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Version: 0.16.47
Date: 31. 05. 2018
Bugfixes:
- Fixed wall related consistency check related to modded walls with altered
collision boxes. (https://forums.factorio.com/60677)
- Fixed inconsistent train direction when reversing in a train vehicle that is
not a locomotive. (https://forums.factorio.com/60633)
- Fixed that having more than 6 products didn't fit the ui, as it wasn't
wrapped. (https://forums.factorio.com/60636)
- The system data path is removed from the log when it's automatically uploaded
by the crash reporter.
- IP addresses are no longer hashed in the log file. All IP addresses are
removed from the log when it's automatically uploaded by the crash reporter.
- Fixed crash when placing an entity with title while backers list was emptied.
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Version: 0.16.46
Date: 29. 05. 2018
Bugfixes:
- Another fix for setting PvP map dimensions to 0.
(https://forums.factorio.com/60570)
- Fixed possible desync related to circuit networks.
- Another possible fix for multi-GPU setups on Linux.
(https://forums.factorio.com/60609)
- Fixed that modded infinite inserter stack size research would wrap around
instead of maxing out. (https://forums.factorio.com/60613)
- Fixed scenarios with partial identical names didn't work correctly.
(https://forums.factorio.com/60624)
- Fixed splitter lane selection inconsistency when inserting into middle. (Now
it is always right for both belts, splitters and underground belts.)
(https://forums.factorio.com/60653)
- Fixed LuaPlayer::build_from_cursor. (https://forums.factorio.com/60644)
- Fixed a desync in replay that would happen if console commands were used
during the play. (https://forums.factorio.com/60661)
- Fixed desync when setting inserter filters while it's connected to the
circuit network (https://forums.factorio.com/60245)
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Version: 0.16.45
Date: 22. 05. 2018
Bugfixes:
- Fixed infinite research multiplier was always 1.
(https://forums.factorio.com/60550)
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Version: 0.16.44
Date: 22. 05. 2018
Minor Features:
- Added technology price multiplier PvP scenario config.
Changes:
- Underground belt marked for deconstruction no longer connects to other
underground belts.
Bugfixes:
- Fixed some cases of fast replacement by underground belt.
(https://forums.factorio.com/60060)
- Fixed corrupted config.ini in Steam cloud would prevent the game from
starting.
- Fixed that using "Save and play" feature in the freeplay could specify the
official freeplay map to be always that one forever.
(https://forums.factorio.com/60340)
- Fixed underground belt connection overlay when hovering over another
underground belt. (https://forums.factorio.com/60147)
- Fixed a crash when mods define empty result items.
(https://forums.factorio.com/60406)
- Fixed a crash when switching games and joining quickly in the server browser.
- Fixed that clicking rail planner with no available path while recording
replay invalidated all other actions of the replay.
(https://forums.factorio.com/59588)
- Fixed a crash that would happen after opening a library blueprint that
contained only entities from a disabled mod. (https://forums.factorio.com/60374)
- Fixed LuaEntityPrototype::braking_force return value.
(https://forums.factorio.com/60444)
- Fixed LuaPlayer::ticks_to_respawn would read in seconds.
(https://forums.factorio.com/60501)
- Fixed certain type of energy source migrations.
(https://forums.factorio.com/60465)
- Fixed rare possibility of crash when two trains crash into each other.
(https://forums.factorio.com/60097)
- Fixed a rare crash that occurs when train collides in a way, that its
position is reserved back while approaching closed signal which caused path
recalculation. (https://forums.factorio.com/60472)
- Fixed PvP error when setting map height to 0.
(https://forums.factorio.com/60536)
- Fixed construction robot tutorial breaking when removing the radar from the
storage chest. (https://forums.factorio.com/60012)
- Fixed crash when adding train station to a train while the train is modified
(added/removed rolling stock). (https://forums.factorio.com/59363)
- Fixed that destroying part of a cliff with tile ghost under it destroyed the
whole part of the cliff. (https://forums.factorio.com/60449)
- Fixed browse games dialog problems with the active game not being updated
while searching. (https://forums.factorio.com/60545)
Modding:
- Added support to set ReactorPrototype::neighbour_collision_increase which
controls how much a reactor extends when connected to other reactors.
Scripting:
- Allow technology_price_multiplier to be less than 1 by script/scenario only.
- Added support for localised strings in LuaGameScript::write_file.
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----------------
Version: 0.16.43
Date: 14. 05. 2018
Bugfixes:
- Fixed that consistency check failed on ghost wall entity on top of wall
entity marked for deconstruction. (https://forums.factorio.com/60074)
- Fixed that it was possible (through mod or script) to build ghost entity of
belt/wall on top of existing belt/wall causing inconsistency later on.
(https://forums.factorio.com/60288)
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----------------
Version: 0.16.42
Date: 11. 05. 2018
Bugfixes:
- Changed the searching logic, that searching every word separately is only
done when the fuzzy search option is on. (https://forums.factorio.com/59670)
- Fixed a desync when printing a Lua error to players with different
installation paths. (https://forums.factorio.com/60049)
- Rail signal connection merge optimisation (tens of seconds instead of tens of
minutes on big maps).
- Fixed that rail signal migration didn't update the state of the signal
controlled by the circuit network. (https://forums.factorio.com/60068)
- Fixed decimals displaying in production statistics that caused the numbers to
be too long. (https://forums.factorio.com/59997)
- Fixed high CPU usage on the main menu. (https://forums.factorio.com/60063)
- Fixed an issue when joining friends games through steam.
(https://forums.factorio.com/60157)
- Fixed, that it was possible (with the use of script/mod) to build belt/wall
entity (not ghost) on top of other belt entity
marked for deconstruction, which could cause a consistency check fail later
on.
- Added train path finding penalty for train with no path equal to 1000 tiles.
(https://forums.factorio.com/60211)
- Fixed a crash when building modded rolling stock entities on diagonal rails.
(https://forums.factorio.com/60014)
- Fixed "header errors" when extracting factorio zip files with 7zip.
Scripting:
- Added LuaEntityPrototype::collision_mask_collides_with_tiles_only and
collision_mask_considers_tile_transitions read.
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Version: 0.16.41
Date: 03. 05. 2018
Bugfixes:
- Yet another rail signal connection fix.
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----------------
Version: 0.16.40
Date: 02. 05. 2018
Bugfixes:
- Yet another rail signal connection fix.
- Fixed a crash when killing the character during the gun_inventory_changed
event. (https://forums.factorio.com/59784)
- Fixed that LuaPlayer::opened wouldn't return the opened equipment grid.
(https://forums.factorio.com/59790)
- Fixed LuaInventory::sort_and_merge() would break furnaces and assembling
machines.
- Fixed crash when trying to migrate circuit connected entities. Any migrated
entities will be disconnected. (https://forums.factorio.com/59974)
- Fixed round input in team production challenge.
(https://forums.factorio.com/59970)
- Recipe item ingredients with a count of 0 are reported as an error instead of
allowing inconsistent behaviour. (https://forums.factorio.com/60016)
- Fixed missing reset of state of signal right next to removed rail.
(https://forums.factorio.com/60026)
- Fixed a crash that could happen in multiplayer over a poor connection.
(https://forums.factorio.com/59993)
Modding:
- Added ItemPrototype::fuel_glow_color, it colors the fuel glow of entities
that use that item as fuel.
Scripting:
- Added on_player_trash_inventory_changed event.
- Changed
LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered to
additionally accept a table of filters.
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----------------
Version: 0.16.39
Date: 30. 04. 2018
Bugfixes:
- Fixed function of enter key in number input.
(https://forums.factorio.com/59862)
- Fixed consistency check and migration related to rail internal inconsistency.
(https://forums.factorio.com/59765)
- Fixed that rail signals weren't fast replaceable.
- Fixed that the headless server wouldn't be able to restart for a while if it
was stopped with an RCON client connected. (https://forums.factorio.com/59830)
- Fixed that selecting map without a preview in the save/load dialog disallowed
to delete the save by the ingame delete button.
- Fixed wrong calculation of item insertion into splitter in some cases, which
could indirectly cause inconsistency in behaviour.
(https://forums.factorio.com/59950)
- Localised zip opening/closing error messages + added reason or error code
there.
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----------------
Version: 0.16.38
Date: 26. 04. 2018
Bugfixes:
- Fixed drawing of icons with multiple layers.
(https://forums.factorio.com/59811)
- Fixed that changing force of a wall didn't update the connections, which
could lead to a desync.
- Changed that walls and gates marked for deconstruction don't connect, which
solves some desync related problems with
walls/gates marked for deconstruction with walls/gates ghosts on top of it.
- Changed, that rail signals marked for deconstruction disconnect from the
rails.
- Changed, that rail signals marked for deconstruction are not blocking
blueprint placement of rail signals.
These changes should make it reliable to mark rail setup for deconstruction
and build blueprint right on top of it before it is deconstructed.
- Changed the logic of "toggle LUA console" key to only open and not close the
console (exception are ` and F1-F12 keys). (https://forums.factorio.com/59825)
- Fixed LuaEntity::splitter_output_priority read/write didn't work.
(https://forums.factorio.com/59864)
- Fixed malformed sprite path error would not trigger minimal mode when loading
mods. (https://forums.factorio.com/59827)
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----------------
Version: 0.16.37
Date: 23. 04. 2018
Changes:
- Added an option to interface settings to allow the user to change the
distance of tooltips from the mouse. (https://forums.factorio.com/59269)
Minor Features:
- Added optional resolution and zoom parameters to the screenshot command.
Bugfixes:
- Fixed that right click didn't work in the market GUI.
(https://forums.factorio.com/59230)
- Fixed a modded crash related to fire flame smoke.
- Fixed ignored_by_interaction when creating modded custom GUI elements.
(https://forums.factorio.com/59301)
- Fixed noise program compilation bug that resulted in broken programs.
(https://forums.factorio.com/58579)
- Fixed light from lamps outside of screen was not rendered properly.
(https://forums.factorio.com/59095)
- Fixed the steam engines in New Hope level 4.
(https://forums.factorio.com/59299)
- Possible fix for a crash on Linux with a multi-GPU setup.
(https://forums.factorio.com/59315)
- Fixed graphics of battery indicator (https://forums.factorio.com/59170)
- Boiler and heat exchanger will spawn medium remnants instead of small
remnants when destroyed. (https://forums.factorio.com/59356)
- Fixed that a well (offshore pump with water landfilled) was not rebuildable
by construction robots. (https://forums.factorio.com/59447)
- Fixed gates sometimes not detecting car being driven by god controller.
(https://forums.factorio.com/59472)
- Fixed that some of the achievements were obtainable even when player didn't
spend more than 50% of time in the game. (https://forums.factorio.com/59467)
- Fixed that character window was closed when doing fast transfer between armor
slot and inventory. (https://forums.factorio.com/59486)
- Fixed that modded inserters would some times get stuck.
(https://forums.factorio.com/59316)
- Fixed that Wave defense would error when played on a headless server.
(https://forums.factorio.com/59420)
- Improved system of key blocking now allows more key bindings to work
correctly. (https://forums.factorio.com/59415)
- Fixed underground pipe ghost would block underground connections of other
forces. (https://forums.factorio.com/59624)
- Added missing directions to util.oppositedirection.
(https://forums.factorio.com/59550)
- Fixed that the sound sliders went to 200% causing a lost of audio quality.
(https://forums.factorio.com/59638)
- Fixed save corruption when forces are merged while there is a rocket on the
map. (https://forums.factorio.com/59661)
- Fixed that LuaEntity::teleport could teleport ghost belts/rails.
- Fixed that LuaEntity::teleport of ghost walls could create wall and ghost
wall on the same position which could cause desyncs.
- Fixed that LuaEntity::teleport didn't put entities that are supposed to be
aligned to grid onto grid.
- Fixed wrong behavior of mining of a vehicle the player is in in multiplayer.
(https://forums.factorio.com/59709)
- Fixed crash on starting mod scenario in multiplayer for the first time.
(https://forums.factorio.com/59027)
- Fixed signal placeability in junction with different directions in different
ways. (https://forums.factorio.com/59210)
- Added electric energy consistency check to avoid one more corrupted save
situation resulting from memory corruption. (https://forums.factorio.com/59693)
Scripting:
- Added LuaTrain::killed_players read.
- Added LuaTrain::kill_count read.
- Added LuaInventory::is_quickbar().
- Added LuaInventory::get_selected_index().
- Added LuaFluidPrototype::fuel_value read.
- LuaEntity::teleport puts entity to correct location on the grid when it
doesn't have the off-grid flag.
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Version: 0.16.36
Date: 28. 03. 2018
Bugfixes:
- Fixed a crash when opening the graphics settings GUI on a single core CPU.
(https://forums.factorio.com/59023)
- Fixed that building a blueprint on top of existing assembling machines did
not copy the rotation correctly. (https://forums.factorio.com/59052)
- Fixed that entering rectangular vehicles didn't work correctly.
(https://forums.factorio.com/58958)
- Fixed that totals in production statistics were 0.33% off.
(https://forums.factorio.com/59063)
- Fixed a crash when loading blueprint storage data.
- Fixed that LuaGameScript::check_prototype_translations() would report custom-
inputs as having no translation.
Scripting:
- Fixed a crash by changing LuaGameScript::merge_forces() so the force is
merged at the end of the tick.
- Added on_forces_merged event.
- Added LuaEntity::armed read.
- Added LuaEntityPrototype::timeout read.
- Added on_land_mine_armed event.
- Added LuaPlayer::spectator read/write.
- Added LuaGameScript::enemy_has_vision_on_land_mines read/write.
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----------------
Version: 0.16.35
Date: 24. 03. 2018
Bugfixes:
- Fixed shifting for half-belt drawn as part of loader.
(https://forums.factorio.com/58919)
Modding:
- Added recipe-prototype show_amount_in_title and always_show_products.
Scripting:
- Added Added LuaRecipePrototype::show_amount_in_title and always_show_products
read.
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----------------
Version: 0.16.34
Date: 22. 03. 2018
Bugfixes:
- Fixed that long description in achievement cards was cut off. The card will
be larger in this case now. (https://forums.factorio.com/58891)
- Fixed a crash when rendering stickers. (https://forums.factorio.com/58953)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.33
Date: 22. 03. 2018
Features:
- Added dropdown to the replay viewing control that allows to switch between
the view of different players.
Changes:
- Updated map-gen-settings.example.json. (https://forums.factorio.com/55859)
Bugfixes:
- Fixed, that when the server is slower then the client, the player input is
stuck. (https://forums.factorio.com/48387)
- Fixed that using rail by the rail planner stopped replay.
(https://forums.factorio.com/58933)
- Fixed that burner inserter didn't show fuel in the entity info.
(https://forums.factorio.com/58876)
- Fixed that blueprint manipulation was broken in replays. (even opening the
gui crashed the game) (https://forums.factorio.com/58870)
- Fixed PvP script error when 'DEFCON timer' was set too low.
(https://forums.factorio.com/58855)
- Fixed that ctrl-click to transfer modules into assembling machines didn't
work correctly. (https://forums.factorio.com/58896)
- Small improvement in mining logic when using rail planner.
(https://forums.factorio.com/58483)
- Fixed an issue with un-researching upgrade-based technologies.
(https://forums.factorio.com/58885)
- Fixed a layering issue related to the train stop visualization.
(https://forums.factorio.com/58857)
- Fixed incorrect migration message under certain conditions.
(https://forums.factorio.com/56752)
- Fixed that player joined/left game messages weren't visible in the replay.
- Fixed that health bar of other players weren't visible.
- Fixed a rare crash when joining multiplayer games on Mac.
- Fixed crash when player with debuff sticker disconnected from game and later
reconnected.
Modding:
- Added recipe-prototype allow_intermediates.
Scripting:
- Added events and remote interface to PvP scenario.
- Added LuaRecipePrototype::allow_intermediates read.
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Version: 0.16.32
Date: 20. 03. 2018
Minor Features:
- Added string import/export to PvP config.
Changes:
- Only item ingredients are automatically sorted in recipes.
Bugfixes:
- Fixed LuaEntity::get_merged_signals() would always require a parameter.
(https://forums.factorio.com/58861)
- Fixed a crash related to mod settings losing precision when being saved
through JSON. (https://forums.factorio.com/58859)
Modding:
- mod-settings.json is now mod-settings.dat - settings will be auto migrated.
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Version: 0.16.31
Date: 19. 03. 2018
Minor Features:
- Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.
- Empty fuel slot tooltips show what fuel they accept.
Changes:
- Enemy mines are not completely invisible anymore in PvP scenarios.
- Land mines now also stun enemy players.
- Walls will extend towards cliffs same as they already do towards water.
(https://forums.factorio.com/58273)
- Blueprint building over entities of an enemy force is no longer
ignorable(blue). (https://forums.factorio.com/58715)
- Ingredients in recipes are automatically sorted.
(https://forums.factorio.com/58757)
- Changed it so when loading a multiplayer map in single player it auto-
promotes you to an admin. (https://forums.factorio.com/58485)
Bugfixes:
- One more transport belt unsquashing tweak.
(https://forums.factorio.com/58638)
- Changed LuaSurface::find_entity to also find entities with zero sized
bounding boxes but with the given position. (https://forums.factorio.com/58765)
- Fixed drawing icons with layers when layers didn't have same source size as
main icon. (https://forums.factorio.com/58681)
- Fixed another bug where tables were disabled at certain scroll positions.
(https://forums.factorio.com/58652)
- Fixed applying blueprints could rotate unrelated assembling machines.
(https://forums.factorio.com/58729)
- Fixed that the god controller wouldn't trigger the player_moved event.
(https://forums.factorio.com/58702)
- Fixed script error in logistic tutorial when player went outside of logistic
area. (https://forums.factorio.com/58581)
- Fixed a crash when calling factorio Lua API functions with the wrong number
of parameters. (https://forums.factorio.com/58717)
- Fixed that blueprint tooltip text wouldn't line wrap.
(https://forums.factorio.com/58582)
- Fixed that heat and electric energy sources would show prototype efficiency
even when they didn't support it. (https://forums.factorio.com/58161)
- Fixed wrong scroll pane size in a specific situation.
(https://forums.factorio.com/56441)
- Fixed a crash when resetting technology effects while the technology GUI is
open. (https://forums.factorio.com/58756)
- Fixed crash with high-speed short trains crashing into something.
(https://forums.factorio.com/58504)
- Fixed that multi-line descriptions for multiplayer games would break the
config.ini. (https://forums.factorio.com/58626)
- Fixed creating cliffs through script or map editor didn't snap them to proper
position. (https://forums.factorio.com/58625)
- Fixed a crash related to biters in modded games.
(https://forums.factorio.com/58576)
- Fixed that several errors related to HTTP failure weren't localized.
(https://forums.factorio.com/58669)
- Fixed ghost rail-planner building would lock in the build rotation after
being used once. (https://forums.factorio.com/58776)
- Fixed that mod-associated character entities wouldn't be effected by force
modifiers. (https://forums.factorio.com/58808)
- Fixed that fast-transferring equipment into modded car equipment grids didn't
work correctly. (https://forums.factorio.com/54461)
- Partially fixed trains sending circuit networks signal to the wrong station.
(https://forums.factorio.com/53688)
- Fixed a crash when deleting 2 or more stations from a train within the same
tick while the last station is selected in the GUI.
- Fixed another crash when saving fails when out of disk space.
- Fixed a crash when an open assembling machine with no recipe is mined while
in the same tick another GUI is opened in multiplayer.
- Fixed a crash in multiplayer related to DNS failure.
- Fixed a crash when the game.take_screenshot() would fail.
- Fixed that switching between manual & automated mode was creeping forward by
a bit every time when manual mode was re-activated.
- Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
- Fixed that replay didn't check crc values.
- Fixed several problems related to replay saving.
Modding:
- Added Entity prototype flag "not-flammable", it prevents entities from
catching fire.
- Stickers can by applied onto players now. Slowdown capsule has been changed
to affect enemies only.
- Fixed some imprecisions in the Production/Electric statistics calculations.
- Added order_in_recipe into item-group, it defaults to the value of order
property.
- Added item prototype flag "hide-from-fuel-tooltip".
Scripting:
- Removed LuaElectricEnergySourcePrototype::effectivity read since it didn't do
anything.
- Added LuaGroup::order_in_recipe read.
- Added on_technology_effects_reset event.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.30
Date: 12. 03. 2018
Bugfixes:
- Filters no longer disappear when inventory is downsized.
(https://forums.factorio.com/58565)
- Fixed free floating sprites would get corrupted on window resize with DirectX
renderer when Low VRAM Mode was disabled. (https://forums.factorio.com/58633)
- Fixed a crash related to resetting technology effects while a research was in
progress/just finished.
- Fixed a desync related to mods calling math.random() during the data stage.
Scripting:
- Made it possible for the LuaFrame::align and LuaFrame::vertical_align to have
effect on the align of the inner container.
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----------------
Version: 0.16.29
Date: 12. 03. 2018
Bugfixes:
- Fixed that small numbers in recipe tooltips wouldn't render correctly.
(https://forums.factorio.com/58422)
- Fixed a bug where tables do not react under special conditions.
(https://forums.factorio.com/56466, https://forums.factorio.com/57667)
- Fixed belt movement with squashed items and other gaps present.
(https://forums.factorio.com/58313)
- Fixed that splitter input priority was not that reliable.
(https://forums.factorio.com/58031)
- Fixed that fast replacing a circuit connected entity will sometimes double
circuit network contents. (https://forums.factorio.com/58217)
- Fixed the EULA GUI wouldn't wrap text. (https://forums.factorio.com/58489)
- Fixed 'per second' suffix was not localised.
(https://forums.factorio.com/58322)
- Attempt to fix a problem that would prevent the Linux version from starting.
(https://forums.factorio.com/58307)
- Fixed that blueprints in the library would show empty component slots.
(https://forums.factorio.com/58113)
- Fixed that mining item entities when out of inventory space would move the
item around. (https://forums.factorio.com/58499)
- Fixed multiple desyncs related to walking near walls.
(https://forums.factorio.com/58477)
- Fixed that the "don't play sound for chat" option didn't work in multiplayer.
(https://forums.factorio.com/58531)
- Fixed some inconsistencies between damage bonus in item tooltip vs entity
tooltip. (https://forums.factorio.com/57963)
- Fixed that the players main inventory filters wouldn't persist through death.
(https://forums.factorio.com/58565)
- Fixed that pipes to ground didn't connect in blueprint preview the same way
as pipes do. (https://forums.factorio.com/58521)
- Fixed that some underground belts would not be correctly marked as
ignorable(blue) when building blueprints.(https://forums.factorio.com/58148)
- Fixed enemy land mines would be highlighted when showing blueprint
collisions. (https://forums.factorio.com/58621)
- Fixed that walls would connect to ghosts from another force.
- Fixed rebinding build would cause artillery to fire multiple times per click
in the map view.
- Fixed a crash when starting a headless server related to RCON.
- Fixed a crash when setting item stacks above their stack size through script.
- Fixed a crash when saving fails due to out of disk space.
- Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.
- Fixed that you couldn't move the map view while running the game at very high
speeds.
- Fixed a crash when taking a large screenshot by script fails due to a lack of
memory.
- Fixed a crash when canceling crafting after changing recipes through mods.
- Fixed a crash when merging forces through script while a recipe tooltip is
visible.
- Fixed a crash when using the /open command and then opening an item in the
players cursor.
- Fixed a crash when creating modded tree particles.
- Fixed a crash related to modded speaker entities.
Modding:
- Changed the maximum number of electric poles that can be connected to one
entity from 255 to 65535.
- Added optional Electric pole prototype "draw_copper_wires" and
"draw_circuit_wires".
- Added Entity prototype flag "not-rotatable".
- Fixed a crash when not defining a stream particle animation.
Scripting:
- Added LuaRCON to allow printing text to a calling RCON instance.
- Added LuaItemPrototype::fuel_emissions_multiplier read.
- Added LuaRecipePrototype::emissions_multiplier read.
- Added LuaFluidPrototype::emissions_multiplier read.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.28
Date: 05. 03. 2018
Minor Features:
- Added a simple recipe price calculator to PvP production score.
- Item number in quickbar now shows over the "hand" when part of the stack is
picked up. (https://forums.factorio.com/58403)
Bugfixes:
- Fixed drawing endings of transport belts entering underground belt sideways.
(https://forums.factorio.com/57939)
- Fixed a bug with pumps not activating sometimes.
(https://forums.factorio.com/58082)
- Fixed roboport connections would be missing in some cases.
(https://forums.factorio.com/58238)
- Fixed that biters in groups had too low tolerance for getting stuck.
(https://forums.factorio.com/58306)
- Fixed that you could set accumulator energy below 0.
(https://forums.factorio.com/57619)
- Fixed a crash in rail pathing when deleting signals.
(https://forums.factorio.com/58133)
- Fixed a crash when creating beam entities through script.
(https://forums.factorio.com/58316)
- Fixed old boilers in New Hope level 4. (https://forums.factorio.com/58066)
- Fixed that changing the values in new game gui could move other gui elements.
(https://forums.factorio.com/57414)
- Changed order of drawing, so if sprite button uses caption, its text is over
the picture. (https://forums.factorio.com/57888)
- Fixed that the wire connection distance visualization didn't match the actual
distance limits. (https://forums.factorio.com/58340)
- Fixed a crash when trains are destroyed while the trains GUI is open.
(https://forums.factorio.com/58356)
- Fixed train stop indicators wouldn't render with larger blueprints.
(https://forums.factorio.com/58326)
- Fixed mod changing chest collision box could break PvP starting chest
accessibility. (https://forums.factorio.com/58360)
- Fixed that the Map editor wouldn't clear the cursor when the tool changes.
(https://forums.factorio.com/58303)
- Fixed a crash when destroying rails with trains on them.
(https://forums.factorio.com/58380)
- Fixed a crash when joining Steam games through the Steam interface.
- Fixed a crash related to adding equipment grid support to armor in existing
games.
- Fixed several crashes related to GUI logic.
- Fixed a crash when loading pre 0.16 saves when in a vehicle as a god
controller.
- Fixed a crash when teleporting offline players between surfaces.
- Fixed non-stackable items wouldn't enforce they aren't stackable.
- Fixed a crash when changing runtime mod settings while someone is joining a
multiplayer game.
- Fixed a crash when a character or spawner dies in the map editor.
- Fixed a crash when hovering over blueprint book item in the map editor.
- Fixed a crash when right-clicking a blueprint to open it for editing in the
map editor.
- Fixed a crash when putting blueprints into blueprint books in multiplayer.
- Fixed a crash when importing some blueprint strings.
Scripting:
- Added has_hidden_tile and collision_mask flags to
LuaSurface::find_tiles_filtered and LuaSurface::count_tiles_filtered.
- Added LuaSurface::set_hidden_tile().
- Added LuaGuiElement::ignored_by_interaction which prevents the elements from
stealing mouse interaction with the parent elements.
(https://forums.factorio.com/58127)
- Added LuaSpriteButton::number which allows the number to be rendered in the
standard way in the right-bottom corner of the sprite button.
- Added LuaSpriteButton::show_percent_for_small_numbers which, when set to
true, forces the number to be shown as percent when smaller than 1.
Modding:
- Added ItemPrototype::fuel_emissions_multiplier which scales pollution
generated when the fuel item is used.
- Added FluidPrototype::emissions_multiplier which scales pollution generated
when the fluid is consumed.
- Added RecipePrototype::emissions_multiplier which scales pollution generated
by the entity using this recipe.
- Added support to set scroll_pane_style horizontal_scroll_bar_style and
vertical_scroll_bar_style.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.27
Date: 28. 02. 2018
Minor Features:
- Added refined concrete and refined hazard concrete.
Changes:
- The the name textfield in the rename train stop dialog gets automatically
focused and the text is pre-selected.
Bugfixes:
- Fixed that dying would only put the first stack into the dead body.
(https://forums.factorio.com/58201)
- Fixed that infinite resources would always produce the same result when at
minimal yield. (https://forums.factorio.com/58210)
- Fixed how the switch event is processed. (https://forums.factorio.com/57692)
- Fixed behaviour of the train station list-box when player inventory was big
enough to be scrollable. (https://forums.factorio.com/57834)
- Fixed that always_show_made_in didn't work for recipe tooltips in the
technology GUI. (https://forums.factorio.com/58249)
- Fixed a crash when migrating item types in some cases.
- Fixed movement of belt segment that has a lot of squashed items in it.
- Fixed a crash in the map editor when changing player armor.
- Fixed a crash related to mods destroying the player during player events.
- Fixed a crash when creating a Factorio account using the in-game option.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.26
Date: 26. 02. 2018
Features:
- Added partial IME support for typing Chinese, Japanese and Korean text on
Windows.
Changes:
- IPs are no longer directly logged.
Bugfixes:
- Fixed several belt compression problems.
- Fixed crash when rendering turret range visualization in camera widget.
- Fixed incorrect behaviour when a text box line wraps.
(https://forums.factorio.com/57944)
- Fixed achievement deletion dialog. (https://forums.factorio.com/57959)
- Fixed choose-elem-button locking not persisting across saves.
(https://forums.factorio.com/58012)
- Fixed item creeping forward on belt sometimes.
(https://forums.factorio.com/57282)
- Fixed removal of tracked silo script items.
(https://forums.factorio.com/57953)
- Fixed a crash when using the Lua GUI element type "entity-preview".
(https://forums.factorio.com/58048)
- Fixed that "Expected resources" didn't always match what you actually got.
(https://forums.factorio.com/58032)
- Fixed that heavily modded saves with large amounts of tile types couldn't be
loaded without the mods. (https://forums.factorio.com/56946)
- Fixed that buffer chests could get items sent to them they weren't
requesting. (https://forums.factorio.com/58080)
- Fixed belts would stop animating after really long time.
(https://forums.factorio.com/58163)
- Fixed crash when vehicle with personal roboport was destroyed because of
impact damage from its own movement. (https://forums.factorio.com/58125)
- Fixed the help locale for the /toggle-rockets-sent-gui freeplay command.
(https://forums.factorio.com/58096)
- Fixed wrong scale of icons with non-standard icon_size in alt-mode.
(https://forums.factorio.com/58143)
- Fixed generator effectivity being applied twice when below 100%.
- Fixed a crash when failing to download a map in multiplayer.
- Fixed crashes related to Lua stack overflows.
- Fixed a crash related to changing the stack size of items when removing mods.
- Fixed a crash when researching logistic request slots.
- Fixed a crash related to the ending screen data in multiplayer.
- Fixed a crash when explosion entities where created during migration scripts.
- Fixed a crash when exiting the game while it's saving.
- Fixed a crash when loading a map file fails.
- Fixed a crash related to modded burner generator equipment in multiplayer.
- Fixed labels could render outside of their defined area.
- Fixed a crash when placing assembling machine blueprints over ghosts.
- Fixed a crash when clicking quickly while joining multiplayer games.
- Fixed a crash when saving the game fails.
- Fixed a crash when deleting chunks with cliffs on them.
- Fixed a crash when trying to set player inventory filters in the map editor.
- Fixed several GUI related crashes related to multiplayer latency.
- Fixed a crash when hosting LAN-enabled multiplayer games in some instances.
Modding:
- Added GeneratorPrototype::scale_fluid_usage which scales the generator's
fluid usage to its maximum power output. Default is false.
- Generator will now produce pollution if emissions is specified on the energy
source.
Scripting:
- Added LuaGameScript::is_multiplayer().
-----------------------------------------------------------------------------------
----------------
Version: 0.16.25
Date: 19. 02. 2018
Changes:
- Inserters, mining drills, and belt sideloading can now squash items on belt
even when the gap isn't big enough.
The squashed gap is extended to normal size once the front of the belt starts
to move again.
This means, that inserter, mining drills and side loading can produce fully
compressed belts without the usage of splitters.
Minor Features:
- Improved behavior of mode switches in deconstruction planner.
(https://forums.factorio.com/57871)
Bugfixes:
- Fixed crash when train was leaving station that was disabled by circuit
network or destroyed. (https://forums.factorio.com/57869)
- Fixed search box losing focus inconveniently in mods gui.
(https://forums.factorio.com/57821)
- Fixed client crash when server exits while player has the save game dialog
open. (https://forums.factorio.com/57701)
- Removing components of a blueprint no longer resizes the window.
(https://forums.factorio.com/56412)
- Fixed performance issue when running out of storage while big deconstruction
is in progress.
- Fixed scrollbar buttons that would ignore mouse up event.
(https://forums.factorio.com/57899)
- Fixed that after changing some control settings, the quickbar wouldn't react
to them until the game was reloaded. (https://forums.factorio.com/57974)
Scripting:
- Added LuaControl::is_player()
-----------------------------------------------------------------------------------
----------------
Version: 0.16.24
Date: 15. 02. 2018
Minor Features:
- When the game crashes, the crash log is uploaded to us. You can opt out by
disabling it in the options menu.
- Player chat color when set through '/color r g b a' command will be
brightened. (https://forums.factorio.com/57796)
Bugfixes:
- Fixed that LuaEntity::get_merged_signals() would return wrong value if no
wires were connected. (https://forums.factorio.com/57757)
- Fixed flamethrower turret could get stuck in deactivated state when fluid
type in its pipe changed. (https://forums.factorio.com/57730)
- Fixed energy consumption of laser turret in recipe tooltip.
(https://forums.factorio.com/22310)
- Fixed that specifying a shift for a storage tank's fluid_background would
shift it incorrectly. (https://forums.factorio.com/57691)
- Fixed that ctrl-arrow/backspace/delete worked in the console but not in other
text boxes. (https://forums.factorio.com/57496)
- Fixed that you could define a fluidbox height of 0.
(https://forums.factorio.com/57753)
- Fixed trains "twitching" under certain circumstances.
(https://forums.factorio.com/57738)
- Fixed wrong hairy dead tree graphics positioning.
(https://forums.factorio.com/57761)
- Fixed that ping-pong DNS lookup failure would shut down running multiplayer
games. (https://forums.factorio.com/57759)
- Fixed LuaInventory::getbar/setbar used zero-based indexing.
(https://forums.factorio.com/57816)
- Fixed incorrect electric network connection rendering on the map.
(https://forums.factorio.com/57327)
- Fixed train would reset its "waiting on signal" penalty when recalculating
path due to waiting too long. (https://forums.factorio.com/57574)
Scripting:
- Added script.on_nth_tick(n, function).
- Added LuaSurface::can_place_entity(...) optional parameter "build_check_type"
and "forced".
-----------------------------------------------------------------------------------
----------------
Version: 0.16.23
Date: 12. 02. 2018
Changes:
- Lamps stagger again during day/night transition. They also turn on much
sooner and turn off much later.
- The deconstruction planner "trees/rocks only" option can be inverted using
the whitelist/blacklist toggle.
- The Rocket silo entity info now shows 'Rocket parts: 50/100'.
- Removed 'starting inventory' PvP option, as starting chests are a more proper
solution.
- Added 'required satellites sent' option to space race PvP game mode
Bugfixes:
- Fixed snapping locomotive to station sometimes not working.
(https://forums.factorio.com/57380)
- Fixed modded loaders with different dimensions crashing when destroyed.
(https://forums.factorio.com/56701)
- Fixed that module effects would go negative when adding too many beacon
effects together. (https://forums.factorio.com/57425)
- Fixed that changing an assembling machine recipe by copy-paste would delete
the in-progress recipe items. (https://forums.factorio.com/57452)
- Fixed that directly replacing modules didn't work correctly.
(https://forums.factorio.com/57453)
- Fixed that changing train stop names wouldn't update the last-user.
(https://forums.factorio.com/57481)
- Fixed that the logistic count tooltip wouldn't show correctly for negative
values. (https://forums.factorio.com/57520)
- Fixed that changing the stack size of the satellite through mods could make
it impossible to win. (https://forums.factorio.com/57487)
- Fixed circuit controlled stack override sometimes being incorrect.
(https://forums.factorio.com/57421)
- Fixed that mods could specify invalid categories, for a few classes of modded
item. (https://forums.factorio.com/57443)
- Fixed pipette tool orientation of curved tracks.
(https://forums.factorio.com/57477)
- Fixed that beacons would ignore the allowed effects on an entity.
(https://forums.factorio.com/57376)
- Fixed that rail ghosts weren't placeable on top of enemy force's land mines,
thus revealing the location of the mines. (https://forums.factorio.com/57489)
- Fixed Lua module limitations array being a map of strings to numbers, instead
of an array. (https://forums.factorio.com/57561)
- Fixed that the market GUI wouldn't use a scroll bar even when the offers
didn't fit in the window. (https://forums.factorio.com/57505)
- Fixed worker robot speed in PvP scenario. (https://forums.factorio.com/57547)
- Fixed that the blueprint preview in the blueprint library was smaller than
the blueprint view you get after opening a blueprint item.
(https://forums.factorio.com/57577)
- Fixed that the technology search would be broken by disabled technologies in
some cases. (https://forums.factorio.com/57600)
- Fixed that mods changing stack sizes would break the inventory transfers
tutorial. (https://forums.factorio.com/57613)
- Power switch copper wire connections are now saved in the ghost when
destroyed and restored when rebuilt. (https://forums.factorio.com/55381)
- Fixed LuaSurface::regenerate_decoratives() would generate much more
decoratives than normal map generator run. (https://forums.factorio.com/57348)
- Fixed clicking the label in sort-able tables wouldn't effect sorting.
(https://forums.factorio.com/57652)
- Fixed that recipe tooltip labels would render outside of the tooltip area in
some cases. (https://forums.factorio.com/57386)
- Fixed clamp_position=true on artillery shells would negate artillery range
bonus. (https://forums.factorio.com/57700)
- Fixed item icon would not be rescaled to normal size if icon_size not 32.
(https://forums.factorio.com/57683)
Modding:
- Added "friend" and "not-friend" force trigger modifiers.
- Added optional night vision equipment prototype "darkness_to_turn_on".
Scripting:
- Added LuaGameScript::ammo_category_prototypes read.
- Added LuaEntity::get_merged_signals().
-----------------------------------------------------------------------------------
----------------
Version: 0.16.22
Date: 02. 02. 2018
Bugfixes:
- Fixed a crash when loading saves with modded camera GUI elements.
(https://forums.factorio.com/57375)
- Changed the "load save in map editor" to "convert save to Scenario" to
support locale and custom scripts. (https://forums.factorio.com/57381)
- Another attempt to fix crashes on OS X Mavericks (version 10.9).
(https://forums.factorio.com/54549)
- Fixed that some mod settings would always detect as different than the server
when trying to join. (https://forums.factorio.com/57352)
- Fixed that turrets that died and where rebuilt couldn't be mined.
(https://forums.factorio.com/57393)
Modding:
- Added optional RecipePrototype::allow_as_intermediate to disable a recipe
being used as an intermediate when hand crafting.
- Added PlayerPrototype::enter_vehicle_distance.
Scripting:
- Added LuaRecipePrototype::allow_as_intermediate read.
- A player changing the active index in a blueprint book in the cursor will now
fire the player_cursor_stack_changed event.
- Added LuaEntityPrototype read properties: running_speed,
maximum_corner_sliding_distance, build_distance, drop_item_distance,
reach_distance,
reach_resource_distance, item_pickup_distance, loot_pickup_distance,
enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction,
ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.21
Date: 01. 02. 2018
Minor Features:
- Added support to load save files directly in the map editor.
- Added "Save and play" button to map editor, to allow quick iteration.
- Added levels in campaigns to level editor "open" menu.
Changes:
- Requesters requesting from buffer chests (which includes players) have higher
priority than other requesters.
- Player death messages will be printed to all forces they are friends with.
- Player death messages include the player tag.
Gui:
- The left/right switch used in locomotive and splitter can be also switched by
clicking the label buttons.
Bugfixes:
- Fixed teleporting pumps would crash the game.
(https://forums.factorio.com/57150)
- Fixed dragging in the map preview and technology GUI didn't work correctly.
(https://forums.factorio.com/57202)
- Fixed walls wouldn't connect correctly when built through script in some
cases. (https://forums.factorio.com/57212)
- Fixed that the equipment grid was too small when using extra-low graphics
quality. (https://forums.factorio.com/56913)
- Fixed inserters could get stuck trying to pick up items off the ground in
some cases. (https://forums.factorio.com/57244)
- Fixed issues related to splitter priorities.
(https://forums.factorio.com/56968)
- Fixed that the "recursive technology prerequisites detected" error message
wouldn't print the dependency cycle properly. (https://forums.factorio.com/57204)
- Fixed (and hopefully generally improved) the splitter GUI so invalid states
are not possible. (https://forums.factorio.com/56926)
- Fixed that biters would not be able to path find close to cliffs.
(https://forums.factorio.com/56811)
- Fixed mod control settings would be wiped out when game entered minimal mod
due to mod error on start up. (https://forums.factorio.com/51488)
- Fixed that the tips-and-tricks GUI would open when running a replay.
(https://forums.factorio.com/57300)
- Fixed that the blueprint setup GUI wouldn't show in some situations.
(https://forums.factorio.com/57293)
- Fixed that the asynchronous saving process could freeze in headless mode.
(https://forums.factorio.com/56823)
- Fixed crash in PvP when distance between starting areas was too low.
(https://forums.factorio.com/57215)
- Fixed small locale error in resource entity info.
(https://forums.factorio.com/56930)
- Fixed crash when player deletes blueprint book from their library while other
player has the book opened. (https://forums.factorio.com/56288)
- Fixed that custom scroll panes didn't respect vertical scroll policy
correctly. (https://forums.factorio.com/57309)
- Fixed a crash in the technology GUI when using
LuaForce::disable_all_prototypes(). (https://forums.factorio.com/57066)
- Adjusted collision boxes of decals to reduce chance a decal will be generated
in position colliding with water. (https://forums.factorio.com/54781)
- Fixed that the recipe tooltip "made in" wouldn't show every possible machine
when there was a lot of them. (https://forums.factorio.com/57318)
- Fixed ghost of lamp would not connect to logistic network when revived.
(https://forums.factorio.com/56413)
- Fixed that the command line --map2scenario option wouldn't convert scenario-
created saves correctly. (https://forums.factorio.com/56523)
- Fixed handling of mouse bindings in map view.
(https://forums.factorio.com/57201)
- Fixed that you could get stuck after using cliff explosives.
(https://forums.factorio.com/57339)
- Fixed biters getting stuck next to a wall in some situations.
(https://forums.factorio.com/57334)
Modding:
- Added optional create_ghost_on_death for entities with health that normally
make ghosts on dying.
- Added optional always_show_made_in to recipe prototypes.
Scripting:
- Added last_research to the on_research_started event.
- Added LuaEntityPrototype::energy_per_hit_point read.
- Added LuaEntityPrototype::create_ghost_on_death read.
- Added CustomMinimap GUI element type.
- Added CustomEntityPreview GUI element type.
- Added LuaInventory::sort_and_merge().
- Added an optional "invert" option to LuaSurface::find/count entities
filtered.
- Added LuaForce::enable_all_prototypes().
- Added LuaRecipePrototype::always_show_made_in read.
- Added LuaControl::get_main_inventory().
- Added LuaGuiElement::column_count read.
- Changed util.merge to always deepcopy nested tables.
(https://forums.factorio.com/57169)
- Changed events so they won't fire until every mod has had on_init ran.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.20
Date: 26. 01. 2018
Bugfixes:
- Fixed another compression problem on belts related to splitters.
- Fixed that the cancel craft, import blueprint and blueprint book buttons
didn't work.
- Fixed biter related desyncs. (https://forums.factorio.com/57048)
- Fixed possible desync related to logistic network.
Modding:
- Renamed render_layers: ground_patch, ground_patch_higher,
ground_patch_higher2, and air-entity-info-con
to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-
info-icon.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.19
Date: 25. 01. 2018
Minor Features:
- Added PvP options: Disband team on loss, team area artillery and give
artillery remote.
Bugfixes:
- Fixed that the game allowed mining speed modifier less than -1, which
resulted in negative mining speeds. (https://forums.factorio.com/57005)
- Fixed that fast-replacing power poles while running would just delete them.
(https://forums.factorio.com/56729)
- Fixed that you couldn't exit vehicles with large collision boxes.
(https://forums.factorio.com/56905)
- Fixed that LuaPlayer::can_insert and LuaPlayer::insert didn't agree.
(https://forums.factorio.com/56917)
- Fixed game state corruption related to ordering deconstruction of entities
with enabled connection to logistic network. (https://forums.factorio.com/56816)
- Fixed that teleporting roboports when robots where charging would lead to
corrupt saves. (https://forums.factorio.com/57006)
- Fixed that toggle-console wouldn't work with modifier keys.
(https://forums.factorio.com/57013)
- Fixed graphical artifacts in terrain when zoomed out.
(https://forums.factorio.com/57043)
- Fixed that LuaForce::disable/enable research wouldn't update the GUI
correctly. (https://forums.factorio.com/57075)
- Fixed that pumps would ignore fluidbox filter.
(https://forums.factorio.com/56694)
- Fixed crash caused by non-ASCII characters in name of custom scenario.
(https://forums.factorio.com/57077)
- Fixed that idle biters would ignore the player when approached.
(https://forums.factorio.com/57085)
Modding:
- Added support for setting icon_size per icon layer.
Scripting:
- Added LuaGameScript::default_map_gen_settings read.
- Added LuaSurface::get_random_chunk().
-----------------------------------------------------------------------------------
----------------
Version: 0.16.18
Date: 23. 01. 2018
Bugfixes:
- Fixed searching for recipes could add the "no recipe available" message
multiple times. (https://forums.factorio.com/56966)
- Fixed a crash related to biters. (https://forums.factorio.com/56932)
- Fixed that setting locked = true on choose-elem-buttons through the mod API
would still let the button be cleared. (https://forums.factorio.com/56915)
- Fixed logistic entity highlighting didn't work correctly in some cases.
(https://forums.factorio.com/56942)
- Fixed that the map editor could get stuck if you built out-of-map tiles
directly in the center of the screen. (https://forums.factorio.com/56953)
- Fixed Linux runtime requirements being dynamically linked.
(https://forums.factorio.com/56922)
- Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix.
(https://forums.factorio.com/56929)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.17
Date: 22. 01. 2018
Features:
- Added filter to splitter.
- Added input and output priority to splitter.
Minor Features:
- Added a "clone group" button to the permissions GUI.
- Added PvP options: Spectator fog of war, starting chests, chest item
multiplier, team areas turrets, automatic round time, and base exclusion time.
Balancing:
- Increased the stack size of roboport from 5 to 10.
- Decreased collision box of substation, radar and chemical plant so it is
possible to walk between it and other entities.
Bugfixes:
- Fixed that rail chain signals didn't work with copy-paste.
(https://forums.factorio.com/56438)
- Fixed that double clicking the empty space in scroll bars on the load/save
map GUIs would trigger the load/save. (https://forums.factorio.com/56440)
- Fixed that walking near the edge of water could result in no footstep sounds.
(https://forums.factorio.com/56372)
- Fixed building belts over splitters marked for deconstruction while a ghost
belt was under the splitter didn't work. (https://forums.factorio.com/56250)
- Fixed that ghost solar panels would show as having energy.
(https://forums.factorio.com/56467)
- Fixed that the bonus GUI didn't show correct numbers for some bonuses.
(https://forums.factorio.com/56475)
- Fixed that a single water tile that separates two terrain types would become
invisible. (https://forums.factorio.com/54663)
- Added graphics option "Separate lower object atlas" to address performance
issue when rendering lot of decoratives on some PCs.
The option will put sprites drawn under shadows in a separate sprite atlas
with mipmaps enabled.
This should reduce GPU load, but slightly increase CPU load and VRAM usage.
(https://forums.factorio.com/54560)
- Added a command-line option --executable-path to allow launching Factorio
through a custom ld.so on Linux. (https://forums.factorio.com/56454)
- Fixed a crash when setting invalid prototype values for vehicle type entities
through mods. (https://forums.factorio.com/56494)
- Fixed that you couldn't attack nests with your pickaxe.
- Additional fix of the rail block visualization for high res.
(https://forums.factorio.com/56499)
- Fixed jittering when running against entities with connected bounding boxes
(for example pipes). (https://forums.factorio.com/56497)
- Fixed that entities with multiple items to build them wouldn't fire mod
events in some cases. (https://forums.factorio.com/56574)
- Fixed recipe tooltip with many raw materials showing incorrectly.
(https://forums.factorio.com/56422)
- Fixed invisible GUI when assembling machine with no recipe is opened.
(https://forums.factorio.com/56491)
- Fixed a crash on Linux that would happen after dragging a UI element outside
the game window. (https://forums.factorio.com/56501)
- Fixed inconvenient drag-placing of electric poles around large entities.
(https://forums.factorio.com/56374)
- Fixed un-setting controls wouldn't work correctly for key bindings with
default modifiers. (https://forums.factorio.com/56659)
- Fixed artillery projectile shadow was not aligned with artillery cannon
shadow. (https://forums.factorio.com/55269)
- Fixed line breaks in changelog with UI scale.
(https://forums.factorio.com/56141)
- Fixed that too many biters trying to return to a spawner could make all other
biters inactive. (https://forums.factorio.com/56464)
- Fixed robots deconstructing artillery turrets could lose ammo.
(https://forums.factorio.com/56686)
- Improved scroll behaviour in server list. (https://forums.factorio.com/55451)
- Fixed possibility of receiving the previous rounds input items in Team
production. (https://forums.factorio.com/56754)
- Fixed that the game could create many enemy unit groups resulting in poor
performance. (https://forums.factorio.com/56683)
- Fixed pasting entity settings would not disable connection to logistic
network. (https://forums.factorio.com/56753)
- Fixed blueprint containing rocket silo could result in broken silo if placed
before rocketry was researched. (https://forums.factorio.com/56748)
- Fixed rail chain signal ghost would emit light.
(https://forums.factorio.com/56818)
- Fixed that blueprint strings wouldn't retain storage chest filters.
(https://forums.factorio.com/56875)
- Fixed passing LuaObjects through the remote interface wouldn't always work
correctly. (https://forums.factorio.com/56812)
- Fixed that LuaSurface::create_entity wouldn't work to create walls on top of
ghost walls. (https://forums.factorio.com/56829)
- Fixed that a furnace or assembling machine with > 100% productivity with a <=
1 tick crafting time recipe wouldn't work correctly.
(https://forums.factorio.com/56859)
- Fixed building blueprint rails on rails marked for deconstruction didn't work
correctly in some cases. (https://forums.factorio.com/56854)
- Fixed a migration issue related to logistic entities and inventory resizing.
(https://forums.factorio.com/56861)
Modding:
- Removed terrain_collision_box from fish prototype. To prevent fish with non-
zero collision box from blocking offshore pump placement,
default collision mask of fish has flag 'colliding-with-tiles-only'.
(https://forums.factorio.com/55109)
- Disabled recipes won't be cleared from an assembling machine ghost, if the
assembling machine prototype has fixed_recipe set.
- Entity of type offshore pump can be rotated on ground if flag 'filter-
directions' is not set. (https://forums.factorio.com/26937)
Scripting:
- Changed the tile related events to include the old tiles and positions
instead of just positions.
- Added on_pre_player_crafted_item and on_player_cancelled_crafting events.
- Added on_entity_damaged event.
- Added on_chunk_charted event.
- Added LuaEntity::splitter_filter, splitter_input_priority and
splitter_output_priority read/write.
- Added ghost_name and ghost_type to LuaSurface::find/count entities filtered.
- Fixed recursive call in util.merge(). (https://forums.factorio.com/56779)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.16
Date: 10. 01. 2018
Minor Features:
- Items on the ground can be mined manually for precise control of what you
pick up.
- Added 'duplicate starting entities' option to PvP.
Changes:
- Changed splitters so they work more intuitively. The left and right lane
splitting is now completely independent.
The decision whether item goes to left or right output is now independent of
the item type.
- Hide cliff explosives in bonus GUI as they don't really receive any bonuses.
(https://forums.factorio.com/56318)
- Tweaked the balancing of the PvP production score.
- Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump
placement in overlapping positions. (https://forums.factorio.com/55110)
Optimisations:
- Optimized drawing of artillery range visualization when many artilleries were
in range of viewed area. (https://forums.factorio.com/56224)
Bugfixes:
- Fixed that consecutive splitters could uncompress compressed belt.
(https://forums.factorio.com/55645)
- Fixed that loading from the game-over screen would result in a crash if
loading failed. (https://forums.factorio.com/56336)
- Fixed several settings copying issues when placing blueprints over existing
entities related to multiplayer. (https://forums.factorio.com/56339)
- Fixed machines disabled by circuit network sometimes staying disabled when
they shouldn't. (https://forums.factorio.com/56327)
- Fixed Linux users sometime crashing when relaunching the game.
(https://forums.factorio.com/53650)
- Fixed that blueprint library GUI would lose your filter when you view a
blueprint. (https://forums.factorio.com/56210)
- Fixed that biters would sometimes be deactivated when they shouldn't.
(https://forums.factorio.com/55370)
- Fixed that artillery would target forces marked with cease fire.
(https://forums.factorio.com/56360)
- Fixed a crash when using LuaTransportLine::remove_item().
(https://forums.factorio.com/56352)
- Fixed that the beacon would show energy consumption twice.
(https://forums.factorio.com/56359)
- Fixed PvP production score calculation for hand crafting and launching
satellites.
- Fixed jittering when walking into a straight water/land border.
(https://forums.factorio.com/56362)
- Attempt at fixing missing symbol on macOS 10.9
(https://forums.factorio.com/54549)
- Fixed that turret range map and hover overlays didn't quite match.
(https://forums.factorio.com/56332)
- Fixed that RCON would only respond to the first command in a packet.
(https://forums.factorio.com/55918)
- Fixed PvP no rush restriction could be bypassed using a vehicle.
- Ensure that there is always at least a minimal lake in the starting area.
- Fixed script error if a removed modded item was sent in a rocket.
(https://forums.factorio.com/56411)
- Fixed that loading logistic heavy saves after changing mods would take 20+
minutes. (https://forums.factorio.com/56402)
- Fixed a crash when mods would try to set item health values to negative
amounts. (https://forums.factorio.com/56407)
- Fixed requester chests could get stuck in some cases.
(https://forums.factorio.com/56408)
- Fixed that manually putting damaged items in the output slot of an assembling
machine could lead to lost items. (https://forums.factorio.com/56038)
- Fixed chunk edge cliff discontinuities due to ore patches.
(https://forums.factorio.com/56022)
Scripting:
- Added LuaEntity::cliff_orientation read.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.15
Date: 05. 01. 2018
Bugfixes:
- Fixed that underground belts built by a blueprint would not respect the type
of an existing belt. (https://forums.factorio.com/55174)
- Fixed pump ghosts would always highlight attached rail, not just when
selected.
- Fixed that logistic network requests would get into invalid state when
migrated from save where player had more requests due mods.
(https://forums.factorio.com/56201)
- Improved number formatting in electricity overview to make it less jumpy.
(https://forums.factorio.com/56136)
- Fixed logistic robots migration related to changing force of logistic robots
while stationing. (https://forums.factorio.com/56194)
- Fixed when sliding around entity, the character could be pushed to a position
colliding with water and get stuck in the terrain.
(https://forums.factorio.com/54871)
- Reduced RAM usage by removing unnecessary memory buffers for textures when
using OpenGL. (https://forums.factorio.com/56125)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.14
Date: 04. 01. 2018
Minor Features:
- Added 'allow spectators' option to PvP.
Changes:
- Changed rail world settings to have normal biters frequency.
Bugfixes:
- Fixed loading specific saves wouldn't migrate the character requests
correctly to request from buffer chests. (https://forums.factorio.com/56129)
- Fixed that migrating saves would make research impossible in the level 4 of
New hope campaign. (https://forums.factorio.com/55995)
- Fixed that inserters would try to put items into furnaces that could never
fit. (https://forums.factorio.com/56134)
- Fixed requester chests wouldn't keep up with the request amount demand in
logistic heavy saves. (https://forums.factorio.com/56135)
- Fixed that request chests weren't equally distributed when there were not
enough robots.
- Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't
doing so for offline players.
This could cause crashes as the internal data structures take it as granted.
- Fixed that download progress bar in the sync save with mods wasn't being
updated.
- Fixed that exiting the connection in progress (by pressing escape) soon
enough could result in a screen without any menu.
- Fixed some PvP game modes being won by launching a rocket.
- Fixed config.ini would be purged when game decreases graphics settings when
loading sprites throws an error. (https://forums.factorio.com/55882)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.13
Date: 03. 01. 2018
Minor Features:
- Added a time limit option to PvP game modes 'Production score' and 'Oil
harvest'
- Added 'score per minute' to the PvP Production score GUI.
Bugfixes:
- Fixed a crash when blueprinting modded logistic storage chests.
(https://forums.factorio.com/55963)
- Fixed requester chests wouldn't work with specific combinations of storage,
buffer, and provider chests. (https://forums.factorio.com/55967)
- Fixed a crash with the command line map preview option.
(https://forums.factorio.com/55993)
- Fixed the world-icon for the cliff explosive didn't match the item icon.
(https://forums.factorio.com/55812)
- Fixed the progress indicator in the browse-mods GUI would update too quickly.
(https://forums.factorio.com/55540)
- Fixed changing the force of a robot waiting to charge would break the robot.
(https://forums.factorio.com/55799)
- Fixed that joining modded multiplayer games where the spawn area was deleted
would error. (https://forums.factorio.com/56004)
- Fixed that pasting text didn't work correctly in any text field.
(https://forums.factorio.com/55977)
- Fixed a crash related to tile transitions.
(https://forums.factorio.com/56005)
- Fixed logistic storage filters would be ignored in some specific cases.
(https://forums.factorio.com/56009)
- Fixed that side-loading underground belts could lead to them getting stuck.
(https://forums.factorio.com/56024)
- Fixed that modded storage chests would allow more than 1 filter when the
extra filters weren't valid. (https://forums.factorio.com/56058)
- Fixed that the map preview seed wouldn't get used when the generate map GUI
had an exchange string entered. (https://forums.factorio.com/56029)
- Added yet another migration fixing invalid state created between 0.16.8 and
0.16.11.
- Fixed that startup mod settings could be changed while in-game by clicking
the label on checkboxes. (https://forums.factorio.com/56081)
- Fixed that tooltip of disabled widgets didn't work.
- Added greyed-out look to disabled textfield and checkbox to make it more
clear that it isn't editable.
- Fixed one of the curved rail segment visualizations wasn't aligned correctly.
(https://forums.factorio.com/55276)
- Fixed that the console could be opened in a paused game where it can't be
interacted with.
- Fixed issues of console in combination with technology GUI in multiplayer.
(https://forums.factorio.com/55719)
- Fixed changelogs (including mod changelogs) not properly displaying the "All"
subversion for a version x.y when there was no version x.y.0.
(https://forums.factorio.com/55959)
- Fixed horizontal scroll pane scroller. (https://forums.factorio.com/55689)
- Fixed that changing value in GameViewSettings in the Lua script didn't update
the gui until the game was reloaded.
- Fixed a crash when controller view is disabled.
(https://forums.factorio.com/56115)
- Fixed script error when destroying a chest in the supply scenario.
- Fixed PvP production score price calculation.
Modding:
- Entities without an item-to-place can still be deconstructed if they are
minable.
Scripting:
- Added LuaPlayer::blueprint_to_setup read.
- Changed default value of 'expires' when creating ghost through
LuaSurface::create_entity from 'true' to 'false'.
- Fixed invalid internal state + crashes when ghost without "expires = false"
was created through the script when ghost time to live was 0.
(https://forums.factorio.com/56036)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.12
Date: 31. 12. 2017
Bugfixes:
- Fixed that rail signal indicator didn't show two way signal placement in
junctions even when the signal was placeable there.
- Fixed that the game would crash if the mouse was moved fast enough outside
the game window while loading a map. (https://forums.factorio.com/54976)
- Fixed crash related to logistic chests to be cancel-deconstructed.
- Fixed few cases where logistic requesters and buffers were not initialized
correctly when built before the roboport.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.11
Date: 30. 12. 2017
Bugfixes:
- Fixed yet another requester chest state migration error.
- Fixed that burner inserter didn't show the fuel icon when out of energy
sometimes. (https://forums.factorio.com/55913)
- Fixed that some specific pre 0.15 maps couldn't be loaded.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.10
Date: 30. 12. 2017
Bugfixes:
- Fixed crash related to setting logistic requests by circuit network.
- Fixed requester chest state migration between different save versions.
- Fixed one of the problems of internal provider data corruption related to
setting inventory bar limit.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.9
Date: 29. 12. 2017
Bugfixes:
- Fixed that player didn't request from buffer chests.
- Fixed that some maps with modded selection-tool items failed to load.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.8
Date: 29. 12. 2017
Features:
- Storage chests can be filtered.
Minor Features:
- Requester chests can now request stuff from buffer chests as was originally
intended. Buffer chests are provided items
only if all requester chests are satisfied for that specific item.
- Requester chests have a checkbox that specifies whether it should or
shouldn't request things from buffer chests. It is off by default.
Optimisations:
- Optimized selecting robot tasks for requester chests.
Balancing:
- Changed fluid wagon capacity from 75k to 25k (Same as storage tank).
- Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).
- Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.
- Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels
holds 20k and logistic robots are not too strong alternative to carrying fluids.)
- Decreased barreling crafting time from 1 second to 0.2 seconds.
Bugfixes:
- Fixed loading of achievements with steam version.
(https://forums.factorio.com/54583)
- Fixed train schedule resizing with very large player inventory.
(https://forums.factorio.com/55378)
- Fixed missing auto resizing of Lua GUI elements when caption changes.
(https://forums.factorio.com/54896)
- Fixed that it was possible to set duplicate logistic requests.
- Fixed missing entity counts when selecting area for blueprint on low graphics
quality. (https://forums.factorio.com/55180)
- Fixed calculation of basis noise when x<0 (https://forums.factorio.com/55288)
- Fixed missing locale key in fluid wagon description.
(https://forums.factorio.com/55520)
- Fixed that the fluid wagon wouldn't show any GUI when it had an equipment
grid. (https://forums.factorio.com/55524)
- Fixed evolution command output in campaigns.
(https://forums.factorio.com/55402)
- Fixed shotgun shooting direction when aiming between the player and the
nozzle. (https://forums.factorio.com/55386)
- Fixed technology sorting. (https://forums.factorio.com/55294)
- Fixed that the default list box font was called "default-list_box".
(https://forums.factorio.com/55322)
- Fixed that clicking "Generate" button in the generate map window while the
exchange string field was enlarged
moved the button around before the mouse up was registered. The exchange
string field will now never shrink on focus lost.
- Fixed that setting LuaPlayer::opened to an empty item would crash the game.
(https://forums.factorio.com/55601)
- Fixed performance issues when hovering over huge resource patches in map or
zoomed-to-world view. (https://forums.factorio.com/55510)
- Fixed a desync when hosting multiplayer directly and building blueprints.
(https://forums.factorio.com/55629)
- Fixed a crash when calling specific LuaEntity properties.
(https://forums.factorio.com/55680)
- Fixed module effects weren't checked correctly for modded modules.
(https://forums.factorio.com/55690)
- Fixed a crash when teleporting roboports or logistic containers marked for
deconstruction. (https://forums.factorio.com/55710)
- Fixed roboports would show up twice in the logistic GUI.
(https://forums.factorio.com/55712)
- Fixed the background on the select-recipe GUI for the choose-elem-button
didn't show correctly. (https://forums.factorio.com/55754)
- Fixed changing transport belt speeds through mods on existing saves.
(https://forums.factorio.com/55763)
- Fixed a crash when setting filters on cargo wagons in multiplayer.
(https://forums.factorio.com/55765)
- Fixed a crash when trying to put blueprint books in blueprint books.
(https://forums.factorio.com/55769)
- Fixed that train could overshoot a station when the schedule was changed by
the script.
- Fixed that heat pipes would incorrectly update their connections when
teleported. (https://forums.factorio.com/55773)
- Fixed the problem of flickering tooltips in a generic way (hopefully).
(https://forums.factorio.com/55132)
- Fixed that the table of games was focused (for keyboard control) even if the
player focused the search bar manually. (https://forums.factorio.com/55552)
- Fixed crash that can happen when train on its path to station that was
deactivated finds path to different alternative station of the same name
that leads in opposite direction to current train movement.
(https://forums.factorio.com/55726)
Scripting:
- The item-with-tags and selection-tool item types now support
LuaItemStack::item_number.
- Added an optional player parameter to LuaEntity::order_deconstruction,
cancel_deconstruction, LuaTile::cancel_deconstruction,
LuaSurface::deconstruct_area, and LuaSurface::cancel_deconstruct_area.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.7
Date: 21. 12. 2017
Bugfixes:
- Fixed that trains approaching train stop started breaking 2 times sooner when
no signal was in front of the stop.
- Fixed order of controls in the control settings GUI.
(https://forums.factorio.com/55292)
- Fixed rail pumps becoming invalid after being teleported via Lua.
(https://forums.factorio.com/55203)
- Fixed that biter expansion chunks weren't being generated correctly.
(https://forums.factorio.com/54988)
- Fixed that rail signal ghost of different force (so invisible) was
restricting rail placement.
- Fixed server crash when last player leaves the game while the server is
saving. (https://forums.factorio.com/55164)
- Fixed text cursor positioning inside a text box during scroll.
(https://forums.factorio.com/55106)
- Fixed an additional crash when trying to filter the main inventory in the
god-controller in the train GUI. (https://forums.factorio.com/55319)
- Fixed that blueprint strings wouldn't copy station names in blueprints.
(https://forums.factorio.com/55323)
- Fixed that blueprints would build partially in chunks not visible by radar
from the zoomed-to-world view. (https://forums.factorio.com/55138)
- Fixed a crash when canceling loading of specific save files.
(https://forums.factorio.com/55343)
- Fixed the programmable speaker GUI wouldn't update correctly.
(https://forums.factorio.com/55339)
- Fixed a bug where text in a text box disappeared after jumping to cursor that
is off view.
- Fixed --apply-update not setting executable permissions
(https://forums.factorio.com/55325)
- Fixed that pasting assembler recipe to requester chest would request too few
items for some recipes. (https://forums.factorio.com/55341)
- Fixed crash when exiting the game while a recipe tooltip was open.
(https://forums.factorio.com/55324)
- Fixed positioning of progress bars in mod download dialogs.
(https://forums.factorio.com/54968)
- Fixed creation of overlapping wagons under certain circumstances.
(https://forums.factorio.com/55371)
- Fixed scrolling by caret in a text box that would cause lines to disappear.
- Fixed jittering when driving cars/tanks in some cases.
(https://forums.factorio.com/54916)
- Fixed that only the first blueprint book, blueprint, and deconstruction
planner item type would show in the blueprint library.
(https://forums.factorio.com/55367)
- Fixed crash when recalculating connections between roboports.
(https://forums.factorio.com/55368)
- Fixed crash when exiting mod portal during a refresh.
(https://forums.factorio.com/55377)
- Fixed error in saving blueprinted inserters with overridden stack size.
(https://forums.factorio.com/55397)
- Entities waiting for modules can now be fast replaced.
(https://forums.factorio.com/55104)
- Fixed saving of New hope level 2. (https://forums.factorio.com/55400)
- Fixed that the game would crash trying to load some old saves.
(https://forums.factorio.com/54866)
- Fixed train top speed calculation when not all locomotives used the same fuel
type. (https://forums.factorio.com/55442)
- Fixed roboports wouldn't provide the repair packs for other robots to use
when loading saves from 0.15. (https://forums.factorio.com/55375)
- Fixed a crash when removing modded tiles that had tile ghosts waiting to be
built. (https://forums.factorio.com/55455)
- Fixed a crash when loading saves without specific mods.
(https://forums.factorio.com/55356)
- Fixed that scenario errors would lead to getting stuck on the map preview
screen if started through the map preview. (https://forums.factorio.com/55466)
- Fixed multiple issues with enemy force interaction.
(https://forums.factorio.com/55439)
Changes:
- Removed the mechanics of 3 different fluid tanks in fluid wagon, and
simplified it so the fluid wagon has just 1 fluid.
- Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities
if they don't have the same force.
This prevents ghost belt of other force (invisible to the player) from
changing the shape of the belt.
- Building a blueprint on top of existing assembling machines, refineries and
chemical plants also copies the rotation, along with the recipe.
(https://forums.factorio.com/55108)
Scripting:
- Added direction, created_by_moving, and shift_build event parameters to
on_put_item event.
- Replaced ScrollPane::dont_scroll_horizontally by horizontal_scroll_policy and
vertical_scroll_policy.
- Added LuaGameScript::backer_names read.
- Added LuaStyle::want_ellipsis read/write.
Minor Features:
- Added /version command.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.6
Date: 18. 12. 2017
Bugfixes:
- Fixed a crash when trying to filter the main inventory in the god-controller.
(https://forums.factorio.com/55171)
- Fixed various crashes caused by mining or otherwise changing power poles.
(https://forums.factorio.com/55176)
- Fixed a desync when using bad values in the /color command.
(https://forums.factorio.com/55048)
- Better handling of the case where we mine our own car but our inventory's
full. (https://forums.factorio.com/55254)
- Fixed placing blueprint over existing Rail Signals does not build wires.
(https://forums.factorio.com/54997)
- Reverted "Number of entities in hand when previewing the entity to be built
is now aligned to the entity."
It proved to create too big problems with readability while building and
running.
- Fixed that rolling stocks in cursor had no icon when there was no valid
location for them.
Scripting:
- Fixed that TextBox was not re-layouting text when size was changed through
styles.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.5
Date: 17. 12. 2017
Bugfixes:
- Fixed boilers outputting water in New hope campaign levels.
(https://forums.factorio.com/54722)
- Fixed slow saving of New hope level 2. (https://forums.factorio.com/54998)
- Fixed that blueprint books couldn't be built from the zoomed-to-world view.
(https://forums.factorio.com/55043)
- Fixed a crash when loading saves with modded blueprint entities migrated
multiple times. (https://forums.factorio.com/55020)
- Fixed a crash when importing blueprints with circuit connections when a mod
had made the entities not circuit connectable. (https://forums.factorio.com/55026)
- Fixed that forced ghost building (shift + click) didn't work correctly.
- Fixed destroying an entity powered from two electric networks would corrupt
future saves. (https://forums.factorio.com/54775)
- Fixed zooming in on uncharted map areas would reveal tiles on uncharted
chunks. (https://forums.factorio.com/55044)
- Fixed beacon would not highlight labs that are in range of its effects.
(https://forums.factorio.com/55087)
- Fixed disappearing sprites with Low VRAM Mode option enabled.
(https://forums.factorio.com/54672)
- Fixed glitch in one of the stone path transition sprites.
(https://forums.factorio.com/54981)
- Adjusted default graphics options to reflect increased memory requirements
for high resolution sprites due to more sprites being converted to high resolution
in 0.16.
- Improved very poor performance with video memory usage set to low.
(https://forums.factorio.com/55039)
Modding:
- Fixed circuit connector would not be visible on entities with more than one
picture layer. Now the connector will render as 10th layer.
(https://forums.factorio.com/55028)
- Fixed icon_size scaled also icon's dark background in alt mode.
(https://forums.factorio.com/54640)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.4
Date: 16. 12. 2017
Bugfixes:
- Fixed progress bar in automatic updates GUI.
(https://forums.factorio.com/54812)
- Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI.
(https://forums.factorio.com/54843)
- Belt rendering fix. (https://forums.factorio.com/54852)
- Fixed the mining speed for drills would show 1 higher than it actually was.
(https://forums.factorio.com/54885)
- Fixed issue with changelogs in mods. (https://forums.factorio.com/54842)
- Fixed that the server could crash if it received invalid data.
(https://forums.factorio.com/54876)
- Fixed crash on startup when texture compression was enabled.
(https://forums.factorio.com/54891)
- Fixed that roboport connections wouldn't render as cleanly as 0.15.
(https://forums.factorio.com/54907)
- Fixed that using the /ban command with no parameters would crash the game.
(https://forums.factorio.com/54948)
- Fixed browse mods/games, so the vertical progress bars always keep space for
the scroller, so the window doesn't change size when
data is loaded, or searching minimizes the result to just a page or less.
- Fixed the game would not enter minimal mode if there was an error in
migration script. (https://forums.factorio.com/54828)
- Fixed the delete-achievements tooltip wouldn't be removed.
(https://forums.factorio.com/54980)
- Fixed the use-recipe-groups config option was ignored in the select-signal
GUI. (https://forums.factorio.com/54892)
Scripting:
- Fixed that LuaPlayer::admin write didn't work.
(https://forums.factorio.com/54960)
- Added 2 optional parameters to LuaSurface::create_entity when creating
resource entities: enable_tree_removal and enable_cliff_removal.
- Changed burner prototypes to support fuel_category or fuel_categories +
changed the Lua API to match.
-----------------------------------------------------------------------------------
----------------
Version: 0.16.3
Date: 15. 12. 2017
Changes:
- When mining normal entities ghost entity selection is disabled until the
mining key is released.
Optimisations:
- Train stop penalty is applied when exiting the block with it instead of
entering which should prevent searching
for long paths just before destination train stop.
Bugfixes:
- Fixed changelog GUI displaying no version when launching the game
(https://forums.factorio.com/54682)
- Fixed crashes and desyncs related to circuit controlled lamps in more
electric networks. (https://forums.factorio.com/54671)
- Fixed advanced rail tutorial no path error.
(https://forums.factorio.com/54645)
- Fixed inventory transfer tutorial furnaces couldn't smelt ore.
(https://forums.factorio.com/54653)
- Fixed unknown locale key in train station tutorial.
(https://forums.factorio.com/54636)
- Fixed new hope level-02 script error. (https://forums.factorio.com/54732)
- Fixed that the player would die when mining an enclosed vehicle while driving
it. (https://forums.factorio.com/54752)
- Fixed achievement progress bars rendering that caused misalignment of tracked
achievements. (https://forums.factorio.com/54542)
- Fixed that achievement title was sometimes not visible.
- Fixed spacing of effect icons in technology detail.
(https://forums.factorio.com/54608)
- Fixed that the player could teleport over things to get into a vehicle.
(https://forums.factorio.com/54749)
- Fixed the achievement progress bars rendering.
- Fixed that achievements not obtainable with peaceful mode were obtainable
with enemy settings lower then default. (https://forums.factorio.com/51252)
- Fixed that exiting the car whilst shooting could lead to a crash.
(https://forums.factorio.com/54738)
- Fixed that you could not submit a console message if you mapped it to ENTER.
(https://redd.it/7jjlzb)
- Fixed that the value of "bottom" of vertical align was not parsed properly.
(https://forums.factorio.com/54783)
- Fixed crash related to scenario message dialog.
- Fixed very low performance of drawing decoratives on medium or lower video
memory usage setting. (https://forums.factorio.com/54681)
- Fixed that window to select signal wasn't working when sub-groups were
enabled but groups disabled. (https://forums.factorio.com/54728)
- Fixed that LuaGame::take_screenshot would ignore the given surface.
(https://forums.factorio.com/54734)
- Fixed the tank being hurt by its own flamethrower.
(https://forums.factorio.com/54748)
- Fixed updater not properly setting permission bits
(https://forums.factorio.com/54786)
- Fixed that hazard concrete didn't have a walking sound in one rotation.
(https://forums.factorio.com/54810)
- Fixed force-building blueprint rails would build multiple rails on the same
location. (https://forums.factorio.com/54805)
- Fixed that you could copy-paste enemy structure settings.
(https://forums.factorio.com/54821)
- Fixed that double clicking the scroll bar in the save-game GUI would save the
game. (https://forums.factorio.com/54830)
- Fixed that exiting the car with a passenger would leave the car driving in
some cases. (https://forums.factorio.com/54729)
- Fixed that the read stopped train output signal wouldn't show unless the
enable/disable checkbox was checked. (https://forums.factorio.com/54835)
- Fixed amount in resource entity tooltip might be displayed as negative
number. (https://forums.factorio.com/54841)
- Attempted to fix hangs or crashes when using single channel textures for
alpha masks on some PCs. (https://forums.factorio.com/54551)
- Fixed that the deconstruction marker on diagonal rails was off-center.
- Fixed wrong order of buttons in Direct connection password dialogue.
(https://forums.factorio.com/54867)
- Reactor pipes now render correctly, without rotation.
(https://forums.factorio.com/54759)
- Browse games GUI now shows active filter text after reopening the GUI.
(https://forums.factorio.com/54803)
- Fixed incorrect number of rails being used when building with rail planner.
(https://forums.factorio.com/54791)
- Fixed printing of errors in Browse games GUI.
(https://forums.factorio.com/54815)
Modding:
- Fixed JSON parser did not fail on comma at the end of list or dictionary.
(https://forums.factorio.com/54828)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.2
Date: 14. 12. 2017
Bugfixes:
- Fixed a crash when using the "flow" custom GUI element type in a mod.
(https://forums.factorio.com/54609)
- Fixed a crash when migrating energy sources from mods.
(https://forums.factorio.com/54622)
- Fixed a crash when a request to mod portal timeouts.
(https://forums.factorio.com/54661)
- Fixed that burner inserters wouldn't fuel burner furnaces in some cases.
(https://forums.factorio.com/54604)
- Fixed blueprint labels wouldn't render in the world.
(https://forums.factorio.com/54639)
- Fixed building entities very quickly could duplicate them in some cases.
(https://forums.factorio.com/54610)
- Fixed a crash when clicking refresh in Browse mods dialog.
(https://forums.factorio.com/54648)
- Fixed a crash when fast-replacing electric poles.
(https://forums.factorio.com/54679)
- Fixed a crash when trying to load mods in zipped format.
(https://forums.factorio.com/54686)
- Fixed a crash when loading saves where the character was in a vehicle which
is being removed due to mod removal. (https://forums.factorio.com/54629)
- Fixed that right click didn't work in the production/electric stats GUIs.
(https://forums.factorio.com/54699)
- Fixed a crash when migrating specific simple-entities to 0.16.
(https://forums.factorio.com/54712)
- Fixed lamp energy info in sidebar and in the Lua interface.
- Fixed that the logistic network embargo achievement didn't disallow the
buffer chest.
- Fixed that fast-replace building ghost underground belts and pipes wouldn't
rotate the direction correctly.
- Changed (hopefully improved) the heuristic that decides which rail path
should be selected for manual rail building.
- Attempt at fixing game not working on macOS 10.12 and older.
(https://forums.factorio.com/54549)
Modding:
- Fixed the game did not check type of units defined in result_units of unit-
spawner. (https://forums.factorio.com/54650)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.1
Date: 13. 12. 2017
Bugfixes:
- Changed requirement for parallel loading of high quality sprites to 12 GB of
RAM to prevent chance of running out of memory on startup.
(https://forums.factorio.com/54548)
- Fixed that saves with modded progress bar GUI elements couldn't be loaded in
0.16. (https://forums.factorio.com/54552)
- Fixed crash when loading crop cache from previous game version.
(https://forums.factorio.com/54543)
- Fixed that LuaRemote::call() wouldn't copy string values/keys correctly.
(https://forums.factorio.com/54567)
- Fixed updater would re-launch the game with deprecated --autoupdate-finished
parameter.
- Fixed that scroll pane created unnecessary horizontal scroller when squashed
vertically (Map Preview, blueprints, probably more)
(https://forums.factorio.com/54544)
- Fixed that the Linux binary was corrupt and wouldn't start.
(https://forums.factorio.com/54540)
- Fixed error checking when compiling GLSL shaders.
(https://forums.factorio.com/54577)
- Fixed artillery would still show as being able to shoot when on enemy forces.
(https://forums.factorio.com/54591)
- Fixed the programmable speaker GUI wouldn't show settings correctly when
opened. (https://forums.factorio.com/54595)
- Fixed graphics of achievements. (https://forums.factorio.com/54542)
-----------------------------------------------------------------------------------
----------------
Version: 0.16.0
Date: 13. 12. 2017
Major Features:
- Added logistic buffer chest. It can request items that are still available to
the logistic system.
- Added the artillery wagon and artillery turret which will automatically shoot
biter nests and worms.
- Added cliffs. (https://factorio.com/blog/post/fff-219)
Features:
- Train block visualisation.
- Building entities over identical ghosts will revive them.
When building a different entity on top of a ghost, settings from the ghost
will be copied if possible.
- Train schedules and wait conditions can be rearranged by clicking and
dragging.
- New mini-tutorials: Construction robots.
- Belts, underground belts and splitters can now fast replace each other.
- Roboports now provide the repair packs they have for other robots to use.
- Logistic request tooltips now show the count of items in the requester, on
the way, and in the network.
- The players main inventory can now be filtered.
- New terrains and new terrain generation.
- All terrains, including stone path and concrete, have transitions with water.
- Map generation dialog now contains a preview of the map.
Minor Features:
- Ctrl-delete now deletes whole word in a text field instead of a single
character. (https://forums.factorio.com/53124)
- Placing output underground belt as ghost properly retains its type as output
underground belt. Also underground belts
now respect nearby ghosts and become output if there is input ghost nearby.
Underground belt and pipe ghosts when
hovered show outline of where they will connect
(https://forums.factorio.com/51271)
- Headless server will automatically save the game when the last player leaves
and auto-pause starts.
- Added support to disable debug settings for non-admin players in multiplayer
through the /config command.
- Dropping items on belts manually (Z) won't spill items if they won't fit on
the belt.
- Trees can now be configured in the generate-map GUI.
- Hotkeys can be un-bound by right clicking.
- Rail chain signals can be read by the circuit network.
- Small electric poles and medium electric poles can be fast-replaced with each
other.
- In multiplayer players can now ride as passengers in cars/tanks.
- Electric poles and power switches can be opened from the zoomed-to-world
view.
- Terrain can be configured in the generate map GUI.
- When holding an offshore pump, all valid build positions will be highlighted.
- After desynching in multiplayer, the game will not automatically connect
back, instead a dialog with more information will be shown.
- All map visualisations work also when in zoomed in map mode, where normal
view and map view is combined based on radar/player coverage.
Graphics:
- More entities in high resolution: laboratory, radar, worker robots
(construction and logistic), combat robots (defender, distractor and destroyer),
combinators, electric & circuit wires, pumpjack, storage tank, player, solar
panel, lamp, roboport, tank.
- All terrain now supports high resolution.
- Blueprint previews and ghost entities now have their walls, pipes and belts
connected.
- New alert icons.
Balancing:
- Removed Assembling machine 1 from the production science pack.
- Changed nuclear reactor stack size to 10.
- Moved cluster grenade recipe to military 4 research.
- Changed uranium ammo prerequisite from military 3 to military 4.
- Explosives now produce 2 per craft.
- Slightly adjusted some recipe craft times to better reflect their ingredient
count.
- Changed the terrain building size limit to be based off the player reach.
- Biters scale less with distance and there are generally less biters.
- Resources are much more spread apart. To compensate, patches are larger.
Since it's easier to mine, the amount of resources on the map is 3 times less.
- Resources scale slightly less over distance.
- No uranium as a starting resource also no uranium is ever generated near the
starting area, you need to go look for it.
- There is 1.49 times more iron on the map to compensate for the extra iron
required in a typical game.
Changes:
- Disabled loading of saves before 0.13.0 version (You can use 0.13 to load
older saves and re-save them).
- Train doesn't need to come to a full stop when manually changing train
destination or switching from manual to automated mode.
- Removed the "shift" value from map generation settings as it wasn't needed
anymore.
- Creating blueprints and using deconstruction planner in zoom-to-world map
mode now skip entities covered by fog of war. (https://forums.factorio.com/51247)
- Changed the default autosave interval settings from 2 to 5 minutes.
- It is possible to open/close and interact with the chat console when the map
is being saved or server loosing connection dialog is active.
- The game uses only the cloud version of player-data and achievements on steam
to avoid problems with resets.
- Increased the limit of recipe categories from 255 to 65535.
- New blueprint no longer includes entities marked for deconstruction.
- Enable Map Exchange String for sandbox games
- Copy Paste from assembler to requester chest now scales with assembler speed
and recipe crafting time.
- Blueprints never show the number 1 when held in cursor.
- Robots in the air from personal roboport now count towards logistics requests
for that robot type (https://forums.factorio.com/51403)
- Added /server-save command that does the same thing as lua server_save, but
doesn't disable achievements. (https://forums.factorio.com/52414)
- Gamesave names in the load game dialog that are too long to fit the gui now
show in a tooltip in full. (https://forums.factorio.com/51653)
- Removed the option to turn off the item groups and sub groups from the GUI.
It can still be done through the config file or lua commands.
- Added separate control option for placing tags on the map, so by default map
scroll is left click, and place tag is right click.
- Allow easier dragging of underground pipes and belts when not moving in a
perfect straight line.
- The Arithmetic Combinator can now use a constant as the first parameter, not
only the second. So you can do operations like 2^SIGNAL.
(https://forums.factorio.com/51975)
- When building blueprints, any already existing building of the same entity
type will have their settings updated instead of showing red.
(https://forums.factorio.com/51308)
- The options menu has been organized better. Some options were moved to a new
"Interface" settings menu.
- Updater proxy settings were removed from the options menu. They can still be
accessed through the ini file.
- Exchange strings are now compressed before being converted into base64.
- Improved GUI search.
- Added /delete-blueprint-library *player* command to remove blueprints of
players from the game.
- The map view will attempt to treat very short clicks as clicks instead of
drags to make it easier to click things.
- The explosive cannon shells now target the ground where you shoot.
- Transition from terrain to water is no longer buildable, meaning entities can
no longer be built partially on the water.
- Resources will have much less trees on them near the player starting area.
- Tanks no longer take miniscule amounts of damage from hitting trees.
- Previously, building while running at very high speed would create gaps.
These are automatically filled now.
- Locomotive will show train ID in its tooltip. The ID can be used in circuit
network conditions. (https://forums.factorio.com/52003)
- When two trains are being merged, the decision which schedule should be used
for the merged train has been changed from bigger schedule to schedule
that has latest change. (https://forums.factorio.com/54397)
- Number of entities in hand when previewing the entity to be built is now
aligned to the entity.
- Added sliding when the player character collides with water or entities with
rotated bounding box.
- Improved drawing of turret radii in blueprint. Many overlapping radii no
longer covers terrain completely.
- External blueprint library is no longer merged with blueprint library in
save. Instead, in-save library is always overwritten by the external one.
Bugfixes:
- Fixed that train arriving to station could give astronomically big penalty
causing trains to go through weird places. (https://forums.factorio.com/54042)
- Fixed that fluid wagon pumps would sometimes not connect properly
(https://forums.factorio.com/52801)
- Fixed that module icons in blueprint previews wouldn't render correctly in
some cases. (https://forums.factorio.com/51286)
- Fixed long mod manager preview labels would extend out of the frame.
- Fixed that the ~ key couldn't be used to close the console.
- Fixed that the mining progress was reset when mining selection is lost while
mining button pressed. (https://forums.factorio.com/54377)
- Catalysts in recipes are automatically recognized and not counted towards
production/consumption statistics. (https://forums.factorio.com/51654)
- Fixed that ghost rail signal emitted light.
- Fixed that different icon sizes were not scaled properly when drawn in the
alt-info mode. (https://forums.factorio.com/54373)
- Fixed latency sound effects in multiplayer latency hiding would sometimes
play too many times.
- Fixed that errors in fonts would give useless errors.
(https://forums.factorio.com/51740)
- Fixed problems related to trains crashing rarely.
(https://forums.factorio.com/51829)
- Disabled possibility to attempt opening invalid save/replay by double click
or enter.
- UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing
parsing error. (https://forums.factorio.com/52027)
- Fixed that clearing all blueprint icons would cause the entire blueprint to
be cleared without a warning. (https://forums.factorio.com/51494)
- Conflicts of multi-modifier hotkeys are now resolved correctly.
(https://forums.factorio.com/51521)
- Fixed sprite rendering at large distances from 0,0.
(https://forums.factorio.com/52225)
- Interacting with a filter slide bar requesting amount over capacity of a full
requester won't dispatch robots anymore.
- Fixed restart after the second update in a row crashed the game due to
duplicated launch parameter (Linux/macOS). (https://forums.factorio.com/52217)
- Fixed that "asdf" and "as df" were considered the same when listed in the
stop selection. (https://forums.factorio.com/52203)
- Buildable item counts in inventory in Sandbox mode now update properly with
resource changes. (https://forums.factorio.com/52272)
- Fixed that map width/height accepted value of 0.
(https://forums.factorio.com/52266)
- Fixed crash when loading Vorbis Ogg files with metadata.
(https://forums.factorio.com/52269)
- Fixed that the manual rail building ended up one tile before the cursor.
(https://forums.factorio.com/52406)
- Assembling machine can now output product with amount over stack size.
(https://forums.factorio.com/51625)
- Fixed entity description for resources that require fluids.
(https://forums.factorio.com/52450)
- Possible fix of the problem that map download blocks all other communication
and client is disconnected when downloading. (https://forums.factorio.com/52429)
- Fixed that the game could crash when catching up when processing queued gui
actions. (https://forums.factorio.com/52429)
- Fixed a rare case, when the paused dialog stayed active when reconnecting
game after drop. (https://forums.factorio.com/51683)
- Fixed colored lights would lose their color when nightvision was on.
(https://forums.factorio.com/45762)
- Fixed very bad performance when previewing blueprint with one big connected
circuit network. (https://forums.factorio.com/52558)
- Fixed that an attacking group of biters would sometimes get stuck in a cyclic
back-and-forth walking pattern. (https://forums.factorio.com/51440)
- Fixed that in certain scenarios, the blueprint library wouldn't synchronise.
(https://forums.factorio.com/52634)
- Trains now recalculate next station correctly when more stations are
en/disabled at the same tick. (https://forums.factorio.com/52583)
- Fixed that the server would sometimes quit if a player tried to connect after
another player tried to connect unsuccessfully. (https://forums.factorio.com/52718)
- Fixed when updater requested administrator rights, updated Factorio would be
started in elevated mode too. (https://forums.factorio.com/48535)
- Fixed steam "leaking" outside of storage tank window on high sprite quality
setting. (https://forums.factorio.com/45410)
- Programmable speakers with "Global playback" active won't play for players in
a different force.
- Beam weapon now shows correct damage when modded into dealing damage more
times during its duration. (https://forums.factorio.com/53133)
- Fixed that large entities wouldn't render correctly on the map.
(https://forums.factorio.com/53263)
- Fixed that the mining drill wouldn't show the speed bonus in the same format
as assembling machines. (https://forums.factorio.com/53375)
- Fixed the entity icons for combat robots didn't match the item icons.
(https://forums.factorio.com/53384)
- Train can't block its own path anymore. (https://forums.factorio.com/19619)
- Fixed circuit wire connections wouldn't render correctly in rotated
blueprints in some cases. (https://forums.factorio.com/53589)
- Fixed that changing the system time forwards would cause Factorio to freeze.
- Fixed a crash when changing large circuit networks.
(https://forums.factorio.com/53666)
- Fixed closing window right after it was created would hang the process.
(https://forums.factorio.com/53721)
- Fixed it was possible to open entity GUIs from zoom-to-world when holding
some items in cursor. (https://forums.factorio.com/53752)
- Fixed that negative a productivity bonus would show in entity GUIs and create
negative progress bars. (https://forums.factorio.com/53850)
- Fixed that when biters were attacked but couldn't find a path to the
attacker, they would stoically accept their fate.
(https://forums.factorio.com/53941)
- Fixed that the multiplayer-waiting icon wouldn't render in the map view.
(https://forums.factorio.com/54026)
- Fixed global achievement progress was multiplied by number of player in
multiplayer game. (https://forums.factorio.com/54088)
- Fixed that passing a LuaObject instead of a plain Lua table to
LuaBootstrap::raise_event would crash the game. (https://forums.factorio.com/54128)
- Fixed setting active=false then true on a beacon wouldn't update the beacon
correctly. (https://forums.factorio.com/54114)
- Possible fix of a crash when a player leaves when a blueprint is being
transferred. (https://forums.factorio.com/53535)
- Fixed that the rocket silo would get stuck if it died and was re-built by
robots while launching the rocket.
- Fixed transport belt circuit connector would draw over splitter in front of
it. (https://forums.factorio.com/54252)
- Fixed that it was still possible to get some achievements in a replay.
(https://forums.factorio.com/54174)
- Fixed that circular references passed through the Lua remote interface would
crash the game. (https://forums.factorio.com/54349)
- Fixed missing personal robot recharging animation when character was in a
vehicle. (https://forums.factorio.com/53390)
- Fixed that vertical size of progress bar wasn't respecting the gui scale.
- Fixed that the number drawn next to cursor when item is held was differently
positioned compared to how it is in the inventory.
- Fixed texture compression would not be disabled when d3dx9.dll is not
installed, corrupting sprites that were expected to be compressed.
Optimisations:
- Improved performance of transport belts about x5 times.
(https://www.factorio.com/blog/post/fff-176)
- Added prefetching of the next entity in the update loop improving overall
update performance by approx. 10 %.
- Improved performance of Item manipulation (4% effect on the overall
performance).
- Improved performance of crafting machine (furnace/assembling machine) (2%
effect on the overall performance).
- Improved performance of electric network transfer more than twice. (10%
effect on the overall performance).
- Improved performance of smoke greatly. (2.5% and more effect on big
factories).
- Improved performance when building rail blocks with many segments.
- Improved performance of logistic provider and requester chests.
- Improved performance of blueprint previews (the GUI and holding it in the
world).
- Improved game startup time when a sufficiently powerful computer is detected.
Modding:
- Train path finding penalty values are now in utility-constants, to make it
viewable and moddable.
- Fixed storage tank with non-square collision box would not align to tiles in
all rotations properly. (https://forums.factorio.com/52211)
- Fixed belt-immunity equipment so it now works on cars.
- Fixed that the radius property for the area trigger effect was called
perimeter.
- Fixed that crafting machine with non-square bounding box was not rotatable.
(https://forums.factorio.com/53310)
- Removed default values for icon_size, so icon_size is now required property.
(https://forums.factorio.com/46437)
- Updated the serpent library to version 0.30.
- Changed the "item that builds this" list for entities so it's sorted first by
ItemPrototype::primary_place_result_item and then by normal item prototype sort
order.
- Changed default value of InserterPrototype::allow_custom_vectors to false.
- Changed "Nothing" technology effect "effect_key" to "effect_description" and
changed it to accept localised strings.
- Changed rocket silo prototype "result_items" to be defined in the item as
either "rocket_launch_product" or "rocket_launch_products".
- Changed the string mod setting type so it will attempt to localise items in
the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".
- Changed technology modifier icons so they can be defined per-modifier-type
instead of always using the red "+" icon.
- Changed LuaObject::destroy() so it won't error if called on invalid objects.
- Changed mod settings so the game will remember settings from removed mods
should they be re-added in the future.
- Changed how TilePrototype::transition_merges_with_tile works. See
https://www.factorio.com/blog/post/fff-214 for more details.
- Scenarios can contain folders with arbitrary names.
- Added 'single_line' and 'want_ellipsis' to Label style specification.
- Added force bonus for following robot time to live.
- Added force bonus for research productivity.
- Added ability to import and export item-with-tags to/from strings.
- Added support for fast-replacing character entities.
- Added CombatRobotPrototype::light.
- Added TurretPrototype::alert_when_attacking.
- Added optional 'respawn_time' (in seconds) to the character entity.
- Added "hide-from-bonus-gui" entity and item prototype flags.
- Added support for mods to disable custom-input prototypes of other mods.
- Added support for mods to show changelogs (following the same format as the
core game changelog).
- Added MapGenSettings support to fully define which autoplace definitions are
used for a given surface.
- Added AutoplaceSpecification::default_enabled - if a given autoplace
specification should be enabled without being explicitly enabled in map gen
settings.
- Added allowed_effects support to the mining drill.
- Added optional "has_belt_immunity" property to the unit and car prototype.
- Added optional "hidden" prototype property to the achievement prototype.
- Added support to link custom-input prototypes directly to game controls
instead of having them act as their own control.
- Added a new entity type "infinity-container" that can automatically
add/remove items from itself; useful for scenarios and modding.
- Added support for incompatible dependencies.
- Added an entity prototype flag "hide-alt-info" to never show alt-info for a
given entity.
- Added distance bonus support to the mining tool item type.
- Added InserterPrototype::draw_held_item.
- Added FluidPrototype::fuel_value and Generator::burns_fluid.
- Added mod-developer support to runtime change autoplace specifications
enabled through the command line option --enable-runtime-autoplace-modification
using F2 in-game.
- simple-entity, simple-entity-with-owner and simple-entity-with-force can now
define 'animations' instead of 'picture' or 'pictures'.
Scripting:
- Fixed that LuaSurface::get_trains() didn't work for trains without
locomotives. (https://forums.factorio.com/52604)
- Fixed that reversing technology effects in different orders than they where
researched could lead to a non-zero number. (https://forums.factorio.com/53189)
- Fixed surface_index was off by 1 for on_player_built_tile and
on_player_mined_tile events.
- Fixed possible desync when teleporting underground belt ghosts and pipe to
ground ghosts.
- Changed the robot_built and player_built events to pass the item stack used
to do the building instead of the item name and tags.
- Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".
- Changed LuaEntity::recipe to LuaEntity::get_recipe() and
LuaEntity::set_recipe().
- Changed LuaSurface::regenerate_decorative/regenerate_entity to accept zero
arguments and regenerate everything.
- Changed the root custom gui containers (top, left, center, goal) to have the
corresponding name.
- Changed the event data from script.raise_event will contain mod_name, the
name of the mod that raised it.
- Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...",
amount=...}
- Changed name of colspan parameter of table to column_count.
- Changed LuaItemPrototype::group_filters and sub_group_filters to
item_group_filters and item_subgroup_filters to match the prototype values.
- LuaEntity::set_recipe() returns the items removed from the entity as a result
of setting the new recipe (if any).
- Moved Mod-gui button flow to gui.top.
- Removed LuaEntity::passenger read/write.
- Added style::width/height to set maximal/minimal value at the same time.
- Added style::align to set the align of inner elements.
- Added style::stretchable / squashable.
- Added LuaEntity::get_driver(), set_driver(), get_passenger(), and
set_passenger().
- Added LuaGuiElement::hovered_sprite and clicked_sprite read/write methods for
the SpriteButton.
- Added support to change daytime length on a per-surface basis.
- Added GameViewSettings show_rail_block_visualisation property that forces the
visualisation to be always on.
- Added LuaItemStack::export_stack and LuaItemStack::import_stack to
export/import supported items to/from strings.
- Added LuaEntity::tree_color_index read/write access and
LuaEntityPrototype::tree_color_count read access.
- Added LuaEntity::selection_box and secondary_selection_box read.
- Added LuaBootstrap::mod_name read.
- Added LuaControl::in_combat read.
- Added LuaTile::order_deconstruction() and cancel_deconstruction().
- Added optional cause and force to LuaEntity::die().
- Added on_player_used_capsule event.
- Added on_player_promoted and on_player_demoted events.
- Added on_player_changed_position event.
- Added LuaEntityPrototype::alert_when_attacking read and
LuaEntityPrototype::alert_when_damaged read.
- Added LuaEntity::power_switch_state read/write.
- Added on_combat_robot_expired event.
- Added LuaEntity::relative_turret_orientation read/write for vehicles with
turrets.
- Added LuaEntityPrototype::color read.
- Added LuaTrain::passengers.
- Added LuaEntityPrototype::collision_mask_collides_with_self read.
- Added "fluid", and "recipe" type to the choose-elem-button custom GUI
element.
- Added LuaGuiElement::locked read/write - when true the given choose-elem-
button can only be changed through script.
- Added an optional parameter to LuaSurface::drop_item_stack to mark dropped
items for deconstruction.
- Added LuaForce::cancel_charting(...).
- Added LuaSurface::force_generate_chunk_requests().
- Added support for setting a LuaGuiElement as the opened GUI for a player
causing it to close with the normal close-GUI methods.
- Added on_gui_opened and on_gui_closed events.
- Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled
events.
- Added LuaItemStack read properties to tell if a given item is some specific
item type.
- Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype,
LuaModSettingPrototype, and LuaCustomInputPrototype.
- Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes,
mod_setting_prototypes, and custom_input_prototypes read.
- Added LuaForce::reset_evolution().
- Added LuaSurface::create_trivial_smoke().
- Added LuaPlayer::enable_recipe_groups() and enable_recipe_subgroups().
- Added LuaItemStack::rocket_launch_products read.
- Added on_mod_item_opened event.
- Added LuaItemPrototype::can_be_mod_opened read.
- Added the item stack index as a second return value to
LuaInventory::find_item_stack.
- Added LuaItemStack::transfer_stack().
- Added LuaGuiElement type "slider".
- Added on_gui_value_changed event - fired when a slider value changes.
- Added optional color field as a second parameter to the 4 print functions.
- Added support to change LuaSurface::map_gen_settings runtime.
- Added LuaEntityPrototype::allowed_effects read.
- Added LuaEntity::effects read.
- Added LuaPlayer::can_place_entity(), can_build_from_cursor(), and
build_from_cursor().
- Added LuaSurface::play_sound().
- Added LuaForce::play_sound().
- Added LuaGameScript::play_sound() and is_valid_sound_path().
- Added LuaPlayer::play_sound().
- Added support to teleport train stops, rail signals, walls, gates, and
entities with fluidboxes.
- Added LuaEntity::rotate().
- Added LuaEntity::get_infinity_filter() and set_infinity_filter().
- Added LuaEntity::infinity_filters and remove_unfiltered_items read/write.
- Added LuaEntityPrototype::rocket_parts_required read.
- Added LuaEntityPrototype::fixed_recipe read.
- Added LuaGameScript::kick_player(), ban_player(), unban_player(),
purge_player(), mute_player(), and unmute_player().
- Added LuaPlayer::admin write support.
- Added LuaGuiElement::focus().
- Added on_character_corpse_expired event.
- Added on_pre_ghost_deconstructed event.
- Added on_player_pipette event.
- Added LuaEntity::character_corpse_player_index,
character_corpse_tick_of_death, and character_corpse_death_cause read/write.
- Added LuaSurface::get_tile_properties().
- Added LuaSurface::can_fast_replace().
- Added support for player associated characters - characters that get logged
off/on with a given player but aren't directly controlled by the player.
- Added LuaEntity::associated_player read/write.
- Added LuaPlayer::get_associated_characters(), associate_character(), and
disassociate_character().
- Added LuaPlayer::ticks_to_respawn read/write.
- Added old_state to the on_train_changed_state event.
- Added LuaRecipe::catalysts read.
- Added LuaRecipe::hide_from_flow_stats read/write.
- Added LuaRecipePrototype::hidden_from_flow_stats read.
- Added LuaEntity::tick_of_last_attack and tick_of_last_damage read for the
character entity.
- Added LuaLogisticNetwork::passive_provider_points and active_provider_points
read.
- Added LuaPlayer::display_resolution read.
- Added on_player_display_resolution_changed event.
- Added LuaPlayer::display_scale read.
- Added on_player_display_scale_changed event.
- Added LuaTrain::weight and riding_state read.
- Added LuaEntity::products_finished write.
- Added optional surface to game.take_screenshot(...).
- Added LuaEntityPrototype::construction_range and logistics_range read.
- Added LuaGuiElement::index read.
- Added LuaForce::max_successful_attempts_per_tick_per_construction_queue and
max_failed_attempts_per_tick_per_construction_queue read/write + technology
modifiers.
- Added LuaGuiElement::mouse_button_filter read/write for buttons and sprite-
buttons.
- Added LuaSurface::find_tiles_filtered() and count_tiles_filtered().
- Added LuaEntity::get_train_stop_trains().
- Added LuaLogisticNetwork::force read.
- Added LuaItemStack::item_number read - the unique ID of the item if it has
one.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.40
Date: 29. 11. 2017
Locale:
- Fixed Chinese translations.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.39
Date: 27. 11. 2017
Bugfixes:
- Fixed corrupted Windows release. (https://forums.factorio.com/54184)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.38
Date: 24. 11. 2017
Features:
- Added Razer Chroma and Razer Chroma Link support
(https://www.razerzone.com/chroma)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.37
Date: 17. 10. 2017
Bugfixes:
- Fixed false positives in detection of crashes caused by incompatible version
of RivaTuner Statistics Server.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.36
Date: 10. 10. 2017
Bugfixes:
- Fixed a bug in the fix of electric network from 0.15.35.
- Fixed a crash when deleting chunks in specific cases.
(https://forums.factorio.com/52598)
- Fixed a crash when coupling/decoupling trains through the Lua API.
- Fixed crash when unknown program arguments were passed.
(https://forums.factorio.com/53219)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.35
Date: 28. 09. 2017
Bugfixes:
- Fixed that after a player reconnected after a desync, while blueprints were
uploaded, the game would crash. (https://forums.factorio.com/52429)
- Fixed that in certain scenarios, the blueprint library wouldn't synchronise.
(https://forums.factorio.com/52634)
- Fixed that the server would sometimes quit if a player tried to connect after
another player tried to connect unsuccessfully. (https://forums.factorio.com/52718)
- Fixed a rare desync related to electric sub networks.
- Fixed archaic (from 0.12) migration that was supposed to fix
rollingStockCounts on rails and it broke it instead.
- Fixed possible desync when rotating pipe to ground.
(https://forums.factorio.com/52709)
- Fixed a rare possibility of internal electric network crash when loading
game. (https://forums.factorio.com/52869)
- Handle network errors (caused by LavasoftTcpService64.dll corrupting Winsock)
gracefully. (https://forums.factorio.com/52290)
Scripting:
- Fixed changing force of underground belt entity would cause desync.
(https://forums.factorio.com/52602)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.34
Date: 23. 08. 2017
Bugfixes:
- Fixed that after a player reconnected after a desync, their blueprints would
no longer upload. (https://forums.factorio.com/51642)
- Fixed that it was possible to modify other players' blueprint libraries.
(https://forums.factorio.com/51908)
- Fixed a crash when loading a save that was transferring blueprints to a now
offline player. (https://forums.factorio.com/51884)
- Fixed that the blueprint library would remove duplicate blueprints even
though they were in different books. (https://forums.factorio.com/51552)
- Fixed game freezing when clicking the decrease replay speed button.
(https://forums.factorio.com/51870)
- Disabled possibility to open invalid save/replay by enter key or double
click.
- Fixed rare crash when being disconnected from multiplayer.
(https://forums.factorio.com/52076)
- Fixed creating map from scenario would copy also system and hidden files from
scenario folder. (https://forums.factorio.com/52020)
- Fixed threading issue causing random server crashes.
(https://forums.factorio.com/51942)
- Fixed that if the server was launched with --start-server-load-scenario,
the /save command with no name would cause the server to hang.
(https://forums.factorio.com/52055)
- Fixed --start-server-load-scenario would ignore --map-gen-settings, --map-
settings and --preset options. (https://forums.factorio.com/51424)
- Fixed disabling shaders would cause crashes.
(https://forums.factorio.com/52097)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.33
Date: 09. 08. 2017
Changes:
- Mod name in mod info pane will no longer be localised.
(https://forums.factorio.com/51046)
- Optional mod dependencies now show as orange when invalid.
(https://forums.factorio.com/21008)
Bugfixes:
- Fixed crash when trying to load replay that is not compatible with current
version.
- Fixed ghosts might emit light. (https://forums.factorio.com/51516)
- Fixed removing land mines didn't make any sound.
(https://forums.factorio.com/51588)
- Fixed creating window larger than screen. (https://forums.factorio.com/51584)
- Improved performance of rendering uranium ore.
(https://forums.factorio.com/51549)
Modding:
- Bonus UI now shows additional force modifiers
(https://forums.factorio.com/49732)
- simple-entity-with-owner (and simple-entity-with-force) now supports
apply_runtime_tint in sprite definition.
Scripting:
- simple-entity-with-owner exposes color property through LuaEntity::color. Set
it to {r=0, g=0, b=0, a=0} to use color of entity's force.
- Fixed LuaEntityPrototype::distribution_effectivity would return value of
supply_area_distance instead. (https://forums.factorio.com/51568)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.32
Date: 02. 08. 2017
Bugfixes:
- Fixed compatibility problem with several antivirus programs.
(https://forums.factorio.com/51375)
- Fixed seed in map-gen-settings.json would be ignored when creating map on
headless server. (https://forums.factorio.com/51254)
- Fixed that connecting to a multiplayer game with a large blueprint library
might be difficult. (https://forums.factorio.com/50898)
- Fixed that using capsules would open an Entity's GUI when clicked.
(https://forums.factorio.com/51123)
- Fixed that --window-size=maximized wouldn't work on Linux.
(https://forums.factorio.com/50977)
- Fixed that changing reactor consumption(production) values through a mod
didn't update its production until rebuilt. (https://forums.factorio.com/51251)
- Fixed that blueprints would sometimes stop transferring.
- Fixed crash when opening item/container and at the same time the controller
is set to some that doesn't have inventory. (https://forums.factorio.com/51349)
- Fixed 3 possible crashes related to getting malformed network packet over the
network.
- Maybe fixed a biter path cache-related crash.
(https://forums.factorio.com/51183)
- Fixed that bad_alloc and similar low level errors were caught internally, so
we couldn't get proper stack trace of those.
- Limited the size of a train chart tag when the map is zoomed in.
(https://forums.factorio.com/51401)
- Possible rare crash fix related to building rails and viewing preview of
entities right after that. (https://forums.factorio.com/51322)
- Limited technology cost multiplier to maximum of 1000.
(https://forums.factorio.com/51453)
Scripting:
- The log method also specifies the mod that wrote that, not only script file.
- Added LuaEntityPrototype::distribution_effectivity read.
- Added LuaEntityPrototype::time_to_live read.
- Added LuaControl::following_robots read.
- Added LuaPlayer::pipette_entity().
- Added LuaEntity::can_be_destroyed().
- Added script_raised_destroy reserved event ID.
- Added script_raised_built reserved event ID.
- Added script_raised_revive reserved event ID.
- Changed LuaEntity::time_to_live to also work for combat robots.
- Changed LuaEntityPrototype::fluid_capacity read to also work on fluid-wagon.
- Changed LuaEntityPrototype::turret_range read returns nil instead of error if
not turret.
- Changed LuaEntity::train to return nil if entity is not rolling stock.
- Added LuaEntityPrototype::explosion_beam read.
- Added LuaEntityPrototype::explosion_rotate read.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.31
Date: 25. 07. 2017
Minor Features:
- Train stop text angle is now configurable in the graphics settings. Default
value is 30 degrees.
Bugfixes:
- Fixed that resizing the game window was very slow on Linux.
(https://forums.factorio.com/48023)
- Fixed rendering of turret ranges on map. (https://forums.factorio.com/50932)
- Fixed "Disable listed mods" in minimal mode would disable all mods including
Base if mod-list.json didn't exist. (https://forums.factorio.com/50917)
- Fixed that pressing escape in the "mods error" GUI would close it and leave
the game in a broken state. (https://forums.factorio.com/50951)
- Fixed possible crash when loading game. (https://forums.factorio.com/50955)
- Car and Tank now make a sound when deconstructed.
(https://forums.factorio.com/50997)
- Fixed that using the color command with no arguments would set your color to
black.
- Fixed a crash when deleting a blueprint book while the label is being edited
in the blueprint library. (https://forums.factorio.com/50964)
- Fixed crash when closing the game in the Generate Map GUI.
(https://forums.factorio.com/50924)
- Fixed that the generate map GUI would show incorrect values for some of the
enemy expansion settings in some cases. (https://forums.factorio.com/51064)
- Fixed that some blueprints would always have to be reuploaded after
connecting to a server, even if they weren't changed.
(https://forums.factorio.com/50878)
- Fixed that the map seed field wouldn't be used when given in a map-gen-
settings.json file through the command line. (https://forums.factorio.com/51176)
- Fixed that missing controls in "autoplace_controls" for map gen settings
would get filled with default values instead of disabling unlisted controls.
- Fixed that blueprints would stop transferring if the game was loaded from a
map that included some transfers in progress. (https://forums.factorio.com/51025)
- Fixed missing font for Thai language.
- Changed the hazard concrete/concrete tile transition so it behaves
predictively.
Modding:
- Fixed layered icons would render incorrectly in some cases.
(https://forums.factorio.com/51059)
Scripting:
- Fixed a crash when using LuaPlayer::disable_all_prototypes() and opening the
technology GUI. (https://forums.factorio.com/51003)
- Fixed that research bonus could be set to negative.
(https://forums.factorio.com/51114)
- Fixed that items in the character trash slots would get lost on reducing
inventory size instead of spilling the items on the ground.
(https://forums.factorio.com/51181)
- Fixed validation for pickup_position and drop_position.
(https://forums.factorio.com/51143)
- Exposed internal buffer of fluid turret to Lua as its last fluidbox.
- Added LuaEntityPrototype::fluid_capacity read.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.30
Date: 14. 07. 2017
Bugfixes:
- Fixed crash related to empty player blueprint shelf.
(https://forums.factorio.com/50854)
- Fixed crash related to handling focused state of widgets.
- Fixed possible crash when using font with size 0.
(https://forums.factorio.com/50859)
- Fixed focus error preventing to access GUI when the game is paused in
multiplayer.
- Fixed a crash when the map can't be saved to disk due to permission errors
when joining MP games. (https://forums.factorio.com/45122)
Modding:
- Added optional "hide_resistances" to entity prototype to control whether
resistances should be hidden in description for friendly forces. Default is true.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.29
Date: 13. 07. 2017
Changes:
- Underground pipes will no longer connect if there is candidate ghost
underground pipe between them.
- Command line option --window-size can be also used to start the game in
maximized mode when used as --window-size=maximized
- The library no longer shows unavailable blueprints of off-line players, since
there is nothing that can be done with them.
Bugfixes:
- Fixed that the edit field of a blueprint book in the shared pane would get
reset every time crafting finished. (https://forums.factorio.com/48771)
- Fixed that setting visibility to false on modded GUI elements while a text
field had focus would keep blocking normal input.
(https://forums.factorio.com/50531)
- Fixed a performance problem when having the blueprint library GUI open while
robots add/remove large amounts of items from the character.
(https://forums.factorio.com/49063)
- Fixed that walls and pipes built from blueprints could mark trees/rocks for
deconstruction by mistake in some instances. (https://forums.factorio.com/50739)
- Fixed entities with force color (turrets, gates, ...) would be drawn black in
blueprint preview.
- Fixed false positive in game state corruption detection logic.
(https://forums.factorio.com/50758)
- Fixed pipette tool would pick diagonal rail with wrong direction.
(https://forums.factorio.com/50736)
- Fixed migrating save from level 4 of New Hope campaign would disable Plane
recipe. (https://forums.factorio.com/50762)
- Fixed that the blueprint library wouldn't close when Q is pressed and bound
to the Close Window action. (https://forums.factorio.com/50779)
- Fixed that blueprints would stop transferring if the game was saved whilst
some transfers were in progress and then reloaded from this save.
(https://forums.factorio.com/50767)
- Fixed error with modal focus related to having blueprint error message and
removed content message at the same time.
- Fixed server wouldn't close and delete a temporary save file made for a
client that disconnected before the server finished saving.
(https://forums.factorio.com/50735)
- Fixed that standing on belts facing each other between two chunks would cause
the player actions to run at double speed.
- Fixed that in an artificial test-case, two blueprints couldn't in the library
at the same time. (https://forums.factorio.com/50709)
- The Pipette tool will now copy the rotations of vehicles and trains.
(https://forums.factorio.com/50797)
- Fixed that making blueprints of ghost tiles on top of real tiles would have
seemingly "random" results in the blueprint. (https://forums.factorio.com/50801)
- Possible fix of the double "Communication with server failed" error.
(https://forums.factorio.com/35698)
- Fixed entities to be built wouldn't get rendered in some places when hovering
over transparent GUI elements in the map editor.
(https://forums.factorio.com/50825)
Modding:
- Added optional "render_not_in_network_icon" for logistic container prototypes
defaulting to true.
- Fixed empty sprite path would cause game to crash instead of entering minimal
mode. (https://forums.factorio.com/50782)
Scripting:
- Added LuaItemStack::swap_stack().
- Added on_player_removed event.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.28
Date: 06. 07. 2017
Balancing:
- Reduced time needed for an unit of Automation 2 research from 15 to 5 seconds
to compensate for previous change of science packs requirements.
Minor Features:
- Added --window-size launch option. For example --window-size=1680x1050
(https://forums.factorio.com/44775)
- Damaging a tree with impact or physical damage generates some leaves.
- Warning icon for logistic chests that are not in a reach of roboport.
- Train stop names are rendered at 45 degrees to better show names.
Bugfixes:
- Fixed that ghosts would stay over entities after deconstruction was canceled.
(https://forums.factorio.com/50015)
- Fixed that the controls menu wouldn't use a fixed common width between
controls sections.
- Inserter researches now require equal ratios of science pack types.
- Fixed that transferring blueprints from the library could make the headless
server crash. (https://forums.factorio.com/50536)
- Fixed that blueprints could be duplicated when moving to a new version.
(https://forums.factorio.com/48977)
- Fixed progress bar not showing in the entity info panel if the text was too
long. (https://forums.factorio.com/50539)
- Fixed (at least one of the cases) of crashes related to not being able to
connect to auth server while joining game. (https://forums.factorio.com/50161)
- Fixed, possible crash related to changed bounding box of entity by a mod.
When the mod is removed (added) the corner of the entity can occupy chunk that
doesn't exist yet which would cause a loading error.
(https://forums.factorio.com/50371)
- Fixed that mining sounds and the leaves effect weren't present when mining
tree from a car. (https://forums.factorio.com/50441)
- Fixed possible crash when removing modded rails during save migration.
(https://forums.factorio.com/45436)
Modding:
- Mod hotkeys are arranged per-mod.
- Disallowed defining different rail categories for this moment as having more
than one will never work properly until we spent some
non-trivial time with that, which is not a priority now.
Scripting:
- Fixed that item-with-inventory filters wouldn't be preserved when cloned
through the Lua API. (https://forums.factorio.com/50527)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.27
Date: 03. 07. 2017
Balancing:
- Speed and efficiency module 3 technology now requires high tech science packs
instead of production science packs,
so that working towards power armor mk2 does not require production science
packs.
This makes the branching between high tech and production science packs more
meaningful.
- All researches now require equal ratios of science pack types. This reduces
the cost of some researches.
Bugfixes:
- Fixed manually inserting items into the blueprint book would disconnect you
in multiplayer. (https://forums.factorio.com/50408)
- Fixed a crash when clicking an alert the same tick the game is loaded.
(https://forums.factorio.com/50449)
- Fixed a crash when saving screenshot failed.
(https://forums.factorio.com/50501)
- Fixed that trains could stop in the middle of chain signal blocks in some
specific setups causing deadlocks. (https://forums.factorio.com/34844)
- Fixed that large drop-down widgets would render off the bottom of the screen
in some cases. (https://forums.factorio.com/50386)
Modding:
- Added "render_layer" property to car prototype definition.
Scripting:
- Fixed that calling LuaForce::chart(...) would try to chart chunks outside the
map limits. (https://forums.factorio.com/50451)
- Fixed that LuaPlayer::unlock_achievement() would keep showing the
notification after the achievement was unlocked.
(https://forums.factorio.com/50395)
- Fixed that LuaItemStack::create_blueprint didn't behave the same way as
normal blueprint creation in regards to ghost tiles.
(https://forums.factorio.com/50491)
- Fixed that LuaEntity::selected_gun_index write was 0-based.
(https://forums.factorio.com/50514)
- Fixed that mods could do remote calls outside of events when the game isn't
in a valid state. (https://forums.factorio.com/50509)
- Fixed that a time_before_removed of 0 on a corpse entity could crash the game
in some instances. (https://forums.factorio.com/50489)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.26
Date: 30. 06. 2017
Bugfixes:
- Fixed a crash when rendering modded pumps in some instances.
(https://forums.factorio.com/50358)
- Fixed that biters building new bases could cause a player standing in the way
to be destroyed instead of killed. (https://forums.factorio.com/50357)
- Fixed that the auto-cursor-refill wouldn't refill if the cursor started with
1 item. (https://forums.factorio.com/50370)
- Fixed crash related to removing power switch connected to electric pole in a
blueprint.
- Fixed crash related to building electric pole that is connected to closed
power switch by blueprint. (https://forums.factorio.com/50384)
- Fixed that the player would respawn at {0,0} in the campaign levels.
(https://forums.factorio.com/50455)
Modding:
- The God controller properties can now be set through the prototype system.
Scripting:
- Fixed that using math.random in control.lua before the file was fully parsed
was not deterministic. (https://forums.factorio.com/50380)
- Fixed that create_entity{variation=...} was 0-based.
(https://forums.factorio.com/50385)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.25
Date: 29. 06. 2017
Bugfixes:
- Fixed that energy shields would charge faster than normal when the generators
couldn't provide full power and there was a battery with available energy in the
grid. (https://forums.factorio.com/47761)
- Fixed crash when making blueprint from power switch ghost.
- Fixed a desync when loading save files from different game versions.
(https://forums.factorio.com/50331)
- Fixed that the map gen presets list box wouldn't respond to mouse clicks.
(https://forums.factorio.com/50329)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.24
Date: 29. 06. 2017
Minor Features:
- Power switch connections are stored in the blueprint.
Changes:
- The F1-F12 debug hotkeys can now be reassigned.
- Disabled pumps don't block other pumps from connecting to fluid wagon
anymore. (https://forums.factorio.com/49336)
- Pump can connect to fluid tank that is slightly rotated, but only to tanks
that are standing on straight rails.
- Blueprints in the library no longer transfer automatically when a player
joins. Instead, they are transferred on-demand.
- Admins are allowed to modify other players' blueprints in the library,
including deleting them.
- Changed default key binding for toggle filters on macOS to Command + Right
Click (https://forums.factorio.com/50253)
Bugfixes:
- Fixed Info boxes sometimes going to the center of the screen on scale change
or display size change. (https://forums.factorio.com/47513)
- Fixed the direction of underground belts/pipes wouldn't get detected
correctly when using the pipette tool in some cases.
(https://forums.factorio.com/50080)
- Fixed that accumulators had two energy bars and one of these was showing
incorrect value. (https://forums.factorio.com/50212)
- Fixed that Copy paste couldn't be used in the numeric edit box.
- Fixed that the recipe tooltip would resize/change every time something was
crafted. (https://forums.factorio.com/50209)
- Fixed burner inserter reading signal pulses twice
(https://forums.factorio.com/50183)
- Fixed electric buffer error that could happen when updating save to newer
factorio version or changing mods. (https://forums.factorio.com/50182)
- Fixed that failing to mine an entity wouldn't try to transfer all items in
the entity. (https://forums.factorio.com/50237)
- Fixed locomotive could snap to train stop after it was attached to an
existing train. (https://forums.factorio.com/50210)
- Fixed that the item counts when making blueprints or deconstructing things
would render off-screen. (https://forums.factorio.com/50258)
- Fixed impossible research tasks in team production challenge.
(https://forums.factorio.com/50257)
- Fixed that the blueprint library GUI wouldn't restore scrollbar position when
moving in or out of a book. (https://forums.factorio.com/50152)
- Fixed that setting inserter filters wouldn't update the last-user.
(https://forums.factorio.com/50286)
- Fixed that fluid would not flow through circuit network disabled mining
drills. (https://forums.factorio.com/50289)
- Fixed a crash when exiting multiplayer due to a script error while hosting a
public game locally. (https://forums.factorio.com/50243)
- Fixed pump would not connect to last tile of a train in some cases.
(https://forums.factorio.com/50279)
Modding:
- Changed the format for localised mod name and description.
- Fixed that assembling machines using the heat energy source type would go
inactive when out of power and stay inactive. (https://forums.factorio.com/50091)
- Limited map gen presets pollution diffusion and dissipation rate values to
prevent never-ending pollution bloating map sizes by mistake.
(https://forums.factorio.com/48680)
- Removed CustomInputPrototype consuming types "all" and "script-only".
- entity-with-owner now supports variation in blueprints.
Scripting:
- Fixed that marking an entity for deconstruction through script wouldn't fire
the event. (https://forums.factorio.com/50180)
- Fixed that level based research wouldn't fire the research-finished event in
some cases. (https://forums.factorio.com/50223)
- Fixed that several of the drop-down related methods for LuaGuiElement were 0-
based.
- Added a global Lua function "table_size" which will quickly compute the
number of values in any lua table (not to be confused with the # operator).
- Added LuaGuiElement::remove_item for drop-down type elements.
- Added LuaSurface::clear_pollution().
- Added events on_console_chat and on_console_command.
- Added LuaEntityPrototype::production read.
- Added LuaControl::mine_tile().
-----------------------------------------------------------------------------------
----------------
Version: 0.15.23
Date: 22. 06. 2017
Changes:
- Reverted change that made Inserters no longer drop what they are holding when
disabled by the circuit network. (https://forums.factorio.com/49170)
Bugfixes:
- Fixed that the UI scale option wouldn't apply until restarting the game in
some cases. (https://forums.factorio.com/50064)
- Fixed that number-input fields would also block letters/other keys.
(https://forums.factorio.com/50061)
- Fixed that tile filters in the deconstruction planner wouldn't get used in
some cases when entity filters were also defined.
(https://forums.factorio.com/50069)
- Fixed curved rail ghosts wouldn't mark trees/rocks when force-built.
(https://forums.factorio.com/50039)
- Fixed construction robots could stop doing their jobs when roboport was
destroyed or unpowered. (https://forums.factorio.com/43680)
- Fixed long strings in the right description pane.
(https://forums.factorio.com/50040)
Modding:
- Fixed that some mod mods would falsely be detected as removed and have GUI
elements they added removed on load. (https://forums.factorio.com/50055)
Scripting:
- Fixed that teleporting entity ghosts didn't work correctly.
(https://forums.factorio.com/50030)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.22
Date: 21. 06. 2017
Changes:
- Blueprints in the blueprint library are sorted using case-insensitive natural
compare.
E.g. the sorting order now is "1", "2", "10", instead of the previous "1",
"10", "2".
- Inserters will no longer drop what they are holding when disabled by the
circuit network. (https://forums.factorio.com/49170)
- The deconstruction planner filter now treats any entity filter as also
matching entity ghosts of that type.
- Multiplayer creation GUI now remembers game name.
(https://forums.factorio.com/49162)
Balancing:
- Explosive Mine now only does damage to enemy units and structures.
Sounds:
- Added missing vehicle collision sounds (pipes, solar panels, etc...)
- Reduced volume of ore mining and tree chopping.
Bugfixes:
- Toggling fullscreen via options or Alt-Enter now keeps window on the same
monitor. (https://forums.factorio.com/49567)
- Fixed that in long recharging queues some robots would never get a chance to
recharge. (https://forums.factorio.com/49391)
- Fixed that it wasn't possible to click and drag blueprints into an empty
blueprint book. (https://forums.factorio.com/49746)
- Fixed that deconstruction/blueprinting selection would be canceled if the
selection ended on one of the always-visible GUIs.
(https://forums.factorio.com/49264)
- Fixed the productivity bar in the furnace GUI wouldn't show in some
instances. (https://forums.factorio.com/49841)
- Fixed exiting a multiplayer game hosted through the in-game multiplayer
option. (https://forums.factorio.com/49785)
- Fixed that tile ghosts would always get selected over real entities.
(https://forums.factorio.com/49880)
- Fixed that the heat-connection icon was not visible on entities other than
boiler and reactor. (related to modding)
- Fixed that furnace with heat source couldn't be rotated before placing it.
- Fixed the gui of furnace using heat as energy source.
- Fix PvP Gui script error. (https://forums.factorio.com/49876)
- Fix that clearing items in Transport belt madness didn't give the items back.
(https://forums.factorio.com/49509)
- Fixed that rails marked for deconstruction wouldn't allow canceling
deconstruction while a train was on them. (https://forums.factorio.com/49950)
- Fixed that biters would change orientation rapidly when they were near a
player whom they couldn't attack. (https://forums.factorio.com/46763)
- Fixed that Rocket Silo would continue crafting for 1 tick after completing a
rocket. (https://forums.factorio.com/48974)
- Fixed that lot of other keys that can be used to write characters in the edit
box (or console) were not blocked from affecting the game
if they are assigned to do a game action. Having text box active now means
that all of the keys are blocked from affecting the game.
- Fixed (hopefully), that the stretching of bounding boxes of walls to touch
their neighbours was not taking into account when marking
things in the way for the blueprint. (https://forums.factorio.com/47324)
- Fixed that the description pane would change width depending on the content.
It should now never change width. (https://forums.factorio.com/49911)
- Fixed that the shooting-target would render as valid to shoot with rockets
when it actually wasn't. (https://forums.factorio.com/49425)
- Fixed that programmable speakers would get wrong instruments after importing
pre-0.15.19 blueprint string. (https://forums.factorio.com/49528)
- Fixed that maximized Factorio window had thin border around it.
(https://forums.factorio.com/49388)
- Fixed that vanilla and modded version of achievements could be mixed up.
(https://forums.factorio.com/49620)
- Fixed that inserters would try to insert items into other non-burner
inserters. (https://forums.factorio.com/49384)
- Fixed that fast-transferring modules into the rocket silo would put them into
the module slots and the rocket at the same time.
(https://forums.factorio.com/49520)
- Fixed that the "rocket launched without satellite" message couldn't be
dismissed in some cases. (https://forums.factorio.com/43683)
- Fixed the mining drill GUI wouldn't show mining progress when it had a large
number of modded module slots. (https://forums.factorio.com/41597)
- Fixed fast-replacing an assembling machine with overloaded ingredients would
spill the items. (https://forums.factorio.com/49158)
- Fixed many ingredients or products in recipes would break the assembling
machine GUI. (https://forums.factorio.com/47407)
- Fixed wrong values when using /config set allowed-commands with invalid
values would crash the game. (https://forums.factorio.com/49839)
Modding:
- Fixed that giving rolling stock entities invalid collision masks would crash
the game. (https://forums.factorio.com/49356)
- Mod title and description can now be localised.
- Fixed a crash when mods use reset technologies during the technology
researched event. (https://forums.factorio.com/49991)
- Fixed that modded GUI elements wouldn't get removed in some cases when the
mod was removed. (https://forums.factorio.com/50022)
- Fixed source_effects applying effects to the source by the target instead of
to the source by the source. (https://forums.factorio.com/49634)
Scripting:
- Fixed setting robot.energy for logistic/construction robots wouldn't account
for the robot battery upgrade. (https://forums.factorio.com/49780)
- Fixed that setting LuaBurner::currently_burning didn't accept
LuaItemPrototype as the docs said. (https://forums.factorio.com/49893)
- Added LuaEntityPrototype::count_as_rock_for_filtered_deconstruction read.
- Added LuaEntityPrototype::filter_count read.
- Added LuaEntity::spawner/units read.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.21
Date: 15. 06. 2017
Bugfixes:
- Fixed that the server would crash if someone tried to connect when there were
no blueprints being transferred. (https://forums.factorio.com/49770)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.20
Date: 14. 06. 2017
Changes:
- Transports belt entities show belt speed in the tooltip and entity
description.
- Reduced fluid wagon air resistance from 0.05 to 0.01
- Scenario names are now localised.
Bugfixes:
- Fixed login details getting lost (hopefully).
(https://forums.factorio.com/45238)
- Fixed a crash that would happen if the game exited due to a script error that
happened immediately after deleting a force. (https://forums.factorio.com/49008)
- Fixed int mod settings would show incorrect values in the GUI.
(https://forums.factorio.com/49502)
- Fixed gun sounds would continue when switching weapons while firing.
(https://forums.factorio.com/49382)
- Fixed a performance issue caused by spawners being active all the time in
peaceful mode. (https://forums.factorio.com/48701)
- Fixed a crash when removing train stops next to other train stops and then
building locomotives. (https://forums.factorio.com/49539)
- Fixed a rare desync related to opening your player inventory.
(https://forums.factorio.com/49308)
- Fixed a crash when teleporting/setting the force of a offline roboport.
(https://forums.factorio.com/49515)
- Fixed inserters with custom pickup/drop locations from mods would retain the
custom data when the mods were removed. (https://forums.factorio.com/49513)
- Fixed a crash when deleting blueprint records from the blueprint library
while another player is viewing the record tooltip.
(https://forums.factorio.com/49600)
- Fixed that some clients wouldn't be able to connect to a server when
blueprints were being uploaded. (https://forums.factorio.com/49680)
- Fixed that Factorio wouldn't start when run from an NFS partition.
(https://forums.factorio.com/49529)
- Fixed crash on macOS older than 10.9 (https://forums.factorio.com/49555)
Modding:
- Removed unused "energy consumption" from the roboport equipment.
(https://forums.factorio.com/49678)
Scripting:
- Fixed that setting researched = true on level-based research in progress
wouldn't update the research level displayed. (https://forums.factorio.com/49468)
- Fixed that game.write_file would cause desyncs if it failed due to file
permission issues. (https://forums.factorio.com/49617)
- Fixed a crash related to the train changed state event.
(https://forums.factorio.com/49710)
- Added events on_player_setup_blueprint, on_player_deconstructed_area, and
on_player_configured_blueprint.
- Added LuaEntity::secondary_bounding_box read.
- Added LuaForce::worker_robots_battery_modifier read/write.
- Added LuaGuiElement::enabled read/write.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.19
Date: 08. 06. 2017
Changes:
- Added alarm sounds to programmable speaker.
- Fullscreen is on by default.
- Locomotive snaps to a train stop when placing the first locomotive next to
the train stop.
- Changed automation and fluid wagon research so it doesn't have multiples of
science packs per unit. (https://forums.factorio.com/49128)
- --start-server-load-scenario can load scenarios provided by a mod.
For example, --start-server-load-scenario base/wave-defense will load the
wave-defense scenario from the base mod.
Graphics:
- Changed the icon of the automation research, so it is not confused with the
logistics research.
Bugfixes:
- Fixed that destroyed transport belt could leave zombified items in nearby
tile (https://forums.factorio.com/49152)
- Fixed inserter zombification at rail junctions
(https://forums.factorio.com/49293)
- Fixed visual seams on map/minimap (https://forums.factorio.com/45834)
- Fixed that gate over rail could be rotated
- Fixed GUI size problems with the logistic networks GUI.
(https://forums.factorio.com/48900)
- Fixed that the headless server didn't close when it failed. (Most typically
because of script error) (https://forums.factorio.com/49118)
- Fixed misaligned force color mask on capsule projectiles.
(https://forums.factorio.com/48996)
- Fixed crash when changing player's controller, when player was controlling a
vehicle with god controller. (https://forums.factorio.com/47239)
- Fixed a crash caused by manually deactivated units.
(https://forums.factorio.com/49017)
- Fixed that exporting blueprints wouldn't respect the current filter options
in the setup GUI. (https://forums.factorio.com/49123)
- Fixed that selection-by-typing in list boxes would also trigger normal game
actions. (https://forums.factorio.com/49004)
- Fixed that adding stops to a train could change the current station.
(https://forums.factorio.com/40845)
- Fixed that the search text didn't reset after leaving the browse-mods GUI.
(https://forums.factorio.com/49130)
- Fixed that the mods-load-error GUI could end up too large to fit on screen.
(https://forums.factorio.com/49165)
- Fixed a crash when interacting with the "save/quit/reconnect" window after
losing connection with a server. (https://forums.factorio.com/49023)
- Fixed crashes when locking bitmap fails. (https://forums.factorio.com/49009)
- Fixed rail preview was rendered under entities.
(https://forums.factorio.com/48134)
- Fixed message box in main menu being not clickable
(https://forums.factorio.com/49226)
- Fixed trains stuttering on extremely short paths.
(https://forums.factorio.com/49105)
- Fixed flamethrower stream would destroy trees directly.
(https://forums.factorio.com/46428)
- Fixed that some information was missing from generator entities.
(https://forums.factorio.com/49327)
- Fixed that Factorio would hang on Linux after trying to paste a string when
the clipboard was empty. (https://forums.factorio.com/49251)
- Fixed generating unwinnable research tasks in team production scenario.
(https://forums.factorio.com/49329)
- Fixed that clicking escape while connecting to the game could lead to weird
situations as the normal menu was opened.
Pressing escape while connecting will abort the connection instead.
(https://forums.factorio.com/37460)
- Fixed the productivity bar in the mining drill wouldn't show in some cases.
(https://forums.factorio.com/40158)
- Fixed that the blueprint book gui didn't stretch vertically when possible.
(https://forums.factorio.com/49353)
- Fixed inconsistent hovered font color on buttons and dropdowns.
(https://forums.factorio.com/49213)
- Fixed train stuttering with only disabled stations in their schedule
(https://forums.factorio.com/47911)
- Fixed that you could disconnect wires at any distance.
(https://forums.factorio.com/46259)
- Fixed the icon used when rendering coal being held by construction robots.
(https://forums.factorio.com/49399)
- Fixed headless server on macOS getting stuck when in background
(https://forums.factorio.com/46295)
- Fixed that attempting to edit a blueprint label for the second time would
show the original label before any edits were made.
(https://forums.factorio.com/49267)
- Fixed that --start-server-load-scenario wouldn't give an error when the
specified scenario couldn't be found. (https://forums.factorio.com/45532)
- Fixed that robots would leave items on the ground when building ghosts in
some cases. (https://forums.factorio.com/49449)
- Fixed train GUI size problems when the fuel tab is removed due to it going
out of reach. (https://forums.factorio.com/48991)
- Fixed that blacklisting tile ghosts in the deconstruction planner didn't
work. (https://forums.factorio.com/49450)
Modding:
- Fixed that the fluid wagon wouldn't show the equipment grid when one was
added through mods. (https://forums.factorio.com/48167)
- Fixed loading the item-with-tags item type.
(https://forums.factorio.com/49234)
Scripting:
- Fixed set_command with an empty list of commands would crash the game.
(https://forums.factorio.com/48226)
- Fixed LuaRandomGenerator docs. (https://forums.factorio.com/48888)
- Added LuaTechnology::level write support for level-based technology.
(https://forums.factorio.com/47733)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.18
Date: 01. 06. 2017
Bugfixes:
- Fixed that wire connections were not preserved in tightspot campaign.
(https://forums.factorio.com/48910)
- Fixed various crashes on macOS related to logistic counts.
(https://forums.factorio.com/49053)
Modding:
- Changed default value of "allow_custom_vectors" in inserter prototype to
true, vanilla inserters set it to false explicitly.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.17
Date: 01. 06. 2017
Graphics:
- Inserters in high resolution; normal resolution inserters are unchanged.
Bugfixes:
- Fixed some inconsistencies in programmable speaker gui
(https://forums.factorio.com/48593)
- Fixed that headless mode wiped out controls section of config file
(https://forums.factorio.com/47950)
- Fixed that detached roboports (e.g. after blackout) would not reset circuit
network readings on number of robots (https://forums.factorio.com/48915)
- Fixed that active blueprint/deconstruction-planner selection did not reset
when switching between game and map (https://forums.factorio.com/48815)
- Fixed AltGr behavior with special characters
(https://forums.factorio.com/47040)
- Fixed that mining bar would steal mouse focus
(https://forums.factorio.com/46999)
- Fixed the /evolution command would underflow when showing negative pollution
values. (https://forums.factorio.com/48786)
- Fixed crash when mod-list failed to save when exiting the game.
(https://forums.factorio.com/47371)
- Fixed game would not save at all if generating preview picture failed.
(https://forums.factorio.com/47342)
- Fixed desync related to driving vehicles. (https://forums.factorio.com/48826)
- Fixed unnecessary quotes in programmable speaker note translations
(https://forums.factorio.com/48839)
- Fixed that the bonus GUI wouldn't fit on screen with a large amount of modded
content. (https://forums.factorio.com/48755)
- Fixed crash when closing public server. (https://forums.factorio.com/48889)
- Fixed that filter inserters lost their filter in tightspot campaign.
(https://forums.factorio.com/48490)
- Fixed empty space would be rendered if glyph was missing in current font.
(https://forums.factorio.com/38937)
- Fixed that resizing the game window while catching up after joining a
multiplayer game would leave the map blank. (https://forums.factorio.com/48947)
- Fixed issue and desync when disconnecting one wire color of an entity
connected to 2 wire colors. (https://forums.factorio.com/48876)
- Fixed a multiplayer crash that would happen when a player left whilst
uploading their blueprint library and then rejoined the same server.
(https://forums.factorio.com/47820)
- Fixed another issue that prevented spawners from spawning.
(https://forums.factorio.com/48931)
- Fixed game would fail to load if max-texture-size was too low.
(https://forums.factorio.com/48985)
Modding:
- Moved the "mod-settings.json" file so it now resides in the "mods" subfolder
allowing it to work with the mod-directory command line option.
- Added support for virtual-signal migrations.
- Inserters now require the inserter prototype property "allow_custom_vectors"
to be true before they allow setting custom pickup/drop locations.
- Font paths were moved from locale cfg to locale info.json (see
core/en/info.json).
- Changed default value of hand_length in inserter prototype to 0.75, to make
inserter shadow look nicer.
Scripting:
- Fixed crash when teleporting character entities while in vehicles.
(https://forums.factorio.com/45519)
- Fixed that character.character_maximum_following_robot_count_bonus didn't
work. (https://forums.factorio.com/48837)
- Fixed that /help for lua commands wouldn't do parameter substitution
correctly. (https://forums.factorio.com/47382)
- Added LuaEntityPrototype::resource_categories, fluid, and pumping_speed read.
- Added LuaEntity::previous_recipe read.
- Added LuaEntityPrototype::stack/allow_custom_vectors read.
- Changed LuaEntityPrototype::speed to also work for rolling stocks.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.16
Date: 27. 05. 2017
Changes:
- Temporarily reverted GUI interaction changes (some GUI elements responding
only to left mouse button,
buttons clicked on mouse up instead of mouse down) introduced in 0.15.13 and
0.15.14.
Bugfixes:
- Fixed the "back" button wouldn't work in the save-game GUI.
(https://forums.factorio.com/48657)
- Fixed the "cancel" button wouldn't work in the user-login GUI.
(https://forums.factorio.com/48677)
- Fixed that the map editor item/inventory buttons didn't work.
(https://forums.factorio.com/48685)
- Fixed beacons would "wobble" in blueprints.
(https://forums.factorio.com/48596)
- Fixed crashes related to clicking different buttons.
- As a one-time migration, enemy spawners will reset their absorbed pollution
to zero when a save from a previous version of 0.15 is loaded.
(https://forums.factorio.com/48662)
This is to avoid an extreme temporary spike in difficulty that would happen
after loading a save with many spawners that were affected by a bug in the previous
versions.
- Fixed the market GUI didn't work. (https://forums.factorio.com/48664)
- Fixed crash when pollution reaches unreasonably far chunk.
(https://forums.factorio.com/48680)
- Fixed power bars glitch in electric network statistics dialog.
(https://forums.factorio.com/48630)
Scripting:
- Fixed setting LuaGuiElement::elem_value would always expect the elem_type to
be "item". (https://forums.factorio.com/48610)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.15
Date: 26. 05. 2017
Bugfixes:
- Fixed desync related to loading pre 0.15.14 save with beacons marked for
deconstruction without resaving it first.
- Fixed that spawners would sometimes stop spawning units even when polluted.
(https://forums.factorio.com/46805)
- Fixed crash when changing assembling machine recipe.
(https://forums.factorio.com/48600)
- Fixed crash that would happen after clicking a button in the tech tree.
(https://forums.factorio.com/48609)
Scripting:
- Fixed crash when creating smoke entity through create-entity trigger effect.
(https://forums.factorio.com/48598)
- Added Entity::update_connections. It updates connection of loader and beacon
to entities that might have been
teleported out or in. The effect might include more things later on.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.14
Date: 26.05.2017
Optimisations:
- Optimised beacon update times which helps especially when the power is not
full and it fluctuates.
Changes:
- Added support for using username and password for proxy connections.
- Changed technology sorting. All of the science pack types affect the order,
not just the most expensive one. (https://forums.factorio.com/48448)
- Leading and trailing whitespace will be trimmed from host name or IP address
entered to Direct Connect multiplayer dialog. (https://forums.factorio.com/48489)
- Electric network info window shows all connected entities in the list and the
graph even when they have 0 consumption/production.
This means, that the count of entities connected to the network is shown even
if they don't consume or produce.
- Electric poles that have 0 consumption as well as 0 production show empty
electricity graph instead of full. (https://forums.factorio.com/48513)
Bugfixes:
- Keypad enter is treated as regular enter (https://forums.factorio.com/47100)
- All buttons apart the inventory/recipe/crafting queue and item selection slot
react on mouse click instead of just mouse down.
- Fixed that mining drills would continue to insert into entities when moved
far away. (https://forums.factorio.com/48332)
- Fixed that right click and drag in the blueprint setup GUI didn't work to
remove things from the blueprint. (https://forums.factorio.com/48354)
- Fixed that blueprint icons couldn't be removed with right click.
(https://forums.factorio.com/48354)
- Fixed that right-clicking items in the crafting queue didn't work to cancel
5.
- Fixed window being created slightly offscreen on certain resolutions.
(https://forums.factorio.com/45998)
- Fixed that the edit field for a blueprint book would get reset when bots
delivered items to the player. (https://forums.factorio.com/47498)
- Fixed that inserter facing north was slower compared to other directions.
(https://forums.factorio.com/9141)
- Fixed that the solaris achievement ignored usage of steam-turbines.
(https://forums.factorio.com/48429)
- Fixed that setting logistic requests didn't work in the map editor.
(https://forums.factorio.com/48432)
- Fixed crash after dropping a blueprint into a book inside the blueprint
library. (https://forums.factorio.com/48518)
- Fixed loading blueprint library from before 0.15.4 might crash.
(https://forums.factorio.com/48506)
- Fixed a crash related to changing the rail system when signals get
disconnected from blocks. (https://forums.factorio.com/48555)
- Fixed that furnaces and assembling machines weren't rotatable with heat pipe
connection. (https://forums.factorio.com/48574)
- Fixed crash when using --load-game with an error in a mod.
(https://forums.factorio.com/48550)
Modding:
- Fixed reading LuaCommandProcessor::commands when one of the help keys was
empty. (https://forums.factorio.com/48032)
- Fixed that disabled mods could change the mod event order.
Scripting:
- Fixed changing force of lab ghost would cause desync.
- Added LuaCustomGuiElement type "text-box".
-----------------------------------------------------------------------------------
----------------
Version: 0.15.13
Date: 23. 05. 2017
Changes:
- Most of the gui elements now work only with left mouse button, so other
buttons might be used without interfering with gui.
Bugfixes:
- Fixed that biters would sometimes try to attack indestructible entities.
(https://forums.factorio.com/45803)
- Fixed that clearing the blueprint label would make the GUI show the previous
label. (https://forums.factorio.com/45894)
- Fixed personal laser defense equipment shooting at player in vehicle would
hit the player instead of the vehicle. (https://forums.factorio.com/45461)
- Fixed that the edit label button on blueprint books in the library could get
hidden behind the delete button. (https://forums.factorio.com/45904)
- Fixed missing space after timestamp in server console output messages that
didn't contain tag. (https://forums.factorio.com/46766)
- Fixed that the blueprint library wouldn't update blueprints stored in books.
(https://forums.factorio.com/47544 https://forums.factorio.com/45814)
- Fixed that reach-distance checks for curved rails only checked against one
end of the rail. (https://forums.factorio.com/47892)
- Fixed bonus GUI display values when the bonuses were negative.
(https://forums.factorio.com/47981)
- Fixed that the auto launch settings of rocket silo was not saved in
blueprint. (https://forums.factorio.com/47964)
- Fixed beta campaign level 02 would error for migrated save games.
(https://forums.factorio.com/47844)
- Fixed locked belts in demo campaign level 03.
(https://forums.factorio.com/44882)
- Localised programmable speaker notes and instruments.
(https://forums.factorio.com/47868)
- Fixed that mining drill window got repositioned to the center every time it
switched to another resource. (https://forums.factorio.com/45692)
- Fixed fluids/virtual signals in the blueprint library wouldn't migrate
correctly between different modded saves. (https://forums.factorio.com/47897)
- Before 0.14 the game didn't track online time of players, this caused that
games transitioned from pre 0.14 could prevent players to get achievements
until they spent enough of time in the game again. So for single player
games, when transitioning to 0.15.13, the online time is reset to be full time of
the map.
- Fixed that the bonus progress of assembling machine didn't reset when the
recipe was changed by using copy paste.
This could be exploited to get extra free product of expensive items.
(https://forums.factorio.com/48082)
- Fixed crash when loading modded saves that used the flamethrow-explosion
entity type. (https://forums.factorio.com/48101)
- Fixed performance problems when building rails related to large rail sections
and chain signals. (https://forums.factorio.com/48228)
- Fixed desync related to trains.
- Fixed blueprint library wouldn't use the Open Item GUI key binding.
(https://forums.factorio.com/48168)
- Fixed that errors in mod locale would only show in the log file instead of
giving the standard mod-error GUI. (https://forums.factorio.com/46914)
- Fixed that turret help view on map did show turrets from other surfaces.
(https://forums.factorio.com/47746)
- Fixed that silo script didn't validate items on configuration changes.
(https://forums.factorio.com/48236)
- Fixed that tightspot level 05 had incorrect recipes unlocked.
(https://forums.factorio.com/48174)
- Fixed that you could pipette items and break transport belt madness.
(https://forums.factorio.com/48171)
- Fixed that the game would crash when trying to load corrupt blueprint-
storage.dat. (https://forums.factorio.com/48265)
- Fixed that map was not updated correctly when tile editing ended up changing
other tiles in different chunk. (https://forums.factorio.com/48285)
- Fixed crash when loading modded saves that contained specific items without
the mods. (https://forums.factorio.com/48307)
- You can now open circuit network connectible entities while holding copper
wire. (https://forums.factorio.com/48279)
- Fixed crash when closing the game window in Browse Games/Play on LAN gui.
(https://forums.factorio.com/47253)
- Fixed that the bonus progress bar of furnace disappeared when the smelting
was not currently in progress.
- Fixed that changing recipe in the furnace didn't reset the bonus progress
bar. (https://forums.factorio.com/47439)
- Fixed that selection box of rotated (and modded) storage tank wasn't
respecting the rotation properly. (https://forums.factorio.com/48315)
Modding:
- Electric energy sources now support effectivity.
- Fixed crash when mods add values to data.raw incorrectly.
(https://forums.factorio.com/47932)
- Fixed some entities using heat energy source types wouldn't connect to heat
pipes correctly when rotated. (https://forums.factorio.com/47524)
- Mod settings now shows the mod display name instead of the mod ID name (My
Mod Name instead of my-mod-name).
- Changing mod startup settings will now fire the on_configuration_changed
event when appropriate.
Scripting:
- Fixed crash when using game.take_screenshot and then deleting the surface.
(https://forums.factorio.com/46091)
- Fixed the old train ID wouldn't be included in some cases during the
on_train_created event. (https://forums.factorio.com/47958)
- Fixed crash when trying to register negative event ids.
(https://forums.factorio.com/47975)
- Fixed that force.reset_technology_effects() didn't preserve currently
researched technology and saved technology progress.
(https://forums.factorio.com/48081)
- Fixed LuaEntity::neighbours return format to match the docs.
(https://forums.factorio.com/48176)
- Fixed LuaPlayer::mine_entity() would return false when successfully mining
the given entity. (https://forums.factorio.com/48243)
- Changed create_entity 'item-request-proxy' "modules" to take the same format
as LuaEntity::item_requests. (https://forums.factorio.com/47770)
- Changed LuaSurface::freeze_daytime() to freeze_daytime read/write.
- Removed LuaPlayer::cursor_position.
- Added LuaEntity::proxy_target read - the target an item-request-proxy is
pointing at if any.
- Added
LuaEntityPrototype/LuaEquipmentPrototype::electric_energy_source_prototype read.
- Added LuaEntityPrototype::fluid_usage_per_tick, maximum_temperature read,
target_temperature.
- Added LuaForce::get_saved_technology_progress() and
set_saved_technology_progress().
- Added LuaFluidPrototype::gas_temperature read.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.12
Date: 18. 05. 2017
Changes:
- Zooming with the mouse wheel in the map and zoom-to-world is less aggressive.
- Fast entity transfer by dragging (ctrl + clicking and dragging) will remember
if you're trying to insert or extract items.
- Changed the deconstruction planner "trees only" filter to "trees/rocks only".
- Lab speed info in the description contains the researched speed bonus as
well.
- Sprite quality defaults to High when at least 2.7 GB VRAM is detected
(instead of 1.7 GB).
- Video memory usage defaults to All when at least 1.5 GB VRAM is detected
(instead of 0.8 GB).
Bugfixes:
- The statistics window (electric/production/kills) will automatically move to
avoid being partially offscreen. (https://forums.factorio.com/37806)
- Fixed that keypad /*-+, enter and delete were not usable in the text boxes if
assigned in the controls.
- Fixed that power poles could be built at any distance by exploiting click-
and-drag. (https://forums.factorio.com/46861)
- Fixed marking underground belt output for deconstruction wouldn't block input
from pushing more items into the underground part.
(https://forums.factorio.com/47668)
- Fixed "Read Stopped Train" checkbox not showing the correct value.
(https://forums.factorio.com/47736)
- Fixed entities with a burner energy source would show the incorrect power
consumption. (https://forums.factorio.com/44741)
- Fixed that production achievements could not be obtained.
(https://forums.factorio.com/47793)
- Fixed that some achievements (raining bullets, logistic network embargo,
maybe more) were not properly marked as gained. (https://forums.factorio.com/47780)
- Show the productivity bonus on mining drills even when they have no other
effects on them. (https://forums.factorio.com/47786)
- Fixed some GUI shortcuts not working when colliding with other shortcuts.
(https://forums.factorio.com/45902)
- Fixed that electric network visualisation on chart showed electric poles from
other surfaces. (https://forums.factorio.com/47746)
- Fixed that non-ASCII input wasn't possible on Linux.
(https://forums.factorio.com/45484)
- Fixed error when loading a save containing a folder which contained only
subfolders but no files. (https://forums.factorio.com/45442)
- Fixed swinging axe as attack might spawn mining particles of a nearby tree or
resource patch. (https://forums.factorio.com/46265)
- Fixed that signals built by robots on places that didn't match the suggested
direction didn't connect. This caused that some
otherwise correct blueprints required manual intervention to fix the signals.
(https://forums.factorio.com/46381)
- Fixed handling of X11 focus events. (https://forums.factorio.com/47768)
- Fixed trains wouldn't leave disabled stations when the next station in the
schedule was the same station. (https://forums.factorio.com/47805)
- Fixed train stops wouldn't import as string correctly.
(https://forums.factorio.com/47870)
- Fixed requester chests would render numbers larger than 2,147,483,647 as
negative values. (https://forums.factorio.com/47852)
- Fixed logging in with email in updater set your username to your email.
(https://forums.factorio.com/47908)
Modding:
- Fixed that electric boiler didn't work. (https://forums.factorio.com/47716)
- Fixed int mod setting error display message didn't show the upper limit
correctly. (https://forums.factorio.com/47862)
Scripting:
- Fixed cloning blueprint books wouldn't copy the label/active index.
(https://forums.factorio.com/47801)
- Fixed that inoperable entities couldn't be rotated even when rotatable was
true. (https://forums.factorio.com/47842)
- Changed LuaItemStack::trees_only to trees_and_rocks_only.
- Added LuaEntity::loader_type write.
- Added LuaFlowStatistics::on_flow().
- Fixed lua documentation for DeciderCombinatorParameters and CircuitCondition.
(https://forums.factorio.com/47829)
- Fixed passing invalid arguments to LuaGame::take_screenshot would cause
desync. (https://forums.factorio.com/47890)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.11
Date: 16. 05. 2017
Minor Features:
- When a train is stopped at the train stop, a circuit network signal is sent
with a unique number for that train. (https://forums.factorio.com/46234)
Changes:
- Added headless server option --server-id to allow specifying custom path to
the server ID file.
- Increased the minimum custom UI scale from 50% to 80% to avoid some scaling
issues.
- The zoom level at which the map switches from 'map view' to 'world view' was
increased.
- The first level of infinite researches is not needed for the tech maniac
achievement anymore.
- The game will default to low sprite quality on computers with less than 2.5GB
RAM. (https://forums.factorio.com/47525)
- Tweaked the rocket launch gui. It doesn't show the result inventory slot when
it is empty to avoid confusion when people put the satellite in it.
- Removed the zoom-to-world-outside-coverage debug option because it was
causing issues. (https://forums.factorio.com/47442)
- Added "create specialized sprite atlases" option to graphics settings. If
checked, tile and shadow sprites won't be put into separated sprite atlases
instead of the main one. This should give graphics driver more room to fit
required sprites to graphics memory.
- Added "atlas texture size" option to graphics settings. Larger atlas texture
can fit more sprites into single atlas which reduces CPU load when rendering.
But smaller atlases are more likely to fit into VRAM and reduce GPU load when
rendering.
Bugfixes:
- Fixed nuclear reactor and centrifuge were not placed into toolbelt
automatically. (https://forums.factorio.com/47155)
- Tweaked the way heat pipes work, mainly to make it work the same regardless
order of build. (https://forums.factorio.com/44972)
- Fixed that click-and-drag interaction logic didn't work for trains.
(https://forums.factorio.com/47180)
- Another attempt to fix the ranged-based research info in the technology icon.
- Fixed that not all items were cleared in the transport belt madness campaign.
(https://forums.factorio.com/47171)
- Fixed that browse games table was inconsistent after resizing.
(https://forums.factorio.com/47137)
- Achievements should no longer be unlocked when replaying a game.
(https://forums.factorio.com/47151)
- Updated supply challenge level requirements.
(https://forums.factorio.com/46796)
- Fixed fluids consumed/produced by boilers didn't show in the production
stats. (https://forums.factorio.com/47169)
- Fixed that pasting very large strings wouldn't work on Linux.
(https://forums.factorio.com/46802)
- Fixed naming convention of transport belt madness campaign levels.
(https://forums.factorio.com/47243)
- Fixed copy-paste with containers so they correctly copy the inventory size
limit. (https://forums.factorio.com/47262)
- Fixed the progress bars in the lab wouldn't show correctly in some cases.
(https://forums.factorio.com/47131)
- Achievements are no longer be unlocked when replaying a game.
(https://forums.factorio.com/47151)
- Achievements are no longer unlocked by playing multiplayer game in which the
player spent less than 50% of time online.
- Fixed that the blueprint renaming text box would close every time crafting
finished. (https://forums.factorio.com/46970)
- core/backers.json is now included in the core data crc. This means that
different content of this file will be properly detected when joining multiplayer
game.
- Fixed that loader filters were not saved in the blueprint string.
(https://forums.factorio.com/47303)
- Gas color is now tinted with the fluids 'flow_color'.
(https://forums.factorio.com/47311)
- Fix wave defense crash when a silo died while nobody was connected.
(https://forums.factorio.com/47263)
- Fixed that the "confirm and download" button in the sync-mods-with-save
wouldn't restart the game once all mods were downloaded.
(https://forums.factorio.com/47335)
- Fixed construction robots could get stuck trying to repair curved rail
forever. (https://forums.factorio.com/47359)
- Fixed that the technology cost tooltip description wouldn't scale correctly.
(https://forums.factorio.com/46445)
- Fixed that the /help command when run from the server console would always
output the server commands list. (https://forums.factorio.com/46406)
- Fixed strange behavior when a train has the same station in the list multiple
times with no other valid station. (https://forums.factorio.com/46473)
- Fixed crash related to dying with some GUI open.
(https://forums.factorio.com/47433)
- Fixed rail signals getting stuck reserved when mining/building rails in some
setups. (https://forums.factorio.com/47333)
- Fixed desync when pumps are setup to pump into the output of an assembling
machine. (https://forums.factorio.com/47402)
- Fixed the final level of formula based research would show the wrong name
when researched.
- Fixed crash when maximizing the game with the achievements window open.
(https://forums.factorio.com/46936)
- Fixed switching weapons while firing in the tank would keep playing the
previous weapon sound. (https://forums.factorio.com/46103)
- The productivity value in the miner description now contains also the
researched bonus.
- Fixed insert sending a signal twice during fast replace.
(https://forums.factorio.com/47486)
- Fixed crash that would sometimes happen when a player left whilst some other
player was in the process of joining. (https://forums.factorio.com/46516)
- Fixed hazard concrete item description. (https://forums.factorio.com/46154)
- Fixed that some of the slider in the new game settings weren't controllable
by scrollbar.
- Fixed recipes with long names would extend out of the tooltip GUI.
(https://forums.factorio.com/45125)
- Fixed keyboard input would be blocked in tutorial, if console was opened when
entering the tutorial. (https://forums.factorio.com/44602)
- Fixed robots could deliver the wrong number of modules during roboport
blackouts. (https://forums.factorio.com/47508)
- Fixed that the game would freeze if there was no valid place to drop items on
limited size maps. (https://forums.factorio.com/47640)
- Fixed fire wouldn't pollute in some cases.
(https://forums.factorio.com/47621)
- Fixed that the delete-blueprint button would show when it wouldn't actually
work. (https://forums.factorio.com/47599)
- Fixed an error when resource scaling results in amounts too large to store in
a resource entity. (https://forums.factorio.com/47661)
Modding:
- Fixed generator power output was always based on heat capacity and default
temperature of water. (https://forums.factorio.com/45652)
- Fixed logistic and construction radius visualization sprites would ignore
tint. (https://forums.factorio.com/47689)
Scripting:
- Fixed setting technology::researched wouldn't research all levels of a
formula based technology. (https://forums.factorio.com/45857)
- Fixed it was possible to add gui element with same to the same parent name
more than once. (https://forums.factorio.com/45371)
- Fixed the custom camera widget wouldn't render the correct entities when
switching the surface it was rendering for. (https://forums.factorio.com/47639)
- Fixed LuaTrain::schedule would allow an invalid current schedule record.
(https://forums.factorio.com/47691)
- Added LuaEntityPrototype::mining_speed, mining_power, energy_usage,
max_energy_usage, normal_resource_amount, infinite_depletion_resource_amount,
attack_parameters read.
- Added LuaLampControlBehavior::color read.
- Added LuaRailSignalControlBehavior::red_signal, orange_signal, green_signal,
close_signal, read_signal, circuit_condition read/write.
- Added LuaEntityPrototype::mineable_properties fluid_amount, required_fluid,
mining_trigger, effectivity, consumption, friction_force, braking_force,
tank_driving, rotation_speed, turret_rotation_speed, guns, speed,
speed_multiplier_when_out_of_energy, max_payload_size, energy_per_move,
energy_per_tick,
max_energy, min_to_charge, max_to_charge properties, and
building_grid_bit_shift.
- Added LuaBurner::fuel_category read.
- Added LuaBurnerPrototype.
- Added LuaControl::mine_entity().
- Added LuaEntity::text read/write.
- Added read/write support for flying text color through LuaEntity::color.
- Added LuaTrain::get_fluid_count(), get_fluid_contents(), remove_fluid(),
insert_fluid(), and clear_fluids_inside().
- Added LuaGameScript::check_prototype_translations() - a way to check if all
expected prototypes have valid translations.
- Changed LuaEntityPrototype::mineable_properties "miningtime" -> "mining_time"
and "miningparticle" -> "mining_particle".
-----------------------------------------------------------------------------------
----------------
Version: 0.15.10
Date: 10. 05. 2017
Changes:
- Added rail block debug visualization.
- Increased maximum wire distance of all circuit connectable entities from 7.5
to 9.
- Steam is now internally a separate fluid from hot water.
- Coal liquefaction recipe now requires steam instead of water.
- Terrain, shadow and smoke sprites are sorted into separate sprite atlases in
attempt to optimize GPU memory access during rendering.
Graphics:
- Added burner mining drill in high resolution and replaced the normal
resolution version.
Bugfixes:
- Fixed speed-module-3 recipe typo. (https://forums.factorio.com/46820)
- Fixed downgrading underground belts by fast replace would not work for even
if output piece was close enough. (https://forums.factorio.com/46595)
- Fixed that robots trying to repair each other wouldn't work correctly.
(https://forums.factorio.com/46628)
- More understandable description current level of technologies that have
multiple levels merged into one slot in the technology gui.
- Fixed crash that would happen when loading old modded saves in vanilla
Factorio. (https://forums.factorio.com/46642)
- Fixed that it wasn't possible to fast-transfer blueprints to other players.
(https://forums.factorio.com/46178)
- Fixed that hitting rocks with vehicles made no sound.
(https://forums.factorio.com/45888)
- Fixed blueprint preview icons scaling and size to be consistent across all
places they're shown. (https://forums.factorio.com/45021)
- Fixed that you couldn't delete blueprints from your trash slots.
(https://forums.factorio.com/46903)
- Fixed that storage tanks used 4 directions although visually only showed 2 so
they would conflict in blueprints. (https://forums.factorio.com/46900)
- Fixed crash when loading blueprint storage while also migrating save files.
(https://forums.factorio.com/46910)
- Fixed a useless error when locale isn't correct for a scenario.
(https://forums.factorio.com/46909)
- Fixed possible desync related to inserter circuit network stack size control.
- Fixed that multiple passengers in a train could result in erratic behavior
when trying to drive. (https://forums.factorio.com/35810)
- Fixed that manually inserting the satellite into the silo when auto-launch is
enabled wouldn't launch the rocket. (https://forums.factorio.com/46610)
- Fixed crash when killing yourself with your own weapon.
(https://forums.factorio.com/46984)
- Fixed F12 might freeze or crash the game. (https://forums.factorio.com/46790)
- Fixed circuit network controlled rail signal sometimes not going red when
building rails. (https://forums.factorio.com/43839)
- Fixed crash when starting tutorial at the same tick as autosave starts.
(https://forums.factorio.com/45701)
- Fixed that it wasn't possible to scroll the active blueprint in a blueprint
book if the scroll bar was visible. (https://forums.factorio.com/45898)
- Fixed crash when exiting some modded games.
(https://forums.factorio.com/47037)
- Fixed that Factorio wouldn't keep file permissions when saving a map.
(https://forums.factorio.com/46442)
- Fixed that the blueprint library wouldn't remember the player filter after
opening a book. (https://forums.factorio.com/45932)
- Fixed that player names in the blueprint library weren't sorted.
(https://forums.factorio.com/45920)
- Fixed the blueprint book tooltips would flicker when your inventory changed.
(https://forums.factorio.com/47064)
- Fixed desync when catching up.
- Fixed desync when adding/removing blueprints to blueprint books in some
cases. (https://forums.factorio.com/46719)
- Fixed some crashes related to loading invalid combinator parameters.
(https://forums.factorio.com/46500)
Modding:
- The game will now detect when joining a multiplayer game if any mods you're
using are broken such that joining the game could result in desynching.
- Fixed that exiting the mod settings GUI without changing anything would
incorrectly think you changed settings in some cases.
(https://forums.factorio.com/46478)
- Fixed crash when loading mods control.lua produces an error.
(https://forums.factorio.com/46009)
- Added favourite server icon to utility sprites.
(https://forums.factorio.com/46059)
- Added a global table "mods" - a mapping of mod name to mod version available
during the prototype loading stage.
Scripting:
- Fixed some missing Lua docs and added information about the settings stage to
the data life cycle. (https://forums.factorio.com/44918)
- Fixed crash when trying to create stickers on entities that don't support
them. (https://forums.factorio.com/46334)
- Fixed that LuaGuiElement::surface_index was using 0-based indexing.
(https://forums.factorio.com/46502)
- Fixed that LuaEntity::graphics_variation was using 0-based indexing.
(https://forums.factorio.com/46762)
- Fixed that LuaItemStack::active_index was using 0-based indexing.
(https://forums.factorio.com/46963)
- Fixed rendering of layered icons in custom GUI.
(https://forums.factorio.com/45926)
- Added "item" and "tags" to the robot built entity/tile events.
- Added LuaEquipment::burner read.
- Added LuaEntityPrototype::crafting_categories read.
- Added support for setting 'tags' and 'custom_description' when making items
through Lua.
- Added LuaBurner::burnt_result_inventory read.
- Added LuaInserterControlBehavior stack size read/write.
- Added LuaTrainStopControlBehavior enable/disable conditions.
- Added LuaTransportBeltControlBehavior enable_disable, read_contents,
read_contents_mode read/write.
- Added LuaTrain::id read.
- Added LuaEntityPrototype::supply_area_distance read.
- Added LuaEntityPrototype::max_wire_distance read.
- Added LuaEntityPrototype::max_circuit_wire_distance read.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.9
Date: 05. 05. 2017
Bugfixes:
- Fixed crash when opening the train GUI while in the train.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.8
Date: 05. 05. 2017
Changes:
- New Supply challenge map.
- Circuit network-based inserter stack size overrides now take effect
immediately instead of waiting until the inserter has moved something.
Bugfixes:
- Show 0.7% in the uranium processing recipe instead of 0.0 for uranium 235.
This generally works for any recipe that gives less than 1 of anything.
- Don't draw player names on the map that is not in range of player or radar on
the zoomed in map.
- Fix some ores with negative values in Tight spot level 04.
(https://forums.factorio.com/45656)
- Fixed inserters couldn't insert fuel into locomotives.
(https://forums.factorio.com/46467)
- Fixed random inaccessible map area in Beta campaign level 04.
(https://forums.factorio.com/46393)
- Fixed various inserter GUI bugs. (https://forums.factorio.com/45337)
- Fixed train station tutorial relied on specific train schedule state.
(https://forums.factorio.com/45821)
Balancing:
- Changed iron gear wheel price of fast and underground belt from 20->40 and
40->80 to even out the bigger length.
- Fix that biters would sometimes stop and go to sleep during an attack.
(https://forums.factorio.com/45320)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.7
Date: 05. 05. 2017
Balancing:
- Changed production science pack recipe to require assembling machine 1
instead of pumpjack.
- Changed science pack 3 to require electric mining drill instead of assembling
machine 1.
- Changed crafting times:
Oil refinery 20->10
Pumpjack 10->5
Chemical plant 10->5
Lab 5->3
Roboport 15->10
- Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.
- Increased the mining time of the reactor from 0.5 seconds to 1.5 seconds.
- Increased the underground belt length (basic, fast, express) from 5,5,5 to
5,7,9.
Changes:
- When a connection is refused the username is included in the log message.
(https://forums.factorio.com/46036)
- Copying entity settings from a disconnected entity will no longer disconnect
circuit wires. (https://forums.factorio.com/45816)
- Trains in manual mode now have twice the penalty and trains in manual mode
without a player in them have 2.5 times the penalty.
- Reactors produce used up fuel cell when it is completely consumed instead of
at start. (https://forums.factorio.com/46123)
- Reverted flamethrower turret liquid consumption change from 0.15.5. Instead
of 30/s it will use 3/s.
- Flamethrower turret no longer shoots in its prepare state.
(https://forums.factorio.com/46160)
- /color command defaults alpha (the 4th parameter) to 255 (instead of 0) if
not specified. (https://forums.factorio.com/46338)
- Reduced default requester chest paste multiplier for nuclear reactor recipe
to 1 and for centrifuge recipe to 2. (https://forums.factorio.com/45878)
- Inserters will no longer take fuel from locomotives and instead will take the
burnt result items if the locomotive fuel uses that system.
Bugfixes:
- Fixed that clicking locomotive from zoomed in map view would change color
(and show fuel) for some other locomotive on the train
(https://forums.factorio.com/46137)
- Fixed that construction bots could repair vehicles from very far.
(https://forums.factorio.com/45517)
- Fixed that rocket silo or other GUIs would obscure finished-game dialog.
(https://forums.factorio.com/46157)
- Fixed that boiler could output a different fluid than its input.
(https://forums.factorio.com/46023)
- Fixed that the inserter would sometimes report bad values to the circuit
network. (https://forums.factorio.com/45598)
- Fixed pump recipe description having wrong pumping speed.
(https://forums.factorio.com/45863)
- Fixed wrong error message when loaded headless save file doesn't exist
(https://forums.factorio.com/45058)
- Fixed the "Input action fragment is missing" crash that would sometimes
happen due to packet loss. (https://forums.factorio.com/45604)
- Fixed crash when resizing the game window while having an assembling machine
level 1 GUI open. (https://forums.factorio.com/46069)
- Fixed alternative zoom controls would do nothing in map editor.
(https://forums.factorio.com/46136)
- Fixed some cargo wagon spritesheets were offset by 1 frame.
(https://forums.factorio.com/44930)
- Fixed that it was hard/not possible to select the character corpse over some
entities. (https://forums.factorio.com/45764)
- Fixed that the blueprint book GUI would scroll to the top after every click.
(https://forums.factorio.com/46184)
- Fixed crash when trying to disconnect non circuit connectible entities using
Lua::Entity::disconnect_neighbour. (https://forums.factorio.com/46111)
- Fixed that calling Lua::Entity::disconnect_neighbour would sometimes
disconnect more wires than it should.
- Fixed mod settings corruption when removing mods that contained mod settings.
Note: this will reset all mod settings. (https://forums.factorio.com/46207)
- Fixed inconsistent selection of resource patches on the map.
(https://forums.factorio.com/44596)
- Fixed GUI sizing when resetting mod settings.
(https://forums.factorio.com/46150)
- Fixed that dropping a blueprint onto a book icon in the library GUI would
drop it in the top level instead. (https://forums.factorio.com/46112)
- Fixed that the blueprint library would sometimes stop opening books.
(https://forums.factorio.com/46004)
- Fixed GUI scaling problems with the assembling machine GUI.
(https://forums.factorio.com/46046)
- Fixed desync related to the on_selected_entity_changed event.
(https://forums.factorio.com/46025)
- Fixed that the atomic bomb shooting speed cooldown didn't work.
(https://forums.factorio.com/46217)
- Fixed the constant combinator GUI when the constant combinator name was
larger than the rest of the GUI. (https://forums.factorio.com/44227)
- Fixed that the reactor didn't show fuel in the description.
(https://forums.factorio.com/46266)
- Fixed making blueprints of requester chests with "set requests" would copy
the current requests into the blueprint. (https://forums.factorio.com/46038)
- Fixed that deleting saves with the delete key key wouldn't maintain focus on
the saves list. (https://forums.factorio.com/45234)
- Fixed crash when mining rails while having the "show rail paths" debug option
enabled. (https://forums.factorio.com/45836)
- Fixed infinite loop when migrating entities from an unrelated type to a
roboport type. (https://forums.factorio.com/44351)
- Fixed that the technology multiplier didn't apply on infinite research.
(https://forums.factorio.com/45079)
- Fixed filtering server list for games with mods.
(https://forums.factorio.com/46264)
- Fixed mod version checking for automatic mod download.
(https://forums.factorio.com/46321)
- Fixed flamethrower turret would not shoot last single shot worth of liquid.
(https://forums.factorio.com/46311)
- Fixed crash when exiting server list (https://forums.factorio.com/46293)
- Fixed "Right mouse button to open" in opened armor.
(https://forums.factorio.com/46317)
- Fixed that the blueprint library wouldn't use scroll bars for shared
blueprint books. (https://forums.factorio.com/45464)
- Fixed that resource patches in unexplored areas could be examined on the map.
- Fixed rail ghosts could not be placed over ghosts of enemy force.
(https://forums.factorio.com/46335)
- Fixed the sulfuric acid fluid icon. (https://forums.factorio.com/46371)
- Fixed that /config set password wouldn't work.
(https://forums.factorio.com/44573)
Modding:
- Icons are now required to have correct size (which can be overridden by
icon_size property). (https://forums.factorio.com/45700)
- 32x32px for entity, fluid, item, item-group, recipe, technology, virtual-
signal
- 128x128px for achievement, tutorial
- If icon path references base mod, technology icon is expected to be
128x128px and item-group icon 64x64px.
- In near future, we may remove default sizes and require icon_size to be
always specified.
- It is no longer possible to teleport any rolling stock or train stop.
(https://forums.factorio.com/45264)
- Added the string mod setting prototype property "auto_trim" defaulting to
false.
Scripting:
- Fixed LuaChunkIterator could become invalid and crash the game if used.
(https://forums.factorio.com/46366)
- Added LuaPlayer::mod_settings read - the runtime player mod settings for the
given player.
- Added LuaEntity::temperature read/write - the temperature of entities that
use the heat energy source type as well as reactors and heat pipes.
- Added LuaEntity::get_burnt_result_inventory.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.6
Date: 02. 05. 2017
Changes:
- Increased roboport construction range to 55 (110x110 area) to make roboports
able to build each other without interconnecting their logistic areas,
and not break when there are obstacles like trees or rocks.
Bugfixes:
- Fixed centrifuge glowing for one frame each time inserter drops something.
(https://forums.factorio.com/45824)
- Fixed biters expansion was biased towards northern part of the map.
(https://forums.factorio.com/45607)
- Fixed blueprint preview splitter not bending nearby belts correctly.
(https://forums.factorio.com/45578)
- Fixed items on ground were not cleared in tightspot campaign.
(https://forums.factorio.com/45666)
- Fixed that mining drills wouldn't pull in enough acid to continue mining.
(https://forums.factorio.com/45707)
- Fixed that you could complete some advanced signal tutorial stages by
blocking trains. (https://forums.factorio.com/45659)
- Fixed that nuclear fuel reprocessing was used to calculate raw ingredient
requirements. (https://forums.factorio.com/45507)
- Fixed that you could input invalid value to PvP config.
(https://forums.factorio.com/45713)
- Fixed crash when changing force of turret ghost.
(https://forums.factorio.com/45723)
- Fixed inserters would grab items off belts and try to drop them onto rails
after the train left. (https://forums.factorio.com/45693)
- Fixed inserters would rest with their hand above the center of a splitter.
(https://forums.factorio.com/45742)
- Fixed desync caused by heat pipes. (https://forums.factorio.com/45754)
- Fixed crash when trying to edit mod settings after joining a paused
multiplayer game. (https://forums.factorio.com/45625)
- Fixed removed decoratives were migrated as big-ship-wreck-grass instead of
being deleted from map. (https://forums.factorio.com/45807)
- Fixed input underground belt fast replace would also replace output piece
even if input changed direction. (https://forums.factorio.com/45847)
- Fixed combinators continuing to output signals when parameters are cleared or
when disconnecting feedback wire. (https://forums.factorio.com/45633)
- Fixed programmable speaker continuing to make sounds without a wire
connected. (https://forums.factorio.com/45556)
- Fixed that it wasn't possible to scroll with the mouse wheel in the mod
settings GUI. (https://forums.factorio.com/45883)
- Fixed updater would fail if Factorio was in folder with name containing non-
English characters. (https://forums.factorio.com/45301)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.5
Date: 30. 04. 2017
Bugfixes:
- Fixed crash when setting character trash slots through script while having
the character GUI opened. (https://forums.factorio.com/45585)
- Fixed crash on joining a multiplayer game if the "use different mod settings
per save" was disabled. (https://forums.factorio.com/45615)
- Fixed blueprint with roboports wouldn't draw roboport connections.
(https://forums.factorio.com/45573)
- Fixed crash when building rails in specific setups while trains are reserving
signals on the rails being changed. (https://forums.factorio.com/45627)
- Fixed when changing graphical variation of a tree from script or in map
editor. (https://forums.factorio.com/45630)
- Fixed flamethrower turret was using 10x less fluid than it should.
- Fixed opening item GUI wasn't rebindable (https://forums.factorio.com/45501)
- Fixed burner inserters would try to fuel themselves with fuel they couldn't
use. (https://forums.factorio.com/45596)
- Fixed crash when deleting chunks in some instances.
(https://forums.factorio.com/45647)
- Fixed one direction of hazard concrete had no walking sounds.
(https://forums.factorio.com/45648)
- Fixed rare crash when getting killed by the locomotive you had opened.
(https://forums.factorio.com/45610)
- Fixed that right clicking the map view buttons would change the option but
not update the button. (https://forums.factorio.com/44611)
- Fixed the generate-map settings wouldn't be saved when switching to the mod-
settings through the generate map GUI. (https://forums.factorio.com/45081)
- Fixed crash when interacting with the map view buttons in some cases.
(https://forums.factorio.com/44719)
- Fixed crash when mousing over entities in some rare cases.
(https://forums.factorio.com/44873)
- Fixed crash when trying to mine tiles from the zoomed-to-world view.
(https://forums.factorio.com/44884)
- Fixed crash when editing speaker parameters in the map editor.
(https://forums.factorio.com/45676)
- Fixed that train stops wouldn't show the correct name when changed remotely.
(https://forums.factorio.com/44793)
- Fixed crashes related to electric pole/accumulator removal when migrating
saves from 0.14 into 0.15. (https://forums.factorio.com/45657)
- Fixed rail signals built by robots would frequently lead to the signals not
connecting properly. (https://forums.factorio.com/45382)
- Fixed GUI layout problems in the rocket silo GUI when adding/removing
productivity modules. (https://forums.factorio.com/45523)
- Fixed items on belt flickering when occupying same position.
(https://forums.factorio.com/45490)
Scripting:
- Fixed module inventory insert() didn't work for assembling machines.
(https://forums.factorio.com/45678)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.4
Date: 29. 04. 2017
Changes:
- Added /permissions reset to reset all permissions to default.
- Steam and water content of fluid wagons are now shown separately in
locomotive tooltip.
- Removed the "minimum chunks between new bases" map generation setting because
it wasn't doing anything.
- Re-added custom /color support through /color r g b a.
- PvP: Added a biter easing option to prevent excessively large bases close to
team starting areas.
Bugfixes:
- Fixed crash when building rails while a train is currently reserving some of
the signals. (https://forums.factorio.com/45145)
- Fixed that you could set the inserter stack size over the researched maximum
by sending negative numbers with the circuit network.
(https://forums.factorio.com/44890)
- Fixed combinators continuing to output signals after disconnecting the input.
(https://forums.factorio.com/45094)
- Fixed blueprint would reference force it was created on and crash in
rendering if that force no longer existed. (https://forums.factorio.com/45356)
- Fixed that names of books stored in the blueprint library wouldn't be
preserved after save and load. (https://forums.factorio.com/44957)
- Fixed supply scenario would sometimes show the next level button in error.
(https://forums.factorio.com/45451)
- Fixed the rocket silo wouldn't copy the "auto-launch" option in blueprints.
- Fixed Sulfuric Acid recipe using 10 times less water.
(https://forums.factorio.com/45347)
- Fixed that dropping blueprints into a book inside the library would sometimes
drop the wrong blueprint. (https://forums.factorio.com/45323)
- Fixed crash when changing mod settings runtime while in a multiplayer game.
(https://forums.factorio.com/45395)
- Fixed that opening the blueprint library after calling
game.remove_offline_players() would crash the game.
(https://forums.factorio.com/44806)
- Fixed that --start-server wouldn't find the save file when given just a name
without the .zip suffix. (https://forums.factorio.com/44551)
- Fixed that it was possible to export a blueprint book into another blueprint
book. (https://forums.factorio.com/45315)
- Fixed that it was possible to have the same blueprint multiple times in the
library. (https://forums.factorio.com/45315)
- Fixed that it was possible to grab a blueprint from the library whilst also
holding a deconstruction planner in hand. (https://forums.factorio.com/45315)
- Fixed desync when moving mouse over areas outside of radar range in zoomed-
to-world view. (https://forums.factorio.com/45455)
- Fixed crash when leaving the technology price multiplier blank.
(https://forums.factorio.com/45269)
- Fixed crash when removing modded rails during save migration.
(https://forums.factorio.com/45436)
- Fixed lab without power would be still rendered as active.
(https://forums.factorio.com/45372)
- Fixed several instances of the "last user" field not getting updated.
(https://forums.factorio.com/45485)
- Fixed rocket silo would not increment its "products finished" count when
finishing rocket. (https://forums.factorio.com/45381)
- Fixed landmines would last forever when friendly fire was disabled.
(https://forums.factorio.com/45379)
- Fixed possible crash when closing Factorio during loading.
(https://forums.factorio.com/45573)
Modding:
- Blueprints/books/deconstruction item prototypes with the "hidden" flag will
no longer show up in the blueprint library. (https://forums.factorio.com/45474)
- Added missing lua docs index section for settings and fixed some wording.
(https://forums.factorio.com/45380)
Scripting:
- Fixed assigning invalid index to LuaEntity::graphics_variation would cause
crash. (https://forums.factorio.com/45420)
- Fixed setting LuaItemStack::blueprint_icons didn't work correctly.
(https://forums.factorio.com/45428)
- Fixed teleporting entity with rectangular bounding box would reset bounding
box to north orientation and cause desync. (https://forums.factorio.com/45256)
- Added LuaEntity::products_finished for crafting machines.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.3
Date: 27. 04. 2017
Changes:
- Wave defense: Units won't spawn if there are more than 500 already on the
map.
- Wave defense: Added a 'Unit bounty bonus' upgrade.
- Removed the ability to set /color using RGB values.
- Wave defense: Added Uranium to the map.
- "Disable all mods" option in mod load error dialog doesn't disable base mod
anymore.
- Changed stack-split so "splitting" a stack of 1 still transfers the 1 item.
(https://forums.factorio.com/45149)
- Change submachine stack size to 5. (https://forums.factorio.com/45210)
- Blueprints, blueprint books and deconstruction planners can be destroyed by
clicking the trash can icon in their GUIs. Clearing a blueprint is still possible
via the Shift+Right Click shortcut.
Bugfixes:
- Fixed the fluid usage description for the steam engine would flicker when
holding the steam engine in the cursor. (https://forums.factorio.com/44911)
- Fixed that assembling machines would think the fluid barreling/unbarreling
recipes could be used to calculate base ingredients for recipes.
(https://forums.factorio.com/44861)
- Fixed performance problems when opening the blueprint library GUI when the
map has a large number of players. (https://forums.factorio.com/44925)
- Fixed crash related to connection attempts from players with mods with mod
settings. (https://forums.factorio.com/44966)
- Fixed getting "No map setting instance" error when loading faulty mod instead
of actual error. (https://forums.factorio.com/44982)
- Fixed entering tutorial would remove scenario control script from current
game. (https://forums.factorio.com/44986)
- Fixed crashes related to saves with migrated circuit network signals.
(https://forums.factorio.com/44877)
- Fixed numeric inputs would block all keys instead of just numbers.
(https://forums.factorio.com/44971)
- Fixed ore field amount stuck to cursor when in technology view.
(https://forums.factorio.com/44641)
- Fixed crashes related to migrated saves with circuit network signals.
(https://forums.factorio.com/44877)(https://forums.factorio.com/45025)
- Fixed that train station tutorial would not progress if you removed the train
wait condition. (https://forums.factorio.com/45047)
- Fixed crash when changing mod setting prototype types.
(https://forums.factorio.com/45054)
- Fixed the refinery flame would freeze when using the coal liquefaction recipe
and the machine didn't have any coal. (https://forums.factorio.com/45050)
- Fixed fluids would be counted incorrectly for production stats when a
pumpjack was placed on an oil well with a modded extremely high yield.
(https://forums.factorio.com/45075)
- Fixed the trains GUI wouldn't scale correctly.
(https://forums.factorio.com/41228)
- Fixed you could select entities in the zoomed-to-world view outside radar
coverage. (https://forums.factorio.com/44578)
- Fixed prompt about disabled base mod would not show up.
(https://forums.factorio.com/45051)
- Fixed crash when train was destroyed while hovering over it in map view.
(https://forums.factorio.com/45085)
- Fixed that the team production starting lobby had some uranium ore.
(https://forums.factorio.com/44613)
- Fixed hovering over very large resource patch in map view would crash the
game. (https://forums.factorio.com/45097)
- Fixed the "don't mine resources if mining starts with non-resources" logic.
(https://forums.factorio.com/44548)
- Fixed crash when the preview picture can't be saved for a save file.
(https://forums.factorio.com/45118)
- Fixed crash when trying to filter opened other players quick bars.
(https://forums.factorio.com/45147)
- Fixed crash when setting resource minimal yield above the normal yield.
(https://forums.factorio.com/45112)
- Fixed the tab complete logic for the /mute-programmable-speaker command.
(https://forums.factorio.com/44902)
- Fixed that you could only build blueprints in the zoom-to-world by click and
drag.
- Fixed script error in basic train tutorial.
(https://forums.factorio.com/45184)
- Removed redundant recipe unlock in trash slot technology.
(https://forums.factorio.com/45209)
- Fixed inserter stack size override sometimes being lost when importing a
blueprint.
- Fixed crash that would occasionally happen after deleting a book from the
blueprint library. (https://forums.factorio.com/44687)
- Fixed fluid could flow into the heat exchangers output fluidbox.
(https://forums.factorio.com/44992)
- Fixed that inserters would try to put stuff into the rocket silo result
inventory. (https://forums.factorio.com/45213)
- Fixed some invalid map exchange strings would crash the game.
(https://forums.factorio.com/45258)
- Fixed train stop would not output content fluid wagons to circuit network.
(https://forums.factorio.com/44786)
- Fixed locomotive tooltip would not show contents of fluid wagons.
(https://forums.factorio.com/44786)
Modding:
- Prototype names are not allowed to contain the '.' character.
Scripting:
- Fixed typo in defines.shooting.shooting_selected (was "shooting_seleted").
(https://forums.factorio.com/44965)
- Fixed type in defines.control_behavior.type.train_stop (was "train-stop").
(https://forums.factorio.com/44965)
- Fixed the custom camera widget was using 0 based indexing for the
surface_index parameter. (https://forums.factorio.com/45189)
- Added missing control behavior types to defines (wall, mining_drill,
programmable_speaker). (https://forums.factorio.com/44939)
- Added LuaTrain::fluid_wagons read.
-----------------------------------------------------------------------------------
----------------
Version: 0.15.2
Date: 25. 04. 2017
Changes:
- Reduced wave defense biter power increase as more players join to reduce
pathfinding performance drain. (https://forums.factorio.com/44717)
- Tweaked the biter and uranium ore settings of the 'Rail world' preset.
- Changed mining drill fluidbox to allow fluid to flow to pipes without the use
of pumps.
- Changed the "sync mods with save" button to support disabling mods a save
file wasn't using.
- Computers with 2GB or more video memory and 8GB or more RAM will default
graphics quality to high.
- Selecting high sprite quality in graphics options will show warning if
computer doesn't have enough video memory.
Bugfixes:
- Fixed tightspot campaign debt calculation.
(https://forums.factorio.com/44592)
- Fixed basic train tutorial rail setting offset.
(https://forums.factorio.com/44623)
- Fixed story script copying of assembling machines without recipes.
(https://forums.factorio.com/44612)
- Fixed crash when cycling through empty blueprint book.
(https://forums.factorio.com/44532)
- Fixed crash when the wrong fuel type was put into a burner equipment.
(https://forums.factorio.com/44600)
- Fixed LuaFluidBox::get_capacity() didn't work when the fluidbox was empty.
(https://forums.factorio.com/44658)
- Fixed LuaFluidBox::get_capacity() used 0-based indexing.
(https://forums.factorio.com/44653)
- Fixed blueprints with circuit wires would crash in some instances.
- Fixed the map would render black if the game was resized immediately after
loading a large save file.
- Fixed that the technology cost multiplier allowed a value of 0.
- Fixed crash when circuit connector sprites aren't defined for a given entity.
(https://forums.factorio.com/44640)
- Fixed crash when inactive mining drills are disconnected from the circuit
network. (https://forums.factorio.com/44628)
- Fixed that the programmable speaker wouldn't save settings correctly when
exported as a string in blueprints. (https://forums.factorio.com/44701)
- Fixed crash when the base mod is disabled and no other mod defines map-
settings. (https://forums.factorio.com/44672)
- Fixed fluids consumed in the mining drill for mining resources didn't get
counted in fluid production statistics. (https://forums.factorio.com/44745)
- Fixed crash after display reset when browse multiplayer GUI was opened.
(https://forums.factorio.com/44704)
- Fixed browse games GUI sorting. (https://forums.factorio.com/44519)
- Fixed wave defense GUI error. (https://forums.factorio.com/44696)
- Fixed transport belt walking sound being controlled by the wrong volume
slider. (https://forums.factorio.com/44714)
- Fixed exiting tutorial would mute game sounds.
(https://forums.factorio.com/44524)
- Fixed crash when hovering over train with invalid path.
(https://forums.factorio.com/44787)
- The "Kovarex enrichment process" is no longer usable with productivity
modules. (https://forums.factorio.com/44635)
- Fixed alternative zoom would cause crash when bound to keyboard instead of
mouse. (https://forums.factorio.com/44571)
- Fixed that train stop would output circuit network signals with train
contents regardless of it's parameters.
- Fixed possible desync related to train stops connected to circuit network.
- Fixed the exchange string wouldn't get cleared when clicking the reset button
in the generate map GUI. (https://forums.factorio.com/44774)
- Fixed crash when executing commands ban/unban/bans in a single player game.
(https://forums.factorio.com/44783)
- Fixed that opening another player's blueprint book though the /open command
would crash the game. (https://forums.factorio.com/44669)
- Fixed possible desync related to constant combinator filters.
- Fixed tooltip delay option didn't work. (https://forums.factorio.com/44756)
- Fixed that disconnecting of electric poles hid some of the electric network
visualizations on the map. (https://forums.factorio.com/44721)
- Fixed crash when closing window on splash screen.
(https://forums.factorio.com/44757)
- Fixed that steam wouldn't show up as steam in fluid wagons.
(https://forums.factorio.com/44637)
- Fixed inactivity wait condition didn't work properly with fluid wagon.
(https://forums.factorio.com/44657)
- Fixed name of train field in on_train_created event.
(https://forums.factorio.com/44838)
- Fixed the technology list scrollbar position reset after clicking any
technology.
- Fixed that LuaFluidBox would ignore the temperature field when setting a new
fluid. (https://forums.factorio.com/44842)
- Fixed crash when using recipes in furnaces that don't produce the exact
amount of output items as the furnace output slots.
(https://forums.factorio.com/44707)
- Fixed crash when loading some older save files in 0.15 related to modded
recipes. https://forums.factorio.com/44852)
- Fixed crash due to "Construction robot is in invalid state".
(https://forums.factorio.com/44817)
- Fixed game hang when connecting train in a loop
(https://forums.factorio.com/44666)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.1
Date: 24. 04. 2017
Changes:
- Reduced noise effect on zoom-to-world view.
Bugfixes:
- Fixed update error.
- Fixed Steam config loading error.
- Fixed headless not starting without server-settings.json
(https://forums.factorio.com/44537)
- Fixed the "reset" button in the generate map GUI wouldn't reset settings to
the actual default values. (https://forums.factorio.com/44527)
- Fixed that right clicking icon in the tag edit gui crashed the game.
(https://forums.factorio.com/44541)
-----------------------------------------------------------------------------------
----------------
Version: 0.15.0
Date: 24. 04. 2017
Major Features:
- Research overhaul. 4 new science packs: Military, Production, High-tech and
space.
> Space science packs are generating by launching a rocket.
> Added infinite researches.
- Nuclear power.
- Blueprint library: Allows for keeping players blueprints between individual
game saves and allows sharing blueprints in multiplayer games.
- Added infinite mining productivity research, each tier increases mining
productivity by 2%.
- Added wagon for transporting fluids.
> One side of pump can connect to the fluid wagon, the other side has to be
connected to something else.
- Mini tutorials. Small missions that explain some of the game mechanics. The
current content is a testing sample and it only covers trains.
Features:
- Map Interaction improvements:
> Selectable map overlays: logistics networks, pollution, electric network,
turret range, etc.
> Train stations and trains can be opened by clicking them while in the map
view.
> Zoom to the world view from the map. It only shows parts of the map covered
by radar or other players though.
> Custom map markers can be added by the players.
- When dying in multiplayer you leave behind a body with your items that slowly
degrades.
- Fuel type now affects vehicle acceleration and top speed.
- Added coal liquefaction oil processing recipe.
- Added Pipette Tool. Picks up items from your inventory used to build the
currently selected entity.
> For resources it will select the fastest available resource extractor.
- New scenarios: PvP and Wave defense.
Minor Features:
- Added map-settings command line option when creating map, it can be used to
specify a file with map settings to be used instead of the defaults.
- Added preset command line option when creating map.
- Fast in game interactions like fast inserting into/from entity and copy paste
can be done by dragging
instead of having to click one at a time.
- Build-by-moving for electric poles now accounts for covering all unpowered
entities on the way.
- Fast replacing input piece of underground belt will also fast replace output
piece if possible.
- Added support for setting player color from the /color command using Lua
syntax: {r=...g=...,b=...,a=...}
- Added warning for situation when robots don't have storage place to put items
in the logistics network.
- Pumps show their direction in the detailed view.
- Belts and pipes show correct connections when building a blueprint.
- Technologies show the required science packs below the icons in the
technology GUI list.
- Technologies are sorted by the science packs needed.
- Added /screenshot command - takes a screenshot of your current game screen.
- Added support for equipment grids in the map editor.
- The build rotation of each blueprint is remembered independently of the
general item build rotation.
- Infinite resource minimal yield is calculated using the initial resource
amount and the prototype minimum yield.
- Added optional filters to the deconstruction planner.
- Copying from assembling machines to filter inserters will set the filters to
the ingredients of the assembling machine recipe.
- Combat robots and construction robots are maintained between sessions in
multiplayer and when changing surfaces.
- Added reverse-rotate.
- Offshore pump and generator show pumping speed/fluid usage.
- Alternative select with blueprints (shift + select) skips the blueprint setup
GUI.
- Mining rails is disabled if mining starts with trains or gates.
- Toggle fullscreen using Alt + Enter.
- Added "f"/"force" option to the /players command
- Added Logistic networks GUI containing a list of all networks and contents
with search (opened by the L key).
- Added /open command - opens another players inventory if you're an admin.
- Added /alerts command - configures alerts for your player.
- Added /mute-programmable-speaker command - disables global sounds created by
the Programmable Speaker entity.
- Added /seed command - prints the map seed.
- Added fluids to the production GUI.
- Added kill statistics GUI.
- Added enable/disable all mods button to the mod manager GUI.
- Added automatic barreling support for all fluids.
- Cargo wagons can have settings copied from any distance like Locomotives.
- Added the ability to auto-launch the rocket.
- Train stops can be colored like trains.
- Fish can be collected by robots.
- Extended map generator settings to include an advanced section.
- Added map generator presets.
- Show fog-of-war and radar radius when holding radar in cursor.
- Seed for map creation on the headless server can be specified via map-gen-
settings.json
- Damaged items merge into one stack, the health of the stack will be the
average of the items.
- Added server whitelist support -- see the /whitelist console command.
- Added /banlist command to operate on the banlist, in addition to the pre-
existing /ban and /unban commands.
- Added "favourite" feature in public games list: Keep your favourite servers
at the top of the list.
- Added /permissions command for managing permissions in a multiplayer game.
- Added ability to change individual inserter stack size bonuses through GUI or
the circuit network.
- Added ability to export and import blueprints, blueprint books, and
deconstruction planners as strings.
- Server console will print JOIN and LEAVE messages for players joining or
leaving.
- Server console messages that aren't a part of the main log can be logged
separately by running the server with the --console-log option.
- Translatable energy units and SI prefixes (eg. "100 ГВт").
- Furnaces and assembling machines show the amount of products finished.
Graphics:
- Added high graphics quality option. In this settings the following list of
things will have double resolution:
Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground
belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical
plant,
Mining drill, Furnaces, Resources
- New ore graphics that makes the ore patches look less tiled.
- Tweaked the GUI graphics.
- Decreased the size of the recipe icons on assembling machine by 23%.
Balancing:
- Increased the rate at which resources grow with distance from the center by
50%.
- Crude oil balancing: Halved the resource amount on the map
Increased the minimum yield from 10% to 20%
Halved the rate of depletion.
Doubled the starting yield.
Fixed that the mechanics of increasing richness with
distance from start wasn't working for crude oil.
- Increased module inventory size of Chemical plant and oil refinery from 2 to
3.
- Increased logistic slot/trash slot count from 5 per level to 6 per level.
- Removed processing unit from the modular armor and portable solar panel
recipe.
- Increased the pump pumping speed 4 times.
- Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20
- Reduced the electric engine recipe requirement of lubricant 20 -> 15
- Reduced the electric furnace recipe requirement of steel 15 -> 10
- Reduced the steel furnace recipe requirement of steel 8 -> 6
- Reduced the pumpjack recipe requirement of steel 10 -> 5
- Reduced crafting time:
Engine unit + electric engine unit: 20 -> 10
Pumpjack 10 -> 8
Advanced circuit 8 -> 6
Processing unit 15 -> 10
Cracking recipes 5 -> 3
- Increased stack size of stone wall pipe and belts 50 -> 100
- Increased the maximum power production of steam engine from 510kW to 900kW
- Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.
- Increased the substation supply area (16X16 to 18X18) and wire reach (16 to
18).
Combat Balancing:
- Player regains health at a much higher rate, but only after being out of
combat for 10 seconds.
- Discharge defense equipment pushes back, stuns and damages nearby enemies
when activated by the remote.
- Decreased the size of Discharge defense equipment from 3x3 to 2x2.
- Greatly increased the damage of Personal Laser Defense Equipment.
- Flamethrower gun has a minimum range of 3.
- The flames created on ground from the flamethrower significantly increase in
duration and damage when more fuel is added to them by firing at the same spot.
- Increased fire resistance of biter bases.
- Increased the health of player non-combat buildings.
- Increased player health from 100 to 250.
- Increased collected amount and effectiveness of Fish.
- Increased the damage, range and health of biters worms.
- Decreased health and resistance of Behemoth biters.
- Doubled the stack size of all ammos.
- Tweaked the cost and crafting time of some ammos.
- Increased the damage of most player ammos. Greatly increased the damage and
fire rate of Rockets and Cannon Shells.
- Increased the collision box of Cannon Shells.
- Increased Tank health and resistances.
- Added research for Tank Cannon Shells damage and shooting speed.
- Tweaked research bonuses and added more end-game research for military
upgrades.
- Greatly increased the damage of Mines. They also stun nearby enemies when
they explode.
- Added uranium rounds magazine and uranium cannon shells.
- Added flamethrower to the tank.
- Other minor changes.
Optimisations:
- Improved performance of mining drills in general and significantly improved
performance when mining drills get backed up.
- Improved performance when tiles are changed due to migration/mod removal.
- Significantly improved GUI performance for inventories that required scroll
bars.
- Improved GUI performance in general.
- Improved performance of radars scanning chunks.
- Improved map generation speed and generation algorithm.
- Improved game load performance when a large amount of mod data exists in the
save.
- Optimized graph rendering in production statistics window.
- Improved regenerate entity performance.
- Improved network map transfer performance.
- Improved train performance when building/mining rail related entities.
- Optimized memory requirements for storing tiles under concrete.
Circuit Network:
- Significantly improved circuit network performance. Up to 25 times less CPU
usage and 10% less memory usage.
- Added the Programmable Speaker: it shows alerts and plays sounds based on
circuit network signals. It can be used to make simple songs.
- Train Stop can output the contents of the stopped train's cargo.
- Train Stop can be disabled using the circuit network. Trains will skip
disabled Train Stops, allowing simple train control.
- Mining Drills can be turned on and off using the circuit network. They can
also output the remaining expected resources.
- Pumpjacks can be turned on and off using the circuit network. They can also
output the current oil mining rate.
- Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR
and Bitwise XOR to the Arithmetic Combinator.
- Added >=, <=, != to the Decider Combinator and Circuit Conditions.
Changes:
- Configuration has been reset.
- Boilers are more powerful and bigger and have dedicated output for the steam.
Default boilers output steam at the fixed temperature 165.
- Removed support of 32 bit systems.
- Removed alien artifacts and alien science packs from the game completely.
- Changed bounding box of burner mining drills and pumpjack, so it is possible
to walk in between them.
- Disabled loading of saves before 0.12.0 version (You can use 0.12 to load
older saves and re-save them).
- Changed "small pump" to "pump". Small pumps in old saves will be migrated but
they will be misaligned and disconnected from pipes.
- Train station adds 2000 tiles penalty when path finding, so trains try to
avoid stations not related to their path.
- The map seed is used to generate unique maps instead of just shifting the
starting position.
- The "decorative" entity type has been deprecated and replaced with the
prototype type "optimized-decorative".
- Multiplied all fluid amounts by 10.
- All default map editor actions are now on left click.
- Change fluidbox height and base level of boiler, steam engine and pump to
improve fluid flow.
- When the active train stop is removed trains will immediately leave the
station if they're waiting at the station.
- Changed the default comparison type for train conditions to "or".
- Fast replacing splitters maintains the splitter contents on the new splitter
instead of returning it to the player.
- Research started/changed notifications are only shown when in multiplayer.
- Crafting is now paused when the results can't be given to the player instead
of spilling them on the ground.
- Changed evolution from global to per force.
- Disabled mining of vehicles other players are driving.
- Decreased biter sounds volumes
- Laser turret projectiles move much faster
- Roboport construction area changed from 50 to 51 to allow roboports
build/deconstruct each other even when there is a 1 tile gap between their logistic
areas.
- Restart button now uses map generation settings from currently loaded save.
- New rocket silo GUI and visibility button for freeplay and sandbox scenarios.
- Unified internal name of the 'flame-thrower' to 'flamethrower'.
- Manual ghost building will mark trees/rocks for deconstruction similar to
alt-building blueprints.
- Trains are now always visible on the map, not only on chunks observed by
radars or players.
- Renamed "armor-making-2" to "heavy-armor".
- Renamed "armor-making-3" to "power-armor".
- Renamed "diesel-locomotive" to "locomotive".
- Increased blueprint book size to hold 1000 blueprints
- Blueprints, blueprint books and deconstruction planners are obtainable from
the library GUI with no crafting cost.
- Added combinator working, wire hold and wire place sounds.
- Single player can be continued when you die.
Modding:
- Fast cropping of sprite boundaries - it's no longer necessary to delete crop-
cache.dat when existing sprites are modified.
- Utility sprites are now defined fully in the core mod prototypes.
- Added support for burner type generator-equipment.
- Added "simple-entity-with-force" and "simple-entity-with-owner" entity types.
- Boiler has now dynamically specified energy source (as inserter and similar).
- Added support for mod settings: startup, runtime, and runtime-per-user.
- Added commandline option --check-unused-prototype-data
- Added a "nothing" technology modifier type with an "effect_key" property for
script-based-effect research.
- Redundant technology prerequisites are logged when verbose logging is
enabled.
- Changed technology prototype icon_size to default to 32 instead of 64.
- In any instance an icon isn't 32x32 the icon_size property must be set to the
actual size of the (square) icon.
- Added the ability to have "friend" forces. Friend forces are given
unrestricted access to buildings and won't be attacked.
- Changed container entities to not scale info icons by default + added the
optional prototype property "scale_info_icons" to enable scaling.
- Added property "turret_base_has_direction" to turret entity types. Set it to
true if you want to use turn_range property in turret attack_parameters.
This property has to be true for any fluid-turret, because of pipe
connections.
- Added support for different recipe and technology complexity definitions.
- Added "item-with-tags" item type that can store any basic arbitrary Lua data.
- Lamps, roboports, walls, rail signals, and accumulators now accept any signal
type (item, fluid, virtual).
- "animation_speed" property of animation definitions has to be greater than 0.
- Renamed smoke-with-trigger "action_frequency" property to "action_cooldown".
Scripting:
- Added "by_script" to on_research_finished.
- Added "cause" to on_entity_died - the entity that did the killing if
available.
- Added "recipe" to on_player_crafted_item.
- Added "rocket_silo" to the rocket launched event.
- Added 4th custom gui root position "goal", which is used in the objectives.
- Added column_alignments settings in table style.
- Added LuaBurner - readable off entities and equipment - the burner energy
source for the entity.
- Added LuaCircuitNetwork::network_id read.
- Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal
and get_signal.
- Added LuaControl::shooting_state, repair_state, picking_state read/write.
- Added LuaCustomChartTag + LuaForce API to add/find them.
- Added LuaDecorativePrototype.
- Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.
- Added LuaEntity::get_logistic_point().
- Added LuaEntity::graphics_variation read/write for simple entities and trees.
- Added LuaEntity::shooting_target read/write for turrets.
- Added LuaEntity::stickers read. The stickers attached to a given entity.
- Added LuaEntityPrototype::crafting_speed read.
- Added LuaEntityPrototype::drawing_box, sticker_box, flags,
remains_when_mined, additional_pastable_entities, allow_copy_paste,
shooting_cursor_size, created_smoke, created_effect, map_color,
friendly_map_color, enemy_map_color, build_base_evolution_requirement read.
- Added LuaEntityPrototype::get_inventory_size().
- Added LuaEntityPrototype::ingredient_count read.
- Added LuaEntityPrototype::module_inventory_size read.
- Added LuaEquipmentGrid::get_contents, shield, and max_shield.
- Added LuaFluidBox::owner read + get_capacity and get_connections methods.
- Added LuaForce::evolution_factor.
- Added LuaForce::is_chunk_visible().
- Added LuaForce::set_friend/get_friend.
- Added LuaGui::children read.
- Added LuaGuiElement drop-down type.
- Added LuaGuiElement type "camera".
- Added LuaGuiElement type "choose-elem-button".
- Added LuaGuiElement::children read.
- Added LuaGuiElement::clear to remove all the contents of the element.
- Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.
- Added LuaInventory::entity_owner, player_owner, and equipment_owner read.
- Added LuaItemPrototype fuel_category, burnt_result,
fuel_acceleration_multiplier, fuel_top_speed_multiplier read.
- Added LuaLogisticNetwork::provider_points, empty_provider_points,
requester_points, full_or_satisfied_requester_points, and storage_points read.
- Added LuaLogisticPoint - read access to logistic data about provider,
storage, and requester points.
- Added LuaPlayer::add_alert, remove_alert, and get_alerts.
- Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert,
disable_alert, is_alert_enabled.
- Added LuaPlayer::opened write.
- Added LuaPlayer::opened_gui_type read.
- Added LuaRandomGenerator.
- Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.
- Added LuaSurface::find_logistic_networks_by_construction_area(..).
- Added LuaSurface::get_trains() and LuaForce::get_trains().
- Added LuaSurface::regenerate_decorative().
- Added LuaTrain::has_path, path_end_rail, and path_end_stop read +
recalculate_path().
- Added LuaTransportLine::operator[] and operator#.
- Added Mod gui script for easy consistent styling of mod buttons and frames
within the game.
- Added mouse info to the gui clicked event.
- Added on_biter_base_built - fires when biters build bases during migration.
- Added on_entity_renamed - fires when an entity is renamed either by the
player or through script.
- Added on_gui_selection_state_changed - fires when an item in a drop-down gui
element is selected.
- Added on_market_item_purchased - fires when a player purchases something from
a market entity.
- Added on_player_changed_force - fires when a players force is changed.
- Added on_player_dropped_item - fires when a player drops an item that results
in an item-on-ground entity.
- Added on_player_mined_entity and on_robot_mined_entity events.
- Added on_runtime_mod_setting_changed event - fires when a player changes
runtime mod settings.
- Added on_selected_entity_changed - fires when the selected entity for a
player changes.
- Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created
events.
- Added on_train_created event.
- Added optional "surface" to LuaForce::chart_all().
- Added optional fields "durability" and "ammo" when using SimpleItemStack
definitions.
- Added optional parameter "return_item_request_proxy" to LuaEntity::revive. If
true and revive creates item request proxy, the proxy will be returned as the third
value.
- Added player_index to the entity settings pasted events.
- Added remote interface functions for the rocket silo gui: add_tracked_item,
remove_tracked_item, get_tracked_items, update_gui
- Added remote interface to freeplay and sandbox scripts.
- Added support for full copying LuaItemStack in most places that take the
SimpleItemStack type.
- Added support for LuaFlowStatistics read on electric poles.
- Added support for specifying the "max_range" of a projectile when created
through create_entity.
- Added support for turret orientation read/write through
LuaEntity::orientation.
- Added the ability for mods to register commands.
- Added the ability to read item_requests from item request proxy entities as
well as ghosts.
- Added the ability to read reach distances off the player or character entity.
- Changed less_then to less_than in lua GUI progress bar style specification.
(https://forums.factorio.com/33196)
- Changed LuaEntity::item_requests to match the docs format.
- Changed LuaEntity::passenger to work with both character entities and
players.
- Changed LuaEntityPrototype::underground_belt_distance to
LuaEntityPrototype::max_underground_distance and changed it to work on both
underground pipes and underground belts.
- Changed LuaForce::clear_chart() to take an optional surface to clear the
chart for.
- Changed LuaSurface::create_entity{name="item-on-ground", stack=...} to accept
the same format for item stacks as the rest of the Lua API.
- Changed the player built event to include the item name used to do the
building if possible and include the tags from the "item-with-tags" item if
possible.
- Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.
- Expanded LuaStyle read/write property support.
- Fixed LuaSurface::spill_item_stack didn't interpret "enable_looted" parameter
properly. (https://forums.factorio.com/38717)
- LuaForce::reset() now resets everything about the force to the default state.
- Mod events are now fired by the mod dependency order instead of the mod name
starting with the scenario script.
- Moved game.get_event_handler and game.raise_event to "script".
- Removed Lua.coroutine due to potential exploits.
- Removed LuaGameScript::evolution_factor.
- Removed LuaGameScript::save/load.
- Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they
aren't replay/MP safe.
- Removed LuaSurface::get_tileproperties.
- Removed LuaForce::item_resource_statistics and
LuaForce::fluid_resource_statistics - they've been merged into the production
versions.
- The goal and left gui element has default direction vertical.
- Utility sprites can be used in the sprite button.
Bugfixes:
- Fixed that setting LuaForce::ai_controllable to false wouldn't prevent
pollution-based unit group formation. (https://forums.factorio.com/35650)
- Fixed graphics settings UI scale would change just by opening the GUI.
(https://forums.factorio.com/35588)
- Fixed UAC prompt would cause error and application termination during sprite
loading on Windows. (https://forums.factorio.com/35157)
- Fixed map generation could in some instances not correctly generate entities.
- Fixed crash when regenerating entities that are disabled by map generator
settings (https://forums.factorio.com/31872)
- Attempt to fix an occasional crash when DNS lookup fails
(https://forums.factorio.com/37426)
- Fixed crash when ammo was consumed fully by script during shooting.
(https://forums.factorio.com/38701)
- The Equipment Grid GUI is now scaled with the rest of the UI.
(https://forums.factorio.com/38979)
- Fixed possible crash caused by improper primary display detection.
(https://forums.factorio.com/39167)
- Fixed occasional broadcast related crashes on OSX
(https://forums.factorio.com/39250)
- Fixed building train vehicle in a way, that it connects on both sides.
(https://forums.factorio.com/37645)
- Fixed entities with efficiency modules wouldn't consume the correct amount of
energy in some cases. (https://forums.factorio.com/38884)
- Fixed problems when clicking connect button in server list too fast
(https://forums.factorio.com/38240)
- Fixed crash when removing large-tiles from a tile prototype definition.
(https://forums.factorio.com/39586)
- Fixed crash when mod created exoskeleton equipment with zero energy
consumption. (https://forums.factorio.com/39631)
- Fixed electric pole would draw wires to invisible ghost of enemy force.
(https://forums.factorio.com/38641)
- Fixed crash when refreshing in the browse mods GUI in some instances.
(https://forums.factorio.com/39032)
- Fixed crash when clicking the same tick the map is loaded.
(https://forums.factorio.com/39713)
- Fixed LuaGameScript::get_event_handler not working.
(https://forums.factorio.com/39959)
- Fixed desync when demoting every player on a server.
(https://forums.factorio.com/40062)
- Fixed desync caused by incorrect sorting of items with inventories (blueprint
books) in player's inventory. (https://forums.factorio.com/41159)
- Fixed crash when respawning player who had any requests in personal logistic
slots and was transfered to
a force without logistic slots technology researched while waiting for
respawn. (https://forums.factorio.com/41171)
- Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting
items in some instances. (https://forums.factorio.com/41328)
- Fixed extremely slow deleting of selection in text fields.
(https://forums.factorio.com/41638)
- Fixed save corruption when saving while character is in vehicle with
equipment grid and roboport equipment while destructor bots are deployed.
- Fixed rail integrity error when train crashes into itself.
(https://forums.factorio.com/38046)
- Fixed virtual signals wouldn't be sorted correctly by subgroup.
(https://forums.factorio.com/42558)
- Fixed typing in the save-replay GUI could move your player around.
(https://forums.factorio.com/39858)
- Fixed that manually created unit groups wouldn't be automatically removed
when all their members died. (https://forums.factorio.com/42903)
- Fixed crash when trying to make an entity ghost of an invalid entity through
script. (https://forums.factorio.com/43467)
- Fixed rail signals not reconnect after removing rails in some setups.
(https://forums.factorio.com/41005)
- Fixed trains switched to manual mode wouldn't trigger inserters when they
coasted to a stop. (https://forums.factorio.com/43160)
- Fixed lot of entities on the same tile might cause stack overflow crash when
saving the map. (https://forums.factorio.com/43610)
- Underground belt connects only to underground belt of the same force.
- Fixed personal roboport ended search for nearby ghosts prematurely if a ghost
found couldn't be built due to missing item. (https://forums.factorio.com/44179)
- Fixed desync related to teleporting any entity with emissions-per-tick
defined in the prototype. (https://forums.factorio.com/44344)
- Fixed explicitly placed crafting orders were sometimes used to satisfy
dependency of other crafting orders.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.23
Date: 19. 04. 2017
Info:
- This is a compatibility release for 0.15 containing only bugfixes.
Bugfixes:
- Fixed crash when refreshing in the browse mods GUI in some instances.
(https://forums.factorio.com/39032)
- Fixed crash when clicking the same tick the map is loaded.
(https://forums.factorio.com/39713)
- Fixed desync caused by incorrect sorting of items with inventories (blueprint
books) in player's inventory. (https://forums.factorio.com/41159)
- Fixed occasional broadcast related crashes on OSX
(https://forums.factorio.com/39250)
- Fixed save corruption when saving while character is in vehicle with
equipment grid and roboport equipment while destructor bots are deployed.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.22
Date: 03. 02. 2017
Bugfixes:
- Limit maximum texture size the game will try to use to 16384x16384 pixels.
- Fixed desync related to building of rail signals.
(https://forums.factorio.com/37853)
- Fixed multiplayer map download getting stuck at 100% when using some broken
routers.(https://forums.factorio.com/32646)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.21
Date: 24. 11. 2016
Bugfixes:
- Fixed that the game could crash when a game disappeared from the matching
server before its details were requested. (https://forums.factorio.com/35893)
- Fixed that numpad numbers didn't work for any game controls.
(https://forums.factorio.com/37005)
- Fixed crash when merging forces while a player in one the force to be removed
was crafting something. (https://forums.factorio.com/37009)
- Fixed game would be stuck in main menu if Join Game on Steam failed for some
reason.
- Fixed possible save corruption when roboport was destroyed while robot was
repairing it. (https://forums.factorio.com/37647)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.20
Date: 09. 11. 2016
Bugfixes:
- Fixed LuaSurface::can_place_entity didn't work for tile ghosts.
(https://forums.factorio.com/35651)
- Fixed curved rails wouldn't render correctly as enemy forces.
- Fixed searching in the technology GUI wouldn't work in some cases.
(https://forums.factorio.com/35825)
- Fixed that the config option other.use_version_filter_in_browse_games_gui
defaulted to false on linux. (https://forums.factorio.com/35451)
- Fixed "E" (close GUI) couldn't be used when numeric-input fields were
focused. (https://forums.factorio.com/35807)
- Fixed that disabling recipe groups in the settings disabled subgroups as
well.
- Fixed that the changelog GUI allowed editing the read-only text.
(https://forums.factorio.com/35788)
- Fixed (again) that the natural signal direction wasn't picked primarily when
2 way signal and normal signal can be built on the same spot.
- Fixed that deactivated belts would sometimes still move items if connected to
Underground Belts or Loaders. (https://forums.factorio.com/35839)
- Fixed that the multiplayer game could crash randomly due to the packet
fragmentation implementation issue.
Scripting:
- Added LuaPlayer::disable_recipe_subgroups.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.19
Date: 04. 11. 2016
Bugfixes:
- Fixed that the demo version couldn't start.
- Fixed that items (like grenades) could be used also in the map view.
(https://forums.factorio.com/35565)
- Fixed tutorial level 2 scripting.
- Fixed weird recipe sorting in the demo.
- Fixed that the game crashed when it was closed while sound settings were
opened.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.18
Date: 02. 11. 2016
Bugfixes:
- Fixed Supply scenario Gui when playing in multiplayer.
- Fixed unresearchable gates technology in New hope campaign level 1.
(https://forums.factorio.com/35224)
- Fixed LAN games getting deselected. (https://forums.factorio.com/35486)
- Fixed crash when clearing items robots held through script.
(https://forums.factorio.com/35585)
- Possibly fixed xrandr related crash on Linux.
(https://forums.factorio.com/35430)
Minor Features:
- Added minimum_latency_in_ticks to server settings (for headless server) and
into config (for starting game from gui).
- Enemy players are shown on the map when the chunk is being charted (a radar
or player is exposing it).
-----------------------------------------------------------------------------------
----------------
Version: 0.14.17
Date: 27. 10. 2016
Bugfixes:
- Fixed quickbar clearing wouldn't work when taking part of the stack.
(https://forums.factorio.com/35211)
- Fixed that mod browser sorting column would be ignored after using the
search. (https://forums.factorio.com/35233)
- Actually fixed Has Mods filter in browse games GUI
(https://forums.factorio.com/35222).
- Fixed that the "can't open enemy structures" error would show when it was
never possible to open any GUI for the entity. (https://forums.factorio.com/35220)
- It's now not possible to switch to the install-mods screen while there are
mods pending deletion. (https://forums.factorio.com/35260)
- Fix constant combinator ignoring item_slot_count prototype change after
creation (https://forums.factorio.com/35201).
Changes:
- Tweaked map transfer algorithm.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.16
Date: 25. 10. 2016
Bugfixes:
- Fixed crash related to technology migration.
(https://forums.factorio.com/35161)
- Fixed item sub groups wouldn't be used in the recipe GUI when item groups
were disabled. (https://forums.factorio.com/35140)
- Public and LAN game visibility are now separate settings (in GUI and in
server-settings.json),
and they can be toggled runtime with the /config command.
See data/server-settings.example.json for a way to specify the visibility, as
the old one will not work anymore.
- Fixed has password/mods filters not working.
- Fixed problems with determining external IP address for MP games.
(https://forums.factorio.com/35192)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.15
Date: 24. 10. 2016
Changes:
- Improved the browse-mods GUI by downloading mods while browsing the mods
list.
- Improved the delete-mod functionality in the installed-mods GUI.
- Achievements unlocked locally without using steam get unlocked on steam once
the game is started in steam mode.
- Storage tanks connected to the circuit network will output floored fluid
values instead of rounding them.
Bugfixes:
- Fixed that biters would sometimes attack non-polluting entities
(https://forums.factorio.com/34339).
- Added commandline option --bind to select an ip address to host a game at
(https://forums.factorio.com/33731)
- Fixed that different capitalisation of the same username could be used to: 1.
join the game twice 2. evade the ban list 3. evade admin list.
- Fixed fluid info would get rendered twice when alt-info was on while hovering
the mouse over assembling machines. (https://forums.factorio.com/34388)
- Fixed that it wasn't possible to connect with too many mods.
(https://forums.factorio.com/33662)
- Fixed crash when pasting huge strings into mod GUIs.
(https://forums.factorio.com/20856)
- Changed the clear blueprint icon to the trashcan icon and moved it to the
left of the cancel button, so it is less confusing.
- Fix of possible leak of information box windows when closing game.
(https://forums.factorio.com/33942)
- Fix PRINTSCREEN and SCROLLLOCK not working as key bindings.
(https://forums.factorio.com/33222)
- Fix map download limit not working for speeds under 101KB/s.
(https://forums.factorio.com/35047)
Scripting:
- Added LuaSurface.set_chunk_generated_status().
- Added defines.chunk_generated_status.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.14
Date: 14. 10. 2016
Changes:
- Added "Show player names on minimap" option to graphics settings.
- Added multiplayer server option "Autosave only on server".
- Deconstructing/canceling deconstruction sets the "last user" on an entity.
Optimisations:
- Further performance improvements to the trains GUI.
- Improved performance in the browse-mods GUI when filtering/sorting.
Bugfixes:
- Factorio is now per-monitor DPI-aware on Windows 8.1 and Windows 10.
(https://forums.factorio.com/33948)
- Decreased the size of connection accept message with lot of mod which could
help some people with 50+ mod multiplayer games.
(https://forums.factorio.com/33662)
- Fixed Alt+Tab while holding right mouse button down made the game GUI
unresponsive. (https://forums.factorio.com/33328)
- Fixed missing localised name definition. (https://forums.factorio.com/33847)
- Fixed tightspot level 5 recipes. (https://forums.factorio.com/33833)
- Possible fix for crash when initializing mouse-like devices on some Mac OSX
computers. (https://forums.factorio.com/33854)
This is follow up to bugfix (https://forums.factorio.com/32515)
- Fixed problems with "The connection has been broken due to keep-alive
activity" (https://forums.factorio.com/33310)
- Fixed wrong calculation of resistances for small damage values.
(https://forums.factorio.com/33568)
- Fixed the trains GUI schedules would force scroll to the current train stop
with a large amount of trains.
- Fixed crash when using LuaGameScript::remove_offline_players.
(https://forums.factorio.com/33599)
- Fixed crash when setting invalid sprite parameters.
(https://forums.factorio.com/33868)
- Fixed crash when loading save with removed entities.
(https://forums.factorio.com/33912)
- Fixed mining drills would keep putting items on belts marked for
deconstruction. (https://forums.factorio.com/33911)
- Fixed crash when removing rails with signals reserved by the circuit network.
(https://forums.factorio.com/33910)
- Fixed that ammo wouldn't be placed in the quickbar even when a quickbar
filter was set for it. (https://forums.factorio.com/34020)
- Fixed very small numbers saved in script state would produce unloadable save.
(https://forums.factorio.com/34029)
- Fixed stuck key in CMD combinations on Mac (hopefully).
(https://forums.factorio.com/33572)
Scripting:
- Renamed LuaInventory::has_filters to LuaInventory::supports_filters.
- Added LuaInventory::is_filtered.
- Removed LuaEntity::has_direction as LuaEntity::supports_direction already
exists and does the same thing.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.13
Date: 05. 10. 2016
Changes:
- The /config command now operates through /config get and /config set.
- Added additional options to the /config command: allow-commands, max-upload-
speed, autosave-interval,
afk-auto-kick, verify-user-identity, only-admins-can-pause, ignore-player-
limit-for-returning-players.
- Added tab-complete parameters logic to the commands: config, color, and help.
- Updated Team production challenge with 2 new challenge modes and a new map
set.
- Reconnecting to multiplayer game that the player already is in (being dropped
probably) instantly closes the previous connection and connects the player.
Optimisations:
- Improved performance when using a lot of vehicles with equipment grids in
multiplayer. (https://forums.factorio.com/33688)
- Improved performance in the Trains GUI when trains have large schedules.
(https://forums.factorio.com/33421)
Bugfixes:
- Fixed desync loop related to solar panels in more than one electric network.
- Fixed desyncs related to movement of damaged vehicle.
- Fixed module requests getting removed if concrete was built under them.
(https://forums.factorio.com/33655)
- Possibly fixed hang in stopping sounds when exiting Factorio on Windows.
(https://forums.factorio.com/33639)
- Fixed the small errors of movement in latency hiding.
- Fixed Gui related script error in team production challenge scenario.
- Fixed crash when attempting to set belt directions to diagonal directions.
(https://forums.factorio.com/33641)
- Fixed duplicate grenade damage 5 research.
(https://forums.factorio.com/33606)
- Fixed car/tank rotation speed was half what it should be.
(https://forums.factorio.com/31815)
- Fixed map downloader getting stuck and flooding the network after a big
timeout.
- Fixed rotating of placed flamethrower turret.
(https://forums.factorio.com/33700)
- Fixed that /command would warn about disabling achievements even in
situations where achievements weren't possible. (https://forums.factorio.com/33597)
- Fixed that custom gui input was processed even when the game was being saved
in singleplayer. (https://forums.factorio.com/33682)
- Fixed that boiler wouldn't work after being replaced by bots.
(https://forums.factorio.com/33723)
- Fixed possible desync when boiler would get destroyed and created a ghost.
- Fixed crash when destroying fire during the entity_died event.
(https://forums.factorio.com/33763)
- Fixed that error messages of wrong zip files in the mod folder weren't giving
error message that would be informative enough. (https://forums.factorio.com/33790)
Scripting:
- Added read property LuaEntity::has_direction.
- Added LuaTile::hidden_tile.
- Added the ability to use LuaSurface::get_tile(0, 0) or
LuaSurface::get_tile({0, 0}) when getting tiles.
- Added LuaGameScript::connected_players read and LuaForce::connected_players
read.
Modding:
- Added check that the selection box contains the [0, 0] point.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.12
Date: 30. 09. 2016
Changes:
- The following settings are now settable only in server-settings:
allow_commands - default is "admins-only"
autosave_interval - default is 10
autosave_slots - default is 5
afk_autokick_interval - default is 0
auto_pause - default is true
- Added /toggle-heavy-mode command. It can be used to generate files that help
us to investigate server
in a state where all new players get a desync loop.
- Desync reports are now much bigger, but have bigger chance of being useful.
Bugfixes:
- Fixed trains slowly moving forward when stopped on a signal
(https://forums.factorio.com/32733).
- Hopefully fixed Lua desyncs caused by string formatting functions behaving
differently on different platforms.
- Fixed desync related to locale keys defined by different languages. Item
names now use the locale key of the first
item-to-place, the first equipment-to-place, or if both of those are missing
the normal "item-name.name" - unless
manually set in the prototype. (https://forums.factorio.com/33573)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.11
Date: 29. 09. 2016
Changes:
- Server started with --start-server-load-scenario will now save to
saves/<scenario name> upon exit.
- Multiplayer usernames can only consist of letters, numbers and -_.
characters.
Bugfixes:
- Possible fix for a server not responding error.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.10
Date: 28. 09. 2016
Changes:
- Disabled multiplayer support in the 32 bit version of the game.
Bugfixes:
- Potential fix of the crash after desync.
- Fixed desync related to electric network statistics of accumulators.
- Fixed assertion fail in tightspot level-05
(https://forums.factorio.com/29724)
- Removed 2 redundant research prerequisites.
(https://forums.factorio.com/33097)
- Fixed non even selection boxes of locomotive versus cargo wagon.
(https://forums.factorio.com/33078)
- Fixed that Factorio would crash when unable to delete a mod.
(https://forums.factorio.com/33228)
- Fixed that the chart would display user's names from other surfaces.
(https://forums.factorio.com/33226)
- Fixed blueprint tiles alignment inside preview/editor.
(https://forums.factorio.com/28250)
- Fixed player limit disallowing connection attempt in public server list.
(https://forums.factorio.com/33377)
- Fixed mod browser filters and ordering being lost.
(https://forums.factorio.com/33277)
- Fixed freshly installed mods not being marked in the mod browser.
(https://forums.factorio.com/33277)
- Fixed signals sometimes not finding their child signals properly.
(https://forums.factorio.com/33148)
- Fixed up/down keys in schedule gui were not selecting properly.
(https://forums.factorio.com/33227)
- Additional keys ignored when the console is opened.
(https://forums.factorio.com/33411)
- Fixed that aliens would ignore very narrow paths they could barely fit
through. (https://forums.factorio.com/33069)
- Fixed that numbers were sometimes rounded differently on 32 bit systems in
lua.
- Fixed that the game would freeze when game.speed was set to a value less than
0.2. (https://forums.factorio.com/33317)
- Fixed cargo wagon air resistance being smaller than that of the locomotive.
- Fixed of loading "require_user_verification" from server-settings (It was
called verify_user_identity at one place and require_user_verification at other).
- Fixed underground belt fast replace when replacing the same belt multiple
times. (https://forums.factorio.com/33019)
- Fixed rendering of turret range when construction network area overlay is
also being drawn. (https://forums.factorio.com/33057)
- Temporary decrease of decorative entities counts.
- Fixed server max upload speed.
- Fixed that Factorio wouldn't give an error when --start-server-load-scenario
was combined with --start-server or --start-server-load-latest.
(https://forums.factorio.com/33055)
- Fixed beam would apply one extra damage tick.
(https://forums.factorio.com/32973)
Changes:
- Multiplayer map downloading GUI shows average over the last 2 seconds instead
of 20 seconds.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.9
Date: 22. 09. 2016
Changes:
- Added admin field to server-settings.json, list of case-sensitive usernames
that will become admins on connecting.
- Admins are exempt from player count limit.
Bugfixes:
- Fixed that the server could be running even if it was supposed to be stopped.
- Fixed Modded key bindings would fire extra times if 2 mods had the same key
binding. (https://forums.factorio.com/33050)
- Fixed that parsing players by index in scripts didn't work correctly.
(https://forums.factorio.com/33125)
- Fixed that Factorio wouldn't release memory back to the OS after unloading a
large save on Linux. (https://forums.factorio.com/33151)
- Fixed crash when restarting Factorio due to mod change when executable is
read-only on Linux. (https://forums.factorio.com/32991)
- Game will no longer be capped at 300UPS when using high game.speed and vsync.
New cap is FPS*5*game.speed. (https://forums.factorio.com/33123)
- Fixed possible crashes when setting combinator parameters.
- Fixed that clients could send a lot of useless data when recovering after
connection problems while playing multiplayer game.
- Fixed that recipe overload_multiplier wasn't used for furnaces.
(https://forums.factorio.com/33121)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.8
Date: 20. 09. 2016
Optimisations:
- The crc check cycles between sets of 10 players, reducing the time of it in
crowded games.
Minor Features:
- Disconnecting wires now updates the "last user" tag.
- Technology progress is preserved when the research is changed before it is
completed.
- Added ignore_player_limit_for_returning_players option to the server-settings
and equivalent when hosting from the game.
- Added in game command /config password <password>. It allows server admins to
change the server password.
- Added in game command /config max-players <number>. It allows server admins
to change the maximum number of players.
- With more than 10 players in multiplayer game, the server only saves the map
for joining players once in a while,
so the game isn't interrupted by saving every couple of seconds in bigger
games.
It goes from 1s with 10 players up to 45s with 450 players (which is the
maximum).
- Added only_admins_can_pause_the_game into the server-settings.
Bugfixes:
- Fixed that you could enter enemy vehicles.
(https://forums.factorio.com/32724)
- Fixed that zooming the view during pause (via Shift-Space) would teleport the
player. (https://forums.factorio.com/32758)
- Fixed vehicle machine guns not showing bonuses.
(https://forums.factorio.com/32747)
- Fixed performance issue on maps with lot of surfaces (for example maps with
Factorissimo mod.)
- Fixed gates not opening for characters soon enough.
(https://forums.factorio.com/32818)
- Fixed some campaign levels didn't allow interacting with any entities at some
places. (https://forums.factorio.com/32839)
- Fixed crash when opening the character GUI in the map editor.
(https://forums.factorio.com/32081)
- Fixed redundant technology requirement. (https://forums.factorio.com/32886)
- Fixed server browser playtime column formatting
(https://forums.factorio.com/32942)
- Fixed crash related to rail-signal connection.
(https://forums.factorio.com/32740)
- Fixed crash when reconnection attempt is refused.
(https://forums.factorio.com/32937)
- Fixed that when server quit/dropped, the dialog could be hidden behind menu.
(https://forums.factorio.com/32859)
- Optimised inserting items to chests with large inventories; this will boost
performance for some games with Warehousing mod.
(https://forums.factorio.com/32384)
- Fixed duplicate mods crashing the game on startup
(https://forums.factorio.com/31790)
Instead, a notice box is displayed and the highest (possibly unzipped)
version is preferred.
- Moved the downloading/saving/loading progress bar of other people in a scroll
pane so it doesn't cover the whole left part of the screen with a lot of people.
- Fixed the quickbar selection wouldn't properly update when interacting with
other entities in some cases. (https://forums.factorio.com/32952)
- Fixed that --benchmark would process its argument differently than all other
command-line parameters (https://forums.factorio.com/32993)
- Fixed crash when loading game with character in flying vehicle from mod that
is over water. (https://forums.factorio.com/33014)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.7
Date: 15. 09. 2016
Bugfixes:
- Fixed technology GUI in single player.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.6
Date: 15. 09. 2016
Changes:
- Drop detection got little bit stricter so the drop timeout was increased from
10 to 20 seconds.
- If you log in with your email, your multiplayer username gets set to your
actual username, not your email address.
Minor Features:
- Added --start-server-load-scenario <scenario name> command to start scenario
with the given name.
- As a tribute to Arumba's mega-game, the "build by" was renamed to "last user"
and it is updated whenever the entity is:
rotated, has circuit condition changed, setting pasted, recipe changed,
filter changed, output signal changed, combinator settings changed,
- Added speed change based on zoom when in god mode into the latency hiding.
- The player was killed messages now contain a name of entity or player who
caused that.
Bugfixes:
- Player killed messages are shown only to players of the same force.
- Fixed that zoom to cursor didn't work in ghost/god controller.
- Fixed that player dropped, but it shown the "the can't keep up message"
instead.
- Fixed that server got deselected when changing sorting or filters in public
game list. (https://forums.factorio.com/29561)
- Additional attempt to make the keyboard settings compatible between linux and
windows. (https://forums.factorio.com/29686)
- Fixed that player crafting categories accepted empty string as value, which
resulted in crash later. (https://forums.factorio.com/32507)
- Fixed that progress bar during updating mods wasn't moving
(https://forums.factorio.com/31844)
- Fixed beam damage_interval of 0 would crash the game.
(https://forums.factorio.com/32527)
- Fixed gates wouldn't open while in a vehicle without a character.
(https://forums.factorio.com/32525)
- Fixed GUI scaling in the mod browser. (https://forums.factorio.com/30196)
- Fixed (hopefully) that wrong server details were displayed
(https://forums.factorio.com/27110)
- Fixed that it wasn't possible to build rail blueprint over floor-tile ghost.
(https://forums.factorio.com/32454)
- Fluid status icons will display floored values, same as all other icons.
(https://forums.factorio.com/32439)
- Fixed crash that prevented the game to start on some OS X configurations.
(https://forums.factorio.com/32515)
- Fixed that changing character direction from script didn't work.
(https://forums.factorio.com/32318)
- Fixed game getting stuck when a new account was created from the Steam
version (https://forums.factorio.com/31642)
- Additional signal/rail building fix. (https://forums.factorio.com/30350)
- Fixed that some entities would not remember their circuit parameters in the
map editor. (https://forums.factorio.com/32153)
- Fixed blueprint tooltip wouldn't update when clearing a blueprint.
(https://forums.factorio.com/32038)
- Fixed crash when loading some old save files containing circuit connections
to be removed. (https://forums.factorio.com/32009)
- Fixed crash when removing migrated equipment grids due to mod removal while
mods had references to the grids. (https://forums.factorio.com/32420)
- Fixed wires wouldn't get applied to inserters through blueprints in some
cases. (https://forums.factorio.com/32045)
- Fixed that player could get unkickable under specific circumstances.
- Fixed train crash when it found a path in the opposite direction that it just
started moving. (https://forums.factorio.com/29610)
- Fixed Factorio updater didn't pass command line arguments when restarting the
game after update. (https://forums.factorio.com/32412)
- Fixed crashes when loading old or some invalid maps in the map editor.
(https://forums.factorio.com/32488)
- Clearer error messages and interaction when loading old or invalid maps.
- Fixed curved rail bounding box not allowing large electric poles to be build
in specific configurations. (https://forums.factorio.com/32532)
- Fixed that joining games through Steam wouldn't work.
(https://forums.factorio.com/32479)
- Fixed not being able to interact with the error dialog when an error happens
while interacting with GUIs. (https://forums.factorio.com/32259)
- Fixed UI not responding to input in some situations when progress guis were
shown. (https://forums.factorio.com/32522)
- Fixed personal roboport wouldn't update properly when modded equipment was
used in some cases.
- Fixed train ignoring wait conditions in some cases
(https://forums.factorio.com/32562)
- Fixed chain signal visual state right before a station
(https://forums.factorio.com/30881)
- Fixed that the client was stuck when he disconnected after a reconnect.
- Fixed Save As GUI not responding to input after multiplayer disconnect with
chat open. (https://forums.factorio.com/32574)
- Fixed inserter placement in the 2nd level of new hope campaign mission.
(https://forums.factorio.com/31688)
- Server automatically deletes temporary save files once the upload of
finishes.
- Fixed recipe tooltips containing fluid in assembling machines wouldn't show
the available fluids properly. (https://forums.factorio.com/32647)
- Fixed desync when placing floor blueprint and mining placed ghosts at the
same time. (https://forums.factorio.com/32378)
- Fixed that you could disconnect wires in from Transport Belt Madness
scenario's Electric Poles. (https://forums.factorio.com/29168)
- Potential fix of crash after desync.
- Attempted to handle socket unblock error in a way that won't crash the game.
(https://forums.factorio.com/32663)
Scripting:
- Added LuaGameScript::print - print to all players.
- Added LuaForce::print - print to all players on the force.
- Added LuaSurface::print - print to all players on the surface.
- Fixed entities with positive emissions_per_tick would generate pollution even
when pollution was disabled. (https://forums.factorio.com/32602)
- Renamed LuaEntity::built_by to LuaEntity::last_user
-----------------------------------------------------------------------------------
----------------
Version: 0.14.5
Date: 09. 09. 2016
Features:
- Added Team Production Challenge scenario to the base game.
Minor Features:
- Improved rendering of big tables and other scrollable widgets.
- It is possible to /ban players who aren't present in the map.
- The headless server saves the banlist in banlist.json file, so a server owner
can maintain a single banlist across multiple maps.
- Added /silent-command: Same as /c, but doesn't print the command ran to every
player's console. Available only to server admins and over RCON or server console.
- Added /purge <player>: removes all messages by the given player from chat.
Admin only command.
- Added /clear - clears your chat window.
- Added /mute and unmute <player>: prevents the given player from talking in
chat. Admin only commands.
- Added /mutes: displays all muted players.
- Added /ignore and unignore <player>: ignores messages from the given player.
Admin and RCON messages are still shown.
- Added /ignores: displays all players you're ignoring.
- Command names in the console can be tab-completed.
- Player names in the console can be tab-completed.
- Added AFK Auto kick interval to multiplayer host settings (with never as
default).
Bugfixes:
- Fixed mouse wheel scrolling of game information
(https://forums.factorio.com/29497)
- Fixed that the headless server would create a character when run with --no-
auto-pause. This prevented people from joining their own servers.
(https://forums.factorio.com/32143)
- Fixed that the game could desync when LuaForce::players was used, as the
order was not in well defined order.
- Fixed making blueprints wouldn't reset the build rotation.
(https://forums.factorio.com/32251)
- Fixed that input actions were triggered even though a text box was focused.
(https://forums.factorio.com/32028)
- Fixed that blueprint/deconstruction would run while on the map view.
(https://forums.factorio.com/32296)
- Fixed train getting stuck on a yellow signal
(https://forums.factorio.com/28660)
- Fixed that the notification about changed research was shown even when the
other player selected the same research as already in progress.
(https://forums.factorio.com/32278)
- Fixed that underground belt "teleported" few items when the connection was
built. (https://forums.factorio.com/30716)
- Fixed that the mod info gui wasn't scrollable, so it didn't fit the screen
sometimes. (https://forums.factorio.com/30158)
- Fixed that saving scenario to the same directory it was loaded for resulted
in deleting all the script and locale files. (https://forums.factorio.com/29555)
- Fixed that the menu wasn't accessible when the respawn countdown was there,
until the menu was closed and opened again.
- Fixed inserters sometimes taking items from cargo wagons not in front of it.
(https://forums.factorio.com/32138)
- Fixed that clicking a mod's GUI during an autosave would crash the game.
(https://forums.factorio.com/32320)
- Fixed /reply wouldn't work properly when players have names with tags.
- Fixed shadows being drawn over pipe and storage tank windows.
Scripting:
- Added LuaEntity::supports_direction
- Changed LuaEntity::direction write to not error if the entity doesn't support
directions.
- Moved the top gui to be above the left gui as in 0.13
(https://forums.factorio.com/31585)
- Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.
-----------------------------------------------------------------------------------
----------------
Version: 0.14.4
Date: 06. 09. 2016
Minor Features:
- Included the ghost/god controller movement in the latency hiding.
Changes:
- Research notifications are only printed to players of the same force.
- Removed the /team command, chat is team only by default, added /shout (/s)
command to speak to everyone.
- Tweaked the /help command, so it prints just the list of commands, and it is
required to write /help <command> to get details
- Fixed crash when entities are migrated across types while in blueprints.
(https://forums.factorio.com/31984)
- Fixed crash when setting filters in the map editor.
(https://forums.factorio.com/32082)
- Don't allow to deconstruct tiles that have nothing under it.
Scripting:
- Added read/write of LuaPlayer::tag. This tag is added to the player username
in chat and on map.
- Added LuaEntityPrototype::logistic_mode read.
- Added a 4th (optional) parameter to LuaGameScript::write_file to write only
for a specific player (or the server).
Bugfixes:
- Fixed crash when entities are migrated across types while in blueprints.
(https://forums.factorio.com/31984)
- Fixed crash when setting filters in the map editor.
(https://forums.factorio.com/32082)
- Additional desync fix related to selection of trains.
(https://forums.factorio.com/32102)
- Fixed crash when canceling deconstruction of tiles of other force.
- Fixed crash related to reconnecting to a game after 3 desyncs
- Fixed crash when using quickbar shortcuts in ghost mode in multiplayer.
(https://forums.factorio.com/32144)
- Fixed crash when changing player's controller in multiplayer while the player
opens entity GUI with inventory. (https://forums.factorio.com/32139)
- Fixed crash when opening entities that only exist in the latency hiding.
(https://forums.factorio.com/32141)
- Additional latency state fixes related to lag spikes and latency changes.
- Fix of one way (hopefully the only one), the ghost player could appear.
- Fixed freeze with specific modded recipes.
(https://forums.factorio.com/32048)
- Fixed LuaForce::research_progress could return invalid values in specific
cases. (https://forums.factorio.com/32047)
- Fixed error when manually calling LuaGameScript::raise_event().
(https://forums.factorio.com/32039)
- Added additional inventory defines: car_fuel, car_trunk, car_ammo, and
cargo_wagon. (https://forums.factorio.com/32100)
- Fixed that the server commands didn't work when there was no one online and
the auto stop was on (again) (https://forums.factorio.com/32112)
- Fixed that LuaUnitGroup::set_command wouldn't update the command of its
members.
- Fixed that mod GUIs would get left behind if the mod was disabled due to an
invalid factorio_version. (https://forums.factorio.com/32196)
- Fixed that the Lua console would ignore first pressed key if the "toggle
console" control was bound to a mouse button. (https://forums.factorio.com/32093)
- Fixed wrong fonts used for languages using non-latin characters.
(https://forums.factorio.com/32061)
- Fixed crash on blueprint placement with rail signals with connected wires.
(https://forums.factorio.com/32002)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.3
Date: 02. 09. 2016
Minor Features:
- When selecting anything that uses item/signal filters the filter is
automatically set to the item in the cursor if any.
- When save of scenario is loaded in multiplayer, it's scenario is saved in
user scenarios.
- Added /time command to print the current map age.
- Added option to host multiplayer game with scenario (it only had new
game/load game there).
Changes:
- server-settings.json are automatically used if they are in the write path and
not specified on the command line.
- Fonts specified in a locale configuration now have to specify the mod name in
their paths.
For example, the default font is now specified as
"default=__core__/fonts/TitilliumWeb-Regular.ttf".
Bugfixes:
- Fixed desync related to selection of trains.
(https://forums.factorio.com/31935)
- Fixed slowdown in recipe tooltips with large amounts of recipes.
(https://forums.factorio.com/31863)
- Fixed show_gui not working with game.take_screenshot.
- Fixed accidentally turned on graphics safe mode for all Steam users, which
set graphics settings to low values. (https://forums.factorio.com/31958)
- Fixed that the game ate all the CPU in headless mode when no player was
there.
This also fixed that the memory used grew few bytes per tick when being a
server.
- Fixed console commands not working when entered directly on Windows headless
server. (https://forums.factorio.com/31918)
- Fixed that the server would ignore specified username when given a login
token. (https://forums.factorio.com/31945)
- Fixed that it wasn't possible for mods to use custom fonts.
(https://forums.factorio.com/31916)
- Fixed crash when removing mods that had items on transport belts that were
connected to the circuit network. (https://forums.factorio.com/31984)
- Fixed that right clicking in the crafting menu to craft 5 items wouldn't de-
focus the search widget. (https://forums.factorio.com/31063)
- Fixed that joining paused game resulted in a black screen that was there
until someone else unpaused it. (https://forums.factorio.com/31763)
- Fixed that map2scenario errors when loading an edited save file that
contained assembling machines connected to inserters.
(https://forums.factorio.com/31706)
- Fixed that the exit message was wrong when the person just dropped. (saying
he couldn't keep up)
- Fixed that after reconnecting to server using the small save/quit/reconnect
window didn't close the window. (https://forums.factorio.com/32010)
- Potential desync fix related to locomotives being selected in the same tick
they are mined by someone else.
- Potential fix of crash after a desync.
Scripting:
- Moved LuaControlBehavior::disabled to
LuaGenericOnOffControlBehavior::disabled and fixed it to work correctly.
(https://forums.factorio.com/31232)
- Fixed crash after confirming other settings as a server in multiplayer game.
(https://forums.factorio.com/31612)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.2
Date: 30. 08. 2016
Minor Features:
- Notify when someone starts or changes the research in the console.
- Allowed to specify limit of the upload speed when hosting a multiplayer game.
This can be also specified when creating the headless server in the server-
settings file by setting the max_upload_in_kilobytes_per_second
- When selecting player logistic requests and auto-trash filters the filter is
automatically set to the item in the cursor if any.
Changes:
- Increased the time the text written in the console (chat/commands) stay on
the screen fully visible.
- Increased the distance of rail direction check for signal building from 3 to
5 rail segments. (https://forums.factorio.com/30235)
Bugfixes:
- Fixed signal to rail connection in junctions when rails are build after
signals. (https://forums.factorio.com/30350)
- Potential fix of desyncs related to transport belts and circuit network.
- Experimental attempt to limit server upload speed when it is too high and it
causes all other players to have their latency increased.
This logic is only used when the "max_upload_in_kilobytes_per_second" is not
specified.
- The download speed starts at higher value and grows faster.
- Fixed that personal logistics would stop working.
(https://forums.factorio.com/31586)
- Fixed crash related to removing progress bars when exiting the multiplayer.
- Fixed constant combinator description not showing negative signals.
(https://forums.factorio.com/31702)
- Fixed missing "saving-local-variant-of-mp" key.
- Fixed that rail remnants were not always properly removed when horizontal
rails were built over.
- Fixed that server would crash on second RCON connection.
(https://forums.factorio.com/31704)
- Fixed that --allow-commands sometimes wouldn't take effect.
(https://forums.factorio.com/31731)
- Fixed that attacking an enemy spawner with the flamethrower wouldn't
aggravate enemies. (https://forums.factorio.com/31822)
- Fixed the drag-map control defaulting to shift + mouse button 1.
(https://forums.factorio.com/31819)
- Fixed achievement layout problems. (https://forums.factorio.com/28967)
- Fixed logging in with an email address for mod/server browser wasn't working.
- Fixed ping in the server browser not working.
- Don't offer to save after server drop/quit when the map isn't actually
loaded. (https://forums.factorio.com/31602)
- Fixed trains GUI wouldn't scroll correctly when searching.
(https://forums.factorio.com/31469)
- Fixed crash when mining a vehicle the character was in while over water.
(https://forums.factorio.com/31404)
- Fixed that it was possible to put more energy into accumulator than its
capacity through the script. (https://forums.factorio.com/31571)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.1
Date: 26. 08. 2016
Bugfixes:
- Fixed that exiting hosting game could stuck Factorio forever.
- Possible fix game not showing in browse game list. (If it happens anyway, we
will have more info)
- Fixed that a very big number of biters on a map could cause very significant
UPS drop. (https://forums.factorio.com/31278)
-----------------------------------------------------------------------------------
----------------
Version: 0.14.0
Date: 26. 08. 2016
Major Features:
- Fixed multiplayer
1) Internal reliability and stability improvements.
2) Players don't have to wait for other clients to download and load the
game.
3) Decreased network traffic.
4) It is possible to use menu and quit the game when connecting to the game.
5) Server doesn't stop/slow down the game when some client is too slow, stops
communicating or saves the game longer than the server.
6) Players automatically quit game after 3 desyncs.
7) Download speed tweaks.
Features:
- Added /team command that messages all players from the same force.
Minor Features:
- When selecting inventory filters the filter is automatically set to the item
in the cursor if any.
Changes:
- Disabled loading of saves before 0.11.0 version (You can use 0.11.22 to load
older saves and re-save them).
- Removed the option to enable/disable latency hiding, it is always on on
clients (and off on the server).
Bugfixes:
- Factorio shouldn't crash anymore when Direct3D device is lost due to locking
screen or entering sleep mode.
Modding:
- Added support for equipment grids in cars, tanks, locomotives, and cargo
wagons.
- Changed equipment grids to work as prototypes: defined and referenced by
things that use them.
- Changed equipment and equipment grids to have categories that define what
equipment can go in what equipment grid.
Scripting:
- Fixed game freeze when an error was thrown during the player left game event.
- Removed LuaItemStack::has_grid.
- Removed LuaItemPrototype::equipment_grid_size.
- Changed LuaItemStack::grid to return nil if the item doesn't have a grid.
- Added LuaItemPrototype::equipment_grid.
- Added LuaEntity::grid read.
- Added Added LuaEquipmentGridPrototype.
- Added LuaEquipmentGrid::prototype read.
- Added LuaEquipmentPrototype::equipment_categories read.
- Added LuaForce::unchart_chunk()
- Added LuaSurface::delete_chunk(...)
-----------------------------------------------------------------------------------
----------------
Version: 0.13.20
Date: 29. 08. 2016
Bugfixes:
- Fixed the demo wasn't working.
- Fixed equipment grid GUI didn't size properly in some cases.
(https://forums.factorio.com/31764)
Modding:
- Fixed "factorio_version" not being checked correctly in some cases.
(https://forums.factorio.com/31607)
Scripting:
- Fixed "unknown" error in some cases when using radio button GUI elements.
- Fixed crash when a mod custom event event would error.
(https://forums.factorio.com/31779)
- Added LuaGuiElement::type read.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.19
Date: 26. 08. 2016
Bugfixes:
- Fixed that the Golem, Watch your step and doing it right didn't activate from
steam cloud on new factorio installation.
- Fixed selection boxes of trains in specific situations.
(https://forums.factorio.com/31065)
- Fixed that unclosable character window was opened when it was ordered to open
exactly at the same tick when the character died.
(https://forums.factorio.com/30946)
- Fixed possible desync caused by inserters disabled by circuit network.
(https://forums.factorio.com/31085)
Scripting:
- Added LuaSurface::regenerate_entity(...)
-----------------------------------------------------------------------------------
----------------
Version: 0.13.18
Date: 25. 08. 2016
Changes:
- Changed train wait conditions to use standard boolean precedence for
evaluation, instead of a simple left to right accumulative evaluation.
Balancing:
- Increased tank machine gun range to 20.
Bugfixes:
- Fixed console command warning not sticking through save-load.
(https://forums.factorio.com/31132)
- Fixed that vehicle machine guns would show in the logistics request and
inventory filter selections.
- Fixed crash when number animation variations of unit-spawner entity is
reduced. (https://forums.factorio.com/31205)
- Fixed clearing blueprints didn't clear the label.
(https://forums.factorio.com/28610)
- Fixed crash when removing entities that had active alerts.
(https://forums.factorio.com/31247)
- Fixed that sending random garbage to the RCON port could crash Factorio.
(https://forums.factorio.com/31185)
- Fixed GUI size issues with modded recipes that have a ton of effects.
(https://forums.factorio.com/30654)
- Fixed script errors with tight spot level 5.
(https://forums.factorio.com/29724)
- Fixed the market entity not migrating/handling removed items it was offering.
(https://forums.factorio.com/30875)
- Fixed sound settings not applying when pressing escape.
(https://forums.factorio.com/30319)
- Fixed a crash that would happen after changing UI scale with the inventory
open. (https://forums.factorio.com/30983)
- Fixed deconstruction would reset the build rotation value.
(https://forums.factorio.com/31466)
- Fixed copy-paste between inventory sizes applying the inventory restriction
oddly. (https://forums.factorio.com/31473)
- fixed game.regenerate_entity() not working at all.
(https://forums.factorio.com/31470)
- Fixed that it was possible to create an assembling machine with zero energy
usage. (https://forums.factorio.com/31465)
Modding:
- Fixed crash when trying to connect wires to entities with 0 wire connection
distance. (https://forums.factorio.com/31499)
Scripting:
- Fixed LuaSurface::map_gen_settings.shift not working.
(https://forums.factorio.com/31143)
- Fixed chunk positions would get improperly rounded instead of floored.
(https://forums.factorio.com/31092)
- Added LuaConstantCombinatorControlBehavior::enabled read/write.
- Added upper limit to resolution parameter of LuaGameScript::take_screenshot
function. Limit for width and height is 16384.
- Added LuaStyle::visible read/write.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.17
Date: 17. 08. 2016
Bugfixes:
- Fixed a crash caused by enemy AI. (https://forums.factorio.com/31088)
- Fixed crash due to false-positive detection of a save corruption.
(https://forums.factorio.com/31082)
- Fixed circuit network controlled signal penalty once more
(https://forums.factorio.com/31116)
- Fixed crash when removing mod with modded rocket silo.
(https://forums.factorio.com/31093)
-----------------------------------------------------------------------------------
----------------
Version: 0.13.16
Date: 16. 08. 2016
Changes:
- Changed the personal roboport so it reacts faster to jobs in range.
- Added graphics option "Enable tree sprite mipmaps" that should reduce GPU
load when drawing large forests.
- Changed default value of "Lights render resolution" graphics option to 0.25.
High values of this setting have negative performance impact on drawing lamps.
- When the first LUA command is used, players are warned that it would disable
achievements.
- Changed default renderer for AMD GPUs back to DirectX.
- Rewritten sandbox scenario to work in multiplayer.
Bugfixes:
- Fixed rail signals getting sometimes stuck as reserved.
(https://forums.factorio.com/30093)
- Fixed that the game would crash when trying to load a save that contained
unit groups with members in different surfaces. (https://forums.factorio.com/30541)
- Fixed combinators not drawing lights for the activity led.
- Reverted the change from Version: 0.13.12 that would disable and hide vsync
in some cases. (https://forums.factorio.com/30246)
- Fix that biters wouldn't become aggravated when damaged by the flamethrower.
(https://forums.factorio.com/30689)
- Fixed game sometimes not being focused properly on OS X.
(https://forums.factorio.com/30436)
- Fixed that the car could shoot itself. (https://forums.factorio.com/30782)
- Fixed desync related to fast-replacing filter inserters with other inserters.
(https://forums.factorio.com/30753)
- Don't remove a wall's circuit connection when gate is destroyed and ghost is
created. (https://forums.factorio.com/30733)
- Fixed opened machine sound sometimes being high-pitched.
(https://forums.factorio.com/30702)
- Fixed that some key bindings wouldn't register properly after a game restart.
(https://forums.factorio.com/30690)
- Fixed that it would be possible to manually craft items the player does not
have enough ingredients for. (https://forums.factorio.com/30794)
- Fixed playtime in public game browser being 0 for the first minute the server
is up.
- Fixed train path finding penalty for circuit network disabled signals.
- Fixed rail planner collision checks for rails in west and south direction.
(https://forums.factorio.com/28638)
- Fixed requester chest was missing vehicle impact sound.
(https://forums.factorio.com/30925)
- Fixed that dragging the research button would drag and move the technology
tree. (https://forums.factorio.com/31049)
- Fixed that the selected slot wouldn't update properly when the quickbar was
rotated. (https://forums.factorio.com/31058)
Modding:
- Fixed crash when mods use tables as key values in prototype data.
(https://forums.factorio.com/30606)
- Added example definition of an electric energy interface.
- Fixed copy&paste on modded constant combinator would copy also number of item
slots. (https://forums.factorio.com/30908)
- Fixed possible desync caused by inserters putting items directly to loaders.
- Fixed loader wouldn't stop loading to chest marked for deconstruction.
Scripting:
- Fixed LuaEntityPrototype::resource_category crash.
(https://forums.factorio.com/30626)
- Fixed changing force of construction or logistic robot would cause game state
corruption. (https://forums.factorio.com/30912)
- Added LuaEntity::get_fuel_inventory().
- Added event on_player_changed_surface.
- Added LuaInventory::find_item_stack(...).
- Added LuaControlBehavior::disabled read.
- Added LuaVirtualSignalPrototype and LuaGameScript::virtual_signal_prototypes
read.
- Changed LuaEntity::get_filter()/set_filter()/filter_slot_count to work on
both inserters and loaders.
- Added an optional boolean to LuaSurface::spill_item_stack to mark the created
items with the to-be-looted flag.
- Added LuaSurface::get_connected_tiles(...).
- Added LuaSurface::get_hidden_tile(...).
- Changed Product::type to string containing "item" or "fluid".
-----------------------------------------------------------------------------------
----------------
Version: 0.13.15
Date: 06. 08. 2016
Bugfixes:
- Fixed that rotating the quickbar would make the headless server crash.
(https://forums.factorio.com/30535)
-----------------------------------------------------------------------------------
----------------
Version: 0.13.14
Date: 05. 08. 2016
Changes:
- Surplus items from crafting are again available for crafting other items.
For example, crafting two green circuits will no longer result in two extra
copper wires in the player's inventory. This only applies to items that are
automatically crafted as a prerequisite; items the player has explicitly requested
to craft will not be used to satisfy the dependencies of any further orders.
- Factorio will output to console window in UTF8 on Windows.
Bugfixes:
- Fixed crash when trying to connect copper wire to invalid entities out of
range in the latency state. (https://forums.factorio.com/30201)
- Fixed burner fuel sources would keep their energy when dying and being
rebuilt by robots. (https://forums.factorio.com/30283)
- Fixed inserters would try to grab items from rails instead of chests/entities
when build in specific setups. (https://forums.factorio.com/30286)
- Fixed disconnecting chests or constant combinators not correctly clearing
circuit network. (https://forums.factorio.com/30167)
- Fixed a crash that sometimes happened after canceling manual crafting.
(https://forums.factorio.com/29910).
- Fixed a bug where canceling a prerequisite product would cancel more than
necessary. (https://forums.factorio.com/29910)
- Fixed crash when trying to connect power switches in map editor.
(https://forums.factorio.com/30260)
- Don't force Vsync off on OpenGL. (https://forums.factorio.com/30246)
- Fixed error in tight spot level 5. (https://forums.factorio.com/29724)
- Fixed a bug where a player's GUI would be reset when any other player in MP
pressed the "switch active quickbar" button. (https://forums.factorio.com/29116)
- Don't allow sideloading onto a disabled belt.
(https://forums.factorio.com/29436)
- Fixed game hanging with certain train configurations (loop where last rolling
stock touches the first).
- Fixed chain signal colors not being updated when setting signal states from
the circuit network (https://forums.factorio.com/27985)
- Fixed mod updates sometimes not being found with a large amount of mods.
- Fixed mods browser not being sorted after searching.
(https://forums.factorio.com/29496)
- Fixed regenerating entities on map (https://forums.factorio.com/28129)
- Fixed watch-your-step achievement for real this time.
(https://forums.factorio.com/30434)
- Fixed "failed to create display" error when switching to another window
immediately after launching Factorio. (https://forums.factorio.com/30481)
- Fixed issues with saving to NTFS junctions.
(https://forums.factorio.com/28858)
Optimisations:
- Significantly reduced the high CPU usage caused by the main loop logic from
0.13.10.
Modding:
- Fixed input loader didn't resume loading after being deactivated due to full
target container. (https://forums.factorio.com/28280)
- Fixed crash when loader connected to splitter is destroyed.
(https://forums.factorio.com/28616)
Scripting:
- Fixed map corruption and crashes caused by some API functions allowing
entities to be used
across surfaces when they aren't setup to handle it.
(https://forums.factorio.com/30187)
- Fixed evolution_factor could be set to a negative number resulting in base
build errors. (https://forums.factorio.com/30264)
- Fixed crash when using entity of type 'flame-thrower-explosion' with 'create-
entity' trigger effect. (https://forums.factorio.com/28467)
- Fixed LuaGameScript::take_screenshot() would fail if destination file
contained non-English character in its path. (https://forums.factorio.com/30431)
- Added LuaEntity::filter_slot_count read.
- Added LuaEntityPrototype::mining_drill_radius read.
- Added LuaTrain::station read.
- Added LuaDamagePrototype and LuaGameScript::damage_prototypes read.
- Added LuaEntity::loader_type read.
- Added LuaRemote::remove_interface(name).
- Changed LuaRemote so interface names must be unique to maintain save/load
determinism.
- LuaEntity::revive() will return the revived entity as a second return value
if successful and if the ghost was an entity.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.13
Date: 30. 07. 2016
Bugfixes:
- Fixed OpenSSL launch issues on Linux (https://forums.factorio.com/30154)
- Fixed crash on Windows after multiple restarts when installing mods
Modding:
- Added entity prototype flags "not-blueprintable" and "not-deconstructable".
Scripting:
- Changed LuaEntity::order_deconstruction() to return true/false if it did the
deconstruction instead of throwing errors.
- Added LuaPlayer::entity_copy_source - the source entity used during entity
settings copy paste.
- Added LuaEntity::request_slot_count read - the number of request slots on the
entity or 0 if none.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.12
Date: 30. 07. 2016
Changes:
- Vsync will be automatically turned off and hidden from the options menu if
desktop composition(windows aero) is on.
- Locale additions and improvements.
Bugfixes:
- Fixed auto trash slots were lost when player died in multiplayer.
(https://forums.factorio.com/29853)
- Fixed that the headless server would consume 100% CPU.
(https://forums.factorio.com/29628)
- Fixed that --mod-directory and other command-line arguments would be
forgotten on Factorio restart through the mod manager.
(https://forums.factorio.com/29863)
- Fixed that technology name and description locales didn't work correctly for
tiered technologies.
- Fixed using flamethrower and slowdown capsule at the same time could ignite
biter more than once and corrupt save.
- Fixed modules could end up in the input slot on furnaces.
(https://forums.factorio.com/29992)
- Fixed unsightly message when changing player colour in singleplayer.
(https://forums.factorio.com/29914)
- Fixed inserter circuit "hold" read mode sending the signal 1 tick too late.
(https://forums.factorio.com/29483)
- Fixed transport belt circuit condition ignoring 1 tick duration signals.
(https://forums.factorio.com/29347)
- Fixed crash when saving the game fails due to the disk being full.
(https://forums.factorio.com/29915)
- Fixed the "watch your step" achievement would get triggered by random source-
less damage. (https://forums.factorio.com/29980)
- Fixed the render layer for turret range visualizations.
(https://forums.factorio.com/30023)
- Fixed that an inserter could hold more items than its stack-size bonus, if it
was created by fast-replacing a stack inserter. (https://forums.factorio.com/29939)
- Fixed automated fuel insertion into cars wouldn't fill the fuel inventory.
(https://forums.factorio.com/30078)
Modding:
- Fixed crash when technology prerequisites ended up being recursive.
(https://forums.factorio.com/30061)
- Fixed crash caused by destroyer robot beams when compression was enabled for
all sprites. (https://forums.factorio.com/30048)
- Fixed inserters with stack bonus not dropping the item to it's destination
when deactivated. (https://forums.factorio.com/29411)
- The fluid icon for the storage tank now scales with the size of the storage
tank. (https://forums.factorio.com/29955)
Scripting:
- Fixed error when attempting to interact with LuaInventory that has a size >
255. (https://forums.factorio.com/29834)
- Fixed crash when robots charging would get disabled through mods.
(https://forums.factorio.com/29833)
- Fixed wrong error when setting durability of an item.
(https://forums.factorio.com/29903)
- Added LuaItemPrototype read properties: localised_description,
place_as_equipment_result, place_as_tile_result, flags
equipment_grid_size, inventory_size_bonus, capsule_action, attack_parameters,
inventory_size, item_filters
group_filters, sub_group_filters, filter_mode, insertion_priority_mode,
localised_filter_message, extend_inventory_by_default
default_label_color, draw_label_for_cursor_render, attack_result,
attack_range, category, tier, limitations, limitation_message_key
straight_rail, curved_rail, repair_result, selection_border_color,
alt_selection_border_color, selection_mode_flags, alt_selection_mode_flags
selection_cursor_box_type, alt_selection_cursor_box_type,
always_include_tiles, durability_description_key, durability.
- Added LuaItemStack::add_durability()/drain_durability().
-----------------------------------------------------------------------------------
----------------
Version: 0.13.11
Date: 25. 07. 2016
Changes:
- Further locale changes and polish.
- Horizontal mouse wheel scrolling is now translated to vertical scrolling,
because of key binding problems on OS X.
OS X blueprint book binding is changed back to Shift + Mouse wheel up/down,
other custom horizontal mouse wheel bindings are changed to vertical.
Bugfixes:
- Fixed that the Linux binaries would crash after handcrafting finishes.
(https://forums.factorio.com/29614)
- Fixed offshore pump could be built on top of other offshore pumps.
(https://forums.factorio.com/29705)
- Fixed pumpjack output would show 0.0/s. (https://forums.factorio.com/29650)
- Fixed that "show pollution on minimap" didn't work when "show pollution on
map" was not enabled. (https://forums.factorio.com/29651)
- Fixed scrolling on OS X.
- Fixed exploit of connecting energy producer to more networks and connecting
them by switches. (https://forums.factorio.com/28249)
- Fixed long handed inserters couldn't pick up from the ends of cargo wagons.
(https://forums.factorio.com/29343)
- Fixed that when a mod defined a technology with an invalid recipe, it could
crash the game. (https://forums.factorio.com/29701)
Scripting:
- Fixed accumulators with circuit connectors not working correctly when
exported through get_blueprint_entities(). (https://forums.factorio.com/29727)
- Changed LuaSurface::find_entities/filtered to take either area, position, or
neither instead of just area.
- Added LuaGroup::order read.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.10
Date: 22. 07. 2016
Minor Features:
- Added logistics auto-trash slots: the opposite of logistic request slots.
- Added --mod-directory: Specifies which mod directory to use
Changes:
- Increased the size of the curved rail bounding boxes slightly so trains won't
damage things built next to them.
- Server stdout messages now contain timestamps and message-type tags
- Biters and other units won't become aggressive as a result of friendly-fire.
Bugfixes:
- Fixed golem achievement incorrectly showing as not-obtained when loading pre
0.13.9 saves in 0.13.9. (https://forums.factorio.com/29121)
- Fixed crash related to wire rendering after switching to copper wire while
dragging wire. (https://forums.factorio.com/29216)
- Map generator tweaks (predictable starting area resources, water only in
starting area works now, fixed a few bugs in biome generation).
- Fixed chat message rainbow when the game tick would go past 2147483648.
(https://forums.factorio.com/29307)
- Fixed password field not being focused when connecting to a game.
(https://forums.factorio.com/29175)
- Fixed rocket silo moving slow when using efficiency modules.
(https://forums.factorio.com/29108)
- Fixed pressing Escape in multiplayer connect password dialog closed all gui
windows. (https://forums.factorio.com/29176)
- Fixed gates sometimes not opening soon enough.
(https://forums.factorio.com/28593)
- Fixed side menu buttons being focusable. (https://forums.factorio.com/27575)
- Fixed numbers display rounding up when it shouldn't.
(https://forums.factorio.com/29184)
- Fixed constant combinator GUI slider sometimes showing different value than
the number of items. (https://forums.factorio.com/28637)
- Fixed assembling machine GUI progress bars not sizing correctly.
(https://forums.factorio.com/28980)
- Fixed tight-spot scenario missing walls around trees.
(https://forums.factorio.com/26922)
- Narrower descriptions with more line breaking opportunities (mod list,
roboport). (https://forums.factorio.com/29348)
- Fixed that cunning cancellation of crafting orders could result in free
items. (https://forums.factorio.com/27459)
As a result of this fix, your entire crafting queue will be lost when loading
a save from 0.13.9 or earlier. We suggest that you finish or cancel all your
crafting before upgrading.
- Fixed crash related to custom units. (https://forums.factorio.com/29202)
- Fixed mod enabling/disabling sometimes didn't restart the game.
(https://forums.factorio.com/28738)
- Fixed several issues with buildability checks returning false but entities
actually being buildable. (https://forums.factorio.com/28883)
- Fix that aggroing a huge amount of biters would cause UPS drop for a long
time. (https://forums.factorio.com/29513)
- Fixed freeze when dragging sound sliders in some instances.
(https://forums.factorio.com/29441)
- Fixed bullet shooting speed not working properly.
(https://forums.factorio.com/28707)
Optimisations:
- Improved performance when building large electric poles in the latency state
by click-and-drag. (https://forums.factorio.com/29104)
- The game's main loop has been rewritten. This should increase performance in
some cases and fixes some freezes and stability issues.
For example game freezing when changing system time.
Modding:
- Starting area is now 1.5x the size in tiles (also affects tier_from_start).
- Fixed manually defining the localised_name of an item didn't work correctly.
(https://forums.factorio.com/29148)
Scripting:
- Added LuaEntity::copy_settings() - copies settings from one entity to another
as if the player did it.
- Changed LuaSurface::find_entities/count_entities/filtered to search the
entire surface if the area isn't defined.
- Fixed crash when trying to set compound command with missing list of
commands. (https://forums.factorio.com/29164)
- Fixed technology effects are now applied before the research_completed event
is fired. (https://forums.factorio.com/29451)
- Added LuaGameScript::direction_to_string(...) - converts a defines.direction
to the string name.
- Added LuaPlayer::clean_cursor() - acts as if the player pressed the "clean
cursor" key.
- Added LuaEntity::mining_target read.
- Added properties to LuaSurface::create_entity to make the creation act as
fast-replace building.
- LuaGameScript::take_screenshot now has an additional field "by_player" that
when set will cause the screenshot to only be taken on that players local game.
- Added LuaEntity::circuit_connected_entities - the entities directly connected
to an entity by the circuit network.
- Added LuaEntity::circuit_connection_definitions - the connection definitions
for all wires connected to an entity.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.9
Date: 15. 07. 2016
Changes:
- Updated demo campaign tips images.
- Updated/Fixed locale entries.
- Removed --mp-load-game
- Default value for "Lights render quality" graphics options was changed to
1.0.
If config.ini contains value lower than new minimum (0.25) it will be reset
to the default value.
- Lights are rendered with linear filtering to improve quality for lower
"Lights render quality" settings. (https://forums.factorio.com/28892)
- Added tips and tricks for pasting wagon slots and cycling in blueprint book.
- Mods are now sorted alphabetically in the mods list.
Bugfixes:
- Fixed transport belt madness map showing an empty message dialog out of
nowhere.
- Fixed transport belt madness being impossible.
(https://forums.factorio.com/28703)
- Fixed crash on Linux when stdout was closed after starting Factorio.
(https://forums.factorio.com/28590)
- Fixed trains of other forces could be seen in the Trains GUI.
(https://forums.factorio.com/28799)
- Fixed inserters not saving custom pickup/dropoff when exported through the
Lua blueprint interface.
- Fixed robots delivering modules into the recipe input slots instead of the
module inventory. (https://forums.factorio.com/28722)
- Fixed performance issue caused by alt mode when some mods are installed and
linear filtering is enabled. (https://forums.factorio.com/28789)
- Items stop correctly before a belt deactivated using the circuit network.
(https://forums.factorio.com/28766)
- Fixed another case where a biter could get stuck.
(https://forums.factorio.com/28893)
- Fixed crash when using --mp-connect to join a game that requires user
verification. (https://forums.factorio.com/28500)
- Fixed train GUI would be too big to fit on screen with a large amount of
character inventory slots. (https://forums.factorio.com/28855)
- Buildings with backer names containing non-ASCII characters are generated
properly.
- Fixed logistic counts when changing stack sizes of items the player was
holding.
- Fixed crash when right-clicking electric pole in Map Editor.
(https://forums.factorio.com/28983)
- Fixed crash when building tiles would result in you dying.
(https://forums.factorio.com/28948)
- Fixed disabled belts would still move the player.
(https://forums.factorio.com/28947)
- Fixed crashes related to changing train conditions in the latency state.
- Fixed line breaking in description titles.
(https://forums.factorio.com/27128)
- Fixed typo in description of flooring items.
(https://forums.factorio.com/28704)
- Fixed blueprint icons not working as desired when paths where part of the
selected area. (https://forums.factorio.com/28884)
- Fixed that a username change wouldn't save if the game crashed.
(https://forums.factorio.com/17837)
- Fixed that clicking an alert button could show the wrong alert.
(https://forums.factorio.com/28913)
- Fixed flooring placement preview rendered on top of turret base.
(https://forums.factorio.com/28894)
- Fixed numpad home/end/other keys not working when numlock was off.
(https://forums.factorio.com/28934)
- Fixed that the game password dialog showed the password.
(https://forums.factorio.com/29002)
- Fixed that inserters at the very front of trains would sometimes not get
enabled when a train would stop. (https://forums.factorio.com/28964)
- Fixed the difficulty settings for scenarios not working.
(https://forums.factorio.com/27976)
- Fixed alignment of some pipe covers. (https://forums.factorio.com/28785)
- Fixed the watch-your-step achievement not working.
(https://forums.factorio.com/27710)
- Rocket parts from building rockets in the rocket silo now show in production
stats. (https://forums.factorio.com/29001)
- Fixed tracked achievements scrolling off screen when un-tracking them.
(https://forums.factorio.com/27922)
- Fixed inserter sometimes only dropping one item on the ground before going
back. (https://forums.factorio.com/28046#p183886)
- Fixed LuaGameScript::active_mods not showing the correct list of mods.
(https://forums.factorio.com/29088)
- Fixed signals letting trains pass when the circuit network changes.
(https://forums.factorio.com/28923)
- Fixed crash when deconstructing an entity with modules to be delivered while
hovering the mouse over the entity. (https://forums.factorio.com/29165)
Scripting:
- Fixed SpritePath to recipe that inherits icon from its result would not be
considered valid. (https://forums.factorio.com/28867)
- Fixed crash when setting new research in the on_research_completed event.
(https://forums.factorio.com/28968)
- Fixed error during the research completed event being un-clickable.
(https://forums.factorio.com/27803)
- Added LuaTile::position read.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.8
Date: 11. 07. 2016
Bugfixes:
- Fixed craftable unit entities desynching when held over belts.
(https://forums.factorio.com/28730)
- Fixed character inventory size was limited at 255 instead of the correct
65536. (https://forums.factorio.com/28717)
- Fixed mouse wheel left/right bindings not working.
Changed default blueprint book switching shortcut on OS X to Command + Mouse
Wheel up/down
- Fixed aliens getting stuck sometimes. (https://forums.factorio.com/28653)
- Fixed inserters not putting fuel in modded burner assemblers in some
situations (https://forums.factorio.com/28196)
- Fixed headless server would crash when loading save containing sprite-button.
(https://forums.factorio.com/28736)
- Fixed maps loaded from versions < 0.13.7 not generating any more chunks
(https://forums.factorio.com/28760)
- Fixed First Steps campaign character death error.
(https://forums.factorio.com/27926)
Scripting:
- Reverted changes related to 0.13.7 fix for
(https://forums.factorio.com/28564). If entity specified in sprite path
doesn't have an icon, button will be created anyway, but no sprite will be
drawn inside of it.
- Added LuaGui::is_valid_sprite_path() function
- Fixed that if a land mine got blown up and replaced by a robot, it wouldn't
arm itself. (https://forums.factorio.com/28761)
- Added LuaPlayer::admin read - if the player is an admin.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.7
Date: 11. 07. 2016
Minor Features:
- Holding the "drop item" key will keep dropping items.
- Rocks can be mined while holding blueprints.
Graphics:
- Updated the stack inserter technology icon.
Balancing:
- Medium and large worms spawn further from the starting area.
Bugfixes:
- Connect game dialog remembers DNS the address as written rather than only IP
(https://forums.factorio.com/27701).
- Science packs and ammo are now recorded in the items consumed portion of
production stats.
- Fixed the mysterious crash when building rails.
(https://forums.factorio.com/28231)
- Unified the mass production 3 achievement to 20 M (it was 10M in game and
100M on steam). (https://forums.factorio.com/28415)
- Fixed rendering layer of gate wall. (https://forums.factorio.com/28296)
- Fixed fullscreen toggle in graphics options.
(https://forums.factorio.com/27688)
- Fixed mining drills using slightly too much energy per item mined.
- Fixed that rail signals connectable to two rails at the same time were marked
as buildable even when the buildability was valid
only for one of the rails. (https://forums.factorio.com/28235)
- Fixed burner inserters sometimes getting stuck.
(https://forums.factorio.com/27465)
- Fixed inserters with stack bonus waiting for stacks indefinitely when there's
nothing to take from. (https://forums.factorio.com/28046)
- Fixed blueprint previews with tiles and rails vs tiles with no rails.
(https://forums.factorio.com/28250)
- Fixed crash that could sometimes happen when a biter couldn't reach a target
for a long time. (https://forums.factorio.com/28228)
- Fixed on_player_placed_equipment was not called when quick transferring
equipment into armor. (https://forums.factorio.com/28419)
- Fixed map generator problems very far from the start.
- Map size is now limited to 2000 km by 2000 km with a black bar rather than
crashing when reaching this distance
- Fixed clean-cursor with armor not putting it into filtered slots in your
quickbar. (https://forums.factorio.com/28299)
- Fixed that expansion chunk candidates values weren't updated properly.
(https://forums.factorio.com/27849)
- Fixed landfills could be included in blueprints.
(https://forums.factorio.com/28471)
- Fixed multiple instances of walls blocking movement when they shouldn't.
(https://forums.factorio.com/28477)
- Fixed that the solaris achievement unobtainable.
- Fixed flamethrower turret would cause blueprint preview move up and down.
- Fixed crash when the currently-playing folder can't be deleted when exiting
game. (https://forums.factorio.com/28316)
- Fixed crash when connection to the mod portal fails
(https://forums.factorio.com/27126)
- Fixed Update Mods button being sometimes disabled
(https://forums.factorio.com/28160)
- Fixed that LuaGameScript::write_file treated data as null-terminated byte
string. (https://forums.factorio.com/28555)
- Fixed entities marked with "not-repairable" still being repairable manually.
(https://forums.factorio.com/28554)
- Attempt to fix "Access is denied" error message during autosaves.
(https://forums.factorio.com/28464)
- Fixed desync caused by transport belt connected to circuit network reading in
pulse mode.
- Fixed save corruption when driving vehicles on transport belts in some
instances. (https://forums.factorio.com/28457)
- Fixed copy-paste not waking up inserters when copying filters between
different inserter types. (https://forums.factorio.com/28620)
- Fixed error when biters tried to expand while evolution factor was 0.
(https://forums.factorio.com/28598)
- Fixed building paths not refilling the cursor in some instances.
(https://forums.factorio.com/28686)
- Fixed unlocked achievements blinking too quickly.
(https://forums.factorio.com/27979)
- Fixed crash when setting the force of a logistic container in ghost form.
(https://forums.factorio.com/28699)
Scripting:
- Fixed label size issues when using different font sizes or resizing the game
window. (https://forums.factorio.com/27722)
- Fixed crash when trying to create sprite-button with valid SpritePath to
sprite that doesn't exist. (https://forums.factorio.com/28564)
LuaGuiElement::add won't create sprite-button and returns nil if invalid
SpritePath is passed.
- Added an option to LuaSurface::set_tiles() to disable the correction logic
for total control of what the tiles end up as.
- Added item-group, fluid, tile, virtual-signal and achievement icons to be
accessible by the SpritePath used in the sprite-button element.
Added SpriteButton to the scripting documentation.
- Added "grid" to the on_player_placed_equipment event.
- Added LuaRecipe::localised_name read.
- Added LuaGuiElement type "scroll-pane".
-----------------------------------------------------------------------------------
----------------
Version: 0.13.6
Date: 06. 07. 2016
Changes:
- Stack inserters are unlocked by their own research that is dependent on
advanced electronics and logistics 2.
This also solves that stack inserters were available but not buildable in the
campaign.
- Deconstructing and cancel deconstruction can be toggled between by using the
modifier key. (https://forums.factorio.com/28092)
Bugfixes:
- Fixed desync when inserters would insert things directly onto splitters.
(https://forums.factorio.com/28298)
- Fixed that manipulating the fuel inventory of locomotives didn't count
towards the inactivity condition. (https://forums.factorio.com/28308)
- A train with a circuit condition will now always stay at the station if no
wire is connected. (https://forums.factorio.com/28067)
- Fixed that steamrolled achievement was obtainable by just killing the
spawner, not only by killing it by impact. (https://forums.factorio.com/28346)
- Fixed the player getting stuck in some instances when using landfills.
(https://forums.factorio.com/27943)
- Fixed crash when train stop that is in train schedule of some train was
opened in the map editor. (https://forums.factorio.com/28326)
- Fixed crash when the player would equip power armor they currently had open
while in the same tick a robot delivered items
to the player which would end up in the new slots added by the power armor.
(https://forums.factorio.com/28318)
- Fixed crash when mining tiles you're standing on that results in you being
killed.
- Fixed load game GUI size issues when trying to load invalid save files.
(https://forums.factorio.com/27396)
- Fixed fuel and water from pumps not being counted in the production stats
consumed/produced items. (https://forums.factorio.com/28220)
-----------------------------------------------------------------------------------
----------------
Version: 0.13.5
Date: 05. 07. 2016
Minor Features:
- Blueprints with labels will now show the label when holding them to-be-built.
- Once mining is started over non-resources, resources are ignored until the
mine button is released. (https://forums.factorio.com/3995)
Changes:
- Attempting to mutate the 'global' table of a mod in the 'on_load' event
handler will result in an error.
The 'on_load' event handler is *only* meant for re-registering conditional
event handlers and setting up meta-tables.
Use 'on_configuration_changed', 'on_init', and migration scripts in all other
instances.
- When connecting circuit wires, the wire will re-anchor to the last entity
clicked. (https://forums.factorio.com/28096)
- Increased collision box of stone walls slightly, to prevent the player
getting stuck. (https://forums.factorio.com/28226)
- Power switch will not show electric sparks in some situations.
(https://forums.factorio.com/28026)
Bugfixes:
- Fixed the add-trains list treating stations with the same spelling but
different case as the same station. (https://forums.factorio.com/28063)
- Fixed circuit network signals not properly migrating when removing mods.
(https://forums.factorio.com/28117)
- Fixed incorrect pollution rendering. (https://forums.factorio.com/27970)
- When showing the count of entities in the network, it is now showing all
entities connected in the network including sub-networks connected to power
switches.
- crash when getting killed by a locomotive you currently had the GUI open for
(for real this time). (https://forums.factorio.com/27895)
- When splitting electric networks because switch was turned off, the network
with more entities is considered the "master one" which keeps the statistics.
- Fixed entity power bars in the electric network statistics gui being
sometimes scaled and colored improperly.
- Fixed the electric network statistics merging when networks are connected by
turning power switch on.
- Fixed that the last train inserter didn't grab from the cargo wagon
sometimes. (https://forums.factorio.com/28028)
- Fixed crashes related to bad circuit network state caused by old mods.
(https://forums.factorio.com/27523)
- Fixed that biters couldn't find a path through a thick wall of trains.
(https://forums.factorio.com/28068)
- Fixed that some of the achievements didn't get reported to steam.
All the achievements data are reset when migrated to this version, those
reported on steam will get reloaded.
- Fixed crafting machines using slightly too much energy per recipe crafted.
(https://forums.factorio.com/28128)
- Fixed that the drop item doesn't consume the key event when there is nothing
in cursor, so it works properly when the same control is used for something else.
- Fixed that enemies would start attacking rails and other nearby structures
after the player passed by in a train. (https://forums.factorio.com/27371)
- Fixed chests in circuit network showing double their contents after fast
replace. (https://forums.factorio.com/27847)
- Fixed that changing rails while trains where waiting on circuit conditions
would cause the train to leave the station. (https://forums.factorio.com/28042)
- Fixed crash when 2 or more people would manipulate train schedules at the
same time. (https://forums.factorio.com/27750)
- Fixed on_marked_for_deconstruction with tiles not including the player that
marked the tile for deconstruction. (https://forums.factorio.com/28251)
- Fixed tile rendering off by half a tile in blueprint previews.
(https://forums.factorio.com/28250)
- Fixed non ASCII characters didn't work in train stop names.
(https://forums.factorio.com/27619)
- Fixed of the rail signal/train stop visualization planner in specific cases.
(https://forums.factorio.com/27980)
- Fixed crash when opening train stops in the map editor.
(https://forums.factorio.com/27903)
- Fixed misaligned blueprint entities when editing blueprints and removing
rails/roboports. (https://forums.factorio.com/28288)
Optimisations:
- Improved performance when there are a large (4000+) amount of alerts going
off at the same time. (https://forums.factorio.com/28169)
-----------------------------------------------------------------------------------
----------------
Version: 0.13.4
Date: 03. 07. 2016
Changes:
- For performance reasons: latency state blueprint building is automatically
disabled if building blueprints with a combined total
of more than 300 entities + tiles.
- Player names are now shown in the description pane instead of just "player".
(https://forums.factorio.com/28004)
Bugfixes:
- Fixed the "No such node (application_version)" error when starting a headless
server
- Fixed modules could get into assembling machines that didn't allow them for
the current recipe. (https://forums.factorio.com/27875)
- Fixed desync when holding most rotatable items for building in the latency
state. (https://forums.factorio.com/27880)
- Fixed build-by-moving logic for underground belts and underground pipes.
(https://forums.factorio.com/27446)
- Fixed construction robots grabbing items from the player cursor and trying to
use them as repair packs. (https://forums.factorio.com/27848)
- Fixed killed entities not keeping modules to-be-delivered in some cases.
(https://forums.factorio.com/27937)
- Fixed headless server being counted as a player for the player limit.
(https://forums.factorio.com/27894)
- Fixed crash when belts would die due in some instances.
(https://forums.factorio.com/27868)
- Fixed Lua GUI events getting fired before the actual GUI element was
modified. (https://forums.factorio.com/27536)
- Fixed crash when getting killed by a locomotive you currently had the GUI
open for. (https://forums.factorio.com/27895)
- Fixed fluid temperature restricted recipes didn't work when fluid flowed in
from the left side of the machine.
- Fixed server crashing when starting a LAN game with no internet connection.
(https://forums.factorio.com/27953)
- Fixed crash when modded walls didn't have a definition for connected gate
visualization.
- Fixed energy bar on battery equipment. (https://forums.factorio.com/27983)
- Fixed bonus GUI size issues with lots of entities using the bonuses.
(https://forums.factorio.com/27712)
- Fixed mod hotkeys not working when you'd have more than 1.
(https://forums.factorio.com/28024)
Scripting:
- LuaEntity::built_by can be used with ghosts if the inner ghost supports
built_by. (https://forums.factorio.com/27769)
- LuaEntity::recipe can be read off furnaces as well as assembling machines.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.3
Date: 01. 07. 2016
Changes:
- Slightly reduced big electric pole collision box to allow squeezing between
big pole and accumulator.
- Increased the distance between items on the belt from 0.28 to 0.28125.
This way the the circuit network pulse for items will be every 9/4.5/3 ticks
for normal/fast/express compressed belts. (https://forums.factorio.com/27686)
Gui:
- Only games with the same application version are displayed in Browse Games
screen.
- Removed tabs from Browse Games and Browse Mods screens and tweaked column
widths.
Bugfixes:
- Fixed mods directory not being created when installing mods
(https://forums.factorio.com/27565)
- Fixed lab bonus speed not showing correctly in the bonus GUI sometimes.
(https://forums.factorio.com/27781)
- Fixed crash related to killed flamethrower turrets in ghost mode.
(https://forums.factorio.com/27757)
- Fixed that the game crashed in the user login dialog when the steam
connection was not available.
- Yet another research window resizing fix.
- Fixed desync related to building-while-moving underground belts and pipe-to-
ground.
- Fixed Steel chest recipe in New hope mission 02.
(https://forums.factorio.com/27400)
- Fixed projectiles with negative accelerations 'hitting' at the incorrect
position.
- Fixed bug related to building/removing poles connected to network with power
switch. (https://forums.factorio.com/27737)
- Fixed that some items seemed to be repairable in multiplayer.
(https://forums.factorio.com/27572)
- Fixed that modules could get lost when upgrading them.
(https://forums.factorio.com/27835)
- Fixed timezone issues with the browse mods gui.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.2
Date: 30. 06. 2016
Changes:
- Damage bonus in turret tooltip will now show both basic turret damage
multiplier and turret damage bonus from research.
(https://forums.factorio.com/27486)
- Limited multiplayer game name length to 60 characters.
- Moved the copper wire back to the intermediate category in the recipes.
- Inserters connected to the circuit network now have the option to only read
hand contents.
- During biter migration, medium worms can now only spawn if the evolution
factor is greater than 0.3, and big worms require evolution factor of 0.5.
Bugfixes:
- Fixed occasional crash when downloading map.
(https://forums.factorio.com/27190)
- Fixed rail signals set to red by circuit network going green in some
situations. (https://forums.factorio.com/27195)
- Fixed rail signals not going back to green when when deselecting "Close
Signal" option.
- Fixed that running a command via stdin or RCON would crash the game if
commands were allowed for admins-only. (https://forums.factorio.com/27435)
- Localized hardcoded strings in power switch GUI.
(https://forums.factorio.com/27483)
- Fixed enemy turrets would show player's damage bonuses in tooltip.
- Fixed repair packs (and mergeable items in general) under flowing and making
millions of items. (https://forums.factorio.com/27415)
- Added missing Lua defines for the rocket silo rocket inventory.
- Fixed train minimap preview schedule box not allowing scrolling.
(https://forums.factorio.com/27299)
- Fixed game restarting after installing only one mod.
- Fixed game crashing when viewing info about a mod with space in its name
(hopefully) (https://forums.factorio.com/27126)
- Fixed checking for mod updates taking very long.
- Fixed low framerate when pasting long text into console.
- Fixed filter inserter sometimes taking an extra item after the filter was
unset. (https://forums.factorio.com/27443)
- Fixed inserter arrows in blueprints. (https://forums.factorio.com/27544)
- Fixed that it wasn't possible to require verification of user identity in
server-settings.json.
- Fixed migration of internal circuit network signals.
(https://forums.factorio.com/27277)
- Fixed some oddities when using the rail planner and quickbar-selecting other
items.
- Fixed desync when building rail signals in close rail setups.
(https://forums.factorio.com/27605)
- Fixed crash when reviving ghosts built by blueprints in the entity built Lua
event handler. (https://forums.factorio.com/27608)
- Fixed LuaEntityPrototype::result_units spawn points only ever giving the last
spawn point. (https://forums.factorio.com/27652)
- Fixed stack filter inserter sometimes showing more than one filter in alt
mode.
- Research button position fix.
- Changed the technology prerequisite of solar panel from advanced-electronics
to electronics. This also fixes the 2nd mission of the new hope campaign.
- Fixed that the headless server wouldn't be able to save the map if started
like --start-server save.zip. (https://forums.factorio.com/27625)
- Fixed unminable rails when migrating saves to 0.13.
(https://forums.factorio.com/27202)
- Fixed that the gate didn't open when it was on the same rail as the
locomotive front joint. (https://forums.factorio.com/27682)
- Fixed that game name and description in the game browser didn't wrap.
- Fixed game did not run on Windows XP. (https://forums.factorio.com/27168)
- Fixed the ElectricEnergyInterface entity not drawing low power/no power
icons.
- Fixed requester chest filters getting cleared when changing the force of the
chest. (https://forums.factorio.com/27691)
- Fixed rocks not being ignored when rail planner ghost building.
(https://forums.factorio.com/27522)
- Fixed that when a transport belt got destroyed and turned into a ghost, it
wouldn't drop items on ground. (https://forums.factorio.com/27650)
- Fixed occasional random browse game gui crash when moving close to the end of
the list.
- Fixed script error in supply challenge. (https://forums.factorio.com/27689)
- Fixed that rail signal visualization helper was not working properly in some
specific cases. (https://forums.factorio.com/27328)
- Fixed construction robots getting stuck when they return for repair pack to
passive/active provider chest. (https://forums.factorio.com/27526)
Optimisations:
- Optimised rendering of huge pollution clouds on map.
Scripting:
- Added LuaEntityPrototype::spawn_cooldown - the spawn cooldown for enemy
spawners.
- Added LuaEntity::power_production and power_usage read/write for the
ElectricEnergyInterface type entity.
-----------------------------------------------------------------------------------
----------------
Version: 0.13.1
Date: 29. 06. 2016
Changes:
- Added /demote to demote players from admins
Bugfixes:
- Fixed crash when shift right clicking furnace fuel slots.
(https://forums.factorio.com/27125)
- Fixed not being able to rename train stops.
(https://forums.factorio.com/27129)
- Fixed stack filter inserters taking too many filters when building them by
fast replace. (https://forums.factorio.com/27147)
- Fixed automatic insertion of satellites into rocket silos.
- Fixed flamethrower not unlocking on loading old saves in 0.13.
- Fixed map corruption and possible crashes when damaged stone rocks migrated
from 0.12 saves got destroyed in 0.13. (https://forums.factorio.com/27214)
- Fixed that saving a map could crash under some circumstances.
(https://forums.factorio.com/27226)
- Fixed that locomotives were not moving enough in reverse.
- Fixed that --create didn't work with just a filename.
(https://forums.factorio.com/27139)
- Fixed that disabled and invalid mods were still marking the game as modded
for the achievements.
- Fixed headless server crashed when launched with closed stdin.
(https://forums.factorio.com/27158)
- Fixed that stack transferring (shift clicking) armor off your player could
end up deleting the armor if you lost inventory space.
(https://forums.factorio.com/27245)
- Fixed the watch your step achievement.
- Fixed downloading mods crashed the game (https://forums.factorio.com/27109).
- Fixed that starting with modded game still activated achievements from steam.
(https://forums.factorio.com/27313)
- Fixed the kick message. (https://forums.factorio.com/27310)
- Fixed technology effects translation of worker robot storage and speed.
- Fixed crash when the game tries to remove old version of mod that is unpacked
directory instead of a zip package. (https://forums.factorio.com/27176)
- Fixed that max player count was ignored when joining multiplayer game.
- Fixed that attempting to connect with 0.12 client to a 0.13 server wouldn't
display the proper error message for the client and would display "unknown message
type received" for the server. (https://forums.factorio.com/27322)
- Fixed too large capacity of internal pipe in flamethrower turret.
(https://forums.factorio.com/27315)
- Fixed inserters and belts connected to circuit network turning on for one
tick when something is disconnected or fast replaced in from the network.
(https://forums.factorio.com/27251)
- Fixed that the technology description didn't wrap when it was too long, which
also made the research button unreachable. (https://forums.factorio.com/27106)
- Fixed that there were walls over water in the tight spot scenario.
(https://forums.factorio.com/27344)
- Fixed that can_build_entity command didn't check tile collisions.
- Fixed that the Research Finished text could flash too fast sometimes.
(https://forums.factorio.com/27170)
- Fixed that failed attempt to determine public IP address crashes the headless
server (https://forums.factorio.com/27166).
- Fixed graphical issue with lights when light render quality was set to low.
(https://forums.factorio.com/27312)
- Fixed steel chests getting disabled when migrating 0.12 saves to 0.13 when
the 0.12 save didn't have smart chests unlocked.
(https://forums.factorio.com/27208)
- Fixed crash when using LuaForce::entity_build_count_statistics.
(https://forums.factorio.com/27348)
- Possibly fixed hang when closing the Steam overlay on some Linux systems.
(https://forums.factorio.com/27275)
Modding:
- Added mandatory reversing_power_modifier property into locomotive prototype
definition.
- Changed the logistic-robot-storage and logistic-robot-speed modifiers to
worker-robot-storage and worker-robot-speed
-----------------------------------------------------------------------------------
----------------
Version: 0.13.0
Date: 27. 06. 2016
Major Features:
- Improved Multiplayer game UX (see https://www.factorio.com/blog/post/fff-139
and https://www.factorio.com/blog/post/fff-116).
Server games are published to the server and clients can browse existing
games.
Automatic discovery for the LAN games.
- Mod Portal integration. Factorio can list and install mods from the mod
portal. (https://mods.factorio.com)
- Achievements and Steam Achievements integration.
(https://www.factorio.com/blog/post/fff-125)
Modded games won't have the achievements recorded on steam.
- Rail planner tool simplifies the rail building.
(https://www.factorio.com/blog/post/fff-113)
- Added fire. Fire will spread between trees and cause forest fires, causing a
large amount of pollution to be released.
- Power switch. It can be used to control the energy flow. Power switch can be
connected to the circuit network. (https://www.factorio.com/blog/post/fff-115)
- Added the Stack inserter - an expensive upgrade over fast inserters that can
move several more items at a time.
- Flamethrower turret. Fueled with fluid, shoots a stream of burning oil
towards oncoming enemies.
- Bonus gui (accessible from sidebar gui) showing bonuses the force has
researched.
- Train station window contains a list of all trains (each can be opened) that
have that station on their schedule.
- Single train gui now has an additional panel which shows the minimap/camera
view of the given train.
- Search field to the filter selection and recipes selection windows.
- Trains gui. It displays all the trains as small minimaps with schedules,
which can be searched.
- Extension of the train wait conditions.
(https://www.factorio.com/blog/post/fff-114)
- New locomotive, cargo wagon and train stop graphics. Locomotives can be
colored. The trains are a consistent size in horizontal and vertical orientations.
- New technology tree gui. (https://www.factorio.com/blog/post/fff-128)
Minor Features:
- Blueprints can be now edited.
- Added the Blueprint Book item - an item to manage blueprints. The book can be
renamed and only holds blueprints.
- Map generator algorithm changed, further resource field now have greater
richness.
- Added landfill, it can be used to replace water areas with grass.
- Added yellow/black striped concrete tile that is rotatable.
- Small sidebar gui containing buttons for main menu, production statistics,
etc.
- Armors have inventory size bonuses (10 for modular armor, 20 for power armor,
30 for power armor mk2).
- Underground pipes and belts are placed at max connecting distance apart when
built by dragging.
- --scenario2map: Creates a save from a custom scenario, without initialising
the graphics.
- The lamp can change it's color based on circuit network signals.
- Roboport is connectable to the circuit network. It sends the logistic network
contents or the robot statistics of the network.
- Accumulator is connectable to the circuit network. It sends it's charge level
as a percentage.
- Transport Belt is connectable to the circuit network. It can be turned on or
off and it can send it's contents to the circuit network.
- Rail Signal is connectable to the circuit network. It will send the signal's
state and can block trains from passing.
- Gate can be controlled through the circuit network by connecting to the wall
next to it. It can be opened manually or send a signal if the player is nearby.
- Requester chest's requested items can be set automatically from the circuit
network.
- Inserters can now send the item held in hand to the circuit network. Filter
inserters can have their filters set automatically from the circuit network.
- Most entities that can be turned on or off by the circuit network can also be
turned on or off by directly using a logistic condition.
- Circuit network and logistic network conditions can now be accessed by icons
in the top-right corner of the entity's GUI, for all connectable entities.
- Connected Red/Green wires are highlighted when hovering over a combinator or
entity connected to the circuit network.
- Wire disconnecting is incorporated in the latency hiding.
- Crafting machine item/fluid total craft counts are recorded per force.
- Intro sound in the loading screen.
- Improvements to the statistics GUI (electric network/production info).
Added the ability to filter out things.
Added the ability to view "all" information recorded.
Made the GUI scrollable.
- Added /ban /kick /bans /admins and /admin commands.
- Added /color command, so changing color doesn't require access to lua
commands.
- When running as a server, Factorio now accepts console commands on standard
input.
- When running as a server, Factorio can be told to listen for RCON
connections.
To use this, specify both the --rcon-port and --rcon-password parameters on
the command line. The network protocol is specified here:
https://developer.valvesoftware.com/wiki/Source_RCON_Protocol
- New parameter to start the headless server: --start-server-load-latest.
Instead of accepting a save name, it will automatically load the latest save in the
saves folder.
- The "disallow-commands" flag has been changed to "allow-commands" and accepts
"true", "false", and "admins-only" for values.
- It is stored and shown which player built each of the machines.
- Added cluster grenades and grenade upgrades.
- Added flamethrower and flamethrower turret damage upgrades.
- When creating a new map using the --create command-line option, --map-gen-
settings can be used to specify the map generation settings.
- Log file reopening on SIGUSR1 and a commandline option to disable log
rotation.
- The default font looks better (improved hinting for the thinnest weight).
- Labels and values in descriptions have different colors.
- Item health bars are rendered green, yellow, red based off the % health
remaining like entities.
- Modules support in blueprints.
- Equipment can be put in open equipment grids using standard inventory
shortcuts (shift + click, ctrl + click).
Ease of use:
- Turret displays its range when you hover over it.
- Rail signal/train stop placement indicator.
(https://www.factorio.com/blog/post/fff-134)
- Indicator of train vehicle positions in a station when building next to track
where would the train stop.
- It is possible to change the module in the slot to different one without
having to clear it first.
- It is possible to upgrade modules to more powerful variant in machine by fast
entity transfer.
- Clear cursor first cancels the current action (rail building, wire dragging,
blueprint/deconstruction), and only removes the item from the cursor when pressed
again.
- Saving a game changes selected name and directory for next saves.
(https://forums.factorio.com/19461)
- Clicking different filtered slot in quickbar will try to clear the currently
selected quickbar item if possible.
- Cleaning item in cursor that is taken from quickbar slot will try to refill
the slot from the inventory if possible.
- Clicking on the warning icon will open the location on the map.
- Pressing E/Escape will close the map mode.
- It is possible to move the map by clicking and dragging.
- Hovering mouse over inventory logistic request slots makes matching items in
inventory be highlighted.
- Fixed the zoom to cursor feature introduced in 0.8 that was non functional
since 0.10.
- Improved the rail selection logic in junctions.
- Stone Rock can now be mined and deconstructed by robots. It gives some stone
as resource.
- Combinators input and output arrows in alt mode. Additional alt mode
information can be turned on in the options menu.
- The constant combinator has an on/off switch.
- Several non-stackable items can be swapped directly with counterparts (power
armor, deconstruction planner, selection tools).
- Inventory filter slots can be copy-pasted from empty slots onto empty slots
using the stack transfer/split controls (shift + left click, shift + right click by
default).
Balancing:
- The productivity module pollution addition was lowered (30%->5%, 40%->7.5%,
50%->10%), as the pollution generated by the machine is already increased
by the additional energy production and time, it doesn't need to be so high
as the modules are quite expensive already.
- Repair packs have double durability (100->200) and stack size (50->100).
- Changed stack size of raw wood (50->100) so it doesn't fill the inventory so
quickly.
- Roboport have decreased transmission power consumption (200kw->50kw) while
the robots (and their recharging) has increased power consumption (200kW per
recharge slot to 1Mw per slot)
Basically, covering area by roboports is cheaper, but using robots for
transport is more expensive. To keep the personal roboport usefulness, energies
used in personal roboport have been
all multiplied by 10.
- Inserters are able to squeeze things "slightly" better to belts. more
resources.
- Increased size of several green science and few blue science technologies.
- Increased inventory size of cargo wagon. (30->40)
- Oil yield drains to 10% two times slower.
- Big and behemoth enemies spawn 50% slower.
- Armor resistances are applied before the energy shield is used.
- Increased the ghost time to live when something is destroyed from 5 + 5
minutes to 30 + 30 minutes.
- Halved the mining time of rails, rail signals and walls.
- Changed the way evolution factor approaches the maximum (1).
The addition of evolution factor was changed from addition * (1 - evolution)
to addition * (1 - evolution)^2
This means that the progress gets more slower towards the high values.
- Balanced train acceleration and top speed, additional wagons no longer slow
trains so strongly.
- Changed the amount of items requested when copy-pasting assembling machines
to requester chests for several recipes.
- Express underground belts require lubricant to match the express belts and
express splitters.
- Increased battery equipment power storage, input, and output by a factor of
20.
Changes:
- Reduced number of connections drawn between roboports in blueprint and
roboports on map.
- More virtual signals for combinators.
- Virtual signals can be used in blueprint icons.
- Disabled loading of saves before 0.10.0 version (You can use 0.10.12 to load
older saves and re-save them).
- Removed multiplayer peer-to-peer mode.
- Ghosts created by player no longer expire and can be placed before
researching any technologies.
- Ghosts are brighter and easier to see.
- Alert of destroyed entity exists 2 times longer.
- Quickbar filters are set and unset using the same key.
- Loading a scenario without control.lua will automatically load the freeplay
game mode scripts.
This means new maps created in the map editor will get the freeplay game
mode.
- Loading a scenario in the map editor will preserve it's scripts.
This means custom freeplay/sandbox maps can be created in-game.
- Constant combinator can be rotated.
- All types of inserters can be controlled by the circuit and logistic network,
once the respective network is researched.
- All types of chests can be connected to the circuit network. Smart Chest was
removed from the game.
- Decider combinator "input count" option makes the combinator copy the count
of the specified output signal from the input signals,
instead of copying the count from the condition. This might break some
setups. https://forums.factorio.com/13706
- Transport belt connectable entities will disconnect from incoming (and all
other) belts when marked for deconstruction.
The problem is solves is described in this bug report:
https://forums.factorio.com/19038
- Spaces are now allowed in file names when saving.
- Changed the fluid color of heavy oil to match the icon color.
- Alert beep sound is activated only when something is destroyed, not by
something damaged.
- Spitter attack distance is randomised slightly to make them look more
organic.
- Rocket fuel can now be used as fuel.
- Saves given on command line (to options --start-server, --mp-load-game,
--load-game, --create) are always absolute or relative paths.
If the path is relative, it is relative to the current directory (where the
binary is run from).
- Main menu background image is scaled proportionally now.
(https://forums.factorio.com/26090)
- Renamed "research-effectivity" to "research-speed".
- Removed light entity info background option.
- Cleaned up freeplay and sandbox scenario scripts.
- Exiting vehicles now puts you to the left of the vehicle with respect to the
orientation of the vehicle.
Graphics:
- Health bars are partially visible when obstructed.
- High resolution ingame indicators.
- New fire graphics for Stone Furnace, Steel Furnace and Boiler.
- New icons for rocket fuel, low density structure, rocket control unit,
satellite, car and tank.
- Entities show a circuit connector when connected to the circuit or logistics
network.
- Added compression for some sprites to save video memory. This can be enabled
in Graphics options.
- Added linear filtering for GUI icons. This can be disabled in Graphics
options.
- New combinator graphics.
Optimisations:
- Optimised gui render.
- Minimap is rendered in 16bit colors to reduce memory usage.
- Less memory usage for entities that are connectable to the circuit network.
- Faster map unload on Quit to Main Menu or closing the game.
- Optimised pollution rendering on map and minimap.
- Optimised roboport radius rendering.
- Optimised biter pathfinding. (https://www.factorio.com/blog/post/fff-117
https://www.factorio.com/blog/post/fff-121)
- Optimised save file times by doing compression in parallel.
Bugfixes:
- Fixed recipe ordering when recipes had the same group and group order string.
- Limited number of explosion sounds for grenade, explosive cannon shells,
explosive rockets.
- Underground belts won't connect if underground belt ghost is in the way.
(https://forums.factorio.com/22720)
- File saving is done in a safer, more atomic way. This should help prevent
some cases where a safe file or the config file can go missing.
- Building sound is played also for other players in multiplayer.
- Red/green wires change electric pole orientation the same way normal
connections do. (https://forums.factorio.com/24593)
- Fixed the rotation of train vehicles to be built.
- Fixed clearing the player cursor stack and then inserting into the player
quickbar in the same tick not preferring filtered slots.
(https://forums.factorio.com/24880)
- Fixed unrecognizable item icons when playing on very low graphics settings.
(https://forums.factorio.com/25629)
- Fixed that ghost building on power poles disconnects them, as it is the same
shortcut. (https://forums.factorio.com/25323)
- Fixed multiple construction bots could be sent out to mine single tree.
(https://forums.factorio.com/18807)
- Fixed that LuaGameScript::take_screenshot could take negative values of zoom
or resolution. (https://forums.factorio.com/26046)
- Fixed robots would carry items from active provider chests to storage chests
even when requester chest needed those items. (https://forums.factorio.com/22115)
- Fixed setting the cursor stack from script when having a selection from a
filtered slot allowing the wrong item in the slot.
(https://forums.factorio.com/24893)
- Items inserted into assemblers now update tooltips.
(https://forums.factorio.com/25671)
- Map editor save GUI now always fits on the screen.
- Will explicitly show system mouse cursor when exiting Steam Overlay, just in
case Steam forgets to do it. (https://forums.factorio.com/21540)
- Fixed that commands would still be disabled in single-player after loading a
map created in MP with commands disabled. (https://forums.factorio.com/26126)
- Fixed that a biter could get stuck trying to attack a building in some cases.
(https://forums.factorio.com/25792)
- Fixed unclear error message when attempting to run multiple instances of
Factorio with same write-path. (https://forums.factorio.com/18129)
- Fixed the space key animating buttons. (https://forums.factorio.com/25727)
- Fixed fluid getting into the wrong inputs on assembling machines.
(https://forums.factorio.com/25941)
- Long tooltip descriptions (below the minimap) won't stretch the whole right
column.
- Fixed being able to copy settings onto and rotate entities marked as non-
operable. (https://forums.factorio.com/25012)
- Fixed that player names wouldn't show up on the chart when UI scale was set
to 100% or less. (https://forums.factorio.com/26031)
- Fixed that the same error message could appear twice in multiplayer.
(https://forums.factorio.com/24849)
- Fixed equipment tooltips in equipment grids not showing when putting new
equipment into the grid.
- Command key can be now used as a modifier in controls on Mac
OSX(https://forums.factorio.com/14603).
- Fixed that a peer could kick every other peer from an MP game.
(https://forums.factorio.com/13646)
- Fixed train air resistance calculation.
- Fixed wire drawing in the right-pane description for electric poles.
(https://forums.factorio.com/170438)
- Fixed freeplay and sandbox scenario initial rocket count.
(https://forums.factorio.com/26584)
- Fixed sandbox scenario wouldn't recognize rocket launches.
- Fixed modifying item stacks directly in the player wouldn't trigger an
inventory sort in some instances.
- Fixed crash when modded locomotive uses other than burner energy source.
(https://forums.factorio.com/26165)
Modding:
- Mods need to have factorio_version value in their info which specifies major
Factorio version they are suited for, default value is 0.12.
Mods with non fitting version are not loaded.
- Added item_pickup_distance and loot_pickup_distance to player definition.
- Added invalid parameter error for data.extend function.
- Added the ability to define additional_pastable_entities for an entity which
allows copy-paste between that entity type and the defined destination types.
Useful in conjunction with the new copy-paste events.
- Added a new item type "selection-tool" that fires the events
on_player_selected_area and on_player_alt_selected_area.
- Unified prototype names to be consistent with ingame names. (basic-transport-
belt->transport-belt, *transport-belt-to-ground->*underground-belt, basic-splitter-
>splitter,
basic-inserter->inserter, basic-mining-drill->electric-mining-drill,
basic_beacon->beacon, basic-bullet-magazine->firearm-magazine, piercing-bullet-
magazine->piercing-rounds-magazine,
basic-grenade->grenade, basic-armor->light-armor, basic-modular-armor-
>modular-armor, basic-laser-defense-equipment->personal-laser-defense-equipment,
basic-exoskeleton-equipment->exoskeleton-equipment)
- Construction robots will now use any available repair tool items instead of a
fixed single item defined in the prototype for the robot.
- Various indicator and game icons are defined in the utility-sprites objects,
so it is now moddable.
- Added new research options: character-crafting-speed, character-mining-speed,
character-running-speed, character-build-distance, character-item-drop-distance,
character-reach-distance, character-resource-reach-distance, character-item-
pickup-distance, character-loot-pickup-distance, character-inventory-slots-bonus,
deconstruction-time-to-live, character-health-bonus
- Sticker entity can deal damage.
- Added a new entity type "electric-energy-interface" that can consume,
produce, and accept energy while also allowing all of its electric network
parameters to be configured runtime.
- Added flags to energy_source prototypes "render_no_network_icon" and
"render_no_power_icon" to prevent rendering those icons when set.
- Removed "inventory_order" prototype property as it wasn't actually used and
isn't needed.
- Removed "radius_visualisation_picture" and
"construction_radius_visualisation_picture" from roboport and roboport-equipment
prototypes. The pictures were moved to core.
If needed you can use "draw_logistic_radius_visualization" and
"draw_construction_radius_visualization" boolean properties to disable drawing
radius in your prototype.
Scripting:
- Moved
LuaGame::daytime/wind/wind_orientation/wind_orientation_change/peaceful_mode to
LuaSurface.
- Added LuaEntity::held_stack_position. It tells you the world position of the
inserter arm.
- Added LuaGame::delete_surface. Deletes the surface passed in if the surface
is deletable.
- Added LuaItemStack::create_blueprint() - sets up a blueprint as if a player
did it.
- Added LuaItemStack::build_blueprint() - builds a blueprint as if the player
built it in the world.
- Added LuaSurface::deconstruct_area() - deconstructs an area as if the player
did it.
- Added LuaSurface::cancel_deconstruct_area() - cancels deconstruction over an
area as if the player did it.
- Added on_pre_entity_settings_pasted and on_entity_settings_pasted events that
pass the source and destination entities involved.
- Added "robot" to the robot related events.
- Added "chunk_position" to the on_sector_scanned event.
- Added optional "player_index" to
on_marked_for_deconstruction/on_canceled_deconstruction when fired due to player
actions.
This field is nil when fired from from script/non player action.
- Added LuaEntity::crafting_progress/bonus_progress write.
- Added LuaForce:: item/fluid/resource/build counterparts to kill_counts.
- Added LuaFlowStatistics - used to read/write statistics data related to a
given force (production, kills, etc).
- Removed LuaForce:: set_kill_count/get_kill_count/kill_counts - these are now
readable through LuaFlowStatistics.
- Added LuaGame::disable_replay() - disables the replay for the current save
game.
- Added several player related events: on_player_cursor_stack_changed,
on_player_main_inventory_changed, on_player_quickbar_inventory_changed,
on_player_tool_inventory_changed, on_player_armor_inventory_changed,
on_player_ammo_inventory_changed, on_player_gun_inventory_changed,
on_player_placed_equipment, on_player_removed_equipment, on_pre_player_died,
on_player_died, on_player_respawned, on_player_joined_game, on_player_left_game
- Added events for tile building: on_player_built_tile, on_player_mined_tile,
on_robot_built_tile, on_robot_mined_tile
- Added LuaEntity::damage_dealt/kills read/write - usable with turrets.
- Added LuaGameScript::active_mods - a table of active mod names to mod
versions.
- Added LuaEquipmentGrid::get - gets the equipment at the given equipment grid
position or nil if none.
- Added LuaEntity::player, returns the player connected to the character
entity.
- Added LuaInventory::get_filter, set_filter, has_filters, can_set_filter
methods to set/get/clear filters on inventories that support them.
- Changed LuaEntity::get_filter/set_filter parameters around to match the
inventory versions. They also now only work on inserter filters.
- Added
LuaPlayer::get_craftable_count/begin_crafting/cancel_crafting/crafting_queue to
read/write crafting information for a player.
- Added modifiers to the character entity that stack with the force research
bonuses but are unique to the character: character_crafting_speed_modifier,
character_mining_speed_modifier,
character_running_speed_modifier, character_build_distance_bonus,
character_item_drop_distance_bonus, character_reach_distance_bonus,
character_resource_reach_distance_bonus,
character_item_pickup_distance_bonus, character_loot_pickup_distance_bonus,
quickbar_count_bonus, character_inventory_slots_bonus,
character_logistic_slot_count_bonus,
character_trash_slot_count_bonus,
character_maximum_following_robot_count_bonus, character_health_bonus
- Added LuaTilePrototype accessible from LuaTile::prototype and
LuaGameScript::tile_prototypes.
- Added LuaEquipmentPrototype accessible from LuaEquipment::prototype and
LuaGameScript::equipment_prototypes.
- Added LuaGuiElement::tooltip read/write - a localised tooltip for any GUI
element.
- Added LuaCircuitNetwork readable off entities with circuit network
connections and through control behaviours.
- Changed StickerPrototype::magnitude to
StickerPrototype::target_movement_modifier. Speed of a Unit is not multiplied by
value of target_movement_modifier.
- Added optional "limit" field to find_entities_filtered and
count_entities_filtered to limit the results.
- Added "force" to the entity_died event when the killing force is known - nil
otherwise.
- Added LuaEntity::unit_number - read - a unique ID field used by all entities
having owners.
- Added LuaInventory::index - the inventory index the inventory reference uses.
- Added LuaEntity::supports_backer_name() - true when an entity supports a
backer name.
- Added LuaEntityPrototype::belt_speed and underground_belt_distance read.
- Added LuaEntityPrototype::result_units the result units a biter spawner can
spawn.
- Added LuaItemPrototype::ammo_type read.
- Multiple stickers (i.e. slowdown capsule + fire) can be applied to a unit
entity.
- Added LuaEntity::get_quickbar() - gets the quickbar of the character or
player.
- Changed LuaEntity::color to work for locomotives, cargo wagons, and
characters - it will return nil if used on other entities.
- Added LuaEntity::mining_progress/bonus_mining_progress read write - for
mining drill entities.
- Added LuaEntityPrototype::attack_result - the attack result for entities
using attacks (beams, fire, landmines, projectiles).
- Added LuaEntityPrototype::final_attack_result - the final attack result of a
projectile.
- Added LuaFluidPrototype::base_color + flow_color read.
- The Train changed state event now fires when a train goes from stationary to
moving or from moving to stationary while under manual control.
- Prototypes can have the optional properties "localised_name" and
"localised_description" to manually define the localised keys instead of using
the auto generated keys.
- Added sprite-button gui element, works the same way as button, but it can
have sprite name assigned.
- Added sprite gui element, can have the sprite name assigned/changed and has
no interaction logic.
- Custom sprites can be defined in lua data definition (type = sprite, the rest
is sprite definition).
- Sprite identifier can either point to custom definition from the data, or
have form <type>/<id>, type can be (item, entity, recipe and technology), for
example button.sprite = "item/iron-plate"
- Renamed some defines (groupstate->group_state, circuitconnector-
>circuit_connector, circuitconditionindex->circuit_condition_index, trainstate-
>train_state)
- Removed game.regenerate_tiles().
- Removed game.get_player() and game.get_surface(): game.players[] and
game.surfaces[] can be used instead.
- Changed game.players, game.surfaces, game.entity_prototypes,
game.item_prototypes, game.fluid_prototypes, force.recipes, force,technologies
to use custom access + iterator objects for improved performance.
- Changed game.players[] to work with both the player index and the player
name.
- Added on_gui_text_changed and on_gui_checked_state_changed events.
- Changed "defines" so they're available by default and removed the defines.lua
file.
- Renamed LuaForce::logistic_robot_storage_modifier ->
logistic_robot_storage_bonus to better match what it does
- LuaEntity has built_by read/write.
- game.player has been removed (use game.players[#] and associated
event.player_index during events).
- game.local_player has been renamed to game.player and now works through
remote calls.
- Offline players can be teleported anywhere (between surfaces or just around).
- entity.get_inventory(index) returns nil if it doesn't have an inventory for
the given index instead of giving an error.
- entity.riding_state can be set on cars without players and the car will act
as if it's being driven by a player (consume fuel).
- Changed LuaForce::current_research to accept "nil" to stop the current
research.
- Added LuaTrain::front_stock and back_stock the front and back rolling stock
entities of the train.

-----------------------------------------------------------------------------------
----------------
Version: 0.12.35
Date: 01. 06. 2016
Bugfixes:
- Fixed the missing title in character logistics window.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.34
Date: 26. 05. 2016
Changes:
- Polished/Updated the New hope campaign maps
- LuaGameScript::server_save silently does nothing if used on a single player
game instead of giving an error.
Bugfixes:
- Fixed the fuel inventory of the car in the New Hope campaign missions.
(https://forums.factorio.com/24923)
- Fixed crash when exiting from an error during the on_robot_built_entity
event. (https://forums.factorio.com/24837)
- Fixed crash when removing and re-creating forces.
(https://forums.factorio.com/25111)
- Fixed crash after changing the type of a style currently applied to a custom
GUI element when loading a save. (https://forums.factorio.com/23969)
- Fixed crash when calling LuaPlayer::teleport on a disconnected player.
(https://forums.factorio.com/25203)
- Fixed crash after running LuaGameScript::server_save from a mod.
(https://forums.factorio.com/25443)
- Fixed crash when changing the force of an offline player with personal
roboport equipment. (https://forums.factorio.com/25417)
- Fixed crash when trying to merge a force into its self.
(https://forums.factorio.com/25518)
- Fixed underground belt position in blueprint preview.
(https://forums.factorio.com/24970)
- Fixed map transfer speed dropping to zero (https://forums.factorio.com/25178)
- Fixed logistic description counts with the same counts getting displayed in
random order (https://forums.factorio.com/25670)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.33
Date: 03. 05. 2016
Bugfixes:
- Fixed tiles in blueprints. (https://forums.factorio.com/24676)
- Fixed the duplicated message on load error in multiplayer.
(https://forums.factorio.com/24561)
- Fluid values are rounded to the closest value instead of rounding down when
transmitted to circuit network. (https://forums.factorio.com/24558)
- Fixed that switching brush shape in the map editor didn't update the selected
icon highlight. (https://forums.factorio.com/24688)
- Fixed that label/checkbox padding was applied twice, moving the rendered text
to be out of place. (https://forums.factorio.com/24102)
- Fixed that map (chart) wasn't properly updated when existing map was edited
in the map editor. (https://forums.factorio.com/23861)
- Fixed crash when the character would die from mining something.
(https://forums.factorio.com/24566)
- Fixed crash when robot can't find charging spot when stationing.
(https://forums.factorio.com/24768)
- Fixed crash in multiplayer that could happen when 2 people are editing the
same train schedule. (https://forums.factorio.com/24781)
- Unified the electric network statistics production/consumption values to be
average of the shown time frame. (https://forums.factorio.com/24807)
- Solved small numerical text box editing issue.
(https://forums.factorio.com/24809)
Scripting:
- Added LuaStyle::cell_padding/horizontal_spacing/vertical_spacing.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.32
Date: 29. 04. 2016
Bugfixes:
- Fixed loading of electric network of pre 0.12 saves.
- Fixed blueprint building. Blueprints are migrated as long as you load the
version 0.12.30 or earlier, existing blueprints might be off if you resaved in
0.12.31 already.
Scripting:
- Lua interface to create blueprint now expects the entity positions to be
relative to center exactly, so in rail-less blueprints, the position 0.0 translates
to center of the tile
when the blueprint is built.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.31
Date: 26. 04. 2016
Bugfixes:
- Fixed crash when script errors occurs while loading game while in game.
(https://forums.factorio.com/23222)
- Fixed that attempting to connect to Factorio 0.12.30 with an old client
wouldn't produce the correct error message. (https://forums.factorio.com/23177)
- Fixed that modded roboports with no charging slots were still considering as
charging candidates. (https://forums.factorio.com/23289)
- Fixed that item icon variant for dark background was not used when showing
cargo of logistic robots. (https://forums.factorio.com/23286)
- Fixed crash with "Unblock sendto failed: The operation completed
successfully." (https://forums.factorio.com/23206)
- Human readable error notice when multiplayer connection wasn't successful.
(https://forums.factorio.com/23132)
- Fixed that headless server wouldn't save the map after Control-C.
(https://forums.factorio.com/23342)
- Fixed that attacking biters with a mining tool wouldn't aggro them.
- Improved map download speed when connecting to multiplayer game.
(https://forums.factorio.com/20532)
- Fixed that assigning units to a unit group of a different force would corrupt
the save. (https://forums.factorio.com/23699)
- Fixed crash when using can_insert on the quickbar from the Lua API.
- Fixed tight spot scenario crash. (https://forums.factorio.com/23731)
- Fixed sort order for recipes in the recipe display.
- Fixed incorrect error message, when setting the number of filters on an
inserter (https://forums.factorio.com/23496).
- Fixed flame from refineries that are marked for deconstruction was frozen in
mid air. (https://forums.factorio.com/23733)
- Fixed incorrect error message, when setting the number of filters on an
inserter. (https://forums.factorio.com/23496)
- Fixed that odd sized blueprints were shifted when rotated.
(https://forums.factorio.com/24036)
- Fixed crash when clearing modded blueprint that doesn't need item to be
cleared. (https://forums.factorio.com/24035)
- Fixed crash in arithmetic combinator when calculating -2147483648/-1.
(https://forums.factorio.com/23551)
- Fixed crash when assigning a character as a passenger of a vehicle when that
character already is a passenger of another vehicle.
(https://forums.factorio.com/24142)
- Fixed dealing damage could sometimes corrupt game state and saves.
(https://forums.factorio.com/23965)
- Fixed modded save could not be loaded when a modded inserter gained abilities
of smart inserter. (https://forums.factorio.com/23698)
- Fixed unknown-key message on the third level of first-steps.
(https://forums.factorio.com/23362)
- Fixed cursor-split transfer (right click) not working when putting items into
assembling machine stacks over normal stack size.
(https://forums.factorio.com/23771)
- Fixed remote.call() from within the same mod.
(https://forums.factorio.com/23587)
- Fixed inconsistent inserter behaviour when inserting into a splitter from the
side. (https://forums.factorio.com/23669)
- Fixed train trying to turn around on a single rail.
(https://forums.factorio.com/23371)
- Fixed internal electric network problems when mod specified irregular number
as supply reach of power pole. (https://forums.factorio.com/23524)
- Fixed crash when lua script appears in specific state in multiplayer.
(https://forums.factorio.com/23568)
- Fixed another crash than can happen when train destroys itself.
(https://forums.factorio.com/23416)
- Fixed rare multiplayer crash "server is missing in the crcs".
(https://forums.factorio.com/23376)
- Fixed several GUI problems on high DPI displays
(https://forums.factorio.com/23593)
Optimisations:
- Improved performance when using landmines.
(https://forums.factorio.com/23267)
Scripting:
- LuaUnitGroup::add_member now requires that the new member's force be the same
as the UnitGroup's.
- Added LuaUnitGroup::force read-only attribute.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.30
Date: 05. 04. 2016
Changes:
- Mod checksums are calculated when the game starts and are compared with other
peers when joining a multiplayer game. This is to ensure everyone has exactly the
same mod in order to prevent desyncs caused by local changes made to mod files.
Bugfixes:
- Fixed strange outer corner rendering for terrains with the same layer.
(https://forums.factorio.com/22159)
- Fixed Factorio timing out of a multiplayer game when closed by pressing the X
button. (https://forums.factorio.com/22106)
- Building things after quitting a multiplayer game is no longer possible and
no longer crashes the game. (https://forums.factorio.com/21743)
- Fixed memory leak with special signals in the circuit network.
- Fixed crash when killing the player in on_built_entity.
(https://forums.factorio.com/22228)
- Fixed crash when making blueprints of ghosts with some now-invalid circuit
connections to other ghosts. (https://forums.factorio.com/22272)
- Fixed player's shooting target not updating properly when the target's force
became friendly (https://forums.factorio.com/22319)
- Fixed the documentation of CircuitCondition
(https://forums.factorio.com/22230)
- Fixed that the ignore_planner field of Command would expect an integer
instead of a boolean. (https://forums.factorio.com/22332)
- Starting value of progress bar is now properly set based on the input.
(https://forums.factorio.com/22434)
- Fixed crash when destroying entity with empty corpse string.
(https://forums.factorio.com/22254)
- Fixed mining drills getting stuck when built pointing at rails and then
rotated. (https://forums.factorio.com/22764)
- Fixed remote.call() within the same mod passing invalid data.
(https://forums.factorio.com/22459)
- Fixed the typo in the error "mulitplayer.cannot-load-downloaded-map", the
cause of the error wasn't displayed because of it.
(https://forums.factorio.com/22169)
- Fixed that the server could get desynced and in a state where he has no one
to download from. (https://forums.factorio.com/22206)
- Fixed that the train tooltip was showing the current station as the next one
when in the station. (https://forums.factorio.com/22280)
- Fixed crash when a Lua function was used as a value in a table in data.raw.
(https://forums.factorio.com/22992)
- Fixed the tooltip of the inventory limit feature to "Limit the inventory part
to be filled by machines.",
so it is clear, it limits only input, but not output.
- Fixed that cancelling a recipe in the crafting queue would reset the crafting
timer unnecessarily. (https://forums.factorio.com/22823)
- Fixed crash when a force other than player, enemy or neutral was used in
autoplace specification. (https://forums.factorio.com/22935)
- Fixed crash when a network interface is deactivated during multiplayer game.
(https://forums.factorio.com/20078)
- Fixed white bar on top of the screen was sometimes present in fullscreen on
OS X. (https://forums.factorio.com/16720)
- Unified the processing of savegame name in --load-game --start-server and
--mp-load-game. It can all be supplied with or without the .zip
- Fixed that collision with point wasn't working properly for curved rail.
(https://forums.factorio.com/22997)
Modding:
- Added LuaEntity::unit_group read-only attribute
- Proper error message when subgroup specified by empty string.
(https://forums.factorio.com/22216)
- Fixed projectiles with negative acceleration would turn around, fly back and
break the game. (https://forums.factorio.com/23127)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.29
Date: 23. 03. 2016
Changes:
- When the game starts with the base mod disabled, it asks you, if you want to
enable it.
Bugfixes:
- Fixed construction robot crash. (https://forums.factorio.com/22026)
- Fixed that multiplayer progress bar windows were blocked by currently opened
window. (https://forums.factorio.com/21529)
- Fixed another inconsistency with zero signals in combinators
(https://forums.factorio.com/21892)
- Fixed crash when Steam API initialisation failed.
(https://forums.factorio.com/21805)
- Fixed random crashes when mining/closing and autosave happens at the same
tick.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.28
Date: 22. 03. 2016
Changes:
- Added --port to specify which network port the game should use, when hosting
with --start-server or --mp-load-game.
This overrides the port specified in the config file.
Bugfixes:
- Explosion sounds are now not deafeningly loud, when multiple things explode
at once.
- Fixed LuaForce::clear_chart() would crash game if called while chart was
refreshing. (https://forums.factorio.com/21834)
- Fixed crash when refreshing chart while Direct3D device is lost.
(https://forums.factorio.com/21942)
- Fixed --config option not complaining about nonexistent file.
(https://forums.factorio.com/21777)
- Fixed crash when clicking on electric pole that was still in latency state
(https://forums.factorio.com/21786)
- Fixed freeze of server with more than 255 different players in the savegame.
- Fixed crash when exiting the map editor while holding power armor on the
cursor. (https://forums.factorio.com/21762)
- Fixed map exchange string not using segmentation or water size correctly.
(https://forums.factorio.com/21918)
- Fixed Lua game_view_settings::showentityinfo read/write issues.
(https://forums.factorio.com/21969)
- Fixed fog-of-war does not work correctly in New Hope level 1.
(https://forums.factorio.com/21971)
- Fixed inconsistent Offshore Pump collision when building.
(https://forums.factorio.com/21801)
- Fixed desync reports were not generated. (https://forums.factorio.com/21951)
- Fixed that non destructible entities get attacked, so biters could get stuck
while trying to attack rails under train. (https://forums.factorio.com/21985)
- Control settings window is now scrollable when it can't fit the window.
(https://forums.factorio.com/21553)
- Fixed Factorio hanging on exit on Linux after copying or pasting
(https://forums.factorio.com/21832).
-----------------------------------------------------------------------------------
----------------
Version: 0.12.27
Date: 18. 03. 2016
Changes:
- The area of 400X400 tiles is explored when the game starts.
Bugfixes:
- Fixed that merging two electric network didn't merge the statistics.
(https://forums.factorio.com/21662)
- Fixed the cyclic/overlapping win/lost sound sample when the game is finished
in multiplayer. (https://forums.factorio.com/21686)
- Fixed that extra pipe covers could be drawn on top of connected pipes.
(https://forums.factorio.com/20843)
- Fixed misaligned turrets in the 4. New hope mission.
(https://forums.factorio.com/20998)
- Fixed some inconsistencies related to zero-signals in circuit networks.
(https://forums.factorio.com/20991)
- Fixed inconsistency between the way inserters and logistic robots picked
items from inventories.
Logistic robots now prefer items at the end of the inventory and ignore
inventory limit. (https://forums.factorio.com/21002)
- Fixed LuaForce::clear_chart() would crash game.
(https://forums.factorio.com/20975)
- The report of different mods when trying to connect to multiplayer game is
now scrollable when needed. (https://forums.factorio.com/20915)
- Fixed Cargo Wagon Inserter input output inconsistency.
(https://forums.factorio.com/19604)
- Fixed the mod difference reporting when connecting to multiplayer game.
(https://forums.factorio.com/21035)
- Found workaround for issue in Visual C++ math library that was causing
crashes on unpatched Windows 7. Service Pack 1 for Windows 7 is no longer required.
- Fixed that placing a rotated blueprint containing a splitter was not possible
in some cases (https://forums.factorio.com/21243).
- Fixed crash after revive by player port when personal roboport is equipped
(https://forums.factorio.com/21130).
- Optimised the map bitmap refresh logic 16 times. (the freeze after loading a
game or resizing window while playing big saves).
- Fixed that the "you joined a paused game" message would display on all peers,
rather than just the peer who just joined (https://forums.factorio.com/21259).
- Fixed slow sprite loading on Direct3D (https://forums.factorio.com/21343).
- Fixed the documentation of LuaGameScript::show_message_dialog
(https://forums.factorio.com/21394).
- Fixed the order of parameters of some functions in the documentation
(https://forums.factorio.com/21404).
- Fixed that the research screen would pre-select Automation even though it was
disabled (https://forums.factorio.com/21421).
- Fixed rare crash that could happen when assembling machine recipe was reset
the same tick as autosave started. (https://forums.factorio.com/21441)
- Fixed the laser/discharge defense names in the set filter dialog.
(https://forums.factorio.com/21445)
- Better error when wrong bounding box definition is given.
(https://forums.factorio.com/21444)
- Creating message dialog with non existent image doesn't crash the game
anymore. (https://forums.factorio.com/21395)
- Localisation errors will no longer stop the game, the result string will just
contain the error. (https://forums.factorio.com/21426)
- Fixed that the stone wall research was disabled in the New hope campaign
level 4, so gates weren't researchable. (https://forums.factorio.com/21318)
- The starting value of text property of textfield is properly set based on the
input. (https://forums.factorio.com/21372)
- Fixed map exchange string problems with mods
(https://forums.factorio.com/21397).
- Fixed freezes on exit with recent NVidia drivers on Gentoo and Arch Linux
(https://forums.factorio.com/20583)
- Proper notification when quick bar slot can't be selected as there is no
place to put the item in the cursor.
- Fixed crash on Linux after running xrandr --off
(https://forums.factorio.com/21532).
- Fixed Rocket Silo GUI skipping 53%. (https://forums.factorio.com/21548)
- Another attempt at fixing X11 copy/paste (https://forums.factorio.com/18956).
- Better message when the server leaves a multiplayer game
(https://forums.factorio.com/21521).
- Fixed the bad values of defines.furnace_source, defines.furnace_result and
added missing defines.furnace_modules. (https://forums.factorio.com/21627)
- Fixed that modded saves could get unloadable without mods when they have
entities removed in the loading transitions that were in more than one network.
- Fixed that it was possible to have unlimited range with melee weapon after
running out of ammo. (https://forums.factorio.com/21750)
- Fixed that LuaPlayer::remove_item didn't remove from cursor stack when the
player was using god controller.
This also fixes the bug in the tight spot scenario.
(https://forums.factorio.com/21737)
- Fixed black screen after UAC popped up in main menu
(https://forums.factorio.com/16792)
Scripting:
- Documented extra unit group status return values.
(https://forums.factorio.com/21723)
Modding:
- Added action_range to mining tool prototype (with the default of 1.5).
-----------------------------------------------------------------------------------
----------------
Version: 0.12.26
Date: 06. 03. 2016
Bugfixes:
- Fixed the corrupted level 2 of the New hope campaign, that was producing
corrupted saves.
If you are already playing this level, you have to start it over, I'm sorry
for the trouble.
- Fixed the performance issue in the same level after train transport is
researched.
- Fixed that the game reported the error to be related to overlay always when
it crashed.
- Fixed rare crash related to splitting item in entity that is just about to be
destroyed. (https://forums.factorio.com/20818)
- Sending random packets to factorio port can still crash the server
eventually, the probability will just be lower. (https://forums.factorio.com/20154)
- Running biters over with a car or tank will make them aggressive in peaceful
mode (https://forums.factorio.com/20866).
-----------------------------------------------------------------------------------
----------------
Version: 0.12.25
Date: 03. 03. 2016
Bugfixes:
- Fixed quickbar selection handling when accepting blueprint with item in
cursor. (https://forums.factorio.com/20564)
- Train stations in the new hope level 2 had neutral force, so they weren't
selectable as part of the schedule. (https://forums.factorio.com/20521)
- Fixed that wall graphics variations were not randomized when built by robots.
(https://forums.factorio.com/20364)
- Fixed that rail signals were not visible under remnants. They are drawn above
now. (https://forums.factorio.com/20370)
- Fixed that the multiplayer menu would allow one to resume the game as the
game was already being disconnected, which would inevitably lead to a crash
(https://forums.factorio.com/20382).
- Possible fix of rare lua garbage collector error.
Report: https://forums.factorio.com/20313
Fix: http://www.lua.org/bugs.html#5.2.3-2
- Fixed Combinator special signals not summing the inputs correctly(again).
(https://forums.factorio.com/20461)
- Fixed green circuit network signals icons in power pole tooltip.
- Fixed that multiplayer-specific options were available in the demo build of
Factorio (such as --start-server) (https://forums.factorio.com/20580).
- Fixed crash when using screens connected to both AMD and Intel graphics cards
(https://forums.factorio.com/20544).
- Fixed very rare chance of a bug when window is closed at the same moment when
autosave starts.
- Fixed two sources of rounding errors related to research.
(https://forums.factorio.com/20691)
- Fixed that replaying multiplayer game ended once any player died.
(https://forums.factorio.com/20664)
- Fixed the ungraceful error message when version/mods don't match in
multiplayer. (https://forums.factorio.com/20427)
- Fixed game not restarting when mods were changed
(https://forums.factorio.com/20565).
- Fixed headless server not working with the Steam version
(https://forums.factorio.com/20510).
- Fixed that destroying a chain signal in the same tick as it was created
crashed the game (https://forums.factorio.com/20421).
- Fixed fullscreen issues on multi monitor configurations
(https://forums.factorio.com/20635).
- Fixed crash when canceling crafting of a recipe who's ingredients have
changed in the meantime (https://forums.factorio.com/20706).
- Fixed update of stand-alone ZIP package should not require elevated rights on
Windows (https://forums.factorio.com/20760).
- Fixed specific crash in replay viewing. (https://forums.factorio.com/20703)
- Fixed game ignoring local changes in config when using Steam Cloud.
- Fixed double key in smart inserter definition, causing it to be slower than
fast inserter. (https://forums.factorio.com/20804)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.24
Date: 24. 02. 2016
Changes:
- Updated soundtrack.
Bugfixes:
- Fixed corrupted player-data.json message on startup.
- Fixed unnecessary game restart when no mods were changed.
- Fixed crash due to electric network migration during load of some more
complex games. (https://forums.factorio.com/20347)
- Fixed very long belt lines would crash game
(https://forums.factorio.com/20392)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.23
Date: 22. 02. 2016
Changes:
- Scenario pack was moved to the base game package.
Bugfixes:
- Any changes in the mods settings will automatically trigger the game to be
restarted. (https://forums.factorio.com/20026)
- The alerts are disabled when player or combat robots get hurt/destroyed. (It
was especially annoying in multiplayer).
- Underground belt connection visualisation in the "to build preview" wasn't
proper. (https://forums.factorio.com/19491)
- Fixed that picked up item event wasn't fired when picking items from the
belt. (https://forums.factorio.com/19506)
- Fixed that technology list and preview weren't updated when technology was
researched in multiplayer. (https://forums.factorio.com/19449)
- Fixed a crash after merging forces when the destroyed force's labs were
researching (https://forums.factorio.com/19650).
- Fixed that it looked like it was possible to repair a tree in multiplayer.
(https://forums.factorio.com/19512)
- Fixed that the max health instead of current health was used for crash
calculations. (https://forums.factorio.com/19875)
- Fixed that the game could desync when someone joined while someone else was
shooting.
- Fixed that trains were signaling No Path after update
(https://forums.factorio.com/19443).
- Fixed that accumulators kept their energy when destroyed and rebuilt by
robots. (https://forums.factorio.com/20107)
- Fixed the occasional 1pixel gap between vertical steam engine and a pipe.
- Fixed beacon would not re-activate when its deconstruction order was
canceled.
- Fixed various desynchronisations in multiplayer caused by beacon.
(https://forums.factorio.com/19756)
- Fixed Combinator "each" special signal not summing the inputs correctly
(https://forums.factorio.com/20120)
- Fixed players in multiplayer game would not see progress of new player
downloading a map in server/client configuration.
- Fixed crash when checksum error was detected while connecting to multiplayer
game. (https://forums.factorio.com/19856)
- Fixed that the full mod change info for recipes wouldn't display if only the
counts were modified on the recipe. (https://forums.factorio.com/20308)
- Fixed crash when car collided with decorative entity in object layer.
(https://forums.factorio.com/20293)
Scripting:
- Fixed that game.load (inner load) crashed the game in multiplayer. It still
causes disconnect though.
- Removed the screen2realposition and real2screenposition methods from lua api.
Sounds:
- Extended the soundtrack.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.22
Date: 22. 01. 2016
Bugfixes:
- Fixed that save is not loadable when mod changes type of entity.
(https://forums.factorio.com/19053)
- Fixed that enemy train stops were visible in the rename station gui.
(https://forums.factorio.com/19023)
- Fixed freeze when there is no place to put character when he exits the
vehicle and there is no exit point. (https://forums.factorio.com/19056)
- Fixed internally inconsistent data state after cancelling deconstruction from
script in a certain way. (https://forums.factorio.com/19209)
- Fixed that map/minimap wasn't updated when settiles was used.
(https://forums.factorio.com/19355)
- Fixed the graphics inconsistencies related to belt versus inserter drawing.
(https://forums.factorio.com/19231)
- Files starting with dot are ignored when opening locale files to ignore
garbage files that mac is leaving around. (https://forums.factorio.com/19237)
- Fixed the line trigger target specification.
(https://forums.factorio.com/19065)
- Fixed that neutral entities were shown red on the map. (Applies mainly in the
campaign)
- Fixed sorting of item groups in the crafting window.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.21
Date: 06. 01. 2016
Changes:
- Dropped support for OS X 10.6 Snow Leopard.
Bugfixes:
- Fixed random crash with "Trying to make chunk at unreasonable position"
(https://forums.factorio.com/18161)
- Fixed crash when calling the set_tiles with non existent terrain parameter.
(https://forums.factorio.com/18219)
- Fixed that label could go out of the window in other settings.
(https://forums.factorio.com/18186)
- Fixed that the energy progress bar was missing on personal roboport
equipment. (https://forums.factorio.com/18263)
- Cannon shells will not have plural in the item name to be consistent with
other items. https://forums.factorio.com/18237)
- Fixed slight direction bias with the flamethrower
(https://forums.factorio.com/18361).
- Fixed items in logistic GUI sometimes disappearing or reappearing.
(https://forums.factorio.com/18486)
- Fixed copy&paste on linux, again (https://forums.factorio.com/18577).
- Fixed controls settings gui bad alignment in some
situations(https://forums.factorio.com/18484).
- Fixed the scripting error in the 3rd level of the transport belt madness.
- Fixed various scripting errors in the tight-spot scenario.
- Fixed that enemy train stations were selectable when setting train
destination. (https://forums.factorio.com/18485)
- Fixed crash that could happen when logistic networks are disconnected.
(https://forums.factorio.com/18607)
- Fixed invalid gui pointing messages (visible namely in the first demo level).
- Fixed that entities could overlap wrongly in blueprint preview.
(https://forums.factorio.com/18483)
- Fixed that roboport sound continued even when it was out of power.
- Fixed that train could crash a gate by accelerating too fast.
(https://forums.factorio.com/18639)
- Fixed construction robots would lose their charging destination when roboport
is activated/deactivated (https://forums.factorio.com/18614)
- Fixed that entities marked for deconstruction would be instead rebuilt if
they were destroyed before the actual deconstruction
(https://forums.factorio.com/18875).
- Fixed undefined behaviour (crashes) when manually (from script) deactivated
entity was killed and rebuilt by construction robot.
(https://forums.factorio.com/18792)
- Fixed the scripting bug in the first tutorial level.
(https://forums.factorio.com/18902)
Scripting:
- Fixed the defines.circuitconditionindex.inserter_logistic value (should be 2
not 1).
- Fixed crash when accessing item on the ground inserted into belt.
(https://forums.factorio.com/18331)
- When attacking a player in a tank, the tank will be attacked instead of the
player directly (https://forums.factorio.com/18930)
Modding:
- Better error message when specifying list of filenames instead of one in
rotated sprite. (https://forums.factorio.com/18204)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.20
Date: 04. 12. 2015
Bugfixes:
- Fixed crash when attempting to set font color on styles that don't support
it. (https://forums.factorio.com/18051)
- Fixed Lua stack overflow when data.raw got too big
(https://forums.factorio.com/18106).
- Fixed units sometimes getting stuck at the end of their paths
(https://forums.factorio.com/18038).
- Fixed clicking on mod GUI in replay would crash the game
(https://forums.factorio.com/18057).
- Fixed inventory slots with filters did not have hover and click style
(https://forums.factorio.com/18087).
- Fixed the inconsistency between personal/normal roboport power consumption
description. (https://forums.factorio.com/18061)
- The right part of the research window is also scrollable when it doesn't fit
the screen. (https://forums.factorio.com/18062)
- Fixed that the west/east rotation graphics of chemical was reversed.
(https://forums.factorio.com/18127)
- Fixed crash when merging a force with disconnected player
(https://forums.factorio.com/18154)
- Fixed Production/Electric network statistics windows resetting position every
few seconds. (https://forums.factorio.com/18144)
- Fixed the preview drawing boxes of some entities.
- Fixed chain signal not preventing crash when a train passed twice through one
block (https://forums.factorio.com/18036).
- Fixed crash when loading a game saved by the server with only one player that
is currently disconnected.
Modding:
- Technology prototypes now have optional integer property "icon_size". Default
value for non-base mods is 64 (and 128 for base mod).
-----------------------------------------------------------------------------------
----------------
Version: 0.12.19
Date: 24. 11. 2015
Bugfixes:
- Fixed Optics technology icon was corrupted sometimes on OSX.
(https://forums.factorio.com/17776)
- Fixed crash in GroupBehavior (https://forums.factorio.com/17971).
- Ingame changelog only shows changes since the last stable release.
- Fixed beam weapon and turret issues (https://forums.factorio.com/17781).
- Fixed rocket silo inserters sometimes getting stuck
(https://forums.factorio.com/17956).
- Fixed ghost trains appearing on minimap.
- Fixed manual crafting bug that could be exploited to get resources
(https://forums.factorio.com/17947).
-----------------------------------------------------------------------------------
----------------
Version: 0.12.18
Date: 23. 11. 2015
Bugfixes:
- Fixed replay of a game created from another replay would crash the game.
(https://forums.factorio.com/17703)
- Fixed that rotating an unpaired underground transport belt wouldn't make its
items go back (https://forums.factorio.com/17663).
- Fixed construction robots sometimes not picking up an underground transport
belt whilst deconstructing it if it contains items
(https://forums.factorio.com/17663).
- Fixed all personal construction robots could get stuck waiting for trees to
be gathered (https://forums.factorio.com/17755).
- Fixed crash caused by allowing mods to order units to attack a disconnected
player's character (https://forums.factorio.com/17801).
- Fixed rare crash with construction robot. (https://forums.factorio.com/17851)
- Fixed the info about the energy consumption of personal roboport, to show the
maximum consumption as other machines.
- Inventories with limit (chests) can get scroll bars when they are too big as
well. (https://forums.factorio.com/17849)
- Fixed, that the train could get stuck when it has to accelerate to get to
station that is very close. (https://forums.factorio.com/17748)
- Fixed map exchange strings not being accepted when the quote sequence
contains spaces (https://forums.factorio.com/17699)
- Fixed locomotive not centered on rails. (https://forums.factorio.com/16455)
- Fixed train lights were further away than they should be.
(https://forums.factorio.com/16455)
- Fixed spitters freezing in some cases (https://forums.factorio.com/17830).
- Fixed crash when trying to load replay from save that doesn't contain level-
init.dat (https://forums.factorio.com/17884).
- Fixed incorrect default request amounts for shield and battery equipment due
to typo (https://forums.factorio.com/17879).
- Fixed save with modded roboport could become unloadable without the mod
(https://forums.factorio.com/17882).
- Fixed beam animations for modded weapons (https://forums.factorio.com/17781).
- Fixed that reconnecting train in special case lead to corruption of the rail
state. (https://forums.factorio.com/17627)
Changes:
- Improved formatting of map exchange string.
Scripting:
- Reading or writing LuaPlayer::character will now fail if the LuaPlayer isn't
connected (see LuaPlayer::connected).
- Lua API documentation is included in release packages (directory doc-html)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.17
Date: 12. 11. 2015
Graphics:
- New technology Icons!
- New item group icons.
- Updated the icons of rocket silo, beacon, sulfur, armors, stone brick and
radar.
Bugfixes:
- Fixed that assembling machines/furnaces could get stuck after changing mod
configuration that affects their recipe.
(https://forums.factorio.com/16787)
- Fixed that the window title was "Allegro" on mac os.
(https://forums.factorio.com/16390)
- Fixed crash on exit with Steam overlay. (https://forums.factorio.com/17486)
- Fixed displaying of update unavailable message with disabled experimental
updates.
- Added workaround for problem with AMD drivers that could cause missing or
corrupted textures on some systems.
(https://forums.factorio.com/16911)
- Fixed that making a blueprint of a ghost was not saving circuit connections.
- Fixed occasional crash during update after UAC dialog pops-up.
(https://forums.factorio.com/16045)
- Fixed that the value of the checkbox in tips and tricks wasn't set up
properly.(https://forums.factorio.com/17629)
- Fixed that rocket silo electric energy drain was applied twice.
(https://forums.factorio.com/17609)
- Fixed chain signals getting stuck on red (https://forums.factorio.com/17403)
- Fixed crash while rotating locomotives that crashed into something
(https://forums.factorio.com/17664)
- Fixed an issue causing desync. (https://forums.factorio.com/17625)
- Fixed crash when loading save with lua tables that are nested more than
expected. (https://forums.factorio.com/17707)
Scripting:
- Added global log method that can be used to debug script problems.
- Added LuaFluidPrototype::localised_name property.
- Fixed that LuaInventory::insert didn't follow the slot restrictions.
(https://forums.factorio.com/17347)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.16
Date: 30. 10. 2015
Bugfixes:
- Fixed chain signal state propagation (https://forums.factorio.com/14103).
- Added "markers" that will be recognized by nVidia and AMD drivers as hints to
run Factorio on high performance GPU if switchable graphics technology is present.
(https://forums.factorio.com/17288)
- Improved burner inserter's fuel searching logic; it will now search both
transport belt lines for fuel (https://forums.factorio.com/17342).
- Fixed crash when building locomotive on the junction.
(https://forums.factorio.com/17372)
- Fixed crash when the first lab is built by construction robots.
(https://forums.factorio.com/17411)
- Fixed crash related to train stopping for auto control.
(https://forums.factorio.com/17406)
- Removed the limit of 800 pixels height of the recipe gui.
(https://forums.factorio.com/17059)
- Fixed problems with too big character windows with too big inventory (modded)
on screens that can't hold it, by making it scrollable.
- Fixed problem with night vision effect on some PC configurations.
(https://forums.factorio.com/17317)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.15
Date: 28. 10. 2015
Bugfixes:
- Fixed that it wasn't possible to execute ui actions while the game was
stopped (research, tips and tricks etc.)
- Fix of fix of loading of game containing lua objects.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.14
Date: 26. 10. 2015
Graphics:
- Added new smoke graphics
Bugfixes:
- Fixed loading of game containing duplicate lua tables.
(https://forums.factorio.com/17275)
- Fixed flickering light intensity at the edge of the screen when moving.
- Fixed crash when pasting from empty clipboard into console on OS X.
- Fixed crash when reviving train stop that was connected to rail while
destroyed while the rail no longer exists.
- Some ui actions made while the game was being saved were actually not
executed although it looked like it.
(https://forums.factorio.com/16866)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.13
Date: 23. 10. 2015
Bugfixes:
- Fixed that blueprint gates were colliding with ghost gates with same type and
direction. (https://forums.factorio.com/17151)
- Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update
the logistics GUI if it happened to be opened at the same time. This time it's
fixed for logistic chests as well. (https://forums.factorio.com/17196)
- Fixed crash when trying to open car GUIs in the map editor.
(https://forums.factorio.com/17148)
- Fixed the desync issues related to converting floating point numbers to
string in lua. (https://forums.factorio.com/16638)
Note: until 0.13 other special values like nan, inf etc. are not solved
properly, so they shouldn't be used.
- Fixed crash when loading a savegame with self recursive table elements.
(https://forums.factorio.com/17204)
- Fixed that furnaces deactivated improperly when switching products.
(https://forums.factorio.com/17146)
- Fixed crashes on linux (when download failed, after Lua error, ...)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.12
Date: 20. 10. 2015
Bugfixes:
- Fixed another solar panel counting error. (https://forums.factorio.com/17138)
- Fixed that locale values in zip packages weren't loaded.
(http://www.factorioforums.com/forum/posting.php?t=17098)
- Fixed pushing of compound localised strings into lua.
(https://forums.factorio.com/17134)
- Tweaked train path finding values for trains waiting on signals
(https://forums.factorio.com/17069).
Scripting:
- game.get_localised_entity_name is replaced by
LuaEntityPrototype::localised_name read property. The same for technology and item.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.11
Date: 16. 10. 2015
Features:
- Added --no-auto-pause: When running as a server, --no-auto-pause will prevent
stopping the game when no players are connected.
Optimisations:
- Optimised the particle performance. Helps during heavy fights.
Changes:
- Showing the log file location when the game crashes, so it is easier to find
when reporting the bug.
- The "graphics.force-opengl" option default value is true when AMD graphics
card is present.
Bugfixes:
- Fixed that multiple electric networks connected to a solar panel could be
exploited to generate more energy. (https://forums.factorio.com/16778)
The energy of the solar panel is now fractioned between all the networks it
is connected to.
- Fixed character entities disconnected from players not working correctly when
in vehicles. (https://forums.factorio.com/16812)
- Fixed small-pump and offshore-pump not saving/restoring circuit conditions in
LuaItemStack::get_blueprint_entities/set_blueprint_entities.
(https://forums.factorio.com/16715)
- Fixed threading issue when loading games. (https://forums.factorio.com/16808)
- Fixed OS X Finder argument crashing the game on startup
(https://forums.factorio.com/16719).
- Burner inserter now grabs fuel for itself even if the target doesn't need it.
- Fixed active sound playing on machines without power
(https://forums.factorio.com/16754).
- Fixed empty unit groups crashing the game
(https://forums.factorio.com/16371).
- Fixed crash when building locomotives in latency hiding.
- Fixed cannot load save with modded rails when a rail mod is disabled (will
work only on 0.12.11+ saves) (https://forums.factorio.com/16834).
- Fixed crash when setting filters in the tank/car while riding in them.
(https://forums.factorio.com/16910)
- Fixed crash when migrating/removing entities marked for deconstruction.
(https://forums.factorio.com/16726)
- Removed one possible logical deadlock in the tutorial.
(https://forums.factorio.com/16980)
- Fixed that remove_item didn't remove from player ammo, gun, tool and armor
slots. (https://forums.factorio.com/16960)
Scripting:
- Changed LuaSurface::set_multi_command signature. Now the function takes a
table with following keys:
command(required), unit_count(required), force(optional),
unit_search_distance(optional)
This solves issue with not finding any enemies to attack:
https://forums.factorio.com/16541
- Removed game.on_save function. There should be no need for it and it was
causing too many problems.
- Lua on_load function is not called when saving the game anymore. It is called
only on actual load now.
- Lua API calls on_load, on_init, on_configuration_changed, on_event and
generate_event_name
have been moved to a new namespace called script (so from now use
script.on_load(...)). This will break many mods!
The callback registered in on_load function doesn't have access to the game
API. This is to avoid common desyncs.
The on_init and on_configuration_changed still retain the access to the game
API.
- on_configuration_changed is fired when the map version changes, a mod version
changes, a mod is added, or a mod is removed and passes "data":
Pushes old_version="x.x.x", new_version="x.x.x" when loading map versions
other than the current version
When a mod version is changed it appears as a table of mod changes: {["Mod
name"] = {old_version="x.x.x", new_version="x.x.x"}, ...}
When a mod is added it appears as: ["Mod name"] = {old_version=nil,
new_version="x.x.x"}
When a mod is removed it appears as: ["Mod name"] = {old_version="x.x.x",
new_version=nil}
- Changed LuaGameScript::makefile to LuaGameScript::write_file and added an
optional third parameter bool to append.
Modding:
- Replaced entity type "rail" with types "straight-rail" and "curved-rail".
Property "bending_type" is optional for rail entities,
but is still mandatory for rail remnants.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.10
Date: 02. 10. 2015
Changes:
- Script created beam entities will now destroy themselves when the source or
target entity becomes invalid.
Bugfixes:
- Fixed crash when research completed in the same tick as inserting equipment
into power armor. (https://forums.factorio.com/16545)
- Fixed hand not refilling with repair packs after a repair pack was consumed
(https://forums.factorio.com/16714).
- Fixed small pump not saving its condition in a blueprint
(https://forums.factorio.com/16715).
- Fixed rocket silo GUI bug. (https://forums.factorio.com/16707)
- Fixed "failed to create display" error on systems with multiple graphics
devices (https://forums.factorio.com/16730).
- Fixed the blinking problem in the multiplayer.
(https://forums.factorio.com/16724)
- Fixed units disappearing when they shouldn't
(https://forums.factorio.com/16779).
-----------------------------------------------------------------------------------
----------------
Version: 0.12.9
Date: 30. 09. 2015
Features:
- Added reset button to the control settings dialog. It will set the controls
back to the default.
Graphics:
- Destroyer electric beams now use soft additive blend mode.
Changes:
- Added --load-game: Will automatically load a save after initialising Factorio
and go straight to the game, skipping main menu.
- Moved MP / autosave information dialogs to the top half (better visibility of
what is happening in the game) and added screen fading.
- Implemented time-to-live for deconstruction order, if an order is not
assigned for 1 hour, it is removed.
- game.print_entity_statistics() has been moved to
player.print_entity_statistics(). (https://forums.factorio.com/16520)
- Updated the tips and tricks pictures. (+added copy paste)
- Smoothed map scrolling speed on different zoom levels.
- Added Resume button to multiplayer game menu.
Optimisations:
- Dramatic speedup of loading packages (mods) from the zip files.
It is recommended to used only zipped mods from now on, as on non ssd discs,
it might even speed up the startup time.
- Added FPS limiter to main menu screen.
Bugfixes:
- Fixed the shotgun shooting. (https://forums.factorio.com/16321)
- Fixed the game could get stuck during start on systems with multiple display
adapters.
- Fixed train GUI closing immediately after opening in multiplayer when the
player is riding on the train.
- Fixed train GUI not containing the wait time slider until a station was
explicitly selected (https://forums.factorio.com/16360).
- Fixed production GUI jumping to undesirable places when resized
(https://forums.factorio.com/16356).
- Construction robots will be transferred to appropriate network when a
logistic network splits (https://forums.factorio.com/16147).
- Fixed crash when auto-re-filling ammo in tanks/cars
(https://forums.factorio.com/16375).
- Fixed wait slider in train GUI editing after deleting a station
(https://forums.factorio.com/16471).
- Fixed that negative emissions of power source (air filtering mod) could
result into negative evolution factor.
- Fixed the game could hang when writing a message to log
(https://forums.factorio.com/16342).
- Fixed next save not being selected properly after clicking the Delete Save
button (https://forums.factorio.com/16498).
- Fixed module icons not showing in alt-view on rocket silos
(https://forums.factorio.com/16381).
- Fixed mining progress bar staying on screen when not mining in certain
situations (https://forums.factorio.com/16448).
- Fixed crash when loading 0.10 or older saves
(https://forums.factorio.com/16442).
- Fixed crash when loading pre-12.7 scenarios with redefined spawn location
(https://forums.factorio.com/16569).
- Fixed trains sometimes stopping on signals they reserved.
- Fixed personal roboport taking forever to deconstruct when there are a lot of
deconstruction orders.
- Fixed a crash where the Lua stack would overflow and corrupt Factorio memory
(https://forums.factorio.com/16578).
- Fixed crash when using player.inventory.clear().
(https://forums.factorio.com/16579)
- Fixed that --create wouldn't create a control.lua, causing the victory dialog
not being shown after launching the rocket, or creating new players without giving
them the initial inventory (https://forums.factorio.com/16619).
- Player <> entity transfer now ignores modules only when the entity has module
inventory.
- Fixed beacons affected steel furnaces (https://forums.factorio.com/16634).
- Fixed car starting sound playing when opening it's gui.
- Fixed crash when fast replacing a beacon (modded game only)
(https://forums.factorio.com/16677).
- Fixed train station names appearing on minimap with certain GUI scale
settings.
- Fixed crash when zooming in the map all the way with the keyboard
(https://forums.factorio.com/16643).
- Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update
the logistics GUI if it happened to be opened at the same time
(https://forums.factorio.com/16660).
- Fixed width of some progress bars did not respect UI scale configuration
(https://forums.factorio.com/16518).
Modding:
- Fixed projectiles with direction_only = false didn't respect
direction_deviation configuration.
- Fixed entity dying explosion with "rotated = true" caused crash
(https://forums.factorio.com/16652).
Scripting:
- Added LuaEntity::get_connected_rail. It takes a table with rail_direction (0
front, 1 back) and rail_connection_direction (0 left, 1 straight, 2 right)
and returns a new rail (or nil) following that specification from the given
rail entity.
- LuaTrain::front_rail, LuaTrain::back_rail,
LuaTrain::rail_direction_from_front_rail and
LuaTrain::rail_direction_from_back_rail
None of the methods takes any parameters.
- LuaEntity::get_output_inventory now returns nil when the inventory doesn't
exist (doesn't raise an exception as before).
-----------------------------------------------------------------------------------
----------------
Version: 0.12.8
Date: 16. 09. 2015
Graphics:
- New graphics of the steel furnaces.
Bugfixes:
- Fixed that it was possible to spawn inside an entity in multiplayer.
- Fixed that the amount of slots shown in the right panel didn't depend on its
with. (Which is indirectly dependent on resolution and ui scale.)
(https://forums.factorio.com/15513)
- Fixed desync issue related to mod event registration and saving/loading.
- Fixed enemy units getting stuck on transport belts
(https://forums.factorio.com/16148).
- Fixed a crash caused by icon = "" in a prototype definition
(https://forums.factorio.com/16154).
- Fixed a crash related to assembling machine not being re-setup when recipe
changes due to mod changes. (https://forums.factorio.com/16108)
- Fixed LuaItemStack::set_blueprint_entities(nil) erasing tiles in blueprints.
- Fixed crash when fast-transferring ammo while in vehicles.
(https://forums.factorio.com/16137)
- Fixed trains stopping on green signals (https://forums.factorio.com/16033).
- Fixed crash when changing the force of a player who is currently not
connected.
- Fixed another problem with the missing maximise button after fullscreen.
(https://forums.factorio.com/16123)
- Fixed desync problem related to duplicate order string in inventory groups
leading to non-deterministic inventory sorting.
(https://forums.factorio.com/16041)
- Fixed putting a blueprint on transport belt could corrupt game save
(https://forums.factorio.com/16186).
- Fixed CTD that could happen when removing focused widget (rarely).
(https://forums.factorio.com/16129)
- Fixed that the tank tower rotation center wasn't aligned with the visible
rotation center. (https://forums.factorio.com/16312)
- Fixed wrong coordination of the tank cannon direction and shooting direction
when aiming on near the tank. (https://forums.factorio.com/16312)
Scripting:
- Beams can now be created via create_entity.
You need to specify source/source_position and target/target_position, you
can also specify duration (ticks), max_length and source_offset (vector).
Position of the created entity does not matter.
- Added LuaItemStack::set_blueprint_tiles/get_blueprint_tiles - the counterpart
to get/set_blueprint_entities.
- LuaEntity::insert/remove_item and LuaInventory::insert/remove now return
counts of inserted/removed items.
- Added LuaTrain::insert, remove_item, get_contents, clear_items_inside,
get_item_count methods which interact on the cargo wagons of the train.
- Added LuaItemStack::cost_to_build - the cost in items to build a given
blueprint.
Modding:
- The minimal energy_required for a recipe is 0.001 to avoid wrong behavior
with values close to 0.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.7
Date: 10. 09. 2015
Changes:
- Added 5th level of character logistic slots research.
- New command line options for the headless server: --disallow-commands and
--peer-to-peer
- Entries in the mod list GUI are highlighted in red only when enabled and
invalid at the same time.
- Added natural case-insensitive string ordering for the mod list GUI.
- There is now only one spawn position per each force and per each surface.
This means that only one spawn position can be defined in the map editor as it
currently supports only the default surface and the "player" force.
- Added force-opengl value in config (under graphics). When set to true, it
forces to use opengl on windows instead of D3D.
- Map scrolling speed now changes with zoom level.
Bugfixes:
- Inserters take items from correct line when the input transport belt is
rotated (https://forums.factorio.com/15127).
- Solved the "A blocking operation was interrupted by a call to
WSACancelBlockingCall" error (hopefully as we can't reproduce it).
(https://forums.factorio.com/14251)
- Scrolling using the scroll wheel now works much more predictably (not only
when the cursor is over scroll bar or the root scrollable element).
(https://forums.factorio.com/9924)
- Fixed crash when a script attempted to access a previously-destroyed GUI
element (https://forums.factorio.com/14802).
- Fixed that the graphics.max-texture-size property in the config was removed
after Factorio restart.
- Fixed the tree bounding boxes.
- Another attempt to fix map transfer problems.
- Fixed disappearing fonts. (https://forums.factorio.com/13660)
- Fixed destroying a rail under a train would corrupt future save files. Rail
can't be destroyed or die if a train is on it.
(https://forums.factorio.com/15353)
- Robots can charge from closer roboport when heading to distant roboport for
stationing (2.0) (https://forums.factorio.com/15234)
- Fixed problems with IPv6 on linux when only IPv4 is enabled in kernel.
(https://forums.factorio.com/15162)
- Fixed crash when loading save with modded personal roboport in vanilla game.
- Fixed opening power armour inside a chest with latency hiding enabled
crashing the game (https://forums.factorio.com/15529).
- Fixed that distractor robots slowly drifted east.
- Fixed that that the high overload factor in assembling machines (the effect,
that they allow to store more items when they are working very fast)
wasn't taken in to consideration when calculating the slot limit.
(https://forums.factorio.com/15219)
- Fixed desync issue related to inventory sorting and blueprints.
(https://forums.factorio.com/15569)
- Fixed that amount_max in recipe specification actually worked as amount_max
-1. (https://forums.factorio.com/15589)
- Fixed that mining tiles did actually create mining particles+sound on the
lastly mined entity.
- Fixed that the maximize button was disabled when Full screen was turned of in
the settings. (https://forums.factorio.com/15986)
- Fixed accessing the game menu was not possible when some other player paused
the game in MP (https://forums.factorio.com/15591).
- Fixed a graphical bug where the boiler would still glow after running out of
water (https://forums.factorio.com/16011).
- Fixed mergeable items (repair packs, bullet magazines, ...) could sometimes
confuse personal robots.
- Fixed the inserter sound related crashes. (https://forums.factorio.com/13832)
- Blind fix of some of the transport belt gap issues.
(https://forums.factorio.com/15979)
Scripting:
- The LuaEntity::logistic_network now returns also primary logistic network of
other entities than roboport. (Inserter, Character, logistic chests)
- Placing stone or concrete floors will now remove most of the bushes
(https://forums.factorio.com/13638).
- Fixed crash on exit when config file can't be written
(https://forums.factorio.com/15436).
- Fixed player changing direction when the game is paused
(https://forums.factorio.com/15233).
- LuaEntity::belt_to_ground_type also works on a ghost.
- Increased precision of floating point in save files to prevent some desyncs
in multiplayer (https://forums.factorio.com/15037).
- Added LuaEntity::revive() - usable on ghost entities to revive them back to
normal.
- Fixed that that the resource amount while creating the entity accepted non-
positive values. (https://forums.factorio.com/15567)
- Added LuaForce::set_spawn_position(surface, position) and
LuaForce::get_spawn_position(surface)
- Fixed that the event queue was never cleared when scripting error occurs
while processing it.
This lead to processing the same event every update once the game was stopped
when error happened. (https://forums.factorio.com/15564)
- Fixed inserting or removing items from player's inventory through
LuaInventory object didn't update logistic supply properly.
(https://forums.factorio.com/16007)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.6
Date: 01. 09. 2015
Changes:
- Smaller breaks between ambient music tracks, some volume tweaks and moved a
few tracks to the interlude category.
- Ambient settings can be controlled from the config file.
By using: sound.ambient_music_pause_mean_seconds (default 60),
sound.ambient_music_pause_variance_seconds (default 30)
and ambient_music_mode: possible values are main-tracks-only, interleave-
main-tracks-with-interludes, randomize-all (default is interleave)
Bugfixes:
- Fixed setting circuit conditions desynching/crashing multiplayer games.
(https://forums.factorio.com/15317)
- Fixed reading logistic_network from entities that didn't have logistic
networks returning unknown results. (https://forums.factorio.com/15360)
- Fixed that opening the Save Game menu after the last used saved was deleted
would terminate Factorio (https://forums.factorio.com/15363).
- Fixed the behaviour of item on ground, that was created using script to
contain many items.
The inserter takes only the amount it can hold, and the stack stays there if
it contains more (https://forums.factorio.com/15318)
- Fixed destroying rail with gate would corrupt save file.
(https://forums.factorio.com/15348)
- Fixed two different problems related to loading map with different mod set.
(https://forums.factorio.com/15367)
- Fixed game freeze after desync happens for multiple players in server client
mode.
- Fixed bug with ambient occasionally taking toooo looooong.
- The rotation of cargo wagon player is riding doesn't affect the riding
direction. (While it still affects it while being in locomotive).
(https://forums.factorio.com/15292)
- Fixed a performance problem in the pathfinder that would cause complete lack
of enemy attacks in certain situations (https://forums.factorio.com/15238).
Scripting:
- Added LuaItemPrototype::module_effects read.
- LuaSurface::spill_item_stack will now additionally accept LuaItemStack
objects as the stack to drop.
Modding:
- Lab's researching speed is now independent of it's power consumption and can
be changed using "researching_speed".
(https://forums.factorio.com/15350)
-----------------------------------------------------------------------------------
----------------
Version: 0.12.5
Date: 28. 08. 2015
Features:
- The armor window opening is included in the latency hiding.
- Multiplayer broadcast (heartbeats) is done via a single message when not
using peer2peer.
- Added some new ambient sounds (wind, slow tunes).
- Combinators blinking emit light.
Changes:
- Pasting newlines and tabs into Factorio console now no longer strips them.
Instead they are replaced by spaces.
- Continuous zoom is much slower in the chart mode.
Only applicable when the zoom is setup to keys rather then scroll wheel.
(http://www.factorioforums.com/forum/posting.php?t=14985)
- Changed open/save dialog and the rail station list to use case insensitive
natural ordering.
- Inserter stack size bonus is added to the assembling machine stack limit, to
avoid inserters being stuck in certain situations.
(https://forums.factorio.com/15219)
- Robots can charge from closer roboport when heading to distant roboport for
stationing. (https://forums.factorio.com/15234)
Optimisations:
- Further optimizations in size of the Multiplayer heartbeat (message sent
every tick).
Bugfixes:
- Fixed that editing tiles in the map editor on the edge of currently generated
map could result in a corrupted scenario.
- Fixed potential stability problems when fast-replacing roboports (mod
related).
- Fixed non-deterministic armor sorting which could cause desyncs.
(https://forums.factorio.com/14892)
- Fixed crash related to changing recipe prototypes used by entities in
inactive chunks. (https://forums.factorio.com/14713)
- Fixed circuit network contents sometimes being reset when removing
connections or merging networks.
(https://forums.factorio.com/14908)
- Fixed crash when Ctrl-clicking items to the player's main inventory when no
character is attached (https://forums.factorio.com/14952).
- LatencyState is suspended when player is killed (and waiting for respawn) in
the Multiplayer.
- Fixed crash after finishing the game in MP with headless server
(https://forums.factorio.com/14963).
- Fixed crash related to displaying alerts from other surfaces
(https://forums.factorio.com/15000).
- Continuous zoom speed is independent of the game speed
(https://forums.factorio.com/14985).
- Fixed that it was possible to stack blueprints by inserting them into an
assembling machine (https://forums.factorio.com/14999).
- Fixed enemy expansion chunks not being updated properly
(https://forums.factorio.com/14980).
- Fixed trains changing state unnecessarily when reserving a signal when
arriving to a station (https://forums.factorio.com/14758).
- Fixed smart inserter not waking up when its filter was set from a script
(https://forums.factorio.com/15172).
- Fixed signal placement problems with diagonal rails
(https://forums.factorio.com/14991 https://forums.factorio.com/14347).
- Fixed last wagon of long train did not wake up inserter at its end
(https://forums.factorio.com/14042).
- Additional fix of the puff smoke appearing on different surface.
(https://forums.factorio.com/15117)
- Fixed portions of previous surface visible after respawn when the player died
on a different surface than is their spawn surface
(https://forums.factorio.com/15118).
- Fixed internal roboport connection inconsistency that could happen when
migrating from 0.11 version. (https://forums.factorio.com/14723)
- Fixed train still having path while being in NO_SCHEDULE state
(https://forums.factorio.com/15226).
- Fixed disconnecting roboport from roboport network caused all construction
robots in the network to cancel orders (https://forums.factorio.com/15187).
- Fixed that the game could crash when some mod tried to modify the gui in the
on_save event.
The game now disallows these kind of modifications while processing the
on_save event. (https://forums.factorio.com/15066)
- Fixed crash when changing recipes (mod related).
(https://forums.factorio.com/15166)
- Fixed solar energy source was not included in electric demand satisfaction.
(https://forums.factorio.com/14927)
- Finishing research should no longer interrupt GUI when "Singleplayer game
stops when research is completed" is turned off
(https://forums.factorio.com/14967).
- Fixed Underground Belts graphics not tiling correctly.
- Fixed recipes not displaying in the correct sort order when adding and
removing mods from an existing game.
- Fixed pathfinding penalty for trains with 1 stop in their schedule
(https://forums.factorio.com/15241).
- Fixed electric furnace still glowing with no power.
(https://forums.factorio.com/15126)
- Fix of loading a map that contains mod with tiles, while the mod is no longer
present.
- Fixed that it was not possible to use fast-replace when player was very close
to the building.
(https://forums.factorio.com/8144)
- Right side selection info GUI has fixed size. Description and text properties
properly wrap.
(https://forums.factorio.com/15139)
Scripting:
- LuaForce::chart now creates a new chart if one doesn't exist yet, instead of
erroring out (https://forums.factorio.com/15021).
- Items now have a new optional attribute "stackable": When set to false,
assembling machines won't be allowed to create stacks of the item.
Currently only used with blueprints, to fix the "crafting machine stacks
blueprints" bug.
- Added LuaEntity::rocket_parts read/write, usable on Rocket Silo.
- Added LuaEntity::launch_rocket(), usable on Rocket Silo.
- Added LuaLogisticNetwork - an interface to logistic networks.
- Added LuaLogisticCell - an interface to logistic cells (roboport/player
logistic information).
- Added LuaTransportLine::get_contents().
- Added LuaPlayer::connected read - true/false if the player is currently
connected to the game.
- Added LuaForce::kill_counts read, set_kill_count/get_kill_count methods to
access and manipulate kill counts per force.
- Constant combinators now export their wire connections in
LuaItemStack::get_blueprint_entities. (https://forums.factorio.com/15189)
- Added Prototype::order/group/subgroup read + LuaTechnology::order read.
- Added LuaRecipe::force read - the force that owns recipe reference.
- Added LuaEntity::chain_signal_state read - the chain state of chain signals.
- Added LuaEntity::speed read/write - the speed of a car/tank.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.4
Date: 14. 08. 2015
Features:
- Simple mechanism for multiplayer relaying via the server.
Changes:
- Renamed "multisampling" to "multisampling-level" in the config file.
This will reset everyone's multisampling setting to 0.
- Construction robots take things primary from the main inventory, then
quickbar.
- Reverted the order of inserter slot selection.
(https://forums.factorio.com/14656)
- Added Alt-mode (showing entity info) to the latency hiding.
- Trains now try to recalculate their path, when waiting over 5 seconds on a
signal (only if needed).
The recalculation is forced when waiting over 30 seconds.
- Construction robots will check if their target is still in the network area
when they return to personal roboport for charging.
(https://forums.factorio.com/14249)
- Tweaked the stuck resolve mechanism. This should solve the
https://forums.factorio.com/14403
Bugfixes:
- Less annoying glitches when running and shooting in multiplayer with latency
hiding.
- Fixed that the loot wasn't always properly put on transport belts.
(https://forums.factorio.com/14114)
- Fixed force building specific blueprints. (https://forums.factorio.com/14622)
- Fixed setting player character to other player's character crashing the game.
(https://forums.factorio.com/14665)
- Fixed failed --apply-update returning success even when it failed
(https://forums.factorio.com/14681).
- Fixed the latency hiding inconsistency in the entity transfer action, entity
rotation, blueprint selection deconstruction selection and others.
(https://forums.factorio.com/14585)
- Fixed ghost inserter arrows being displayed incorrectly
(https://forums.factorio.com/14659).
- Zooming works comfortably also when mapped on buttons, as holding the button
continuously zooms in/out instead of doing just one small zoom step.
(https://forums.factorio.com/14662)
- Proper direction filtering (8 way versus 4 way) when building ghosts from
script. The direction is now dependent on the ghost inner entity limitation.
(https://forums.factorio.com/14625)
- Fixed that the new lamp entity was off-center.
(https://forums.factorio.com/14586)
- Fixed behemoth biter resistance specification.
(https://forums.factorio.com/14614)
- Fixed that the game could crash when connecting train in a junction.
(https://forums.factorio.com/10295)
- Fixed construction robots could cause desync when they used up all repair
packs.
- Rocket silo behaves correctly when out of electricity.
(https://forums.factorio.com/14616)
- Fixed tank cannon shell tooltips. (https://forums.factorio.com/13545)
- Fixed error message on campaign mission 4 (https://forums.factorio.com/14510)
- Fixed crash when exiting the game in the map editor with the menu open.
- Fixed trains not alarming inserters when switched to manual mode when already
stopped. (https://forums.factorio.com/14367)
- Fixed connection failures on windows without IPv6 enabled
(https://forums.factorio.com/14053)
- Solved stuttering while building when max_expansion_distance was set to high
values by a mod. (https://forums.factorio.com/14761)
- Fixed robots getting stuck when trying to store damaged items.
(https://forums.factorio.com/14621)
- Fixed that lot of output in the output console could slow down the game a
lot. (https://forums.factorio.com/14775)
- Fixed that damage to be taken wasn't cleared when entity was rebuild by
robots, so the entity was partially unkillable.
- Fixed that train stop rebuilt by robots wasn't working properly.
(https://forums.factorio.com/14364)
- Fixed crashes with invalid locale on linux
- Fixed that Save scenario + Save as wasn't translatable.
(https://forums.factorio.com/14752)
- Changed the default style of custom text field to have not only minimal_width
but also maximal_width 150.
So all of the text fields will not get larger on load, until the
maximal_width is specified to be larger.
(https://forums.factorio.com/13650)
- Fixed that replay didn't work on the campaign levels.
(https://forums.factorio.com/14604)
- Fixed determinism issue in logistic network causing desync.
(https://forums.factorio.com/14140)
- Two trains never collide as long as they don't share a train block, this
solves some problematic situations, where the
end of the train collided with different track a little, while it was
technically on different block already.
(https://forums.factorio.com/14558)
- Fixed copy&pasting filters between cars (https://forums.factorio.com/14814).
- Fixed crash in replay of game which was save and then loaded
(https://forums.factorio.com/14523)
- Fixed problems with RTL scripts ... again (https://forums.factorio.com/12235)
- Fixed the crash when radar was created on a surface that didn't have chart
initialised on the surface for the specific force.
(https://forums.factorio.com/14831)
Scripting:
- Fixed that inserter didn't return drop_position.
- Fixed crash when calling set_command on empty unit groups
(https://forums.factorio.com/14734).
-----------------------------------------------------------------------------------
----------------
Version: 0.12.3
Date: 07. 08. 2015
Features:
- Circuit wire building and repairing is incorporated in the latency hiding
logic.
Changes:
- Cars of your own force always render their tags on the map.
- Multisampling not officially supported from now on.
It can still be manually specified in the config, but not in the graphic
settings gui.
The main reason is the trouble with tiling which doesn't really have a simple
fix.
- Changed the console spam-prevention mechanic to check all messages for the
last second instead of just the last entered one.
Bugfixes:
- Fixed the Invalid Transport Line Index error.
(https://forums.factorio.com/14358)
- Fixed signal selection window not displaying correctly when "Use item groups"
is disabled. (https://forums.factorio.com/14343)
- Fixed broken accumulator input flow limitation.
(https://forums.factorio.com/14411)
- Fixed trains viewing other trains with schedules with only 1 valid stop as
not stopped (https://forums.factorio.com/12853).
- Fixed trains sometimes not recalculating their path when a new path opens up.
- Fixed shotgun damaging objects behind player.
(https://forums.factorio.com/14189)
- Fixed trains not being counted properly, when entering a block multiple times
without leaving (https://forums.factorio.com/13353).
- Fixed copy&paste on Linux (https://forums.factorio.com/13884)
- Fixed desync when trying to open an enemy structure
(https://forums.factorio.com/14471)
- Fixed changing forces of damaged entities could corrupt subsequent game
saves. (https://forums.factorio.com/14375)
- Fixed crash when clicking inventory item while dragging wire in latency
hiding mode. (https://forums.factorio.com/14383)
- Fixed that the smoke effect when building something always showed on the
viewer surface. (https://forums.factorio.com/14440)
- Fixed crash related to alerts on multiple surfaces.
(https://forums.factorio.com/14502)
- Fixed copy-paste for cars/tanks. (https://forums.factorio.com/14513)
- Fixed single locomotives not rendering on the chart view.
- Fixed the non standard number format of big numbers in the research tooltip
gui. (https://forums.factorio.com/14517)
- Fixed crash after finishing the game in multiplayer
(https://forums.factorio.com/14508).
- Fixed construction robots got stuck when trying to take items from logistic
trash slots (https://forums.factorio.com/14554).
- Fixed productivity bonus being lost with very high productivity values
(https://forums.factorio.com/14005)
- Fixed that script errors didn't stop the game, and it was possible to
possible the game by pressing ESC.
- Fixed that non-default mods were not loaded during the first start of
Factorio after mod-list.json was deleted.
- Fixed that inserter was always preferring the Left side when picking up from
the underground belt. (http://www.factorioforums.com/forum/posting.php?t=14544)
- Fixed robots from personal roboport would keep transferring items from chest
which was ordered for deconstruction
even after the chest gets out of the personal robot range.
(https://forums.factorio.com/14412)
Scripting:
- Implemented remove_item() for all entities that have items.
- Added LuaEntityPrototype::autoplace_specification read.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.2
Date: 31. 07. 2015
Features:
- Enabled swapping held blueprints with other blueprints directly.
- Force-building blueprints will mark any colliding trees for deconstruction.
- Added filters to car and tank main inventories.
Changes:
- Inserters will never take more than the maximum stack size of the item.
- Way more relaxed timeouts for dropping peers during map uploads
(https://forums.factorio.com/14082).
Bugfixes:
- Factorio with RTL languages no longer crashes on startup because of reversed
font path.
- Fixed crash when removing mods that added/changed recipes
(https://forums.factorio.com/14029&p=94393#p94393).
- Disabled repairing of combat robots (https://forums.factorio.com/13984).
- --start-server and --create now accept filenames with dots in them
(https://forums.factorio.com/13881).
- Combinators will no longer turn off when no wires are connected
(https://forums.factorio.com/13957).
- Shift + click will move items into logistic trash slots only in character gui
(https://forums.factorio.com/14137).
- Fixed circuit network crash when removing mods that changed the inserter
(https://forums.factorio.com/14141).
- Fixed crashes related to migrating entities
(https://forums.factorio.com/14141).
- Inserters and logistic robots no longer extract from enemy chests
(https://forums.factorio.com/14192&p=95512).
- Fixed health bar display on large entities like the rocket silo
(https://forums.factorio.com/14188)
- Fixed crash when loading some maps that were migrated from early-0.11
versions (https://forums.factorio.com/14128).
- Inserters now correctly pick up items from splitters
(https://forums.factorio.com/14120, https://forums.factorio.com/13518).
- Picking up items from curved belts picks up from the correct line
(https://forums.factorio.com/14016).
- Fixed that electric pole/roboport radius visualisation were off-centered in
low graphics mode.
- Fixed that turrets had too small remnants.
- Fixed bug when removing roboports during load migration
(https://forums.factorio.com/14017&p=94291#p94291).
- Empty autoplace tag in mod entity specification doesn't place entity at all
(https://forums.factorio.com/13420).
- Fixed blueprints or armors getting erased when inserters move them.
Fixed "Attempt to clone non empty blueprint" and "Attempt to clone armor with
equipment grid" when inserters move them.
(https://forums.factorio.com/14179)
- Character doesn't get moved by neighbour transport belt after game load.
- Crafting entity tooltips show contents in order and now also show fluids
(https://forums.factorio.com/14211)
- Fixed missing belt activation in specific situation
(https://forums.factorio.com/14023)
- Fixed modded spitters could spit very far from their location when trying to
destroy a tree (https://forums.factorio.com/14106).
- Map editor wire editing works again.
- Fixed beacons stopping working when the modules where removed and re-inserted
(https://forums.factorio.com/14275).
- Fixed power armor GUI tooltips not showing sometimes.
- Fixed v-sync causing framerate to go bellow 60 when Windows Aero theme is
enabled (https://forums.factorio.com/13622).
- Flame-thrower sounds volume is dependent on the distance of the player now.
(https://forums.factorio.com/13538)
- Tank can turn around without moving forward again.
(https://forums.factorio.com/13936)
- Fixed tile building/removal sometimes removing buildings or killing the
player.
- Fixed tile building/removal sometimes creating or removing water.
- Fixed tile removal ignoring changes made in map editor.
- Fixed crashes when mining path tiles while map is generated.
Scripting:
- get_surface never returns invalid surface.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.1
Date: 24. 07. 2015
Features:
- Burner inserters start with enough energy to pick up 1 item and fuel them
selfs.
Changes:
- Train station names use natural string comparing (station "Iron 10" comes
after "Iron 9", not after "Iron 1").
- New command-line parameter: --latency-ms. Allows to set server latency in
milliseconds rather than ticks
- You can copy paste circuit network conditions between Inserter, Lamp, Pump
and Offshore Pump.
- The delete button in Load Game or Save Game dialogs now asks for confirmation
before deleting
- Locomotive on schedule can't be rotated while moving anymore.
- Changed fast inventory transfer from the main player inventory so
ctrl+clicking empty slots doesn't move items to the logistic trash slots.
- Changed Assembling machine's auto-insertion behaviour when using speed module
effects. Faster speed with fast recipes will insert more items sooner.
Bugfixes:
- Very rough support for RTL languages, the texts are no longer rendered
backwards (but the gui still is and multi line text will cause problems).
- Fixed Rocket Silo rocket inventory tool tip sticking around when it shouldn't
(https://forums.factorio.com/13551).
- Fixed furnaces rendering light when inactive
(https://forums.factorio.com/13532).
- Fixed transport belt to ground in blueprints when rotating crashing the game
(https://forums.factorio.com/13572).
- Fixed LuaSurface::can_place_entity checks for rails
(https://forums.factorio.com/13521).
- Fixed inserters putting items only on left line of underground belts.
(https://forums.factorio.com/13519)
- Fixed ghost building concrete/stone not updating charting
(https://forums.factorio.com/13675).
- Fixed ghost building concrete/stone distance being restricted
(https://forums.factorio.com/13662).
- Fixed crash when leaving vehicle while on a transport belt entity
(https://forums.factorio.com/13616).
- Fixed charging from primary and secondary energy sources (aka shield instant
charge) (https://forums.factorio.com/13564, https://forums.factorio.com/13698).
- Fixed crash when trying to set filter on vehicle ammo inventories
(https://forums.factorio.com/13684).
- Fixed mining concrete/tiles sometimes making water where it shouldn't be
(https://forums.factorio.com/13735).
- Fixed character-logistic-trash-slots-2 technology prerequisite
(https://forums.factorio.com/13596).
- Fixed crash when calling game.player.surface.set_multi_command
(https://forums.factorio.com/13621)
- Fixed electric wire rendering on low graphics quality settings
(https://forums.factorio.com/13520).
- Fixed unable to load 0.11 savegames with active combat robots
(https://forums.factorio.com/13566).
- Fixed robots building paths over existing paths not mining the existing paths
first (https://forums.factorio.com/13712).
- Fixed personal robots would sometimes follow player instead of stationing
when they use up all material for terrain building.
- Fixed splitters/transport belts still running when marked for deconstruction
(https://forums.factorio.com/13772).
- Fixed death after launching the rocket not ending the game in single player
(https://forums.factorio.com/13701).
- Fixed crash when disconnecting character from player while crafting
(https://forums.factorio.com/13561).
- Fixed inserters sometimes not loading Rocket Silo after launch
(https://forums.factorio.com/13703).
- Fixed circuit network sometimes showing items with no number.
- Fixed crash when the game attempted to play a sound in headless mode
(https://forums.factorio.com/13720)
- Fixed incorrect gun turret health (https://forums.factorio.com/13748)
- Copy pasting now works for Small pumps and Offshore Pumps.
- Fixed crash when loading single-player save in multiplayer without "Allow
commands" checked (https://forums.factorio.com/13584).
- Fixed not being able to set the UI scale back to normal after accidentally
setting it to 200% (https://forums.factorio.com/13750).
- Fixed locomotive lights and vehicle indicators being rendered across
different surfaces (https://forums.factorio.com/13846).
- Fixed not being able to fast-transfer stone bricks and concrete into
entities.
- Fixed splitters giving priority to one input belt
(https://forums.factorio.com/13683).
- Fixed actions during saves strangeness (https://forums.factorio.com/13830).
- Fixed logistic inconsistency when removing mods that added
logistic/construction robots (https://forums.factorio.com/13575).
- Fixed crash when removing mods that added biter spawners
(https://forums.factorio.com/13575).
- Fixed crash related to changing forces on units
(https://forums.factorio.com/13742).
- Fixed assembling machines going to sleep when their fluid output had fluid
but the ingredient slot didn't have enough item ingredients.
- Fixed crash when trying to read LuaSurface from disconnected player through
mods (https://forums.factorio.com/13910).
- Fixed train going into automatic mode when hitting something (again)
(https://forums.factorio.com/10220).
- Fixed laser turrets cause other electric machines to drain more power from
accumulators than they should. (https://forums.factorio.com/13878).
- Fixed crashes when connecting to MP game on older ubuntu (and possibly other
distributions; https://forums.factorio.com/13558)
- Fixed crash when projectile with default maximum range doesn't hit anything
and flies forever (https://forums.factorio.com/13956).
Scripting:
- LuaSurface::set_multi_command now takes an optional third argument specifying
the force to send the command to. Default is the enemy force
- Default mods are always enabled if mod-list.json is lost (even when enable
new mods option is disabled).
- LuaSurface can be invalid when read from LuaPlayer and Player entity if the
player is disconnected from the game (MP disconnect) - use LuaSurface.valid to
check.
Note: LuaSurface currently never switches between valid and not valid so the
check only has to be done when it's first read from the LuaPlayer.
- Changed default maximum range of projectiles from 10^308 to 1000.
-----------------------------------------------------------------------------------
----------------
Version: 0.12.0
Date: 17. 07. 2015
Major Features:
- The game is now finished by launching the rocket with satellite.
- Added chain signals, they can be used to make more complicated junctions and
stations without deadlocks.
- Added personal roboport as modular armor equipment.
Once it is active, it uses the materials and robots in the players inventory.
It supports all the tasks construction robots can do like building
blueprints, repairing structures, deconstruction etc.
- Added logistic trash fields to the character gui.
They supply items into the logistic system in the same way active provider
chests do.
- Added combinators (Arithmetic Combinator, Decider Combinator and Constant
combinator).
These allow more advanced manipulation with the circuit network logic
(https://www.factorio.com/blog/post/fff-88)
- Multiplayer latency hiding (gives impression that some common tasks are
performed immediately)
Applies to character movement, mining buildings, building, fast replacing,
opening guis, etc.
- Stone brick can be used to build stone path. (30% walking speed increase).
- Concrete can be created.
The concrete can be used to build concrete floors (40% walking speed
increase).
- Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4,
stone path: 1.1, concrete: 0.8).
- The Lamp, Storage Tank, Small Pump and Offshore Pump can be connected to the
circuit network.
Features:
- Trees degenerate slowly when there high pollution levels.
- Lab research is now continuous. Science packs have progress bars of usage.
This means that 20 labs doing research with 10 units will still be faster
than 10
labs and the science packs aren't wasted.
- Assembling machine input slot can contain more than the usual stack size when
the recipe requirement demands it (3 X recipe demand).
Example: The rocket silo requires 1000 steel, while the stack size is 100,
but the input stack can hold enough.
- Added / updated sounds for biters, spitters, worm, spawner, flamethrower,
tank, lasers, etc.
- New ambient soundtrack added.
Added mechanism that prevents playing track that was played recently.
The ambient player alternates between neutral wind/environment sounds and
soundtrack songs.
- Mousing over a train will show you its current path and blocks it can't
enter.
- Locomotives now show the contents of attached cargo wagons in their tooltip.
- Trees regenerate health slowly.
- Added support for transferring contents/settings when fast-replacing all
entity types.
- Added modules to the alt-view for entities that support modules.
- Factorio can run as a dedicated server without graphics
(http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).
- Basic PvP: New forces can now be created and merged back together; a cease-
fire can be agreed upon between forces
- IPv6 support for multiplayer.
- DNS names can be used when connecting to multiplayer game.
- Enabled mining trees/ghosts while holding blueprints to be built.
- Added explosive cannon shells.
- Building blueprints over existing ghosts restores the ghost time to live to
full.
Changes:
- Disabled loading of saves before 0.9.0 version (You can use 0.9.8 to load
older saves and re-save them).
- Removed rocket defense entity.
- Items on transport belts don't go off the belt at the end, so the transport
belt has
to go directly in front of the required inserter.
- Reduced number of rendered Roboport connections.
- The trade in the marketplace only happens if the player can accept the trade
items.
- Inserters can now extract from Roboports and Beacons.
- Inserters now take items from right behind them, not from the center of the
pickup target entity.
- Copy entity settings mechanism now remembers only the last entity copied
from.
Also mechanism allows copy/paste across different entities of the same type
(i.e. assembling machine 1 -> assembling machine 2) and
from assembling machines to requester chests (sets filters to 2 x
requirements of the assembling machine).
- Trees have generally smaller bounding boxes, so it is easier to walk through
forest.
- Power armor modules generate and consume 100 times more power in order to be
able to charge construction robots.
- The construction robots don't build gate in the gap between the rolling stock
vehicles. They wait for the train to get away.
- Player's logistic filters are now remembered after respawn in multiplayer
- All turrets are now 4x4; laser turrets are 4x more expensive and powerful,
gun turrets are 2x more expensive
- Roboport tooltip now shows correct numbers of construction and logistic
robots separately.
- When a train loses a path and cannot find a new one, it stops immediately.
This prevents it from riding into parts of the rail network, from where it can't
find a path.
- Improvements to circuit network wire connection. You can connect multiple
wires of the same color to the same entity.
- The autosave dialog no longer cancels an active blueprint or deconstruction
planner selection if the mouse button is still held after the autosave finishes
- Number of autosave slots is now configurable through config.ini (no GUI).
Optimisations:
- Overall optimisation of train + belt heavy factories is roughly 66% compared
to 0.11,
this means that the game runs 3 times faster.
- Optimised the transport belt movement.
- Optimised the rotated bounding box collisions checks (trains).
- Optimised the smoke update.
- Optimised the solar panel, all the solar panel input is merged, so the count
doesn't matter.
- Optimised the accumulators by merging then into groups, where typical factory
has 1 group per network.
- Optimised the land mine activation mechanism.
- Smaller multiplayer heartbeat packet size.
- Optimised adding/removing of roboport, robots keep their tasks if they can.
- Path finder will terminate when search is too long. This avoids save
explosions (see https://forums.factorio.com/12580).
- Optimised rendering for large logistic networks.
- Fixed that the graphics were saved twice in the RAM memory.
Graphics:
- New graphics of the combat robots.
- New graphics of the laser/gun turrets, their color is now player/force
dependent.
- New graphics of muzzle flash for player, car, tank and turrets.
- New tree graphics. Trees have 4 levels of leaves and the leaves are
colorable.
- Trees emit leaves (based on the tree color) when being mined and destroyed.
- Trees emit branches when mined or destroyed.
- Storage tank has a small window showing the liquid inside.
- Combat robots attack beam (https://www.factorio.com/blog/post/fff-84)
- New GUI icons: Weapons, ammo, status icons such as out-of-ammo or out-of-
electricity
Bugfixes:
- Fixed wrong item count in the logistic system when handling partially-filled
magazines, repair packs or other items with durability
- Fixed the choppy (not smooth) movement when using the exoskeleton equipment.
- item-description localization now displays correctly when previewing recipes.
- entity-description localization now displays on entities.
- Proper blueprint centering. It is based on the included entities rather then
the selection rectangle when the blueprint is created.
- Very big entities no longer disappear at the edge of the screen
- When putting things on ground, the first item was never put exactly under the
cursor even when the place was empty.
- Fixed that it wasn't possible to swap stacks of the same items with different
health.
- Fixed strange behavior of tank/car entering sound.
- Fixed LuaFluidBox crashing the game when attempting to read fluid from an
entity that previously had fluidboxes.
- Car / Tank ammo inventory is refilled from the trunk / player inventory when
exhausted.
- Fixed writing invalid LuaEntity::selected_gun_index crashing the game.
- Fixed the power armor battery level indicator getting drawn on top of
everything else (https://forums.factorio.com/8206).
- Fixed that following robots created through trigger crashed the game.
- Fixed the train pathfinding issue when the train crashes to something while
stopping for signal or station in front of a junction.
- Fixed that crashing to something while in manual mode in train could switch
it to automatic mode.
- Fixed crashing when setting modded GUI styles in Multiplayer.
- Fixed crash when trying to read LuaPlayer::opened on a dead player.
- Fixed crash when canceling deconstruction of a logistic container that was
marked for deconstruction after the logistic network it was in lost power
and then regained power (https://forums.factorio.com/10143).
- Fixed LuaSurface::can_place_entity returning true when checking item-on-
ground against item-on-ground (https://forums.factorio.com/9247).
- Turrets can now be modded to use shotgun (and other not guided) ammo.
- Fixed research window appearing behind the selection/minimap pane when shown
from research completion (https://forums.factorio.com/13235).
- Fix inability to bind some OEM keys on Windows. Added the ability to bind
more keys including multimedia keys. (https://forums.factorio.com/10027)
- Fixed marking a ton of entities for deconstruction outside the construction
range of roboports slowing down normal deconstruction rates.
- Fixed crash when removing electric poles from electric networks or circuit
networks with large amounts of poles (https://forums.factorio.com/13368).
- Fixed video-memory-usage option on Windows. It is possible to run Factorio on
configurations with low VRAM (less then 512MB). Other platforms don't have this
issue.
- Fixed that control-clicking entire inventory into a machine installed
modules.
- Fixed another instance of the "Trying to make chunk at unreasonable position"
bug (https://forums.factorio.com/13399).
- Requester chests no longer request more than they can store. E.g. if a
requester chest only has one free slot and the requester slider is set to request
20000 iron ore, the chest will only request one stack from the network
(https://forums.factorio.com/4604)
- Console no longer loses focus after an autosave
(https://forums.factorio.com/10025)
- Fixed wrong highlight when crafting ammo in vehicles
(https://forums.factorio.com/9620)
Modding:
- Ambient sounds are specified as prototypes so they can be extended and
modified by mods.
Scripting:
- Changed all the identifiers/methods/events/parameters. Underscores are used
as word delimiter (findentities -> find_entities).
- Changed glob to global.
- New object LuaSurface, accessible from player/entity as read property
surface.
- Some commands moved from LuaGame to LuaSurface: get_pollution,
can_place_entity, find_entity, find_entities, find_entities_filtered,
find_non_colliding_position, find_enemy_units, find_nearest_enemy,
set_multi_command, create_entity, create_unit_group, build_enemy_base,
get_tile, get_tileproperties, set_tiles, pollute, get_chunks,
is_chunk_generated
- Added LuaGame::local_player console command: when entered through the console
it will reference the local player doing the console command. Only works when run
through the console.
- Added LuaFluidPrototype - similar to LuaItemPrototype but for fluids.
- math.random can now accept negative values for ranges eg x + math.random(-10,
10)
- Added LuaRecipe::hidden and energy read.
- New object LuaGroup, accessible from LuaEntityPrototype as read property
group/subgroup.
LuaGroup contains: name, type, inventory_order, group, subgroups
- Added several new options to LuaEntityPrototype: mineable_properties,
items_to_place_this, collision_box, selection_box, order,
group, subgroup, healing_per_tick, emissions_per_tick, corpses,
selectable_in_game, weight, resistances, fast_replaceable_group,
loot, repair_speed_modifier
- LuaItemPrototype::group now returns the new LuaGroup object.
- Added LuaEntity::is_crafting() - returns true/false if the assembling machine
or furnace is currently crafting a recipe.
- Added LuaEntity::crafting_progress/bonus_progress - a percent of 1: the
current crafting progress or bonus progress.
- Added the ability to compare LuaObjects using "==" as in: "if game.player ==
game.players[1]" for all LuaObjects.
- Removed all LuaObject::equals(): the == operator can be used in its place.
- Added new blend modes for sprites using "blend_mode" property. Possible
values: "normal", "additive", "multiplicative".
- Added on_player_driving_changed_state event - passes the player_index who's
driving state changed.
- Added LuaEntity::belt_to_ground_type - returns the type "input"/"output" of
the transport-belt-to-ground.
- Added several methods for manipulating gates: is_opened, is_opening,
is_closed, is_closing, request_to_open, request_to_close.
- Changed LuaEntity::neighbours:
For electric poles: the wire connections: {copper={}, red={}, green={}}
For transport-belt-to-ground: the input/output entity it's connected to (or
none)
For entities with fluid - the entities the fluid connections connect to
indexed by the fluid connection
- #entity.fluidbox can now be read from any entity and will return the number
of fluidboxes the entity has (0 for non-fluid handling entities).
- Added the ability to specify map colors for all entities: map_color,
friendly_map_color, and enemy_map_color
- Added the ability to disable drawing the station name for train-stop type
entities: chart_name = "false" in the prototype.
- LuaEntity::backer_name can now be read/written for all entities that support
backer names (furnace, assembling machine, lab, locomotive, radar, roboport,
trainstop).
- LuaEntity::recipe can now be set to nil to remove the recipe from an
assembling machine.
- Added LuaItemPrototype default_request_amount, resistances, item_to_clear.
- Added LuaChart::chart_all (charts all the generated parts of the map).
- Expanded LuaEntity::get_item_count and LuaEntity::clear to work with all
transport belt entities.
- New object LuaTransportLine, accessible from entity as read method
get_transport_line(index) - an interface to the items on transport belts.
- Added LuaSurface::count_entities_filtered - the same as
find_entities_filtered but simply returns a count. The benefits being: it's much
faster
than find_entities_filtered when the entity references aren't desired.
- Added LuaForce::enable_research() - enables research for the force if it was
disabled.
- Added LuaSurface::spill_item_stack() - takes a item_stack and position and
drops the items on the ground item bomb style.
- Changed LuaEntity::stack, LuaEntity::held_stack and LuaPlayer::cursor_stack
to return LuaItemStack objects.
- Changed LuaItemStack to allow reading any inventory slot even when the item
in the slot is invalid. LuaItemStack::valid_for_read should be used
before accessing the normal properties/methods for a given LuaItemStack.
- Removed LuaEntity::clear_circuit_condition() -
LuaEntity::set_circuit_condition(index, nil) can be used instead.
- Added "force" option to
LuaSurface::find_entities_filtered/count_entities_filtered.
- ItemStack counts can be excluded and defaults to 1, ItemStacks can be strings
and default to a full stack.
- Added LuaItemStack::count write support.
- Added LuaItemStack::can_set_stack(), set_stack(), clear() - write support to
a specific item stack.
- Removed LuaEntity::stack, held_stack write support -
LuaItemStack::set_stack() can be used.
- Removed LuaPlayer::cursor_stack write support - LuaItemStack::set_stack() can
be used.
- Added LuaTrain::cargo_wagons read - returns only the cargo wagons for the
given train.
- Added LuaEntity::remove_market_item - takes an index to remove from a Market
entity offer list.
- Added LuaEntity::get_market_items - returns a table of offers the Market
entity offers.
- Added LuaForce::research_progress read/write - a percent of 1 - the current
research progress (0 if no research).
- Added LuaEntityPrototype::turret_range read - the range of a given turret
entity prototype.
- Added player_index to the on_put_item event.
- Added ghosts from manual building and blueprints to the on_built_entity
event.
- Added LuaPlayer::enable_flashlight() - counterpart to disable_flashlight().
- Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
- Changed on_researched events to return the related LuaTechnology object.
- Added LuaTechnology::force read - the LuaForce the technology belongs to.
- Added LuaGame::create_surface - takes a string name and optionally a table of
map gen settings and creates a new surface.
- Changed LuaPlayer::teleport to allow optionally a surface name, index or
object to teleport the player to. The surface must exist.
- Added LuaSurface::request_to_generate_chunks - takes a position and radius
and requests to generate those chunks - will not generate chunks outside the map
bounds.
- Added LuaSurface::map_gen_settings - the current map gen settings for the
surface.
- Added LuaGame::server_save - in a multiplayer game with a server, this will
make the server save the game. Only works with a headless server, i.e. one launched
through the --start-server option.
- Added LuaGuiElement::parent read - the parent of the LuaGuiElement if any
else nil.
- Added LuaPlayer::index read - the numeric index of the LuaPlayer object.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.22
Date: 24.4. 2015
Bugfixes:
- Fixed the possibility to break the scripting of the 3rd New hope campaign by
fast replacing the boilers with pipe.
- Fixed parsing of localised string in lua commands when the string is
concatenation. (https://forums.factorio.com/9896)
- Fixed (once again) the inserter connection to rail in junctions.
(https://forums.factorio.com/10078)
- Fixed that the combat robots ignored the vehicle of the player and damaged
directly the player. (https://forums.factorio.com/9607)
- Fixed crash when character disconnected from player is crafting.
(http://www.factorioforums.com/forum/posting.php?t=10000)
-----------------------------------------------------------------------------------
----------------
Version: 0.11.21
Date: 9.4. 2015
Bugfixes:
- Fixed potential save corruption if the game was saved while mousing over a
mining drill.
- Fixed that the red/green wires weren't properly revived when rebuilding
entities after destruction. (https://forums.factorio.com/9272)
- Proper error message when the game can't handle too big amount of prototypes
due to big amount of mods loaded at the same time.
- Fixed broken map when the player resizes the window while the map is being
loaded. (https://forums.factorio.com/9267)
- Fixed that market gave items always to to the first player in the given
force, rather than the buyer. (https://forums.factorio.com/9443)
- Fixed the freezes and wrong behaviour when manually crafting recipes with
probabilities. (http://www.factorioforums.com/forum/posting.php?t=9354)
- Fixed that it wasn't possible to use the for message confirmation for
something else at the same time. (https://forums.factorio.com/9403)
- Fixed the squishy map preview image when moving the loading dialog halfway
offscreen. (https://forums.factorio.com/9311)
- Fixed wrong probability calculation of bonus production of mining drill.
(https://forums.factorio.com/9378).
- Fixed that writing text in the map editor save/load dialog interfered the
map. (https://forums.factorio.com/9309)
- Fixed that error messages of malformed parsing ini/json files didn't contain
the file name. (https://forums.factorio.com/9505)
Modding:
- Increased the maximum amount of item subgroups. (255 -> 65535)
- Storage slots of mining drill is moddable now. This affects the internal
inventory size, so when resource with more different results
is mined, no items are lost (as long as the size is big enough). Default
value is 1.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.20
Date: 2.4. 2015
Bugfixes:
- Fixed crash related to rail segments in map loaded from 0.10.x
(https://forums.factorio.com/9217).
- Fixed issue with connecting to Multiplayer host that has open menu.
(https://forums.factorio.com/9224)
- Fixed multiplayer desync in a game loaded from different mod configuration
without save/load in between (https://forums.factorio.com/9347).
- Fixed crash when inserter with circuit conditions gets destroyed.
(https://forums.factorio.com/9206)
- Fixed bug where tank would no longer turn in place. Turning in place is not
possible when out of fuel. (https://forums.factorio.com/9250)
- Fixed lockup when iterating large numerical arrays in lua. This time for
real. (https://forums.factorio.com/8919&p=71104)
- Fixed double speed issue for monitors with 120Hz refresh rate or higher
(https://forums.factorio.com/8043).
- Fixed bug with game freezing in some situations when the game is blocked by a
firewall (https://forums.factorio.com/9179).
- Fixed rail signals blocking the blueprint.
(https://forums.factorio.com/9252).
- Re-Fixed crash when the number shown in the short number format exceeded
supported prefix. (https://forums.factorio.com/9274)
The prefix support has been extended for lua files parsing also.
- Fixed production stats accuracy. (https://forums.factorio.com/9246).
- Fixed the graphical glitches in terrain transitions on certain zoom levels.
(https://forums.factorio.com/9225)
- Another fix of manual crafting requirements logic calculation.
(https://forums.factorio.com/9233)
- Fixed the loot table probability calculation bug.
(https://forums.factorio.com/9277)
- Fixed armor battery icon being always on top.
(https://forums.factorio.com/9284)
- Fixed errors when reading game.player.minimap_enabled.
- Fixed that it wasn't possible to insert ammo into tank ammo slots from
cursor.
- Fixed the wrong inventory highlights of ammo in tank/car.
(https://forums.factorio.com/9310)
Scripting:
- Fixed building position of ghosts built by script.
(https://forums.factorio.com/9305).
-----------------------------------------------------------------------------------
----------------
Version: 0.11.19
Date: 20.3. 2015
Bugfixes:
- Fixed that it was possible to use the fast replace on enemy structures.
(https://forums.factorio.com/9150)
- Fixed crash when multiplayer quit is performed at the same time as the
autosave. (https://forums.factorio.com/9170)
- Fixed crash when autosave happens at the same time as mining the entity.
(https://forums.factorio.com/9171)
- Fixed that players/vehicles/units were blocking building of blueprint.
- Entity Spawner / Worm will call for help when attacked in peaceful mode
(https://forums.factorio.com/9140).
- Fixed crash when the number shown in the short number format exceeded
supported prefix (was T for tera).
The prefix support has been also extended, so it supports k for kilo (10^3)
up to Y for yotta (10^24).
- Fixed that the changelog window was too big on 1280X1024 resolution.
- Fixed the (mini) map behavior when a lot of map requests near the edge are
made (linear maps with radars typically).
- Fixed the missing debug symbols on mac and linux, so the error reports on
these systems gives us better information.
- Linux release uses older glibc so, it should be Ubuntu 12+ compatible.
Translation:
- Use the word intermediates instead of intermeidates.
(https://forums.factorio.com/9194)
Changes:
- Multiplayer dropping threshold is doubled during map upload / download.
(https://forums.factorio.com/9142)
-----------------------------------------------------------------------------------
----------------
Version: 0.11.18
Date: 12.3. 2015
Features:
- Blueprints can be built over things marked for deconstruction.
- Blueprints can be force placed using alternative build mode (shift click).
Balancing:
- Increased the cargo wagon inventory size (20->30).
- Increased the crafting cost of the cargo wagon and locomotive.
Bugfixes:
- Fixed save corruption (rare probability) related to rendering alerts and
saving the map.
- Fixed crash in map editor when changing / setting assembling machine recipe
(https://forums.factorio.com/8997).
- Fixed desync loop when changing player force via script - in PvP mod for
instance (https://forums.factorio.com/9053)
- Added explaining text for the second new hope campaign supplies objectives.
(that the car supplies count only the user is in the car)
- The flamethrower fluid input order is the same as before, so it matches the
refinery outputs.
- Fixed clearing the cursor while attempting to repair something
(https://forums.factorio.com/8986).
- Fixed that changing force of roboport (in map editor or by a script) didn't
update the connections properly.
- Roboports now behave correctly when teleported using scripts.
- Fixed that some of the technology icons were scaled down in the technology
selection.
- Fixed that the Not minable checkbox was set based on the Indestructible value
in the map editor.
- Fixed that the two way signals weren't possible to build on diagonal rails.
(https://forums.factorio.com/9003)
- Fixed copy-paste for Cargo wagons not activating inserters.
- Fixed copy-paste for entities with inventory limits not copying the limit.
- Fixed that the "Electric demand satisfaction" label was not translatable.
- Removing and merging the locomotive of a train without any additional
locomotives doesn't clear the schedule anymore.
- The line height in the debug info is dependent on the scale, so they don't
overlap or take too much space on different scales.
- Fixed that non valid require did crash the game instead of giving proper
error message.
- Fixed "Trying to make chunk at unreasonable position" caused by some vehicle
collisions. (https://forums.factorio.com/8812)
- Fixed weird behaviour and bad damage calculations when colliding with
multiple objects while in a car or tank.
Changes:
- Small change of collision box of curved rail, so the underground belts can be
built on one additional particular position.
- Tank should no longer get stuck. Tank destroys objects by accelerating into
them even when standing still (https://forums.factorio.com/9046)
Scripting:
- Setting technology as finished using the script also fires the
ontechnologyresearched event.
- Order to chart a big area doesn't slow the game horribly anymore.
(https://forums.factorio.com/9050)
- Added on_resource_depleted - called when a resource is depleted to its
minimum yield or 0. Passes the resource entity as event.entity.
- Car prototype now uses "energy_per_hit_point" instead of
"crash_damage_multiplier", consistent with train prototypes.
Modding:
- Moved the player hit tint color into the player prototype.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.17
Date: 5.3. 2015
Features:
- Tooltips are now generated automatically for some items. You will now see
more detailed info for capsules, turrets, ammo(https://forums.factorio.com/6791)
- Autosaves in multiplayer are performed at the same time by all clients
(interval is set by hosting player).
- Progress bar is shown when non-responsive peers are about to be dropped from
the game in the Multiplayer.
- Progress bar is shown when other peers in multiplayer are saving map.
- Items dropped by the enemies are collected automatically (without the pressed
f) and from bigger distance.
- Better construction robot strategy.
When the construction is processed, the closest available supply of the
required item is found and the closest robot to this supply is selected for the
construction.
- The game shows name of other players above their head.
Balancing:
- Increased the stack size of straight rail (50->100).
Bugfixes:
- Fixed desync issue related to removing of active entities.
- Fixed desync issue related to blueprint with more than one icon.
- Don't get stuck in Multiplayer when left alone downloading the map.
- Desync report in multiplayer is generated in parallel avoiding desynced
player being dropped.
- Fixed that the train didn't continue when it crashed to something (typically
player) while breaking for signal/station.
- Fixed that the technology ingredients weren't sorted.
- Unified the rail align of signal to the diagonal rails
(https://forums.factorio.com/8697).
- Fixed crash when the recipe of assembling machine is changed while the gui is
opened. (https://forums.factorio.com/8701)
- Fixed another updater post-update logic error on windows.
- Fixed shift-removing equipment from the equipment grid freezing the game.
(https://forums.factorio.com/8738)
- Fixed the item to entity insertion logic. (https://forums.factorio.com/8766)
- Fixed crash when autosave happens immediately after loading a multiplayer map
as a new player.
- Fixed some UI icons not scaling correctly and not being displayed pixel-
perfect(https://forums.factorio.com/8827)
- Fixed that the order of products in the recipe is now specifiable by the lua
definition the same way as the ingredients.
- Fixed that saves with corrupted energy sources because of the double entities
problem in 0.11.16 are not loadable now.
- Fixed the crashes that can happen when accessing the train controls in
multiplayer. (https://forums.factorio.com/8799)
- Fixed electric energy logic, so it is handled properly when the electric
poles /electric machines are moved (mod related).
- Fixed that rail signal disconnected from rail didn't show health bar and
deconstruction icon.
- Fixed crash when clicking into gui in replay mode.
- Fixed that the button based questions in the sandbox scenario logic could
interfere with other mods. (https://forums.factorio.com/8815)
- Fixed occasional crash when building cargo wagons/locomotives.
(https://forums.factorio.com/8813)
- Fixed crash when removing rail under train in map editor or from a script.
The train on the rail is destroyed in that case.
- Fixed wrong saving directory in the non-hosting MP
client(https://forums.factorio.com/7808).
- Progress bars in Multiplayer (loading map, autosaving, etc.) don't overlap
but instead stack.
- Fixed missing executable permissions in linux tarball.
- Fixed minor issue with generated map even size being rounded up
(https://forums.factorio.com/8807).
- Electric turret shows energy consumption properly depending on the shooting
speed upgrades.
- Fixed that the north pipe covers of machines were drawn over the entity.
(http://www.factorioforums.com/forum/posting.php?t=8871)
- Fixed the crash when autosave is triggered while the computer is locked. The
game will be saved without the preview picture in this situation.
- Fixed lockup when iterating large numerical arrays in lua
(https://forums.factorio.com/8919&p=71104)
- Fixed that the small electric pole has wire reach 7.5, but the game was
showing 8 in the tooltip.
- Fixed the tank controls, as it could start to break when it hit something.
The tank doesn't get stuck when plowing through stuff now.
- Fixed, that the gui of inactive mod wasn't deleted the same way as the mod
was removed completely. (https://forums.factorio.com/8942)
- When the player data file gets corrupted, the file is ignored and the game
can be still launched.
- Fixed that furnace can be modded to have no output/input inventories without
the game crashing.
Changes:
- Increased the pathing penalty for non-moving train in manual mode from 200 to
1000.
Debug:
- When building/selecting rail signal, the connected rail is shown by the green
selection box.
- Added verbose logging option in other settings. This adds extra logging for
the Multiplayer.
Scripting:
- Fixed that player.can_insert returned always true.
(https://forums.factorio.com/7307)
- Fixed that the access luaPlayer/luaGuiElement and luaGuiStyle could result
into crash when the corresponding player was removed.
- Trigger effects of type create-entity now have a property "show_in_tooltip"
which determines if the creation of the entity/entities should be shown in
automatically generated tooltips.
- Added LuaTechnology:: upgrade, prerequisites, research_unit_ingredients,
effects, research_unit_count, research_unit_energy read.
- Moved radar nearby scan range into the prototype.
- Moved the night vision tint color into the night vision equipment prototype.
- Fixed game::always_day read not returning anything.
- entity.teleport is no longer permitted for walls, transport belts or entities
with fluid boxes. The method returns false in this case.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.16
Date: 19.2. 2015
Features:
- Option to specify non-standard ui scale.
Bugfixes:
- Various fixes of multiplayer logic.
- Fixed the error reporting while the game is being updated.
- Fixed the updater logic for the unicode character paths.
- Fixed that the game always crashed when ran on unicode path.
- Fixed a bug in the updater logic that could cause it to crash when the update
is finished.
- Marked Factorio as DPI aware. It should fix different kind of problems with
Win 8.1 and it's scaling "features".
- Pressing some key combinations while entering text in a text field will no
longer activate game actions(e.g. pressing Ctrl+C no longer fires the shotgun)
- Fixed problems with low download speed when connecting to multiplayer game.
- Fixed that transport belts built by the construction robots were not
deactivated properly.
- Fixed that entities deactivated internally (automatically) didn't show the
no-electricity icon. The icon is disabled only for manually deactivated entities
from now on.
- Fixed that removing construction robot on the way didn't re-assigned new
robot to the task of deconstruction properly.
- Fixed shift-clicking equipment out of the equipment grid deleting equipment
if there was no room in the players inventory (https://forums.factorio.com/8513)
- Revived character (after dying in multiplayer) are placed on the spawn point
instead of the center of the map.
- Better error message when the (mod) config file can't be saved.
- Fixed the black stripes in tiles visible on some specific location with
specific zoom levels.
- Fixed that the curved rail didn't show the colliding entities when properly
when building. (https://forums.factorio.com/8521)
- Fixed that the autosave could randomly switch the game into the main menu
without the chance to continue. (https://forums.factorio.com/8467)
- Fixed that the personal laser defense didn't aggro biters the same way as
shooting in peaceful mode.
- Fixed that the debug info config was reset when the the game was updated.
- Fixed that all the personal defense lasers were shooting at the same moment.
- Fixed the crash when resizing window with bitmap caching on.
- Fixed that the bitmap caching option was confusing, as the high values were
saving video memory usage, for slower performance.
There is just video memory usage selector, where high values means higher
performance.
- Fixed that the accumulator capacity was shown only for the first network the
accumulator was in (when it is in multiple networks).
- Fixed that removing station from schedule could change the current train
destination.
- Enemy structures can't be mined or opened.
- Enemy power poles can't be disconnected.
- Enemy structures can't be fast transfered. (control click)
- Dead character in the ghost move can't move and explore while waiting for
respawn.
- Map/minimap is separated properly for different forces, and also switched
properly when the force is changed.
- The command history entries are unified.
- Fixes of the notice of the respawn time.
- Assembling machine recipe tooltip doesn't use auto crafting logic.
(https://forums.factorio.com/5836)
- Player recipe tooltip doesn't "eat" materials when the auto crafting
calculation results in the ingredient not being craftable.
- Fixed the selection priority, ghosts have lower selection priority than other
objects now.
- Fixed compatibility problems with older Mac OSX versions.
- Fixed rail inconsistencies when train crashes to itself.
- Fixed the crash when the map can't be saved because there is not enough free
space, proper message is given instead, and the game continues to run.
- Fixed desynchronisation issues on 32bit vs 64bit system related to blueprints
and movement bonuses.
- Fixed the transport belt ending drawing logic
(https://forums.factorio.com/5018&start=10#p69109).
- Fixed crash when inserting items to entity that was closed in the same moment
in multiplayer.
- Fixed that the player income of items inside assembling machine that was
reset was not shown. (https://forums.factorio.com/8646).
- Fixed that items could get lost from assembling machine when doing copy-
paste.
- Fixed that the crafting queue slots didn't have tooltips.
- Fixed crash when removing transport belts connected to splitter that was
rotated.
- Fixed improper activation of rotated splitter.
- Fixed desync when changing to the god controller.
Scripting:
- Moved builddistance, dropitemdistance, reachdistance, reachresourcedistance,
tickstokeepgun, and tickstokeepaimingdirection to the player character prototype.
- Added LuaEntity::signal_state read for Rail Signal entities.
- Added LuaEntity::isitemonbelt read - returns true/false if an item entity is
on a transport belt variant entity.
- Added LuaInventory::hasbar()/getbar()/setbar() - the inventory limit of a
container.
- Fixed that module restriction wasn't working for fast entity transfer.
- Added read/write access to player force.
- Changing player force automatically changes character force and changing
character force automatically changes player force.
- Additional research related fixes, to make different research of different
forces work correctly (independently).
- create-entity trigger effect now has an array of offsets specified by the
"offsets" property. The "offset" property was removed.
- Fixed several zero-inventory size related crashes with modded entities
(https://forums.factorio.com/8420)
- Added LuaRecipe::products/ingredients read - the products/ingredients for a
given LuaRecipe.
- Fixed that the order of ingredients in the recipe was fixed. The order of
ingredients depends on the order of definition in the prototype.
Mods using recipes with more than one fluid input/output might have the
inputs in different order than before, which might be problem of compatibility
on existing maps, but it can be solved by updating the order of the
ingredients in those mods (the same way we fixed that in the base)
-----------------------------------------------------------------------------------
----------------
Version: 0.11.15
Date: 4.2. 2015
Features:
- Map transfer displays transfer speed.
Bugfixes:
- Fixed (one of the sources) of the random crashes when loading games, mainly
with mods
containing heavy code in on_load/on_init methods.
- Fixed (hopefully) the win xp compatibility.
- Tweaks of the error reporting (stack trace written into the log).
- Fixed GUI goal description overlapping GUI elements
(https://forums.factorio.com/8367)
- Fixed that inserters weren't woken up when (not) inserting material to
furnace because the
recipe using it is not researched upon successful research.
Scripting:
- Disabled the LuaPlayer::cursor_position and zoom as they were not
deterministic.
Changes:
- When using the deconstruction planner, the logistic network is not drawn if
the mouse if over a GUI element(https://forums.factorio.com/8341)
- Blueprint, deconstruction and cancel deconstruction selection boxes will not
get deselected when hovering over GUI elements.
Instead they will not activate if the mouse is released under a GUI element.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.14
Date: 2.2. 2015
Bugfixes:
- Proper handling of user paths containing non-ascii characters.
- Stack trace is written to log when the game crashes in windows (was non
windows only until now).
- Less restrictive (rail collisions related) train signal placement.
- Fixed that the logistic robot storage bonus wasn't used when the full
transport belt was being deconstructed.
- Fixed that all the robots were sent for deconstruction of non empty objects
with no logistic robot storage bonus research.
- Fixed the required construction robot calculations related to deconstruction
of chest/transport belts with mixed contents.
- Fixed loading of save with different mod configuration that caused items to
have different type. (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 re-charted (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.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.13
Date: 19.1. 2015
Bugfixes:
- 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.12
Date: 16.1. 2015
Bugfixes:
- 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.11
Date: 13.1. 2015
Bugfixes:
- Fixed problems with inserters taking from diagonal wagons.
- Fixed several train related bugs and issues, mainly:
Fixed the problem of train occasionally loosing path when moving fast.
This also fixes the problems of mods with super fast trains.
Fixed that trains could occasionally leave block behind them blocked.
Fixed that trains could do huge detours when some block was blocked.
The pathfinding is based on penalties for blocked segments now.
For trains waiting in station, the more remaining time in the station, the
bigger penalty.
- Removing train station doesn't remove it from the train list.
If there are no stations with the given name, the station is shown as red in
the schedule.
Such station are skipped by the train until the station with the name appears
again.
- Fixed the way train was preferring non-blocked paths/stations.
- Fixed that diagonal parallel curve blocks both tracks.
(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() no longer 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.10
Date: 6.1. 2015
Bugfixes:
- 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.9
Date: 5.1. 2015
Features:
- When removing power line, the neighbours of it are reconnected.
(https://forums.factorio.com/7632)
Bugfixes:
- 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.
Optimisations:
- 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.8
Date: 22.12. 2014
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.7
Date: 19.12. 2014
Bugfixes:
- 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 scorch mark was created water.
Optimisations:
- Reduced the savegame size by 53%, this reduces also the saving time by
roughly 40%.
- Reduced savegame memory usage up to 10%
-----------------------------------------------------------------------------------
----------------
Version: 0.11.6
Date: 11.12. 2014
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.
Bugfixes:
- 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 canceled.
- 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 scorch mark as a result of heavy weapons (grenades, rockets, tank
cannon).
Balancing:
- The range of all spitters have been set to 15, so they don't 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
compatible with the other events
that have player_index as well.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.5
Date: 5.12. 2014
Bugfixes:
- 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.4
Date: 4.12. 2014
Features:
- Added preferred screen option in the graphics option.
Graphics:
- Upgraded the player running animation.
Bugfixes:
- 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 inconsistencies related
to removal of items in inventories
that have smaller size due to different mod configuration.
- Fixed that changing terrain from script (used by some mods that work with
terrain), wasn't updated on screen until forced by zooming or
moving the screen away and back.
- The sandbox scenario now doesn't have the character visible.
Balancing:
- Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe
in its category.
Scripting:
- Fixed that LuaEntity::get_item_count returned 6 times more for ammo turrets.
- Removed write access to LuaGame::tick.
- Disabled deactivating of rolling stock.
- Lua debug library no longer return paths containing installation directory.
Modding:
- Fixed that the data-updates.lua of base mod would overwrite the created
effect of mod entities by the
smoke effect. It now just adds the smoke effect to the specified effect.
Changes:
- Rail signal that is not dividing two rail blocks is changing colors the same
way, as when it is connected to no rail
because it does nothing, more at 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).
-----------------------------------------------------------------------------------
----------------
Version: 0.11.3
Date: 14.11. 2014
Bugfixes:
- 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.2
Date: 13.11. 2014
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 replaceable.
- In Multiplayer, research progress gui (in the top right) blinks once research
has completed.
There is no technology window popup anymore. This is optional behavior in
single player as well.
- Fixed bug that SP game wouldn't have commands allowed after loaded from MP
game.
- MapEditor doesn't allow to place and edit character anymore. Instead a spawn
point (red flag) can be put on map.
Scripting:
- Fixed that the on_robot_built_entity was not working at all.
- Fixed that events giving player index were crashing in the sandbox mode.
(on_picked_up_item, on_built_entity, on_player_mined_item,
on_preplayer_mined_item, on_player_createditem, onplayerrotatedetity)
- Fixed crashes when modifying style of gui of player that has no view (always
in multiplayer).
- LuaPlayer::name (read) now contains the player name.
- Replaced removeofflineplayer with remove_offline_players. It takes a lua
table of player indexed to remove.
If no arguments are provided it removes all the players.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.1
Date: 31.10. 2014
Bugfixes:
- Removed test code leftover that artificially created desync every 20 seconds.
- Fixed the localisation errors.
-----------------------------------------------------------------------------------
----------------
Version: 0.11.0
Date: 31.10. 2014
Major Features:
- First version of the multiplayer.
Only co-op mode. Simplistic UI. Requires a public IP address for connecting
to.
Tested mostly on LAN. Replays of MP games don't work yet. Number of players
is not limited.
- Added gates, they open when friendly player comes by. Gates built on straight
rails become rail gates.
- Added a tank. It is way more durable than a car. It has its own set of
weapons.
- Added spitters. They are a next evolution step of biters with a ranged
(spitting) attack.
They are spawned in their own spawners (different mask color) but only after
evolution reaches 0.3.
Features:
- 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
(https://forums.factorio.com/3189)
- Randomized lights turning on and off during dawn and dusk
(https://forums.factorio.com/3493)
- Item entities are now deconstructable.
- Added a cancel deconstruction option to the deconstruction planner.
- Copy/paste entity settings (filters) for cargo wagons (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
(https://forums.factorio.com/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 placeable 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 (https://forums.factorio.com/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 2X wood 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 cargo wagon
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 receives nil in
place of the object.
- Added game.players[] - returns a table of the current players
- Expanded player-related methods to pass "player_index" of the player doing
the action. If there is no player (map editor) the "player_index" value will be
nil.
(on_picked_up_item, on_built_entity, on_player_mined_item,
on_preplayer_mined_item, on_player_createditem, onplayerrotatedetity)
- Added "player_index" read to LuaGuiElement
-----------------------------------------------------------------------------------
----------------
Version: 0.10.12
Date: 16.9. 2014
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 mouse buttons over gui behavior
(https://forums.factorio.com/5810).
Balancing:
- The maximum distance for enemy expansion was increased from 5 to 7.
Scripting:
- makefile, take_screenshot and remove_path now use logger to report failures,
minor fixes in the path verification
-----------------------------------------------------------------------------------
----------------
Version: 0.10.11
Date: 15.9. 2014
Bugfixes:
- Fixed that number keys and enter were sometimes randomly not working
(https://forums.factorio.com/5767).
- Fixed that the pipe to ground was missing the health bar
(https://forums.factorio.com/5768).
- Fixed crash on mouse over ghost of rail signal that was connected to rail
destroyed afterwards (https://forums.factorio.com/5766).
- Fixed that the blueprint preview could go outside the window in some cases
(https://forums.factorio.com/5753).
- Fixed the crash when the selection window of filter slots of cargo wagon is
opened while the cargo wagon gets away (or id destroyed) and the
filter is selected. Now the crash doesn't occur and the window is closed
automatically (https://forums.factorio.com/5787).
- Show the logistic network areas when the deconstruction tool is in hand
(https://forums.factorio.com/5779).
- Fixed that the long entity names permanently enlarged the sidebar
(https://forums.factorio.com/5786).
- Fixed that downgrading container containing enough items to not fit into the
inventory resulted in both the new and old container on the same spot
(https://forums.factorio.com/5800).
- Fixed that wire connection isn't cleared when the wire is put away in god
mode (https://forums.factorio.com/5801&).
- Fixed that cursor for wire placing was inconsistent sometimes
(http://www.factorioforums.com/forum/posting.php?mode=reply&t=5802).
-----------------------------------------------------------------------------------
----------------
Version: 0.10.10
Date: 12.9. 2014
Bugfixes:
- Fixed that passive provider chest acted as active provider chest after game
load.
- Fixed that player turrets could be walked through after reconstructed.
(https://forums.factorio.com/5618).
- Fixed that the starting chest in sandbox mode didn't contain some of the
items in full stacks.
- Fixed that the pause game control reset itself to default after every
restart.
- Fixed wrong directory name inside save (it was "currently-saving", now it is
the same as the save name).
- Fixed that map2scenario didn't copy locale and script state to the scenario.
- Fixed crash related to enemy pathfinding.
- Fixed wrongly reported amount of items the player got from mining
machines/containers (https://forums.factorio.com/5688).
- Fixed entity icons of defender/distractor/destroyer robots.
- Fixed that deconstructing transport-belt-to-ground would delete items they
held (https://forums.factorio.com/5667).
- Fixed that deconstructing inserters holding items would delete items they
held (https://forums.factorio.com/5636).
- The notifications of destroyed buildings are created only when someone other
than player (or his machines) destroys the building.
This affects player destroying his buildings manually and also land-mine
destroying itself on impact.
- Fixed that slightly more robots than needed could be send to empty provider
chest (https://forums.factorio.com/5613).
- When unresearching (using script) the toolbelt, the items that can't fit it
are inserted back into the player's inventory.
(https://forums.factorio.com/5659).
- Recipes changed by mod will be refreshed to original value automatically when
the mod is removed
(https://forums.factorio.com/5676).
- Fixed crash when opening save that contained mods that are not already
present.
Crash happened when the crafting menu was opened and the active crafting
group was added by the mod (so it is not present anymore).
- Fixed that items were moved into quickbar even when there was already stack
of that type in the quickbar (currently selected in hand)
(https://forums.factorio.com/5661)
- Fixed the missing check of gun->ammo compatibility when putting the gun there
using shift-click or when the gun was crafted.
(http://www.factorioforums.com/forum/posting.php?mode=reply&t=5682).
- Fixed that the visualisation radius of throwables (the green circle) wasn't
visible when the player was in the vehicle.
(https://forums.factorio.com/5595).
- Fixed that the container's inventory didn't get sorted in case the container
couldn't be mined because all the items wouldn't fit the inventory.
(https://forums.factorio.com/5614).
- Fixed crash during enemy attack when the enemy unit was modded to attack by
destroying everything including itself. (https://forums.factorio.com/5727)
- Fixed that the player mined item event was not called when he got just part
of the inventory (https://forums.factorio.com/5608).
- Fixed that it wasn't possible to start fullscreen game in other than the
primary window. There is now settings in config in category [graphics] section:
preffered-screen-index. Changing the value changes the display adapter
(monitor) that is used. If many people use this feature in the future, we can put
it in the
graphics settings ingame as well (https://forums.factorio.com/5048).
- The number input box "consumes" only numeric input. Other keys for walking or
closing the window still work when the field is selected.
This is true as long as these are not mapped to numbers, bad luck in that
case (https://forums.factorio.com/5741)
- Fixed that actions made in the last tick before closing the scenario due to
error were applied again when different game was opened.
(https://forums.factorio.com/5741).
Debug:
- 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.get_chunks() iterator and game.is_chunk_generated(...) and
game.player.force.is_chunk_charted() 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). In the future, we might add an
event for when the entity is really going to be removed.
-----------------------------------------------------------------------------------
----------------
Version: 0.10.9
Date: 29.8. 2014
Bugfixes:
- Fixed crash when the map exchange string is not valid. If is not valid, text
color is changed to red.
- Fixed the loading of saves containing inner saves (used in tightspot
scenario) (https://forums.factorio.com/5482).
- Fixed that unresearching quickbar slots crashed the game
(https://forums.factorio.com/5466).
- Fixed crash in map editor when building transport belts after building
diagonal rail tracks (https://forums.factorio.com/5462).
- Fixed crash when entity with no icon shown in the electric network
statistics, error icon is shown instead in that case
(https://forums.factorio.com/5490).
- Fixed crash when some modded entity attack_reaction effect killed the
attacking biter.
- Fixed various problems of not loadable save when energy source type of
entities changed or mod specifying entities with energy source missing.
(https://forums.factorio.com/5511).
- Removed so called "item bomb" effect. It happened When the player tried to a
mine chest that contained items that couldn't fit his inventory.
Instead of dropping all the items on the ground around (which could be A LOT
of items in some cases), the mining just fails, while player
gets as many items from the chest as possible.
- Fixed performance when cancelling large crafting queues and the player has no
room to hold the items.
This also fixes performance when a loot-enabled entity dies and drops a large
amount of loot.
- Fixed bug when sometimes rail segments were messed up by placing rail signals
from blueprint (https://forums.factorio.com/5350).
Also blueprint which would place two signals next two each other cannot be
placed.
- Fixed bug when train was self-damaging when driving backwards at the end of
the rail (https://forums.factorio.com/5179).
This also fixes the resulting crash when the wagon was destroyed.
- Fixed bug when train with 2 locomotives with opposite directions was not
moving backwards when first locomotive had no coal.
- Fixed that laser turrets were not working when built near chunk boundaries
(https://forums.factorio.com/5362).
- Saving the crc in the replay only once per second, so the replay (and save)
size shouldn't grow so fast.
- Fixed that the beacon rotating animation was sometimes drawn under the beacon
(https://forums.factorio.com/5431).
- Fixed bug where placing assembling machine over assembling machine of the
same type could result in repetitive placing
(http://www.factorioforums.com/forum/posting.php?mode=reply&t=5479).
- Fixed the problem with deconstruction of transport belt with inserter (or
something other) putting items on it (https://forums.factorio.com/3090)
- Fixed that logistic robots were confused when inserting into storage with
damaged items (https://forums.factorio.com/5326).
- Fixed that construction/logistic robots inside a network that was removed
weren't re-assigned to the closest logistic network.
(https://forums.factorio.com/3088)
- The created effect of entities is not applied in map editor, to avoid too
much frozen smoke particles at the same time that slows the render.
(https://forums.factorio.com/5492).
- Worms don't collide with the world during the dying animation
(https://forums.factorio.com/5409).
- Worms don't show health bar and don't regenerate health during the dying
animation.
- Fixed scrolling with sliders in game (https://forums.factorio.com/5392).
- Fixed bug when some controls didn't work with mouse over the gui
(https://forums.factorio.com/5130).
Now they work just fine unless there is a gui action (i.e. crafting,
transfer) with the same binding.
- Fixed extremely low placement probabilities of worms.
- Fixed resetting key bindings when changing keyboard layouts
(https://forums.factorio.com/5192)
- Fixed bug when using deconstruction tool broke the replay
(https://forums.factorio.com/5570&p=42998#p42998).
- Fixed that pausing the game closed the opened gui
(https://forums.factorio.com/5563)
- Fixed that setting more than 65535 value in the logistics request gui didn't
work properly.
- Fixed that the number in the logistic gui wasn't set to 0 when the slot was
cleared (https://forums.factorio.com/5565).
- Map map2scenario reports errors correctly instead of crashing.
- Using map2scenario no longer resets researched technologies and unlocked
recipes.
- Migrations are applied even when using map2scenario.
- Fixed bug when blueprints were "looting" the items from transport belt to
grounds (https://forums.factorio.com/5587).
Debug:
- Added show_active_chunks debug option, shows which chunks are active on the
big map.
Scripting:
- Fixed that can_insert method ignored set filters
(https://forums.factorio.com/5477).
- Fixed that LuaForce:reset didn't reset all the force modifiers
Namely: inserter stack size bonus, logistic slots, quickBarCount,
followingRobotsCount, ghost time to live.
-----------------------------------------------------------------------------------
----------------
Version: 0.10.8
Date: 15.8. 2014
Bugfixes:
- Fixed bug on windows when game couldn't be saved.
-----------------------------------------------------------------------------------
----------------
Version: 0.10.7
Date: 15.8. 2014
Bugfixes:
- Fixed bug with non-primary mouse not working on OSX
(https://forums.factorio.com/5063).
- Fixed OSX crash due to non-existent write data directory
(https://forums.factorio.com/5284).
- Fixed crash when electric pole with open electricity gui is deconstructed
(https://forums.factorio.com/5310).
- Fixed crash when assembling machine item tooltip was active while it was
removed (https://forums.factorio.com/5196).
- Fixed crash when starting the game with dutch translation active.
- Fixed various replay desynchronizations related to research.
- Fixed bug in allocation of construction robots when rebuilding objects
(https://forums.factorio.com/5117).
- Fixed bug when removing toolbar filter didn't remove the picture
(https://forums.factorio.com/5224).
- Fixed that the car was displayed multiple times on the map
(https://forums.factorio.com/5271).
- Fixed other transport belt ending drawing logic issues
(https://forums.factorio.com/t=5018).
- Fixed small bugs with rails (and) ghosts (https://forums.factorio.com/5188).
- Old save file is not overwritten when saving fails
(https://forums.factorio.com/5354).
- Fast replacing assembling machine keeps the direction of the original
assembling machine. This is because the common scenario here is to upgrade
the assembling machine, rather than use it to change direction of existing
machines (https://forums.factorio.com/5239).
- Allowed to check placeability of item on ground from script as long as the
item is specified (https://forums.factorio.com/5238).
- Fixed that the video memory was refresh needlessly when the window was just
activated.
- Fixed the error reporting with fault definition. It now shows mods involved
in the error correctly.
- Fixed wrong radar consumption (309kW instead of 300kW)
(http://www.factorioforums.com/forum/posting.php?mode=reply&t=5226).
- Fixed crash when a cargo wagon is placed in the map editor
(https://forums.factorio.com/5308).
Changes:
- Mod zip package and folder should follow the pattern <Mod name>_<Mod version>
(https://forums.factorio.com/5364)
- Slightly smaller bounding box for the steam engine
(https://forums.factorio.com/5338).
- Roboport gui says "repair packs" not "material"
(https://forums.factorio.com/5351).
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.10.6
Date: 1.8. 2014
Bugfixes:
- Fixed the occasional crashes when switching item groups in filter selection.
- Fixed small inconsistencies of drawing logic of transport-belt based
entities.
- Fixed drawing of pipe covers for boiler that has less than 2 connections.
- Fixed unnecessary drawing of pipe covers in some cases, not visible in normal
game, but
allows cad-like mods to be precise (https://forums.factorio.com/5018).
- Fixed that furnace started to process the input even with no energy, so it
looks like the item vanished,
as the processing progress bar stops at 0 (https://forums.factorio.com/5071).
- Fixed, that the selection box of curved rail ghost wasn't proper.
(https://forums.factorio.com/5059).
- Fixed minor bugs with ignored low influences in entity placement.
- Fixed placement of rocks (getting rid of stone rings,
https://forums.factorio.com/3208).
- Fixed the visualisation of shooting target.
- Fixed crash when Escape was pressed with the map exchange string field
focused in the new game dialog
(https://forums.factorio.com/5005).
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.10.5
Date: 30.7. 2014
Bugfixes:
- Fixed crash when player with robots delivering him items, left the logistic
area (https://forums.factorio.com/4999).
- Fixed that "Made In" line in recipe tooltip was empty for some of the liquid
based machines (https://forums.factorio.com/5024).
- Fixed that the exe file icon added in 0.10.4 addition didn't work for the
release build.
- Better repair tasks and repair pack supply logic. Better logic for choosing
construction robot for repair.
- Fixed that the tab/shift tab didn't work (https://forums.factorio.com/5014).
- Fixed that the enter didn't work as confirmation in MapEditor map saving/game
saving/updater authentication (https://forums.factorio.com/5000).
- Fixed the unloadable save caused by wrong rail segments
(https://forums.factorio.com/4875).
- Fixed load game dialog inconsistencies when the window is resized
(https://forums.factorio.com/5023).
- Fixed the blueprint buildability check inconsistency
(https://forums.factorio.com/4072).
- The invisible rectangle containing the gui created by mods will no longer
obstruct the interaction area of the player.
This applies generally on any transparent part of the gui
(https://forums.factorio.com/4957&p=38885#p38885).
- Minor transport belt graphics fix, when the belt is starting against curve to
opposite direction, the belt ending graphics was missing
(https://forums.factorio.com/5018).
- When the last piece of item is removed from the circuit network, the item is
no longer displayed without number in the network contents, but disappears instead
(https://forums.factorio.com/4993&p=38998#p38998).
Changes:
- Health bar for wagons / locomotives rotates with the object
(https://forums.factorio.com/5025).
Modding:
- Fixed setting of minable. Empty result (result="") triggers error message. No
result specification makes the entity to have no mining result, but let it be
minable.
(https://forums.factorio.com/5056).
Translation:
- Updated some of the existing translations and added Swedish+Ukrainian
translation.
-----------------------------------------------------------------------------------
----------------
Version: 0.10.4
Date: 25.7. 2014
Bugfixes:
- Lights Render Quality settings is saved now
(https://forums.factorio.com/4797).
- Fixed Lights Render Quality slider
overflow(https://forums.factorio.com/4797).
- Fixed crash when mod lowers number of variations for a resource
(https://forums.factorio.com/4777).
- Fixed scrolling reset in the mods list (https://forums.factorio.com/4839).
- Added missing drawlight routines for all entities producing
light(https://forums.factorio.com/4852).
- Fixed roboport recharging rate tooltip(https://forums.factorio.com/4846).
- Fixed placement indicator for gun turrets(https://forums.factorio.com/4869).
- Fixed weirdness when inserting into assembling machine running
burner(https://forums.factorio.com/4843).
- Fixed burner inserter not refueling itself(https://forums.factorio.com/4843).
- Fixed that player was oversupplied in some cases
(https://forums.factorio.com/4801).
- Fixed that radar didn't rescan chunks (https://forums.factorio.com/4793).
- Inserter wakes up after copying entity
settings(https://forums.factorio.com/4950).
- Pickup items and zoom in/zoom out works even when assigned to mouse cursor
that is over gui.
- Fixed the non-fitting graphics of the belt in the underground belt for
north+west direction (https://forums.factorio.com/4901).
- Game guis don't interact when the game is
paused(https://forums.factorio.com/4891).
- Fixed that the provider chests started to be ignored under some circumstances
(https://forums.factorio.com/4600).
- Fixed that the requester chests was ignored when the deliver failed (robot
destroyed or similar) (https://forums.factorio.com/4548).
- Fixed the direction of input/output underground belt structure.
- Workaround for sound problems with pulseaudio
(https://forums.factorio.com/2489)
- The Factorio.exe (Windows systems) has the Factorio icon included.
- Fixed the wrongly drawn rails and other larger structures on the map on the
edges of the chunks.
- Fixed the tooltip delay label not showing correct value when the Settings
windows was opened.
- Added checks for validity of allocated bitmaps to work around a bug on some
intel graphics cards on linux (https://forums.factorio.com/1991)
- Fixed that changing text of textfield from script didn't update the text of
the field until the game was reloaded
(https://forums.factorio.com/4372).
- Fixed rocket defense requirements to be base 10 and fit within 1 stack size
(https://forums.factorio.com/4981).
Modding:
- Disallowed duplicate technology ingredient and duplicate lab input.
(https://forums.factorio.com/4917).
- Better error message when prototype is not loadable. Type of the prototype
and mod(s) that created/changed the prototype is displayed.
Scripting:
- Fixed dummy can_insert functions for car and
character(https://forums.factorio.com/4848).
- Call to teleport keeps entity orientation(https://forums.factorio.com/4837).
- Orientation of car and fish can be changed via entity orientation property in
lua api (i.e. car.orientation = 0.21).
- Added game.player.force rechart command, to force re-charting of the whole
map.
-----------------------------------------------------------------------------------
----------------
Version: 0.10.3
Date: 11.7. 2014
Features:
- Slider input (smart inserter gui, logistic gui) now has an alternative of
specifying the value exactly.
Bugfixes:
- Fixed crash when loading game with ScenarioMessage pointing to
player(https://forums.factorio.com/4628).
- Fixed that buildings created from damaged items were not repaired by the
construction robots.
- Fixed crashes when the crop-cache.dat file is corrupted.
- Fixed crash when simultaneously removing spawner and its biters from script.
- Fixed crash when starting new game with the sound disabled.
- Scrolling for crafting gui and for objects
selection(https://forums.factorio.com/4620).
- Fixed enemy expansions ignoring player bases after load
(https://forums.factorio.com/4578&p=34466#p34466)
- Objective fix in demo level 1 (https://forums.factorio.com/4690).
- Fixed behavior of game.can_place_entity() Lua command
(https://forums.factorio.com/4729)
- Fixed incorrect block detection for rail signals by smaller rail bounding box
(https://forums.factorio.com/4707).
- Fixed MacOSX application short version(https://forums.factorio.com/4598).
Changes:
- Changed the logistic robot supply strategy.
For player, robots take just enough items to fulfill exactly the requested
amount, so the player 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 a bit 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.print_entity_statistics now takes optional list of entity names
that acts as a filter.
Graphics:
- Updated exoskeleton equipment.
- Updated iron and steel axe icons.
Optimisations:
- Faster train movement collision check (related to
https://forums.factorio.com/4611).
- Optimised smoke update (related to https://forums.factorio.com/4611).
-----------------------------------------------------------------------------------
----------------
Version: 0.10.2
Date: 27.6. 2014
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(https://forums.factorio.com/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"
(https://forums.factorio.com/3199).
- Fixed crash when placing rail signal for rail loop
(https://forums.factorio.com/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 priority 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.
Translation:
- Added Catalan translation.
-----------------------------------------------------------------------------------
----------------
Version: 0.10.1
Date: 20.6. 2014
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(https://forums.factorio.com/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(https://forums.factorio.com/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(https://forums.factorio.com/4353).
- Updated item counts for starting sandbox
chest(https://forums.factorio.com/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.
It has a regular mod thread now: https://forums.factorio.com/4273.
It changes the game a lot when turned on and was not meant to be activated
for normal play.
- Reduced creeper spawning in big and dense nests (reduces problem for the "big
save bug": https://forums.factorio.com/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.can_place_entity 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 consumption_modifier (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.
-----------------------------------------------------------------------------------
----------------
Version: 0.10.0
Date: 6.6. 2014
Major Features:
- Environment sounds. Active machines close to the player create a small
factory orchestra.
- Logistic and Construction robots slowdown to 20% of regular speed when out of
energy (instead of dying).
- Blueprints copy circuit network connections.
Features:
- 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.
- Flying text indication for items collected while placing a building (for
instance a rotated transport belt).
- Cargo wagon can have filters in the inventory.
- 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.
Sounds:
- 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 in between.
- Backer names are used for Locomotives, Roboports and Radars.
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, remove_path).
- 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.minimap_enabled.
- Added lua interfaces to force to get/set modifiers
- Expanded connectneighbour-method
- Removed the crash when die/destroy is called on the dying entity in the
on_entity_died hook.
-----------------------------------------------------------------------------------
----------------
Version: 0.9.9
Date: 15.4. 2014
Bugfixes:
- Fixed that turrets ordered to be deconstructed couldn't be destroyed.
- Fixed crash when locomotive/cargo wagons were attempted to be built as
ghosts.
Scripting:
- Fixed the wrong positioning of the top custom gui flow.
-----------------------------------------------------------------------------------
----------------
Version: 0.9.8
Date: 11.4. 2014
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 build using blueprints.
- Fixed twitching of animation of some entities in special cases.
Scripting:
- Fixed get_tile/get_tileproperties method not fetching correct tile for
floating point negative numbers.
Graphics:
- New small electric pole graphics.
-----------------------------------------------------------------------------------
----------------
Version: 0.9.7
Date: 4.4. 2014
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 empty
into 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 find_non_colliding_position 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).
-----------------------------------------------------------------------------------
----------------
Version: 0.9.6
Date: 28.3. 2014
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.9.5
Date: 25.3. 2014
Bugfixes:
- 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.
Translation:
- Added Hungarian translation.
-----------------------------------------------------------------------------------
----------------
Version: 0.9.4
Date: 20.3. 2014
Major 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 bag 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/train 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>.
Translation:
- Added simplified Chinese translation.
-----------------------------------------------------------------------------------
----------------
Version: 0.9.3
Date: 14.3. 2014
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 contents 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 on_entity_died 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.9.2
Date: 7.3. 2014
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 affected 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 stuck 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 unearthed 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 clear_chart 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).
-----------------------------------------------------------------------------------
----------------
Version: 0.9.1
Date: 21.2. 2014
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 set_tiles 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 crafting 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 (25000 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.9.0
Date: 14.2. 2014
Major 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).
- Logistic network condition for smart inserters. Takes the sum of all items in
storage/provider chests into consideration.
Features:
- Biomes. Gives more variation to the nature, tends to generate similar types
of vegetation close together.
- 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 text fields 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 re-charted, so the limit of 2 re-charted 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.
- Halved the radar electricity consumption.
Changes:
- Multiplied all energy values by the factor of 1000.
- Optimised pipe/assembling 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 existence 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 stuck 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.set_tiles
- It is possible to specify health of item.
- Read access to electric pole/pipe neighbours.
- Added connect_neighbour 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.8.8
Date: 9.1. 2014
Bugfixes:
- Script fixes in the first demo level.
- Fixed wrong item counts in circuit network when rebuilding non-empty chest
connected to the network.
-----------------------------------------------------------------------------------
----------------
Version: 0.8.7
Date: 8.1. 2014
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.8.6
Date: 6.1. 2014
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/deregistration 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).
-----------------------------------------------------------------------------------
----------------
Version: 0.8.5
Date: 30.12. 2013
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.8.4
Date: 27.12. 2013
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 occasional
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).
-----------------------------------------------------------------------------------
----------------
Version: 0.8.3
Date: 22.12. 2013
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.8.2
Date: 20.12. 2013
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.8.1
Date: 18.12. 2013
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 considered).
- Fixed the display of the percentual bonus in technology modifier.
- Fixed the shift building of electric poles.
- Fixed auto sorting in the sandbox mode (god mode).
- Fixed the precision problems in the bonus production.
- Fixed minor state bug with the chest in the demo level 1.
- Enemies don't 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 replaceable 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.8.0
Date: 6.12. 2013
Major 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.
- 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 repaired by the player with repair-pack.
Features:
- Recreated the new hope campaign (now 4 levels instead of 2).
- 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 on_player_crafted_item event.
- Added read/write property current_research 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.is_pathfinder_busy).
- Lua API call game.find_nearest_enemy.
- Lua API call unitgroup.start_moving.
- Lua API can read and control the wind.
- Lua API to control the train (LuaTrain).
- Added heldentity to the LuaEntity (only for inserters).
- 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/get_pollution)
- Fixed crash when manipulating not generated LuaTile.
- Fixed the bad coordinates of area in on_chunk_generated 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.7.5
Date: 29.10. 2013
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.
- Fixed rare crash in the first demo level.
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.7.4
Date: 22.10. 2013
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%.
-----------------------------------------------------------------------------------
----------------
Version: 0.7.3
Date: 21.10. 2013
Major Features:
- Radar explores one unexplored chunk when the sector scanning progress
finishes up to distance of 14 chunks.
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.
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 text over each other when the
research window is open.
- Fixed that radar was working without electricity.
- Bonus production of assembling machine is reset when the player changes the
recipe.
- Fixed bug of strange behavior when efficiency modules inserted into machine.
Balancing:
- Faster mining speed of burner mining drills (66% speed and consumption
boost).
- Restricted usage of productivity modules in beacons.
- Resource richness increased by approximately 20%.
- Discharge defense damages only enemies, has increased damage (300%), smaller
cooldown and smaller power consumption.
- Increased the damage radius of explosive rocket from 4 to 6.
- Increased the effect range of the slowdown capsule from 7 to 9.
Scripting:
- Fixed that item created by game.create_entity didn't start moving on
transport belt.
Modding:
- Allowed to limit type of modules insertable to beacon/assembling machine.
-----------------------------------------------------------------------------------
----------------
Version: 0.7.2
Date: 17.10. 2013
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 zooming out 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 behaviour 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 getting stuck less now.
- Fixed bug crash when loading save with two trains next to each other.
Changes:
- Changed the recipe for lab to require 4 transport belts instead of 5.
Scripting:
- Added write access to energy property of entity.
- Added read/write access to the peaceful_mode boolean (game.peaceful_mode)
-----------------------------------------------------------------------------------
----------------
Version: 0.7.1
Date: 8.10. 2013
Features:
- Toolbelt technology adds second quickbar.
- Gun turret damage upgrades.
- Added late game destroyer robots that follow the player and shoot powerful
blue laser.
- Added middle game defender robots that follow the player and shoot bullets.
- Research screen shows current or last completed research.
- Walls, machines and railroads leave remnants when destroyed.
- Peaceful mode in freeplay. Biters don't attack unless attacked. Worms still
shoot on sight.
Changes:
- Slowed down the enemy evolution to 1/3.
- Enemy spawning cooldown depend on evolution level.
- Less expensive and faster crafting of the piercing bullet magazine (5 copper
instead of 10)
- Less expensive capsules
- Increased armor resistances.
- 1/2 crafting time of all modules, all 10/10 advanced circuit /normal circuit
requirements changed to 5/5.
- Advanced circuit requirements 5/5 circuits/cable changed to 4/4
- Express transport belt iron gear wheels requirement 15->10
- Transport belt to ground craftable in pairs (price is doubled, time kept the
same)
- Faster extension and rotation speed of the gun turret.
- First 2 levels of research effectivity don't require blue science packs.
- Automobilism doesn't require blue science pack and prerequisite change from
logistics-3 to logistics-2.
- Basic accumulator capacity increased from 2.5kJ to 5kJ, input/output flow
increased to 300W.
- More effective logistic robot speed upgrades (25% of basic speed cumulative)
- Slow down capsule effect time increased from 20 to 30 seconds.
- Gun turret range extended from 15 to 17.
- Damage increases: Grenade 10->25, Rocket 40->60, Explosive rocket 20->40
- Lowered initial natives evolution further away from the start.
- Fast Inserter has now the same speed as Smart Inserter.
- One time migration that replaces all the smart inserters
without the cable connection or filter by Fast Inserters.
- Iron gear wheel stack size increased from 64 to 128
- Decreased resting energy consumption of laser turret to 1/3.
- Removed the blue potion prerequisite for solar panels.
- Removed the limit of one logistic robot order per tick.
- Speed module doesn't produce additional pollution (except for pollution
increase from speed)
Bugfixes:
- Fixed memory leak created when any text on the screen was printed (including
gui).
- Fixed crash on shift + space after using a capsule.
- Fixed map editor crash on zoom out.
- Fixed missing English locales.
- Fixed bug with smelting single resource in the furnace.
- Added missing pollution descriptions.
- Enemy bases should no longer appear on water.
- Fixed crash when opening production and character gui together.
- Fixed bug with off armor equipment placing.
- Entity info panel is shown over armor gui.
- Fixed that game.map_settings.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, consumption_modifier
and friction_modifier 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 getdrop_target/getdrop_position to read property
drop_target/drop_position
- Changed set/get methods of always_day, gametime, darkness to read/write
property of lua game.
- Removed the connectcharacter/disconnectcharacter, it is done by assigning the
player.character directly (nil disconnects).
- All functions/properties accessible by player.controller are now accessible
directly by player
- getenergy method of lua entity changed to energy read only field.
- disable/enable methods of lua recipe changed to read/write property enabled
- set/get researched/enabled methods of lua technology changed to read/write
property researched/enabled
- added game.kill_all_enemies() api call
-----------------------------------------------------------------------------------
----------------
Version: 0.7.0
Date: 27.9. 2013
Major Features:
- 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
- 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 can create new bases.
- Added new weapons / ammos: shotgun, combat shotgun, explosive rockets.
- Added concept of capsules (usable items). Capsules are used from quickbar.
Quickbar shortcut (1-5 shift 1-5) applies the capsule at mouse position.
Current capsules: basic grenade, poison cloud capsule (doesn't damage
buildings),
slowdown capsule (doesn't work on buildings), combat robot
capsules (spawns robot(s) that fight the enemies)
Features:
- Enemies wander around their base when they have nothing to do.
- Enemies call for help when attacked.
- Added upgrades (research) for all types of ammo and for laser turrets as
well.
- The player movement is slower when he is shooting (differs per weapon).
- 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 get stuck 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 auto sorted when item was crafted or delivered by
logistic robot.
- Player crafting gui didn't get updated (number of items craftable), when
player received
items from logistic robots or dropped item on ground.
- Fixed sharp edges in new maps.
- Fixed crash when player hovers ammo placed in quickbar.
- Fixed bug of losing bonus production in furnace/assembling machine when the
output slot is full (the production will stop instead).
- Item tooltip is updated when the item on selected slot changes and closed
when the slot is cleared.
Optimisations:
- Mining drills deactivate when the resources run out.
- Speedups in the path finding (though path finding around very big lakes is
still slow).
- Speedups in enemy movement.
Scripting:
- Fixed lua gui element#isvalid function, it threw error when the element was
invalid.
- Added lua object for entity/item prototype. All prototypes can be acquired by
game.(entity/item)prototypes.
- Added (readonly now) way to access tiles by game.get_tile(x.y) (provides name
property and collides_with method)
- getenergy method additionally works for Lamp, Lab, Electric turret,
Accumulator, Car, Locomotive and Solar panel.
- The on_chunk_generated 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.
-----------------------------------------------------------------------------------
----------------
Version: 0.6.4
Date: 14.8. 2013
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.
-----------------------------------------------------------------------------------
----------------
Version: 0.6.3
Date: 12.8. 2013
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.)
-----------------------------------------------------------------------------------
----------------
Version: 0.6.2
Date: 9.8. 2013
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 predictable behavior of picking items up in god mode.
-----------------------------------------------------------------------------------
----------------
Version: 0.6.1
Date: 29.7. 2013
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 flying text 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 children_names() method to lua gui element.
Changes:
- Changed express splitter recipe.
-----------------------------------------------------------------------------------
----------------
Version: 0.6.0
Date: 26.7. 2013
Major Features:
- World map (opened by the M key). The map is refreshed around the player and
radars.
- 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).
Features:
- Small version of the world map acting as persistent minimap.
- 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.
- Lowered darkness in the middle of the night.
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
-----------------------------------------------------------------------------------
----------------
Version: 0.5.3
Date: 3.7. 2013
Bugfixes:
- 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.
- Fixed bugs in scenario pack.
- Minor fix with arrow in demo level 01.
- Fixed bug in saving script state (actual save happened only the very 1st
time).
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.
Changes:
- Dropped linux deb packages (tar packages remain)
Translation:
- Merged changes in FR translation
- Added Dutch translation.
-----------------------------------------------------------------------------------
----------------
Version: 0.5.2
Date: 22.6. 2013
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 ambient volume is 0.
- The game doesn't simulate fish (and other stuff in the future) that are far
away.
-----------------------------------------------------------------------------------
----------------
Version: 0.5.1
Date: 13.6. 2013
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.
Graphics:
- New radar graphics.
- New boiler graphics.
- New steam engine graphics.
- New pump graphics.
- New pipes graphics.
Changes:
- Smooth progress bar for splash screen.
- Faster god movement speed.
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 being 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 set_command with define.command.go_to_location.
- 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 auto zoom (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.
-----------------------------------------------------------------------------------
----------------
Version: 0.5.0
Date: 7.6. 2013
Major Features:
- Gui styles (changeable by mods).
- Crafting recipes categorized into groups.
- Auto updater for new versions.
- Electric network statistics, accessible by opening the electric pole of the
electric network,
shows statistics and graphs for different intervals (5s - 50h).
Features:
- Added fast and express splitters.
- 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 station,
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.
- 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.
- Crop Cache for atlas (requires less video memory to run, first load when crop
cache is initialized can be slower)
Optimisations:
- 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 deregistration when the "entity-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 respawned 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
degree orientation of something.
- LuaEntity::clear_items_inside and get_item_count works on all entities
(hopefully)
- Added LuaGame::find_entities_filtered, to find entities of certain type/name
faster.
- Added LuaGame::find_non_colliding_position(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-madness.
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.reset_technologies 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 prerequisites (just energy). In the crafting
gui, it shows Infinite count craftable
of that item (and all items dependent on recipes that are for free).
-----------------------------------------------------------------------------------
----------------
Version: 0.4.1
Date: 6.5. 2013
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.
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Version: 0.4.0
Date: 3.5. 2013
Major Features:
- Automated train transportation. Trains can be given schedule to go to Train
Stops (named after backers).
- Added Rail signals.
- Added rail cargo wagon.
- Added medium electric pole.
- Added big electric pole.
- Added substation.
- Added basic accumulator.
Features:
- 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).
- 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 minimise 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 (left_top, right_bottom)
as well as without it in format {{1, 2}, {3, 4}}
- Added direction property to LuaEntity.
- Added has_flag method.
- Removed game.getrandomnumber, use math.random instead, it will use the
internal game random number generator.
- Added way to create more entities by the script (projectile, particle,
resource), more on wiki soon.
- Added way to read/write amount in resource.
- Fixed bug of units killed by die command not creating corpse+sound.
- on_chunk_generated event added (contains area with bounding box of the
chunk).
- Fixed bugs with remote interfaces
- Exposed enemy distraction in freeplay attack data
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Version: 0.3.2
Date: 30.3. 2013
Bugfixes:
- Compatibility with win xp
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----------------
Version: 0.3.1
Date: 30.3. 2013
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 auto closing 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.
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----------------
Version: 0.3.0
Date: 29.3. 2013
Major Features:
- Added walls. (Walls are made from stone bricks, these are created from stone
in the furnace.)
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.
- 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 character (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 on_entity_died
- Check for positive addition in the LuaInventory::insert method
- Added LuaInventory::remove method
- Added LuaInventory::get_contents method
- Simpler access to player from game object (game.player instead of
game.get_player())
- Added LuaRecipe::reload method
- Added force parameter in create_entity 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).
-----------------------------------------------------------------------------------
----------------
Version: 0.2.10
Date: 3.3. 2013
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
a) Lua-based migrations work for these saves.
b) 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)
Translation:
- Added Finish and Spanish translation.
- Fixed the \n usage (It works in the campaign translation as end-line
character again)
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----------------
Version: 0.2.9
Date: 1.3. 2013
Major Features:
- Added splitter, it can be used to split items coming on belt in 1:1 ratio.
Minor Features:
- 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 accessible to
the scripting.
- Added Lua force object
- Added function get_entity_count into the force object, used this to fix minor
bug in level-02
where count of mining drills/furnaces was done manually
- In Lua set_multi_command 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.
Translation:
- Added polish translation (Missing demo campaign)
- Completed French translation (fixes and tips and tricks)
- Fixes in German translation
-----------------------------------------------------------------------------------
----------------
Version: 0.2.8
Date: 22.2. 2013
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 behaviour 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
usually 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 + health bar to diesel locomotive. (The health bar is
little bit weird now, maybe it should rotate.)
- Health bar of car.
Translation:
- Changed avarage to average typo.
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----------------
Version: 0.2.7
Date: 15.2. 2013
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 stuck 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.
Translation:
- 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)
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Version: 0.2.6
Date: 9.2. 2013
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.
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----------------
Version: 0.2.5
Date: 8.2. 2013
Bugfixes:
- Clearing filter in filter inserter didn't work.
Translation:
- French translation (just the core game, not campaign)
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Version: 0.2.4
Date: 5.2. 2013
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
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Version: 0.2.3
Date: 3.2. 2013
Bugfixes:
- Source smoke animation in matrix, to be loadable on computer with smaller
maximum bitmap size limit.
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----------------
Version: 0.2.2
Date: 2.2. 2013
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)

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Version: 0.2.1 - Indiegogo campaign start
Date: 31.1. 2013
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)
- Steel axe
Graphics:
- Better graphics of assembling machine
Control:
- Warning message when player tries to build too far or on colliding position
- Convenient 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 optimisations.
- 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.
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----------------
Version: 0.2.0
Date: 20.1. 2013
Major Features:
- Technology Research
- Transport robots
- Underground belt (simple way to cross transport belts)
- Day-night cycle
Features:
- 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:
- 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 (by default Q), to switch weapons
- Show (optional) (when selected or building) direction of inserter
- Visualisation of connection (when selected or building) of transport belt to
ground and pipe to ground
- Demo ending screen
Changes:
- Demo campaign changed, faster start, less mining
- Technology included in the beta campaign
- First basic version of freeplay with goal
Bugfixes:
- Moving (stack transfer/inventory transfer) of non-full items (mining tool,
armor, magazines)
- Minor translation bugfixes
- Replay synchronisation 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
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Version: 0.1.2
Date: 26.12. 2012
Bugfixes:
- Lot of localisation bugfixes
- Localisation of tips and tricks
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----------------
Version: 0.1.1
Date: 26.12. 2012
Bugfixes:
- Czech localisation (complete demo campaign/gui localisation)
- Building sound when dragging
- Fix of pressing T crashing the game
-----------------------------------------------------------------------------------
----------------
Version: 0.1.0 - First public release
Date: 24.12. 2012
Major Features:
- 3 tutorial campaign missions and 2 harder 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
- Map editor
- Free play
- 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 transferrer
- 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