable from http://www.factorio.com/download/experimental as full package.
Bugfixes
- Fixed the crash when opening save with active replay saving.
- Fixed crash when smart inserter with logistic condition was rebuilt.
- Fixed leak in path finding that was causing huge saves(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4562&p=34339#p34339).
- Fixed that splitter was buildable over transport belt to ground (and vice versa).
- Fixed crash when renaming OSX application name.
- Rotation of turrets doesn't play role when deciding if the part of the overlapping blueprint doesn't collide. Rotation of other entities like belts, inserters etc. still matters.
- Fixed that the underground belt cover did have the same graphics regardless if it was input or output.
- Fixed that the underground belt direction when building to be connected with different underground didn't have the preview direction correct (both in blueprint and manual building).
- Fixed wrong blueprint positioning when it contained rail/stations and was created just from ghost entities.
- Fixed crash when showing tooltip of construction material warning for unbuildable entities.
- Locomotive recalculates path on rotation.
- Fixed pump collision box so they can be built next to each other.
- Fixed "bad allocation" bug when removing/adding roboport from bigger network in some cases.
- Fixed that construction robots placed damaged items and full health.
- The repair speed of repair packs didn't affect construction robots repair speed when using these.
- Fixed bug with placing other objects (i.e. pipes) on top of rail signals.
- Game doesn't crash when loading replays from older saves.
- Fixed buggy scrolling in train gui when item is crafted.
- Ghosts can be mined even out of the building / mining distance.
- Added the missing help methods to Lua objects.
- Fixed crashes with graphics cards that have larger texture size than available memory.
- Fixed bug with train routing when going "backwards" (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=3199).
- Fixed crash when placing rail signal for rail loop (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=3482).
- Fixed crashes when attempting to use construction robots to deconstruct rails under a train.
- Not showing energy for flying robots that don't use energy (combat robots).
- Fixed corrupted save problem that occurred when the player had follower robots active, was in a car that had blueprint with roboport in the trunk. Saves corrupted this way from earlier versions are not loadable.
Changes
- Changed the prioritization of resupplying source of logistic robots. Provider has biggest priority, then storage and the last one is passive provider. This is to avoid uncontrolled filling of storage chests from the leftovers.
Graphics
- More realistic train light drawing (light cone in the front, red light in the back).
Balancing
- Wall repair speed is twice the fast.
Translations
- Added Catalan translation.
|
0.10.1 |
June 20, 2014 |
0.10.1
Automatic updater won't work because of technical problems. Just download the game from experimental releases section at our website.
Beware: There is a bug for games newly created in 0.10.1. These games cannot be loaded after save. Better not to start new games in 0.10.1 (old saves work as expected), see more at http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4440
Features
- Sounds for alerts.
- Proper visualization of trains and car on map / minimap.
- Added scrolling for windows that get too large (i.e. because of mod additions):
- Map generator, Technology list, Removed content window, Finished game window (kill counts), Debug settings gui (F4).
Bugfixes
- Fixed bug when turrets were not shooting.
- Fixed crash when auto placing electric poles.
- Fixed that the shotgun had just one projectile.
- Fixed changing locale.
- Fixed multiple bugs with loading / unloading the cargo wagons.
- Fixed unloadable save from 0.9 with mod created buttons gui.
- Fixed bug with wrong alt info for the cargo wagon.
- Fixed bug when boiler couldn't fast[*]replace the pipe.
- Fixed occasional crash when fighting with biters (calling for help biter without behavior).
- Fixed crash on loading save where generator equipment has been removed because same mods are not installed.
- Fixed bug with migrated inserters (when mod is removed) causing the save to be not loadable.
- Fixed that game couldn't be started when audio can't be initialised.
- Solved that gui of removed mods stayed in the save forever, it is removed now.
- Fixed bug when pausing scheduled trains didn't clear yellow signal.
- Fixed bug with wrong signal placement(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4274).
- Fixed changed direction of transport belt to ground when used in blueprint sometimes.
- Fixed that finishing research desynchronised replay.
- Fixed bug when two ghost underground belts can be built on top of each other.
- Fixed internal tool error when repairing(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4013).
- Turrets are rotatable when building and their direction is preserved in blueprints.
- Fixed bug with construction robots following vehicles outside of roboport area.
- Fixed wrong position of splitter in the blueprint building preview.
- Fixed bug when train stops (and other backer related entities) had no name when placed from the blueprint.
- Logistic robots will not insert items that would exceed the requested count.
- Fixed bug with biters stuck in the corners of their own bases (they "disappear" after some time).
- Fixed the shotgun ammo damage tooltip info, it is now in the form of 12 x (6 + 2.5)
- Fixed bug with filters not shown in the second quick bar.
- Fixed slot highlight bug when crafting the highlighted item.
- Fixed that requester c filters get copied to storage chest when built over. They had no meaning there.
- Fixed bug when construction robots used 0 movement energy on their way to repair / construction the target.
- Fixed bug when entity settings copy was placing red wire instead green for smart chests.
- Fixed bug when entity settings copy for wires was not working at all for logistic containers.
- Pasting entity settings copy will now work only for entities in the players reach.
- Wires now don't have an unlimited wiring range.
- Game doesn't crash on invalid number input in map generation gui.
- Added missing open / close sounds for logistic containers.
- Idle sound for entity is not played when it is out of energy.
- Fixed oil leak from pumpjack(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4353).
- Updated item counts for starting sandbox chest(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4394).
Optimisations
- Reduced slowdowns when drawing many lights (lamps, accumulators, etc.) at night (light can be a bit pixelated).
- Limit for number of concurrent paths searched in the path finder (reduces problems for the "big save bug").
Changes
- Removed the trailer mod from the standard distribution to avoid confusion.
- Reduced creeper spawning in big and dense nests (reduces problem for the "big save bug": http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4383).
- Construction robots take as much repair packs as they can carry (not just 1) when going repairing.
- Larger cargo wagon storage area: 15 => 20 stacks.
Graphics
- New beacon graphics.
- Added new icons (pipe, pipe to ground, plastic bar, engines, iron ore, stone, raw wood).
- Pushed colors of inserter icons.
- Fixed minor issue with fast transport belt to ground looking twice as fast.
Scripting
- game.canplaceentity now works correctly for rails, and checks all the additional conditions as when building manually.
- Conditions like water for pump, rail next to signal/station etc.
- Every Factorio Lua object now has a method help() that returns a string with names of all methods and member variables.
- Fixed car's consumptionmodifier (how much energy it can take from the energy source).
Modding
- Fixes to make assembling machine/lab with burner energy source possible.
- The inventory index for fuel is shared for all entities now in defines.lua it is specified as inventory.fuel
- Fixed that different rail types were placeable over each other.
- Fixed bug in trailer mod saving / loading. This resulted in stop during autosave.
|
0.10.0 |
June 06, 2014 |
0.10.0
Beware of the trailer mod
The trailer mod changes the game properties significantly. If you have it enabled it can cause some very strange behavior in your existing games (different recipes, different consumptions, different speeds of vehicles, etc.). Use it only to preview the trailer scenario!
Features
- Environment sounds. Active machines close to the player create a small factory orchestra.
- Proper volume settings for master volume / effects volume / etc.
- Map generation string - stores seed and settings for sharing map conditions.
- Clipboard copy & paste (useful for map generation string, updater username, updater password).
- Station names can be changed in the train stop gui.
- Burner inserter will use item with fuel value for itself when it has empty inventory.
- Logistic and Construction robots slowdown to 20% of regular speed when out of energy (instead of dying).
- Flying text indication for items collected while placing a building (for instance a rotated transport belt).
- Cargo wagon can have filters in the inventory.
- Blueprints copy circuit network connections.
- Updater can now detect some problems caused by firewalls.
Graphics
- Dust effects when building is placed.
- Added new doodads for dead desert (dead trees, dead trunks, stones, grey grass, etc.)
- Different inserter hand drawing logic (now including hand shadows).
- New icons (circuits, steel, copper plate, inserters, etc.)
- Puff of smoke when locomotive stops.
- New steam engine graphics.
- New radar graphics.
Gui
- Proper research unit tooltip in the laboratory gui.
- Save game gui tweaks (Enter key in text field saves game, text field starts with focus)
- Scenario message dialog resizes when the image is too big.
- Whole language name in locale dropdown.
- Slots with filter have a blue background (both in quickbar and in cargo wagon).
- Highlighted item in inventory (when hovering over corresponding recipe) is blinking.
- More polished loading screen.
Sound
- Working sounds for most of the machines (inserters, assemblers, furnaces, steam engines, labs, etc.).
- Sound effects for car and trains.
Changes
- Disabled loading of saves before 0.6.0 version (You can use 0.6.4 to load any old saves and re-save them).
- Miners in blueprint are ignored when no resource present, instead of blocking the whole blueprint.
- Changed stack sizes of items to be 10 based, so it fits the inserter/requester count values.
- Smoother car acceleration and braking.
- Changed walls/pipes/pipes to ground/boilers/pumps collision boxes logic. It is possible to walk between diagonal (not connected) walls now, but when connected, there is no space inbetween.
- Backer names are used for Locomotives, Roboports and Radadars.
Optimisations
- Parallelised map generation, the hiccups when new part of map is generated should be smaller or non-existent.
- Reduced the saving time (autosave included).
- One very long path search will not block path finder for others. This should fix a bug with stuck biters.
Bugfixes
- Fixed that inserters had switched the closed/open hand pictures.
- Load game dialog scrolls to the selected item (that can be off screen).
- When there are more items than 4 in the entity info (i.e. smart inserter filters), the first 4 are shown.
- Limited (and sorted) the amount of items in the finished game gui.
- Fixed crash when using fish capsule in the god mode.
- Prevent negative overflow when mining resources.
- Unused pipe connections (in chemical plant, assembler) are passive (they don't connect with other pipes).
- Fixed crash: "Can't insert to this EnergySource"
- Fixed unloadable save with train in station with no stations left in schedule.
- Fixed that radars could explore the same chunk when their progress ended in the same moment.
- Solved that items on ground in the way of electric poles were lost when building by dragging.
- Fixed bug with hovering in the map editor over assembler gui output.
- Game won't crash when the modlist.json is corrupted.
- Fixed bug when effect from beacon was applied twice after load.
- Fixed crash when previewing a technology with "give-item" modifier.
- Inserter's logistic condition is copied when building inserter from blueprints.
- Fix of the window hanging out of the screen at start.
- Fixed the crash when a blueprint is moved to the quickbar with filter for blueprint selected.
- Fixed the inserter not working properly when loading a train wagon on junction.
- Fixed crash in the beta level 4 when player dies.
- Fixed typo in beta level 4 when explaining oil industry.
- Fixed wrong connection of newly built train wagon to train in some cases.
- Fixed that some of the capsules couldn't be fired repeatedly by holding the button.
- Fixed that player wasn't notified about items collected from belts when rebuilding them with different direction.
- Fixed crash when loading save where entity with electric energy source has been removed because same mods are not installed.
- Fixed problems with unicode characters in the path when updating.
- Game doesn't crash when no scenario is selected in custom scenarios screen.
- Corrupted saves don't crash the game to desktop, just give an error message.
Scripting
- API to take game screenshots.
- Simple API to write to disk (makefile, removepath).
- Added trailer mod (data/trailer), that contains map and logic for new Factorio trailer.
- Added set/get/clear filter methods to access inserter filters
- Added set/get/clear requestslot to access requester chest requests.
- Added set/get/clear methods for circuit conditions.
- Changed the game.disableminimap to read/write value of player.minimapenabled.
- Added lua interfaces to force to get/set modifiers
- Expanded connetneighbour-method
- Removed the crash when die/destroy is called on the dying entity in the onentitydied hook.
|
0.9.8 |
April 11, 2014 |
0.9.8
Note, that we also updated the scenario pack to version 0.9.8
Bugfixes
- Fixed crash when starting the game on MacOSX with less than 512MB video memory. Instead low-graphics is set on and a dialog appears with information (same behavior as on win and linux).
- Fixed crash when using fast transfer (control click) in the demo levels 1 and 2.
- Removed 0 iron ore resource fields in demo level 1.
- Fixed bug in the map editor that created resources with 0 amount.
- Fixed that mouse button action set to close gui didn't work over the gui (same for similar actions). Mouse actions that interact with the map, like mining shooting etc still work only outside of the gui.
- Slightly better allocation of count of construction robots to deconstruct entity with items inside.
- Fixed the allocation of construction robots to targets in some cases, mainly for containers built using blueprints.
- Fixed twitching of animation of some entities in special cases.
Scripting
- Fixed gettile/gettileproperties method not fetching correct tile for floating point negative numbers.
Graphics
- New small electric pole graphics.
|
0.9.7 |
April 04, 2014 |
0.9.7
Note, that we also updated the scenario pack to version 0.9.7 so it is now compatible with current version.
Bugfixes
- Fixed bug with big biters appearing in the beginning on maps created in map editor.
- Fixed crash when a beacon is built from the blueprint.
- Fixed too big maximum zoom level.
- Belt to be deconstructed doesn't accept new items, so it can be deconstructed.
- Fixed the wrong positioning of bottom to left basic transport belt.
- Fixed bug with roboport deconstruction by its own robots.
- Fixed the error of not accessible config.ini when factorio crashes during start while the config directory doesn't exist.
- Fixed that used ammo specified in personal logistics didn't trigger logistic robots to resupply.
- Fixed the inconsistency of blueprint preview and result when the last build entity was diagonal (rail, semaphore etc.).
- Fixed the pump animation direction. It was running backwards.
- Fixed that manual rebuilding rails on top of the rail ghost didn't remove the ghost in most cases.
- Fixed that pipe/storage tank/assembling machine that was destroyed and rebuilt by construction robot did keep the fluids inside.
- Fixed alerts on map, the important ones are on top (destroyed object > damaged object > turrets firing > materials) and they don't flicker.
- Fixed wrong damage info calculation for distractor robots (they had 2.5 damage not 5).
- Fixed bug when inserters waited too long before putting new barrels to unfill to assembling machine.
- Fixed saving by double click.
- Better error reporting in windows updater.
Balancing
- Productivity module slowdown changed from 20%->15%, consumption penalty changed from 50%, 70%, 90% -> 40%, 60%, 80%
- Distractor basic damaged increased: 2.5->3.5 and time to live increased 30s->45s.
Scripting
- Fixed that findnoncollidingposition returns nil instead of huge values when the position isn't found.
- Limited the game.setspeed value to be at least 0.1.
Graphics
- Reskin of the big electric pole.
- Updated icons (still work in progress): assembling machines, transport belts, fluids, barrels, wires.
- Fixed little glitch in the roboport animation (animation and base are separate sprites now).
- New transport belt graphics.
|
0.9.6 |
March 28, 2014 |
0.9.6
Bugfixes
- Fixed loadability of save with inserter in logistic network, that has cleared the logistic condition due to mod removal.
- Fixed of loading save with gui element with custom mod style, when the mod was removed. Note, that we plan to remove gui created by mod that was removed completely in the future versions.
- Fixed crash with inserter putting stuff to rail-tile when first the rail and then the inserter is removed.
Graphics
- New transport belt graphics.
|
0.9.5 |
March 25, 2014 |
0.9.5
Features
- Fixed crash when reconnecting nonempty connected ending part of underground belt.
- Fixed that migration changing logistic chest to other logistic chest with different mode works properly.
- Fixed that assembling machines with recipe were not working correctly with blueprints.
- Fixed bug when all entities (including player, biters, etc.) built in the map editor had neutral force.
- Fix of loading save that have removed/migrated items in circuit/logistic condition.
- Assembling machine isn't shown as producer in electricity statistics.
- Fixed crashes in the 32 bit Linux version.
Graphics
- The fire of refinery emits light.
Scripting
- Function table.deepcopy from lualib.util copies factorio lua objects as references.
Translations
- Added hungarian translation.
|
0.9.4 |
March 21, 2014 |
0.9.4
Known issues
If you are using Dytech mod you will need to download the new version, otherwise the game won't even start. This is due to the change of provider chest to active provider chest.
Features
- Added passive provider chest. Provides items only for requester, construction and player. Not for storage chests.
Bugfixes
- Moved lubricant recipe from engine technology to oil processing as lubricant is not needed for basic engine anymore.
- Enabled engine technology in the campaign level 2.
- Fixed various problems when mod changes electric usage priority of existing entities.
- Fixed a bug in displaying electricity production / consumption.
- Battery technology unlocks science pack 3 instead of rocketry.
- Fixed too wide filter selection gui when too many items are in one subgroup.
- Limit the size of the blueprint preview, so it is usable for huge blueprints.
- Fixed that control clicking to get items from the logistic robot could crash the game in some cases.
- Fixed that having error in the mod init rewrote the config file specifying which mods are enabled.
- Fixed crash that could happen when save containing mods altering damage types is used without the original mod and car/crain crash happens.
- Fixed dangling tooltip of the slot inserter logistic condition when closed.
- Fixed small-plane recipe in campaign level 4.
- Removed accumulator research and requirement from the 2nd beta level.
- Updater checks update packages to be applied before actually running them.
- Fixed that assembling machine recipe configuration was lost when using blueprints.
- Objects with even dimensions like 2X2 are centered over the cursor better when building.
Changes
- Using subgroups and item groups for entities as well. This partially fixes problem with overflowing window for entities in the map editor.
- Dynamic window size for smaller displays.
Modding
- Added a way to specify recipe hidden, so it doesn't appear in the crafting window.
- Added a way to specify whether to use apply_projection for rotated sprite or not.
Scripting
- Added way to add ghost structures.
- Added way to order/cancel deconstruction from script.
- Limit the entity.energy write property by <0, max buffer size>
Translations
- Added simplified chinese translation.
|
0.9.3 |
March 14, 2014 |
0.9.3
Bugfixes
- Fixed crash when loading save containing gui created by script.
- Logistic robot didn't need robot flying frame to craft.
- Fixed crash when construction robots destroyed tracks under train. Now they wait for the train to move away.
- For two different pipe to ground types, the distance limit is the now the minimum of the two connections.
- Fix of crash when changing ambient when the game is not opened.
- Fixed that some of the underground belts conents were given to player on game load.
- Fixed infinite map generation with too dense enemy bases.
- Fix of loading a save with equipment in armor that is from mod that is no longer active.
- Enabled engine research, so automobilism is researchable and 1. beta mission completable.
- Fixed smelting steel in prebuilt furnaces in campaign level 2.
- Fixed bug with boilers and pipe fast replace.
- Fixed bug with onentitydied notification and item count.
- Fixed bug with assembling machine connecting to pipes even without fluid recipe.
- Fixed bug with infinite output coming from mining drill when having multiple mining results.
- Fixed crash when disconnecting from character in the car.
- Laser turrets can be researched in New hope campaign level4.
- Removed one (minor) memory leak.
- Fixed gap between current and per-minute stats in production statistics gui.
- Separate input and output counters for production statistics.
- Solved roboport left/right jitter on low graphics settings.
- Fixed incorrect button positions (and lack of resolution update) when starting Factorio as maximised.
- Fixed bug when unavailable recipes were not displayed in assembler recipe selection without subgroups.
Scripting
- Added a way to change resize_row_to_width of style from the script.
- Vehicle passenger is accessible from the Lua API.
|
0.9.2 |
March 08, 2014 |
0.9.2
Bugfixes
- Fixed crash when train stop is built in blueprint before rails.
- Fixed bug when crude oil barrels couldn't be unloaded.
- Added missing recipes for productivity module.
- Fixed bug when belts to ground could be built on top of each other.
- Fixed bug with items not going into fast / express belt to ground.
- Barrel filling was affectable by the production module.
- Fixed segfault at research screen after researching tool belt
- Fixed missing translation after loading game in campaigns.
- Fixed bug with mining drill getting stuck on low yield resource.
- Fixed overflowing effects in the technology preview gui.
- Displaying car rotations when building it.
- Unified the smelting recipes time to mean seconds in the stone furnace.
- Train stop and Lab built from the blueprint have proper dedicated to names.
- Fixed stucked items on transport belt in special case.
- Enabled inserter to take fuel out of the boiler.
- Fixed drawing of equipment and some of the icons in low-graphics mod.
- Fix of some of the icons scale in low graphics mode
- Fixed bug with chemical plant draining the fluid from the pipes.
- Tweaked what "size" setting does for resources.
- Fixed that repair sound ignored sound volume settings.
- Fixed that inserter couldn't (inconsistently regards to logistic robots) take out of the red (limited) part of the inventory. The limitation is now just for input.
- Fixed clouds drawing in low-graphics mode.
- Fixed that trying to build trains as ghost did create corrupted rails.
- Crafting gui has the size that fits all groups, so it don't change size when switching groups.
- Right gui container doesn't change size when certain entities selected.
- Fixed bounding box + connectability of underground belt build by blueprint.
- Items in the selection guis (quickbar filter, logistic filter, etc.) are ordered into subgroups.
- Fixed offshore direction when building using blueprint.
Changes
- Assembling Machine Recipe Gui shows all the recipes, but those that are not craftable are show in red (consistent with character recipe gui).
- Assembling Machines 2 and 3 have an input and output pipe. Electric engine unit, processing unit, filling and emptying barrels is done here.
- Locomotive can be fed by fuel even off station when not moving (on signal, out of fuel etc.)
Balancing
- Poison capsules hurt worms as well.
- Engine unit doesn't need lubricant (so car and trains don't require the oil industry).
- Fixed: Replacing underground belt's end unearthes items
- Pipe to ground is up to 10 tiles long.
- Disabled enemy spawn shift (but this might not be the cause for big biters in the beginning).
- Express belts require lubricant (because they need to run extra smooth).
- Changed the amount of wood in dry tree from 1 -> 4
Graphics
- New assembling machines.
- New inserters.
- New copper wire.
- New light cone.
- New dark entity info background (the old one can be still switched in graphics settings).
Scripting
- Added clearchart method to luaForce.
- Destroying/adding custom gui element will correctly update the size and position of parent elements holding it.
Modding
- Offshore pump can specify the fluid it will produce.
- Max on row/resize row to width in flow style can be specified.
- Pipe to ground can have multiple underground connections.
- Inserters can have arbitrary pickup and insert positions (this allows 90 degrees inserters).
- Transport belt to ground max distance is now moddable (max_distance).
|
0.9.1 |
February 21, 2014 |
0.9.1
The hotfix mod
There are two bugs in the 0.9.1 that can make the game pretty much unplayable for some people. These are: the fast and express underground belts are not working properly ( http://www.factorioforums.com/forum/viewtopic.php?f=7&t=2511 ), the crude oil barrels cannot be emptied(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=2484 ). These will be fixed for the 0.9.2 however since they both can be fixed by changing the factorio data files we have made a small hotfix that solves the issue for now. However this hotfix doesn't solve the bug when transport belts to ground can be built one on top of each other (and so they get blocked as well).
The hotfix can be downloaded from here: http://bit.ly/MPExrq - It is basically a tiny factorio mod so just copy the zip file to your mods directory and you should be good to go.
Known issues
- Existing saves might take a while (10-30 seconds) to load depending on the size. This is because of the adding-new-doodads migration.
- Basic campaign and scenario pack are still broken.
Features
- Tooltip with info of the armor equipment.
- Capsules can be used in god mode now.
Bugfixes =
- Fixed bug when blueprint in the second quickbar would corrupt the save (already corrupted saves can be loaded again).
- Fixed bug where unloadable save was made when blueprint containing roboport/armor was as item on ground/held by inserter.
- Fixed save loading bug when oil refinery/chemical plant with reset recipe was saved.
- Fixed bug with stuck inserter when putting sulfur into chemical plant producing sulfur acid in some cases.
- Structures now get repaired even when they are in the bigger (construction) distance from roboport.
- Fixed that the alert icons weren't visible after resize in some cases.
- Fixed that steam engine rotation was wrong in rotated blueprint.
- Fixed double info in item tooltip.
- Oil processing shows oil-refinery in "made in".
- Fixed the burner inserter/locomotive energy consumption.
- Fluid input to chemical plant/refinery is limited to twice the amount in the recipe.
- Chemical plant and oil refinery accept modules.
- Fixed bugs in the automatic connection of rolling stock when being built.
- Updated migration to enable explosives recipe when explosives are researched.
- Fixed bug in assembling machine fast replace.
- Fluid inputs for chemical plant/oil refinery are now saved properly.
- Requester chest now starts working as expected after settings (filters) are copied.
- Logistic condition is now copied as well for smart inserter.
- Assembling recipe machine tooltip takes fluid amounts into consideration.
- Fixed not visible recipes when item groups are turned off (Forced in the tutorial campaign).
- Fixed leftovers of enemies on the map when they were moving.
- Fixed crash when wrong settiles command arguments were given.
- Fixed stuck construction robots with cargo to be returned.
- Fixed that some of the productivity modules had x.9 values instead of x+1
- Fixed, that the storage tank connection to pipe wasn't refreshed when it was rotated.
- Fixed that canceling crafting didn't reset the crafting time spent.
- Show energy consumption for the exoskeleton and night vision equipment in the tooltip.
- Show dimensions of equipment in the tooltip.
- Fixed the help message to open armor to be connected with the correct control (split stack).
- Fixed crash when generating map under some circumstances.
- Updated the map generation gui to be more responsive to water settings.
- Fixed crash when throwing capsules in the God mode.
- Fixed crash when technology window is displayed over logistic condition window.
- Config file is saved as early as possible to avoid problems with switching to low graphics mode.
Changes
- Merged the second quickbar (researched by toolbelt) with the main quickbar (now it has 2 rows). The keyboard shortcuts apply to the top row. Rows can be rotated by a button or keyboard shortcut (default X).
- Fixed transport belt to ground collision boxes, so they are more inserter friendly. It is even possible to insert into it.
- Less controls in the new game dialog.
- One of the two connected pipes to ground next to each other shows icon of fluid inside.
- Very small quantities of fluid can be pushed away / destroyed by another fluid in the neighboring pipe. This helps for instance in situations with tiny fluid leftovers after pumping.
- More doodads in the maps.
- Finished crafing sound (tsss) is played only when a full non-intermediate recipe stack finishes crafting.
Balancing
- Merged oil gathering and oil processing into one technology.
- Barrel costs just 1 steel plate instead of 2 and can hold 25 litres of crude oil.
- Added cracking recipes (heavy oil to light oil and light oil to petroleum gas).
- Storage tank has 2.5 times bigger capacity (2500 litres) and takes longer to mine.
- Increased basic-grenade splash area by 30%.
- Smaller probabilities for spawning big worms close to the starting area.
- Slightly more coal is generated.
|
0.9.0 |
February 14, 2014 |
0.9.0
Known issues!
- Although we were able to spend some time with testing, so the most frequent bugs should be solved, we are quite sure there are more to be found. We altered almost every aspect of the game.
- We also didn't have time to clear all the problems specified in the Bug reports thread (we solved just those that were most simple to solve for now)
- Basic campaign and scenario pack are broken as new recipes and technologies are needed and not enabled in these.
- Only a subset of the doodads is integrated into the world generation.
- Saving a game with blueprint in second quick bar will result in a corrupted save. So please avoid having blueprints in the second quick bar. This will be fixed in the 0.9.1 and the already corrupted saves will be loadable again.
Features
- Blueprints. Blueprint item allows the player to select the area that will be copied into the item. The player can customise the icons that will represent the blueprint. While building blueprints, player can rotate these, and they can also overlap with existing entities as long as they match.
- Deconstruction tool. Allows player to order construction robots to deconstruct buildings in the selected area. When the buildings contain items (chests, transport belts etc.) construction robots first move these items out of it and place it into the logistics network.
- Oil industry. Pumpjacks mine the crude oil from the oil spills. Oil refinery processes the crude oil to oil fractions. Chemical plant processes the oil fractions to useful products.
- Added fluid storage tank.
- Added electric onshore pump (can speed up the fluid or push the fluid against the slope).
- Biomes. Gives more variation to the nature, tends to generate similar types of vegetation close together.
- Logistic network condition for smart inserters. Takes the sum of all items in storage/provider chests into consideration.
- Recipe gui contains even recipes not craftable by player (their tooltip shows machines where they can be crafted).
- Copying entity settings (replaces the old shift build functionality). Shift + left click sets the selected entity as a copy source, shift + right click applies the settings to selected entity.
- Ghost buildings can be built (shift + right click) and mined individually.
- Saves directory can contain custom sub directories. Added delete save button.
- Game saves and mods are read / written natively to the zip files.
- CTRL in the textfields including dev console (CTRL + left/right = jump word, CTRL + backspace = delete word, CTRL + up/down = home/end).
- Roboports have separate logistic radius (now 25) and construction radius (now 50).
- Player gets separate warning icon when building is destroyed.
- Warning icons tooltip shows list of entities that are under attack/destroyed/attacking.
- Highlight inventory slots that contains results of the recipe the player already have when he is hovering the recipe slot.
- Added / updated sounds for player actions (building, mining buildings, crafting, inventory move, gui click, etc.)
- Optional ordering of items sub-categories into individual lines in the crafting window.
Graphics
- New pipes graphics.
- All not connected pipe connections have ending visualisation.
- New 10 types of trees that replace the outdated 2 types.
- Doodads, small decorative objects that appear in the environment (grass chunks, trees, small bushes, rocks etc).
- Area visualizations (for electric poles, roboports, beacons, mining drills) are displayed under the entities.
- Roboports visualization density adds up only to a limit.
- Pipes show the fluid inside in the alt mode.
- Only every second pipe in the row has the window.
- Nicer rail diagonals/turns on minimap.
Optimisations
- Optimisation of the logistic network update - slow performance with many robots with cargo and no place to put it.
- Optimisation of the electric network update by the factor of 5.
- Optimisation of inserters update, inserters that have nothing to do are set to sleep and woke up when their target/source changes.
- Turrets don't search for enemies when there are no enemies nearby.
- Logistic network doesn't go through empty provider chests/satisfied requester chests any more, so they don't slow down the update.
- Only chunks with changes are recharted, so the limit of 2 recharted chunks per ticks is applied only on chunk that actually changed, this allows to have much higher areas covered by radars.
- Optimisation of the building electric poles by dragging (It could get slow for big networks).
- Small optimisation of transport belt movement.
Balancing
- Changed many existing recipes (science pack 2, science pack 3, advanced circuit, laser turret, car, diesel locomotive, logistic and construction robots, rocket, flamethrower ammo, defender capsules, most of the armor equipment, etc.)
- Nerfed down productivity modules. Best module productivity bonus changed: 15->10, it has slow down factor, and its usage in assembling machines is limited to intermediate products.
- Slightly more stone in the world.
- Pipe to ground is made in pairs and is more expensive.
- Fast/Express transport belt to ground is made from Basic/Fast transport belt to ground + gears so it can be upgraded.
- Character logistic slots technology needs only red and green science packs.
- Rail signals don't collide with player/car so it can run/walk over it.
- Halfed the radar electricity consumption.
Changes
- Multiplied all energy values by the factor of 1000.
- Optimised pipe/asembling machine/chest bounding boxes, so they obstruct the movement less.
- The green color of night vision visualisation is less dense.
- Configurable key mapping for lua console, "/" key no longer opens the console by default.
- ESC (by default) closes the windows in the game as well.
- Capsules (including the fish) are used by build action when they are in the cursor
- By default the left mouse key builds and opens gui and the right mouse key does mining.
- Disabled loading of saves before 0.5.0 version (You can use version up to 0.6.4 to load any old saves and re-save them).
- MiningDrill can be built only if there are some resources within its radius.
- The world is slowly generated around the player up to big distance, so exploring should not matter regarding the existance of enemies.
Bugfixes
- Modules are now transfered when fast replacing furnaces.
- Electricity icon of laser turrets in ghost mode.
- Fixed missing black text font borders in some of the texts.
- Fixed crash when opening gui in the ghost mode that is active in some of the challenge missions.
- Fixed crash when player fed turret with ammo at the same moment it was destroyed.
- Biters can no longer destroy the shipwreck in the 3rd new hope campaign (it is indestructible).
- Fixed that the sound of walking to the left/right was played from the left/right side.
- Fixed unloadable save when mod with logistic chest(s) was removed.
- Inserter without power will not take stuff from the chest even when it's arm is above it already.
- Fixed bug with biters disappearing in the peaceful mode.
- Fixed stucked inserters when rail is nearby in some cases.
- Fixed of wrong dropTarget of inserter that pointed to train wagon and was rotated.
Scripting
- It is possible to change tiles from script using the game.settiles
- It is possible to specify health of item.
- Read access to electric pole/pipe neighbours.
- Added connectneighbour method for electric pole.
- Stricter rules for lua scripts (no require outside mod path, no dofile function)
Modding
- Recipes can have multiple and randomized products.
- Both ingredients and products for the recipe can be items or fluids.
- Fixed bug, that item on ground created by script ignored the count of the stack.
- Added fluid_usage_per_tick and effectivity fields to the generator.
- Zipped mods can be loaded.
|
0.8.8 |
January 09, 2014 |
0.8.8
Bugfixes
- Script fixes in the first demo level.
- Fixed wrong item counts in circuit network when rebuilding non-empty chest connected to the network.
|
0.8.7 |
January 08, 2014 |
0.8.7
Bugfixes
- Fixed another instance of crash when player closed the container while moving away from it.
- Fixed bug in electric network splitting in special case when circuit network cables are present.
Graphics
- Updated some of the item icons.
|
0.8.6 |
January 06, 2014 |
0.8.6
Features
- Land mines can be rebuilt by the construction robots.
Bugfixes
- Fixed crash when player closed the container while moving away from it.
- Fixed incorrect registration/unregistration of train stop/rail signal/lab in ghost mode.
- Fixed bug that allowed the player to put 4.3G items into the empty reserved (filtered) slot in the quickbar.
- Fixed train waiting time (changed time multiplier from 1 back to 5).
|
0.8.5 |
December 31, 2013 |
0.8.5
Bugfixes
- Fixed unstable game state (savegame/exit crashes) after player re-enters logistically covered area after removing roboport covering him.
- Fixed bug that logistic robots ignored the player covered by freshly built roboport, until the player moved.
- Fixed confused logistic/construction robots accessing logistic chest with limited part containing items. Robots can take items even from the limited part of the chest now. But still can't insert to the limited part.
- Don't allow anything other than repair packs in the roboport material slots.
- Fixed wrong calculation of items used by crafting when the needed item was in the cursor.
- When logistic chest / player looses logistic cover (roboport mined or destroyed) orders for logistic robots delivering into this object are properly removed.
- Better reassignment of logistic robots to logistic networks when the network was split.
Changes
- Red and green wires go to the quickbar by default.
- Disabled the Escape key in the finished game dialog.
|
0.8.4 |
December 27, 2013 |
0.8.4
Bugfixes
- Fixed fast rebuilding from non empty container to logistic container.
- Fixed several bugs in the logistic robots job assignment logic.
- Fixed few "Input handler inconsistency" errors.
- Fixed occasional black lines when moving in the map editor.
- Fixed error in selecting tile variation logic. This was causing ocasional game crashes.
Changes
- Maximum of 10 magazines can be put into the gun turrets by inserters.
- Limit updater timeout to 10 seconds (prevents hanging when for instance antivirus interrupts communication).
|
0.8.3 |
December 23, 2013 |
0.8.3
Bugfixes
- Fixed loading of logistic chests connected to circuit network.
- Circuit network contents info has colored (red/green) slots to specify the network it represents.
- Fixed occasional non passable tiles on new generated terrain.
- Enabled the Advanced chemistry technology in the 4th campaign level that is needed to finish the level.
- Fixed bug that automatically limited the larger chest contents when rebuilt from smaller one.
- Fixed that the windows install application was kept open until the Factorio or the changelog was closed.
|
0.8.2 |
December 20, 2013 |
0.8.2
Bugfixes
- Fixed bug when armor gui couldn't be opened.
- Fixed infinite loop when looking for enemy expansion (causing 100% cpu load and eating all RAM).
- Added migration to enable combat robot recipes when technologies are researched.
- Fixed positioning of tooltip when it can't fit both under and above the cursor.
- Disabled drawing of energy icons on the entity ghosts.
- Fixed the occasional crash when viewing some of the mining drills created before 0.8.1 version.
- Fixed some cases of crashes on shutdown on MacOSX 10.9 (still takes cca 15 seconds to shutdown)
- Fixed error in the regenerateTiles (that would result in crash on the edge of the world).
- Fixed the "Can't insert to entity" when item on ground was in the way of rebuilding entity that doesn't have inventory (wall etc).
Balancing
- Roboport supply area increased from 40x40 to 50x50.
|
0.8.1 |
December 18, 2013 |
0.8.1
Features
- Alert indication when the player has not enough repair robots, repair packs or material for reconstruction.
- Show mod(s) that added/changed item/entity/technology in the tooltip (For other than vanilla content).
- Keep the inventory limit of chests when fast rebuilding.
- Repairing in god mode.
Bugfixes
- Fixed long thin "stripes" of land in the water (doesn't fix the already generated ones though).
- Fixed of unloadable saves (and wrong behavior) with destroyed roboports turned into the blueprint state.
- Fixed the map colors of the new terrain.
- Changed the map color of coal to pure black, so it is easily recognizable.
- Fixed bug when beacon wasn't deactivated/activated when destroyed and turned into blueprint state.
- Fix of inserters trying to reach distant train in some cases.
- Fix of inserters putting items into the player inventory.
- Fixed the loading of save in the 4th mission of new hope.
- Fixed crash in the map editor when right clicking in the item layer.
- Fixed updating style when switching tabs in the map editor.
- Fixed the wrong calculation of damage caused by the car crash (resistances weren't considerated).
- Fixed the display of the percentual bonus in technology modifier.
- Fixed the shift building of electric poles.
- Fixed autosorting in the sandbox mode (godmode).
- Fixed the precision problems in the bonus production.
- Fixed minor state bug with the chest in the demo level 1.
- Enemies dont go blindly forward when there is no way (resulted in the infinite spawn).
- Fixed building in map editor with overlapping selection boxes.
- Fixed building multiple entities with the same click in map editor.
- Fixed bug with fast replacable entities placed on top of each other in the map editor.
- Fixed the crazy flickering of boiler when the power consumption is very low.
- Fixed stuck robots trying to ascend from roboport to get charged.
- Fixed some small bugs of stationing robots to roboport.
- Train recalculates its path after leaving signal where it had to wait.
- Fixed bug when shotgun pellets could get through the wall sometimes.
- Fixed loading of saves containing flamethrower flames.
- Fixed the wrong attack directions of enemy worms.
- Entities rebuilt by robots after destroy lose their inventory contents.
- Fixed unkillable turrets. These appeared when turrets were killed by the pick/land/smoke. Existing unkillable turrets are terminated on the transition from older versions.
- Player (and other biological entities) are not repairable.
- Ghosts for removed (i.e. from mods) / migrated entities are removed as well.
- Removed content gui can be closed by ESC.
- Biter expansions can no longer skip over water.
- Fixed of loading of game containing entity with different energy source type than it previously had.
- Mining drill ignores resources that can't be mined because of the higher hardness.
- Ghost buildings are removed when some building is built over these.
- Ghost buildings are not rebuilt as long as player, or something other (biter), is in the way.
- Construction robots actually use up the repair packs.
- Items on the ground in the way of the rebuilt ghost building are collected the same way as when player is building manually. These items are put into the reconstructed building if possible, otherwise they are lost.
- Fix of wrong map rendering boundaries when the game window was resized while in the map view.
- Fixed few small memory leaks.
Balancing
- Much easier level 3 of the New hope campaign in the easier difficulties.
- Lowered transmission energy consumption of roboport from 200W to 100W
Changes
- Used the new terrains in the campaign levels.
- No enemy expansions in the peaceful mode (this could have caused a biter factory attack in the peaceful mode).
Modding
- Mining drills don't implicitly run the animation forward and then backward. Existing mods need to add run-mode="forward-then-backward" to their mining drill animation definitions (see the mining drills in the base).
- Scale specification works for RotatedAnimation type.
|
0.8.0 |
December 06, 2013 |
0.8.0
Features
- Construction robots that can be used to automatically repair and reconstruct damaged structures.
- Roboport - the home, charging point and transmission provider for the logistic and construction robots.
- Recreated the new hope campaign (now 4 levels instead of 2).
- Redesigned the map editor (separate editing layers, brush / spray / cursor tool, better character edit gui)
- Structures keep their damage when mined and built again.
- Structures can be manually by the player repaired with repair-pack.
- Chests inventory size can be limited.
- Inserters always work for loading/unloading in the train station, even when facing the gap between wagons.
- Guis for item selection (i.e. inserter filters) uses Item Group tabs.
- Zooming to cursor (like in online maps) in god / ghost controller, map and map editor.
- Logistic robots take items on the way to chests into consideration when trying to keep separate chests for separate items.
- Wiring cables in the map editor.
Graphics
- New terrain graphics. Terrain is composed of tiles of different sizes (1x1 up to 4x4)
- Laboratory has a light source.
- Option to turn off showing pollution in minimap even when the detailed info is on.
- Flickering light of furnace and boiler.
- Highlighted chunk edges in paused game grid.
- Cloud shadows over the terrain.
Changes
- Unified all machines to show energy consumption (maximal) in entity info description.
- Player starts with one burner mining drill and one furnace in the freeplay.
- Unified the crafting time, crafting time 1 is now equal to 1 second of manual crafting. Crafting speed of assembling machine is relative to the speed of manual crafting.
- Disabled loading of saves before 0.4.0 version (You can use 0.6.4 to load any old saves and re-save them).
- Disabled technologies are not visible as continuation in the technology preview window.
Bugfixes
- Fixed bug with the game being slow when the player was moving after the display was resized.
- Fixed lack of correction of tiles when the tile with invalid neighbour is created. (grass in deep water for example)
- Fixed of crash when trying to play a game with autosave interval set to never.
- Fixed bug of wrong connection of pipe to ground when rotated.
- Fixed incorrect calculation of mining speed of mining drills showed in tooltips/entity info
- Fixed crash when viewing electric network info and the pole was removed or disconnected from the network.
- Fixed bug with armor being insertable into the mining tool slot.
- Fixed bug of the assembling machine with modules inside rebuilding.
- Fixed bug with inserter not taking items from more stacks of the container when needed.
- Fixed crash when connecting smart/logistic chest that was fast-rebuilt to circuit network.
- Fixed directions of movement of disconnected/connected trains while the train is moving.
- When manually controlling the train movement, the back/forward direction is determined by the direction of the currently occupied locomotive.
- New inserted station to the train schedule are inserted under (instead of above) the currently selected station.
- Stricter rules for enemy expansions.
- Fixed shift building of smart inserters with green wires.
- Fixed unlimited length of wire when shift building smart inserters.
- Fail silently when player data cannot be loaded.
- Configs are saved before unloading graphics and sound.
Optimisations
- Enemy spawners are deactivated when there is no enemy force nearby.
Balancing
- Increased mining speed of burner mining drill.
- Increased the life time of defender robot from 30 to 45 seconds.
- Changed the recipe of defender robot, instead of 2 steel, it requires piercing bullet magazine
- Increased the range of the rocket from 20 to 22.
- Decreased the range of medium worm from 25 to 20.
Scripting
- Added onplayercrafteditem event.
- Added read/write property currentresearch to LuaLorce.
- Added the option to create and manipulate the checkbox gui element.
- GameViewSettings to control what is shown in the game view.
- LuaUnitGroup valid and members attributes.
- Lua API call to check if path finder is busy (game.ispathfinderbusy).
- Lua API call game.findnearestenemy.
- Lua API call unitgroup.startmoving.
- Lua API can read and control the wind.
- Lua API to control the train (LuaTrain).
- Added heldentity to the LuaEntity (only for insterters).
- Zooming can be controlled in the lua script.
- Lua API to read / write the mouse cursor.
- Building the entity from the cursor.
- Lua API to control god's flashlight.
- Lua API to read / write player cursor stack.
- Lua API to read fuel value, group and place result of LuaItemPrototype.
- Lua API to read / write player states (riding state, walking state, mining state).
- Lua API to check and start driving
- Lua API to write entity orientation (works only on biters so far).
- LuaTile has a field valid.
- Added methods read and write pollution (game.pollute/getpollution)
- Fixed crash when manipulating not generated LuaTile.
- Fixed the bad coordinates of area in onchunkgenerated event for negative coordinates.
Modding
- Enabled migration between different entity types.
- Moved PathFinder settings to map_settings.lua
- Added energy per hit point to rolling stock prototype (energy_per_hit_point).
- Changed the energy specification in energy source from number to the energy amount format (J/W).
- Changed mining drill specification to use mining_power instead of mining_speed and mining_speed instead of effectivity.
- Moved light cone specification into data (character, car, locomotive).
- Mods can specify allowed combinations of neighboring terrain tiles.
Known Issues
- there are ocasional "thin lines" in the generated terrain
- on Mac OSX 10.9 the game crashes during shutdown (configs are saved)
|
0.7.5 |
October 29, 2013 |
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 |
October 22, 2013 |
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 |
October 21, 2013 |
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 effeciency 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 |
October 17, 2013 |
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 dialogs 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 gettings 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 |
October 8, 2013 |
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 requrement 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 requre 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 accesible 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 |
September 27, 2013 |
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), slowdon 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. Equipments 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 neighbour. 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 stucks 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 inversed 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 recieved 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 aquired 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.
|
0.6.4 |
August 14, 2013 |
0.6.4
BugFixes
- Fixed WinXP compatibility.
- Fixed updater problem when updating over multiple versions of packages on Linux and mac.
- Fixed reversed positions of red/green cable on small electric pole
|
0.6.3 |
August 12, 2013 |
0.6.3
BugFixes
- Player lost one item when right clicked on full stack, now it does nothing.
- Fix of crash when mining pipe to ground in some special setups.
- When manually connecting electric poles, limit the distance by the pole with smaller reach.
- Correct error messages invalid settings is set when starting new map.
- Multithreading related crashes.
Scripting
- Fix of game stopped for ever when creating two message dialogs in one tick, creating more message dialogs in one tick now creates a queue, and player gets to see them all.
- The game doesn't crash when unlock recipe modifier is used in market, although, the gui interface should be upgraded. (Price is not shown in the tooltip, and is not understandable that you are not buying the item, but the recipe. There is no indication, when you already have the recipe, this will be added as feature later, this is bugfix release.)
|
0.6.2 |
August 12, 2013 |
0.6.2
BugFixes
- Fixed a minor possibility to get stuck in demo level 1.
- Fixed wild train acceleration.
- Fixed crash when mining rail signal before the train.
- Fixed walking while filling script-generated text field.
- Belt to ground cannot be fast replaced with the belt to ground of the same type but different rotation.
- Fixed freeze when setting game speed to 0
- Fixed stack splitting on linux (right click on stack)
- Fixed graphics settings checkboxes for mining drill arrows.
- Correct rounding and SI prefixes for power and energy.
- Proper centering of custom guis on creation.
- Adjust the size and count of machines info displayed in the electric network gui to screen size.
- Too fast scrolling when game speed is set to faster than 1.
- Fixed moving on the map while in the vehicle.
- Fixed crash when disconnecting character while crafting.
Scripting
- Fixed crash when removing items from character's inventory.
Changes
- A little more predictible behavior of picking items up in god mode.
|
0.6.1 |
July 30, 2013 |
0.6.1
BugFixes
- Exact braking mechanism for the train.
- Fixed train goto functionality.
- Boiler shows its fuel inventory in the entity info.
- Small fixes when displaying module bonuses.
- Beacon displays its effects multiplied by distribution effectivity.
- New furnace recipes are now available only after the corresponding research is done.
- Electric furnace has basic smelting speed same as the steel furnace.
- Fix of tools/ammo not showing the damaged/used progress bar.
- Fixed english fallbacks for item name and description localization
- Fixed flickering of the minimap and the entity info.
- Fixed serialization bug that created corrupted saves when
- the map was saved with flyingtext on the screen.
- These corrupted saves will be loadable with this version.
- Fix of possible exploit by changing recipe of assembling machine while it is making something.
- Some of the controls that are related to clicking to some slot are now restricted to contain mouse input.
- Stop walking/riding when switched to map.
- Fixed bug when player wasn't visible after leaving the car.
- Fixed crash when "shift clicking" modules into furnace.
- Fixed crash when attempting to set filter in entity inventory window.
- When furnace was mined, player didn't get modules inside.
- Fixed bug in thread allocation when changing number of threads
- Fixed game speed > 1.
- Fixed linux updater ignoring the binary in some cases.
Scripting
- Fixed exception throw when setting custom gui element caption.
- Added childrennames() method to lua gui element.
Changes
- Changed express splitter recipe.
|
0.6.0 |
July 26, 2013 |
0.6.0
Features
- World map (opened by the M key). The map is refreshed around the player and radars.
- Small version of the world map acting as persistent minimap.
- Player can request things directly from the logistic robots.
- Added steel and electric furnace.
- Added modules, these can be inserted into assembling machines and furnaces to upgrade their properties.
- Added beacons, can broadcast module bonuses to nearby structures (for now use old lab graphics).
- Improved terrain generator (trees now follow the fractal generation as well).
- More feedback in updater.
- Show list of content (entities/items) removed from the map when it is loaded.
- This can happen when some mods are missing, or some prototypes were removed.
- Light around cursor in god controller.
- Additional information shown when loading game (map version, list of mods, etc.)
- Slot icons hinting on some slot functionality (like tool / armor / etc.)
- Alert when objects are being damaged / turrets are firing.
- Game can be paused anytime (by default SHIFT + SPACE).
- Changelog is shown after update and accessible in About->changelog.
Graphics
- New lab graphics.
- New chests graphics.
- New terrain graphics.
- New stone furnace graphics.
- New logistic robots graphics.
- New car graphics.
- New fish graphics.
BugFixes
- Fixed bug with incorrect sum in the flying text.
- Fixed bug of switching of order of internal gui elements (typically in the
- electric network gui after dragging)
- Transport belt doesn't pull player out of the edge of it (like items), so player
- won't be almost trapped on faster transport belts.
- Fixed crafting queue overlaying the quickbar.
- Updater protocol should now behave slightly better with firewalls.
- Fixed bug with rail path planning on cycle rail.
Optimisations
- Game render and update can run in different threads.
- Optimisation of the game render.
- Parallelisation of the render preparation (number of threads is configurable).
- Transport belt simulation optimisations
Changes
- Assembling machine and furnace use the ingredients when they start creating the product.
- Rotated tool equip gui. Gives more space to right side block.
- Updates and tweaks in the demo scenario.
- Labs are dedicated to backers (displayed in entity info).
- Simplified burner logic (burner inserter, miner, car, locomotive), it shows the power consumption now.
- Use relevant energy values as fuel value (coal fuel value = 8KJ etc)
Scripting
- Added textfield gui type with text property.
- Adjust the maximum cover distance of electric pole dynamically depending on the pole with biggest reach.
- New field "stack" (contains name, count) for entities on the ground
|
0.5.3 |
July 3, 2013 |
0.5.3
Bugfixes
- Fixed bug in saving script state (actual save happened only the very 1st time).
- Fixed bugs in scenario pack.
- Fix of loading of custom gui styles
- Mining cargo wagon gives back items inside.
- Fixed crash in map editor when opening furnace / boiler / etc.
- Wire dragging in god mode.
- During tight spot simulation the camera can move around.
- Minor fix with arrow in demo level 01.
Scripting
- Fix of rail not providing direction.
- Fix of setactive method (set always to active), this fixes the scenario pack as well.
- Method getEnergy works on assembling machine.
Other
- Dropped linux deb packages (tar packages remain)
Translations
- Merged changes in FR translation
- Added Dutch translation.
|
0.5.2 |
June 22, 2013 |
0.5.2
Bugfixes
- Fixed map editor segfaults caused by entities staged for update.
- Fixed double translation in czech translation.
- Added player entity to the locale file.
- Fixed restart button in finished game gui.
- Fixed crashes in map editor when building belts to ground on top of each other.
- Fixed the crafting speed description in the assembling machine.
- Fixed straight lines in the newly generated maps.
- Fixed crashes when loading maps with missing tile or resource definitions.
- Fixed setting of sizes of custom gui elements in scripts (took effect after save, but not immediately).
- Fixed some of the line wrapping problems in tool tips.
- Fixed bug when starting chest buttons appeared when loading sandbox game.
- Fixed attacking with tool when there is no ammo.
- Limit the frequency of the message sound.
Changes
- The assembling machine 2 speed is now slightly faster (from 1.5 to 2).
Optimisations
- The game doesn't play (and encode) the ambient when ambien volume is 0.
- The game doesn't simulate fish (and other stuff in the future) that are far away.
|
0.5.1 |
June 14, 2013 |
0.5.1
Features
- Arrows for mining drill output when building and in Alt mode.
- Vehicle riding in God mode (vehicle must be selected when pressing enter key).
- Safe and resource-rich starting area for freeplay.
Bugfixes
- Enabled loading of saves with corrupted rail segments setup from 0.4.x versions
- Fix of crash when opening laboratory with no active research.
- Fixed map editor crash when displaying enemy turret entity info.
- Added options button to the map editor menu.
- Esc in map editor menu returns to map editing.
- Fix bug of logistic storage not updated when rebuilding chest to storage.
- Fixed bug of alt-info + logistic storage beeing off after shift/control click of items that don't fit into inventory.
- Added missing english translation records.
- Fixed crash when train destroyed another wagon / locomotive.
- Fixed crash when using setcommand with defins.command.gotolocation.
- Style for button pie slice progress color (used for crafting slot).
- Small gui style fixes (car gui, inserter gui)
- Unified gui title bottom styles.
- Minimal width for dialog buttons.
- Fixed crashes in updater.
- Fixed the steam engine power output indicator (allowing it to have value up to 100%)
- Fixed position of the FPS info (now in the top left)
- Fixed changing god speed on autozoom (F9)
- Boiler is fast replaceable with pipes (and vice versa).
- Fixed the bug of the wrong calculation of craftable items.
- Fixed missing file in Linux tarball.
Changes
- Smooth progress bar for splash screen.
- Faster god movement speed.
Graphics
- New radar graphics.
- New boiler graphics.
- New steam engine graphics.
- New pump graphics.
- New pipes graphics.
|
0.5.0 |
June 7, 2013 |
0.5.0
Features
- Crafting recipes categorized into groups.
- Gui styles (changeable by mods).
- Auto updater for new versions.
- Train path finding takes two way signals into account.
- Train Schedule merging when connecting trains.
- Show what is connected to the electric pole when selected.
- Train can find the path backward when it has locomotives in the back
- Choose direction for some entities automatically (semaphore, train statin, pump), when more than one direction is suitable. The R key rotates just between those.
- Alt info for the cargo wagon contents.
- Train stop building position is rounded to 2x2 grid to fix the rail grid.
- Visualisation of guarded rail area by rail signal when building/selecting it.
- Blinking unplugged icon for generator/solar panel when it is not connected to any machine that can use the electricity, same icon for consumer when not connected to source.
- Multiple Train Stops for the Train Station (Train stop has gui to change the station it belongs to)
- Updated recipe tooltip for assembling machine output and technology window.
- Inserter can pick up to 5 items when moving from inventory to inventory (when researched), this is useful for faster loading/unloading of cargo in train stations.
- Electric network statistics, accessible by opening the electric pole of the electric network, shows statistics and graphs for different intervals (5s - 50h).
- God controller (mode without a player)
- Added sandbox custom scenario (no goal, just building factories).
- Enemy base generation settings can be set in the map generation gui.
- Load game gui automatically selects latest save when opened.
- Added fast and express splitters.
- Crop Cache for atlas (requires less video memory to run, first load when crop cache is initialized can be slower)
- Faster loading times (sounds are loaded when needed, faster images loading)
Graphics
- New gui look.
- New locomotive graphics.
- New graphics for mining drills (burner and electric)
- Use shooting particles when player is shooting.
- New splitter graphics.
- New small lamp graphics.
- Rendering light sources behind the border of the screen (To the maximum distance of 15 tiles).
Bugfixes
- Fixed bug in internal rail segment structure creation on circular rails. This could have made the save games unusable
- Fixed speed of logistic robots manager (slowdowns in games with lots of logistic chest + robots)
- Fixed slow update with big counts of smart chests connected to the circuit network (now instant).
- Fixed bug in logistic chest unregistration when the "ghost" entity to be built was held above it.
- Reload fonts when the display is found, this should solve issues of black fonts after switching from different mode/game.
- Don't allow to do quick transfer (ctrl+click) on entities that are not operable.
- Rails are not minable when there is train on them.
- Player selection controller works when player dies (and is respowned by the player port).
- Correct saving of max updates per frame to the config
- number instead of true/false.
- Fix of alt info for chests cleared by the script.
- Fix of loading saved games with mod items in crafting queue, that are not already present (mod with that item is not present, or the item was removed).
- Fixed bug of not loadable games due to different mod settings causing to have assembling machines set to recipes with more ingredients than the number of slots of the assembling machine.
- Fixed object creation in the lua scripts (faster and no memory leaks).
- Fixed clearing temporary script data (faster).
- Fixed bug with flickering entity info.
- Character not connected to player dying doesn't lose the game..
- Fixed ordering of commands on entity die to allow clone mod.
- Confirm exit from map editor when map is not saved.
- Fixed bug of not loadable saves with entities on the edge of the region in some cases.
- Fixed automatic resizing of script-based gui when text is element or child items are removed.
Changes
- Larger scale of terrain features.
- Better movement on transport belts in turns and crossings.
- Rails recipe changed (made from steel, needs also stone)
- Locomotive + wagon + rails are more expensive.
- More random looking enemy base generation.
- Machines using electricity can have limited maximum input/output flow per second, so accumulators don't recharge/give energy instantly and laser turrets take energy, more continuously.
- Ambient (music) isn't loaded all at start, but instead streaming realtime while playing, this reduces game starting time and memory requirements.
- Removed the limit to pickup 1 item per tick when player is picking items.
- Player picks all items in range when picking items on ground (not just 1 per tick as it was until now)
Scripting
- Changed the 'orientation' parameter to 'direction' to be consistent, the direction is used for the 4/8 base direction of the entity. Orientation is used for 360° orientation of something.
- LuaEntity::clearitemsinside and getitemcount works on all entities (hopefully)
- Added LuaGame::findentitiesfiltered, to find entities of certain type/name faster.
- Added LuaGame::findnoncollidingposition(name, position, maxperimeter, precision) to quickly find building space.
- Saving and Loading game from the script (game.load(name) and game.save(name)). Used in tight-spot and transport-belt-maddness.
Modding
- Mods can modify the gui style of the game.
- Configurable car trunk size in the entity definition.
- Measure time spent in scripts divided in individual mods and show in time statistics info (F5).
- force.resettechnologies now loads new versions of technologies (like before), but it preserves the research and enabled state of technologies, so it is usable in migrations to reload existing technologies that changed.
- Enabled to have recipe with no prerequisities (just energy). In the crafting gui, it shows Inifnite count craftable of that item (and all items dependent on recipes that are for free).
|
0.4.1 |
May 6, 2013 |
0.4.1
Features
- Smooth (precise) rolling stock placement.
- Rotating while building affects the direction of the rolling stock.
- Rolling stocks can be disconnected from both sides.
Bugfixes
- Fixed the pump buildability.
- Rail signals connect to more than one rail when connected to junction.
- Fixed memory leaks related to train path searching.
- Fix of building station desynchronising the replay.
- Don't show the contents of the cursor when map is stopped.
- Fixed bug in connecting rolling stocks across crossroads.
- Fixed crash when removing rails in rail crossings.
- Fixed crash when not selecting research while the inserter had already his science pack on the way to the lab.
- Stop train when riding manually and switching to automatic mode.
- Fixed bug of crash (and other problems) when riding rolling stock after it was rotated.
- Fixed a bug of crash after removing train stop on circular rail.
- Cannot rotate train stop and rail signal after built.
- Fix of crash when splitter with connected transport belts was rotated.
- Fixed bug in setting up the train while reversing
Changes
- Shorter flying text duration (2.5s instead of 3s)
Graphics
- Added accumulator charging animation.
- Draw ending/starting pieces of underground belt and splitter.
- New transport belt to ground sprites.
Scripting
- Added entity.vehicle property.
|
0.4.0 |
May 3, 2013 |
0.4.0
Features
- Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).
- Added simple rail signals functionality.
- Added rail cargo wagon.
- Locomotive uses fuel.
- All the desynchronisation problems in the game replaying should be solved.
- Added small replay options control panel.
- Added small flying text notifications (used to notify mining, quick transfer and contents of mined entity).
- Added medium electric pole.
- Added big electric pole.
- Added substation.
- Added basic accumulator.
- Player slides around corners.
Changes
- Filter inserter doesn't pick items without any filter set, smart inserter still takes everything without filter set.
- Wider crafting/item selection screen (10 slots instead of 8, temporary solution until crafting tabs are made)
- Smaller inserter bounding box, so it is easier to run through the factory.
- Car shows fuel icon when out of fuel
- Locomotive and Car are minable
- Easier riding in locomotive and car (accelerate vs. brake vs. reverse)
Bugfixes
- Fixed resources not colliding with water.
- Fixed the calculation of loot count.
- Fixed not working clear filter action.
- Fixed drawing position of one of the trees.
- Fixed mouse click originated in gui that closes affecting the game. (Clicking on resume started mining etc)
- Fixed crash after confirming notice box of error in script on level/campaign start.
- Show error in the player console when autosave can't be made and continue, instead of closing the game.
- Fixed over extension in the recipe window.
- Fixed one rail connection bug.
- Fixed some train connecting bugs.
Graphics
- Picture for single piece of wall.
GUI
- More visible (white) caret in the console.
Modding
- Mods can specify dependencies.
- Mods can contain lua migrations.
- Default values for loot (probability 1, min = 1, max = 1)
Scripting
- Better error handling on many places (so the game will write the cause of the error instead of crashing, or writing error -1)
- Changed the gui interface to minimalise mod conflicts. GUI object contains now 3 accessible sub object (top, left, center). These are always flows and can't be removed, when more than one mod (and/or script)adds something there it all stacks.
- Added frame, label, table and progressbar to creatable gui.
- Added basic font settings for gui elements (bold/not bold + color)
- Added way to change caption of existing gui elements
- Gui name doesn't need to be unique globally, it just needs to be unique in the context of the parent element.
- Allowed loading bounding box with named parameters (lefttop, rightbottom)as well as without it in format {{1, 2}, {3, 4}}
- Added direction property to LuaEntity.
- Added hasflag method.
- Removed game.getrandomnumber, use math.random instead, it will use the interal game random number generator.
- Added way to read/write amount in resource.
- Fixed bug of units killed by die command not creating corpse+sound.
- onchunkgenerated event added (contains area with bounding box of the chunk).
- Fixed bugs with remote interfaces
- Exposed enemy distraction in freeplay attack data
|
0.3.2 |
March 30, 2013 |
0.3.2
- Compatibility with Windows XP
|
0.3.1 |
March 30, 2013 |
0.3.1
Bugfixes
- Compatibility with older windows systems fix (Vista and older).
- Fix of the character projectile creation position.
- Fixed of the not working flame thrower.
- German translation fix.
- Fix of the script crash when player dies in beta scenario mission 1
- Fixed the stuck assembling machines. (It affected saves where assembling machines had items inside, the order of items was changed.)
- Fixed the building of walls in map editor.
- Fixed the bug of autoclosing character screen when the player is in vehicle.
- Fixed the splitter bug.
- Fixed bug in loading lua packages in modules data.lua
- Fixed the crash in the beta campaign level 02 (as well changing the core to show script error (instead of freezing) message when different object is given)
- Map size settings didn't affect freeplay.
|
0.3.0 |
March 29, 2013 |
0.3.0
Features
- Game updates are using timer event. The program keeps 60 game updates even with FPS < 60 or FPS > 60. The "catchup rate" is configurable. When the FPS drops very low this stops having the effect.
- Added walls. (Walls are made from stone bricks, these are created from stone in the furnace.)
- Storing console history in the player data.
Graphics
- New tree graphics (8 dry trees 12 big trees)
- New inserter graphics
- New laser turret and gun turret graphics
- Bullet particles for gun turret
- New solar panel graphics
- Lighter stone furnace graphics
- New logistic robot graphics
Bugfixes
- Fixed crash when restarting the game with technology gui opened.
- Fixed crafting queue properties when saved during crafting.
- Fixed laser turret not consuming energy in idle state.
- Splitter has maximum memory of 5 items when forced to send items on one side because the other one is blocked. This means that when left is block for a long time, and then both are free, the right will get mostly 5 items before it is split 1:1 again.
- Fixed that the electric pole has the same orientation all the time (regardless connections)
GUI
- Removed the text length limit from the input console.
- Wrapping of the console text in the game.
Modding
- Mods are self sustainable folders now. They contain the prototype definitions, graphics, sounds, locale, scenarios or campaigns.
- Mods Gui in the game to enable / disable mods and change their ordering.
- The default game contents is treated as a mod (called base).
- Prototype definitions are generated by Lua scripts (no json anymore). Mods can manipulate the definitions from previous mods.
- Mods can have control.lua script that supplements / changes the behavior of the default scenario script.
- Multiple running scripts (from the mods) can communicate with each other using interfaces.
- General furnace energy source specification in json (so it can be electric)
- Started to use the name of the recipe, this allows different recipes for the same product. Having different recipes for the same product for player crafting is not tested (regarding the auto crafting)
- Translation files are merged properly.
- Default english fallback for translations.
Scripting
- Simple way to add gui elements using script.
- Divided the player and its character, some functions that are not directly connected with the charater (goal description, printing etc)are accessible from the player object, the rest from the character. The access to character is game.player.character
- The migration script runs before the control.lua is loaded and can be used to reload scripts from the original scenario this is used to solve the issue of incompatible scripts in the save game.
- Merged onunitdied and onplayerdied to onentitydied
- Check for positive addition in the LuaInventory::insert method
- Added LuaInventory::remove method
- Added LuaInventory::getcontents method
- Simplier access to player from game object (game.player instead of game.getplayer())
- Added LuaRecipe::reload method
- Added force parameter in createentity so player can specify the owner of the created entity (was always enemy now)
- Added way to change force of entity and damage entity (damaging is different then sethealth).
- Position doesn't need to be in format {x = 34, y = 7}, the format {34 ,7} works as well, the same with bounding box.
- Added simple interface for the Freeplay that allows manipulating the attacks from mod scripts.
- Scripts receive only events they have subscribed to.
- Scripts can emit their own events (for instance Freeplay emits an event whenever it starts the attack).
|
0.2.10 |
March 3, 2013 |
0.2.10
Bugfixes
- Repaired the not minable lab/turret bug.
- Fixed the bug of using all recipes (regardless of category in the automatic crafting of intermediate products).
- Fixed the bug of the incorrect steel processing technology (not reloaded by migration).
- Fixed the bug of the disabled iron/copper smelting recipes in scenario maps loaded from older versions.
- Fixed the bug of the frozen controls after loading a replay from a game.
- Fixed the bug of the incorrect usage of science pack in some cases.
- Fixed the bug of the tooltips not working when entity info window is active
- Start game script even with missing control.lua
- Lua-based migrations work for these gaves.
- It is possible to run console commands in these games.
- Tool tip in technology preview shows total raw in the same system as in player crafting gui(Using just recipes that player can use for the calculations, so not smelting)
Translations
- Added Finish and Spanish translation.
- Fixed the \n usage (It works in the campaign translation as end-line character again)
|
0.2.9 |
March 1, 2013 |
Features
- Added splitter, it can be used to split items coming on belt in 1:1 ratio.
- Autosave interval is now configurable in Options->Other (values are 1 to 100 minutes or never)
- Textual inputs now work with home + end keys.
Bugfixes
- Fixed the error of randomly connecting/disconnecting of the pole to be built.
- Added 0 to the allowed characters (only 1 - 9 was allowed).
- Fixed the missing distance check for connection of circuit network cables.
- Fixed periodic slowdowns when creeper attacks were spawned.
- When save/scenario saving (from the save as menu) fails, error message is shown and player can try to resolve it (the application will not close).
- Update the size of the entity info window when the contents change.
- Fixed the missing translation tag in the item filter window.
- Fixed bug with attacking with a pick on a large distance
Changes
- Moved enemy spawner parameters spawningRadius and spawningSpacing into the json files
- Alphabetical sorting of all file/directory lists (save/load game/scenario etc).
- Removed obsolete creeper-rocket.
Graphics
- Update of the tile graphics (mainly stone tiles are upgraded)
Scripting
- Fixed chest info not updating when inserted items using script.
- Added indestructible/not operable/not rotatable/active property accesible to the scripting.
- Added Lua force object
- Added function getentitycount into the force object, used this to fix minor bug in level-02 where count of mining drills/furnaces was done manually
- In Lua setmulticommand now returns number of units sent
- Moved functions getrecipes and gettechnologies from the LuaEntity to LuaForce.
Modding
- Recipe categories (Both crafting and furnace recipes merged into one list, recipes are categorised now)
- Current recipe categories are "crafting" + "smelting", it is now possible to add new recipe categories in the prototype-definitions/recipe-category folder.
- Player/Assembling machine/Furnace prototype contains list of recipe categories they can use, this should make it easier to make specialised machines.
Translations
- Added polish translation (Missing demo campaign)
- Completed French translation (fixes and tips and tricks)
- Fixes in German translation
|
0.2.8 |
February 22, 2013 |
0.2.8
Features
- Underground belt can be rotated (using the standard rotate key) and it switches the input and output ends.
- Intermediate items in the crafting queue have different color.
- Player doesn't collide with the transport belt to ground.
- Player will shoot to enemies close to him no matter where his cursor is.
- Different colors for promised items in the crafting queue.
Changes
- Little bit more powerful and less frequent attacks of creepers in 3rd level of the demo.
Graphics
- New graphics for electrics pole with rotation depending on connection + wires shadows.
Bugfixes
- Fixed crash when rail with train on it was destroyed (It can't be damaged now).
- Fixed crash when invalid file name of save is entered (limited the input to a-z,A-Z,0-9 and _-.).
- Fixed items stuck on the U-shaped transport belt.
- Fixed items moving along the full transport belt.
- Filter inserter not showing it's info when the first item was not set.
- Fixed Issue with double clicking in the technology preview.
- Proper ordering of the Steel plate vs. the Iron plate.
- Cancelling the item from crafting queue doesn't return the intermediate resources
- Cancelling item in the crafting queue now cancels the intermediates as well
- Paths settings (configurable mode for data directories, system or local), paths are saved into config
- Zip package's default behaior set to local (so it is self-sustainable package)
- Installer has set default behavior to system (so it works when installed into program files etc)
- Loading images (load preview) with unicode characters in the path, this usualy happened to users that had unicode characters in their user name on windows and wanted to load save Users/<Name>/AppData/..
- Control click transfered from the chest from further than reach distance (allowed teleports).
- Fixed freezing with some certain combinations of directions of locomotives in train.
- Fixed crash when middle-clicking (set filter) in the main inventory.
- Cross connections of transport belt of the same type are disabled (they would break on save/load anyway)
- Transport belt to ground gives items inside when mined.
- Correction of bounding boxes of some curved rail built.
- Added selection box + helath bar to diesel locomotive. (The health bar is little bit weird now, maybe it should rotate.)
- Health bar of car.
Translations
- Changed typo "avarage" to "average".
|
0.2.7 |
February 15, 2013 |
0.2.7
Features
- Warning icon for an Ammo Turret without an Ammo (only visible by the owner).
- Contents of the inventory of the Ammo Turret in the entity info (only visible by the owner).
- Contents of the Furnace, the Assembling Machine and the Lab is visible in the entity info.
- Let the player change the map generator parameters when starting a new game.
Changes
- Changed standard stone resource frequency from Rare to Medium.
- Distance for building/mining/opening machines increased from 5 to 6.
- Added descriptions for some items (science pack, logistic robot/chests)
- Changed default key to enter vehicle to the Enter key.
Bugfixes
- Lost bitmaps after resize on some systems (includes missing light).
- Crash when setting recipe of an Assembling Machine in the Map Editor.
- Crash when mining Logistic Robots in pending state.
- Crash when saving map editor after deleting active entities.
- Attacks in the Freeplay were stucked after the first attack.
- Show ceiled value for health (so you should never see a unit with 0 health).
- Window to choose filter in the filter inserter was closed when something was crafted.
- Strange (teleport-like) behavior on the Transport Belt turn in some cases.
- Eternal tooltip in the Burner Inserter.
- Eternal tooltip in the Technology gui.
- Crash when clicking on bonuses in the Technology Gui.
- Removed sources of several memory leaks.
Translations
- English - complete
- Czech - complete
- German - complete
- Russian - complete
- French - core game + level 01 of the demo(without tips and tricks)
- Italian - Core game and demo campaign
- Translation additions (in English everywhere now) (Map generator + map editor)
|
0.2.6 |
February 9, 2013 |
0.2.6
Features
- Pick can be used as melee weapon
- Smoke can be switched off
Bugfixes
- Stuck laboratory bugfix
- Fixed a bug with replaced container not having alt info.
|
0.2.5 |
February 8, 2013 |
0.2.5
Bugfixes
- Clearing filter in filter inserter didn't work.
Translation
- French translation (just the core game, not campaign)
|
0.2.4 |
February 5, 2013 |
0.2.4
Features
- Added train connection/disconnection keys into the control settings
Bugfixes
- Newly built assembling machine could crash the game sometimes.
- Divided diesel locomotive spreadsheet into 4 files, so it is possible to load on computer with maximum sprite size of 2048X2048
|
0.2.3 |
February 3, 2013 |
0.2.3
Bugfixes
- Source smoke animation in matrix, to be loadable on computer with smaller maximum bitmap size limit.
|
0.2.2 |
February 2, 2013 |
0.2.2
Features
- Added assembling machine to the last demo level.
Bugfixes
- Scripting of level 01 of campaign, it got stuck when player built mining drill on place with no resources
- When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected to avoid situation when full transport belt was rotated and items got stuck (https://github.com/kovarex/Factorio-issues/issues/16)
- Solved bug of stuck main inventory when filter was set there (disabled filters in main inventory for now, as the feature is not compatible with automatic sorting)
|
0.2.1 |
January 31, 2013 |
0.2.1
Indiegogo campaign start
Features
- Technologies for logistic robot cargo capacity upgrade and research speed
- 3 different autosaves
- Priorities of machines in electric network (energy is consumed from solar panel first, when it is not enough, generators are used)
- Enemy bases gets bigger as player gets further from the starting point
- 3 different autosaves (1 for every minute, 1 for every second minute, 1 for once per 4 minutes)
Control
- Warning message when player tries to build too far or on colliding position
- Convinient building of electric poles, it is possible to build electric poles by holding mouse
- Automatic 180 degree rotation of building when building pipe to ground/belt to ground, so when building the two connections one after another, no rotation is needed to be done in between.
- Upgrade technologies only show one relevant technology.
- Larger stacks of several items (all resources, steel, electronic circuit, science packs)
Bugfixes
- Crash when mining tool is crafted and automatically equipped while mining with bare hands.
- Localisation bugfixes
- Transport belt movement optimizations.
- Connection of transport belt to underground belt from the opposite side (on game load)
- Rail building and selection boxes
- Get the item in the hand of inserter when it is mined.
- Active locomotive emits light.
Additions
- Steel axe
- Better graphics of assembling machine
|
0.2.0 |
January 20, 2013 |
0.2.0
Features
- Technology Research - not in demo
- Transport robots - not in demo
- Underground belt (simple way to cross transport belts) - not in demo
- Day-night cycle
- Ammo is refilled automatically into the ammo slot from inventory.
Graphics
- Mining particles
- Light sources: Furnace(burning), player, lamp, rocket, explosions, car.
- Character animations (standing, mining, shooting)
- Rocket smoke
- Red screen when player is hurt
GUI changes
- Show count of resources available for mining drill, and contained in chest
- Show values of red/green signal in the electric pole entity info
- Show info for entity planned to be built
- Show large numbers in item slots in 1.8k format for big numbers
- Show count of elemental ingredients needed for recipe
- Key (default Q), to switch weapons
- Show (optional) (when selected or building) direction of inserter
- Visualization of connection (when selected or building) of transport belt to ground and pipe to ground
- Demo ending screen
Bugfixes
- Moving (stack transfer/inventory transfer) of non-full items (mining tool, armor, magazines)
- Minor translation bugfixes
- Replay synchronization bugfixes
- Map editor/game doesn't generate always the same series of maps anymore
- Localisation of inventory restriction messages
- Double turrets
- Crash when message dialog was opened and game closed
Campaign
- Demo campaign changed, faster start, less mining
- Technology included in the beta campaign
- First basic version of freeplay with goal
|
0.1.2 |
December 26, 2012 |
0.1.2
Bugfixes
- Lot of localisation bugfixes
- Localisation of tips and tricks
|
0.1.1 |
December 26, 2012 |
0.1.1
Bugfixes
- Czech localisation (complete demo campaign/gui localisation)
- Building sound when dragging
- Fix of pressing T crashing the game
|
0.1.0 |
December 24, 2012 |
0.1.0
First public release
First semi-public version
Demo Contains
- 3 tutorial campaign missions
Game content
- iron/copper/coal/stone
- Basic mining tools
- Stone furnace
- Wooden chest
- Burner/electric mining drill
- Burner/basic electric inserter
- Basic transport belts
- Pipes
- Boilers
- Steam engine
- Gun/submachine gun
Alpha version contains
- 2 harder campaign missions
- Map editor
- Free play
Game content
- Assembling machine (1, 2, 3, 4)
- Long handed/Fast/smart inserter
- Fast/express transport belts
- Red/green wires that can be used to send signals
- Smart chest - signal transferer
- Rails + locomotive (can be used just for personal transportation now)
- Rocket launcher, flame thrower, land mines and piercing bullets for pistol/submachine gun
- Heavy armor
- Laser turret
- Car
- Solar panel
- Steel
- Underground pipe connection
|