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!Summary | !Summary | ||
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|| 0.10.12 || | || 0.10.12 || Sept. 16, 2014 || | ||
=== 0.10.12 === | === 0.10.12 === | ||
==== Bugfixes ==== | |||
* Fixed that it wasn't possible to set a filter. | |||
* Fixed that fast replacing moved items primary to character, it made upgrading chests and machines not practical. Instead, when fast replacing, the content is always transferred to the new entity, when it can't fit, it transfers to player, and if it can't be moved to the player as well it makes the good old item bomb. | |||
* The right ui container is slightly larger, so it can contain the roboport info without enlarging. | |||
* The worm turrets are not taken into consideration when deciding enemy expansions. | |||
* Fixed that enemy expansion candidates were not updated correctly when base was destroyed. | |||
* Fixed that combat robots were on the map/minimap. | |||
* Fixed extra mousebuttons over gui behavior (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5810). | |||
==== Balancing ==== | |||
* The maximum distance of enemy expansion was increased from 5 to 7. | |||
==== Scripting ==== | |||
* makefile, takescreenshot and removepath now use logger to report failures, minor fixes in the path verification | |||
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|| 0.10.11 || | || 0.10.11 || Sept. 15, 2014 || | ||
=== 0.10.11 === | === 0.10.11 === | ||
==== Bugfixes ==== | |||
* Fixed that number keys and enter were sometimes randomly not working (http://www.factorioforums.com/forum/viewtopic.php?t=5767). | |||
* Fixed that the pipe to ground was missing the health bar (http://www.factorioforums.com/forum/viewtopic.php?t=5768). | |||
* Fixed crash on mouse over ghost of rail signal that was connected to rail destroyed afterwards (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5766). | |||
* Fixed that the blueprint preview could go outside the window in some cases (http://www.factorioforums.com/forum/viewtopic.php?t=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 (http://www.factorioforums.com/forum/viewtopic.php?t=5787). | |||
* Show the logistic network areas when the deconstruction tool is in hand (http://www.factorioforums.com/forum/viewtopic.php?t=5779). | |||
* Fixed that the long entity names permanently enlarged the sidebar (http://www.factorioforums.com/forum/viewtopic.php?t=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 (http://www.factorioforums.com/forum/viewtopic.php?t=5800). | |||
* Fixed that wire connection isn't cleared when the wire is put away in godmode (http://www.factorioforums.com/forum/viewtopic.php?t=5801&). | |||
* Fixed that cursor for wire placing was inconsistent sometimes (http://www.factorioforums.com/forum/posting.php?mode=reply&t=5802). | |||
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|| 0.10.10 || | || 0.10.10 || Sept. 12, 2014 || | ||
=== 0.10.10 === | === 0.10.10 === | ||
'''There is a problem with numbers/enter hotkeys that can be randomly disabled for the whole game. | |||
==== Bugfixes ==== | |||
* Fixed that passive provider chest acted as active provider chest after game load. | |||
* Fixed that player turrets could be walked through after reconstructed. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 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 of wrongly reported amount of items the player got from mining machines/containers (http://www.factorioforums.com/forum/viewtopic.php?t=5688). | |||
* Fixed entity icons of defender/distractor/destroyer robots. | |||
* Fixed that deconstructing transport-belt-to-ground would delete items they held (http://www.factorioforums.com/forum/viewtopic.php?t=5667). | |||
* Fixed that deconstructing inserters holding items would delete items they held (http://www.factorioforums.com/forum/viewtopic.php?t=5636). | |||
* The notifications of destroyed buildings are created only when someone other than player (or his machines) destroyed 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 (http://www.factorioforums.com/forum/viewtopic.php?t=5613). | |||
* When unresearching (using script) the toolbelt, the items that can't fit it are inserted back into the player's inventory (http://www.factorioforums.com/forum/viewtopic.php?t=5659). | |||
* Recipes changed by mods will be refreshed to original value automatically when mod is removed (http://www.factorioforums.com/forum/viewtopic.php?t=5676). | |||
* Fixed crash, when opening save that contained mods that are not already present, that had the active crafting group selected to group presented by the mod (so it is not present anymore), the crash occured when the crafting menu was opened. | |||
* Fixed that items were moved into quickbar even when there was already stack of the type in quickbar (currently selected in hand) (http://www.factorioforums.com/forum/viewtopic.php?t=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&f=7&t=5682). | |||
* Fixed that the visualisation radius of throwables (the green circle) wasn't visible when the player was in vehicle (http://www.factorioforums.com/forum/viewtopic.php?t=5595). | |||
* Fixed that the inventory didn't get sorted after the container couldn't be mined as all the items couldn't fit the inventory (http://www.factorioforums.com/forum/viewtopic.php?=5614). | |||
* Fixed that when enemy unit was modded to attack by destroying everything including itself crashed the game (http://www.factorioforums.com/forum/viewtopic.php?t=5727) | |||
* Fixed that the player mined item event was not called when he got just part of the inventory (http://www.factorioforums.com/forum/viewtopic.php?t=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 (http://www.factorioforums.com/forum/viewtopic.php?t=5048). | |||
* The number input box "consumes" only numeric input, other keys for walking or closing the still works when the field is selected. This is true as long as these are not mapped to numbers, bad luck in that case (http://www.factorioforums.com/forum/viewtopic.php?t=5741) | |||
* Fixed that actions made in the last tick before closing the scenario due to error were applied again when different game was opened (http://www.factorioforums.com/forum/viewtopic.php?t=5741). | |||
==== Debugging ==== | |||
* Added option to turn off vertical synchronisation of the display (v-sync). | |||
* Fixed crash when starting game without config file. | |||
==== Gui ==== | |||
* Progress bar showing electricity availability is now colored. Green for all required energy available, yellow, more than half, red less than half) | |||
==== Modding ==== | |||
* Progress bar style enables to specify different colors for different ranges of values. | |||
==== Scripting ==== | |||
* Added game.getchunks() iterator and game.ischunkgenerated(...) and game.player.force.ischunkcharted() methods | |||
* Pre player mined item event is called really before the player starts to get items from the inventory. Note that the change means, that the event is called even when the mine can eventually fail (not enough inventory to hold all the items). This means, that there might we could also other some other event, that will be called only when the entity is really going to be removed. | |||
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|| 0.10.9 || | || 0.10.9 || August 29, 2014 || | ||
=== 0.10.9 === | === 0.10.9 === | ||
==== 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) (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5482). | |||
* Fixed that unresearching quickbar slots crashed the game (http://www.factorioforums.com/forum/viewtopic.php?t=5466). | |||
* Fixed crash in map editor when building transport belts after building diagonal rail tracks (http://www.factorioforums.com/forum/viewtopic.php&t=5462). | |||
* Fixed crash when entity with no icon shown in the electric network statistics, error icon is shown instead in that case (http://www.factorioforums.com/forum/viewtopic.php?t=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. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5431). | |||
* Fixed bug where placing assembling machine over assembling machine of the same type could result into repetitve placing (http://www.factorioforums.com/forum/posting.php?mode=reply&f=7&t=5479). | |||
* Fixed the problem with deconstruction of transport belt with inserter (or something other) putting items on it (http://www.factorioforums.com/forum/viewtopic.php?t=3090) | |||
* Fixed that logistic robots were confused when inserting into storage with damaged items (http://www.factorioforums.com/forum/viewtopic.php?t=5326). | |||
* Fixed that construction/logistic robots inside a network that was removed weren't re-assigned to the closest logistic network (http://www.factorioforums.com/forum/viewtopic.php?t=3088). | |||
* The created effect of entities is not applied in map editor, to avoid too much freezed smoke particles at the same time that slows the render (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5492). | |||
* Worms don't collide with the world during the dying animation (http://www.factorioforums.com/forum/viewtopic.php?t=5409). | |||
* Worms don't show healthbar and don't regenerate health during the dying animation. | |||
* Fixed scrolling with sliders in game (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5392). | |||
* Fixed bug when some controls didn't work with mouse over the gui (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=5192) | |||
* Fixed bug when using deconstruction tool broke the replay (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5570&p=42998#p42998). | |||
* Fixed that pausing the game closed the opened gui (http://www.factorioforums.com/forum/viewtopic.php?t=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 (http://www.factorioforums.com/forum/viewtopic.php?t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5587). | |||
==== Debugging ==== | |||
* Added show_active_chunks debug option, shows which chunks are active on the big map. | |||
==== Scripting ==== | |||
* Fixed that caninsert method ignored set filters (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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. | |||
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|| 0.10.8 || | || 0.10.8 || August 15, 2014 || | ||
=== 0.10.8 === | === 0.10.8 === | ||
==== Bugfixes ==== | |||
* Fixed bug on windows when game couldn't be saved | |||
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|| 0.10.7|| | || 0.10.7|| August 15, 2014 || | ||
=== 0.10.7 === | === 0.10.7 === | ||
'''EDIT: This is probably the shortest-lived release we had. There was a serious bug (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=5383) when saving on windows didn't work (and many people wanted to do that). So we have released the hotfix version: http://www.factorioforums.com/forum/viewtopic.php?f=3&t=5386.''' | |||
==== Bugfixes ==== | |||
* Fixed bug with non-primary mouse not working on OSX (http://www.factorioforums.com/forum/viewtopic.php?f=49&t=5063). | |||
* Fixed OSX crash due to non-existent write data directory (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=5284). | |||
* Fixed crash when electric pole with open electricity gui is deconstructed (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5310). | |||
* Fixed crash when assembling machine item tooltip was active while it was removed (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5117). | |||
* Fixed bug when removing toolbar filter didn't remove the picture (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5224). | |||
* Fixed that the car was displayed multiple times on the map (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5271). | |||
* Fixed other transport belt ending drawing logic issues (http://www.factorioforums.com/forum/viewtopic.php?f=11&t=5018#p39981). | |||
* Fixed small bugs with rails (and) ghosts (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5188). | |||
* Old save file is not overwritten when saving fails (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5354). | |||
* Fast replacing assembling machine keeps the direction of the original assembling machine. This is beacuse the common scenario here is to upgrade the assembling machine, rather than use it to change direction of existing machines (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5239). | |||
* Allowed to check placebility of item on ground from script as long as the item is specified (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=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&f=7&t=5226). | |||
* Fixed crash when a cargo wagon is placed in the map editor (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5308). | |||
==== Changes ==== | |||
* Mod zip package and folder should follow the pattern <Mod name>_<Mod version> (http://www.factorioforums.com/forum/viewtopic.php?f=14&t=5364) | |||
* Slightly smaller bounding box for the steam engine (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5338). | |||
* Roboport gui says "repair packs" not "material" (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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.[/list][/list] | |||
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|| 0.10.6 || | || 0.10.6 || August 01, 2014 || | ||
=== 0.10.6 === | === 0.10.6 === | ||
The updates for Mac os aren't present as I had problems with deploying on the system while Tomas is away, but the fresh version is downloadable. | |||
==== Bugfixes ==== | |||
* 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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5071). | |||
* Fixed, that the selection box of curved rail ghost wasn't proper. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5059). | |||
* Fixed minor bugs with ignored low influences in entity placement. | |||
* Fixed placement of rocks (getting rid of stone rings, http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=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. | |||
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|| 0.10.5 || | || 0.10.5 || July 30, 2014 || | ||
=== 0.10.5 === | === 0.10.5 === | ||
==== Bugfixes ==== | |||
* Fixed crash when player with robots delivering him items, left the logistic area (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4999). | |||
* Fixed that "Made In" line in recipe tooltip was empty for some of the liquid based machines (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=5014). | |||
* Fixed that the enter didn't work as confirmation in MapEditor map saving/game saving/updater authentisation (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5000). | |||
* Fixed the unloadable save caused by wrong rail segments (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4875). | |||
* Fixed load game dialog inconsistencies when the window is resized (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5023). | |||
* Fixed the blueprint buildability check inconsistency (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4993&p=38998#p38998). | |||
==== Changes ==== | |||
* Health bar for wagons / locomotives rotates with the object (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5056). | |||
==== Translation ==== | |||
* Updated some of the existing translations and added Swedish+Ukrainian translation. | |||
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|| 0.10.4 || | || 0.10.4 || July 25, 2014 || | ||
=== 0.10.4 === | === 0.10.4 === | ||
==== Bugfixes ==== | |||
* Lights Render Quality settings is saved now (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4797). | |||
* Fixed Lights Render Quality slider overflow(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4797). | |||
* Fixed crash when mod lowers number of variations for a resource (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4777). | |||
* Fixed scrolling reset in the mods list (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4839). | |||
* Added missing drawlight routines for all entities producing light(http://www.factorioforums.com/forum/viewtopic.php?f=48&t=4852). | |||
* Fixed roboport recharging rate tooltip(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4846). | |||
* Fixed placement indicator for gun turrets(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4869). | |||
* Fixed weirdness when inserting into assembling machine running burner(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4843). | |||
* Fixed burner inserter not refuelling itself(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4843). | |||
* Fixed that player was oversupplied in some cases (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4801). | |||
* Fixed that radar didn't rescan chunks (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4793). | |||
* Inserter wakes up after copying entity settings(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4950). | |||
* Pickup items and zoomin/zoomout 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 (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4901). | |||
* Game guis don't interact when the game is paused(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4891). | |||
* Fixed that the provider chests started to be ignored under some circumstances (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4600). | |||
* Fixed that the requester chests was ignored when the deliver failed (robot destroyed or similar) (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4548). | |||
* Fixed the direction of input/output underground belt structure. | |||
* Workaround for sound problems with pulseaudio (http://www.factorioforums.com/forum/viewtopic.php?f=41&t=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 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=1991) | |||
* Fixed that changing text of textfield from script didn't update the text of the field until the game was reloaded (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4372). | |||
* Fixed rocket defense requirements to be base 10 and fit withint 1 stack size (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4981). | |||
==== Modding ==== | |||
* Disallowed duplicate technology ingredient and duplicate lab input. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 caninsert functions for car and character(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4848). | |||
* Call to teleport keeps entity orientation(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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 recharting of the whole map. | |||
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|| 0.10.3 || | || 0.10.3 || July 11, 2014 || | ||
=== 0.10.3 === | === 0.10.3 === | ||
==== 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(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=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(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4620). | |||
* Fixed enemy expansions ignoring player bases after load (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4578&p=34466#p34466) | |||
* Objective fix in demo level 1 (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4690). | |||
* Fixed behavior of game.canplaceentity() Lua command (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4729) | |||
* Fixed incorrect block detection for rail signals by smaller rail bounding box (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4707). | |||
* Fixed MacOSX application short version(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4598). | |||
==== Changes ==== | |||
* Changed the logistic robot supply strategy. | |||
** For player, robots take just enough items to fulfill exactly the requested amount, so he doesn't get more than he asked for. | |||
** For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get more than requested. | |||
* Consistent stack sizes for guns. | |||
* Lights rendering quality can be set in the graphics settings. | |||
* Configuration option max-texture-size in config file section [graphics] | |||
==== Scripting ==== | |||
* API call game.printentitystatistics now takes optional list of entity names that acts as a filter. | |||
==== Graphics ==== | |||
* Updated exoskeleton equipment. | |||
* Updated iron and steel axe icons. | |||
==== Optimisations ==== | |||
* Faster train movement collision check (related to http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4611). | |||
* Optimised smoke update (related to http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4611). | |||
|- valign="top" | |- valign="top" | ||
|| 0.10.2 || | || 0.10.2 || June 27, 2014 || | ||
=== 0.10.2 === | === 0.10.2 === | ||
Line 82: | Line 303: | ||
'''The automatic update system was messed up in the 0.10.0 and 0.10.1. As a result now it is working only partially: OSX, Linux for 0.10.1 -> 0.10.2 should work, the rest is downloadable from http://www.factorio.com/download/experimental as full package. | '''The automatic update system was messed up in the 0.10.0 and 0.10.1. As a result now it is working only partially: OSX, Linux for 0.10.1 -> 0.10.2 should work, the rest is downloadable from http://www.factorio.com/download/experimental as full package. | ||
=== Bugfixes === | ==== Bugfixes ==== | ||
* Fixed the crash when opening save with active replay saving. | * Fixed the crash when opening save with active replay saving. | ||
* Fixed crash when smart inserter with logistic condition was rebuilt. | * Fixed crash when smart inserter with logistic condition was rebuilt. | ||
Line 125: | Line 346: | ||
'''Beware: There is a bug for games newly created in 0.10.1. These games cannot be loaded after save. Better not to start new games in 0.10.1 (old saves work as expected), see more at http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4440 | '''Beware: There is a bug for games newly created in 0.10.1. These games cannot be loaded after save. Better not to start new games in 0.10.1 (old saves work as expected), see more at http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4440 | ||
=== Features === | ==== Features ==== | ||
* Sounds for alerts. | * Sounds for alerts. | ||
* Proper visualization of trains and car on map / minimap. | * Proper visualization of trains and car on map / minimap. | ||
* Added scrolling for windows that get too large (i.e. because of mod additions): | * 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). | ** Map generator, Technology list, Removed content window, Finished game window (kill counts), Debug settings gui (F4). | ||
=== Bugfixes === | ==== Bugfixes ==== | ||
* Fixed bug when turrets were not shooting. | * Fixed bug when turrets were not shooting. | ||
* Fixed crash when auto placing electric poles. | * Fixed crash when auto placing electric poles. | ||
Line 170: | Line 391: | ||
* Fixed oil leak from pumpjack(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4353). | * Fixed oil leak from pumpjack(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4353). | ||
* Updated item counts for starting sandbox chest(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4394). | * Updated item counts for starting sandbox chest(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=4394). | ||
=== Optimisations === | ==== Optimisations ==== | ||
* Reduced slowdowns when drawing many lights (lamps, accumulators, etc.) at night (light can be a bit pixelated). | * 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"). | * Limit for number of concurrent paths searched in the path finder (reduces problems for the "big save bug"). | ||
=== Changes === | ==== Changes ==== | ||
* Removed the trailer mod from the standard distribution to avoid confusion. | * Removed the trailer mod from the standard distribution to avoid confusion. | ||
** It has a regular mod thread now: http://www.factorioforums.com/forum/viewtopic.php?f=14&t=4273. | ** It has a regular mod thread now: http://www.factorioforums.com/forum/viewtopic.php?f=14&t=4273. | ||
Line 180: | Line 401: | ||
* Construction robots take as much repair packs as they can carry (not just 1) when going repairing. | * 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. | * Larger cargo wagon storage area: 15 => 20 stacks. | ||
=== Graphics === | ==== Graphics ==== | ||
* New beacon graphics. | * New beacon graphics. | ||
* Added new icons (pipe, pipe to ground, plastic bar, engines, iron ore, stone, raw wood). | * Added new icons (pipe, pipe to ground, plastic bar, engines, iron ore, stone, raw wood). | ||
* Pushed colors of inserter icons. | * Pushed colors of inserter icons. | ||
* Fixed minor issue with fast transport belt to ground looking twice as fast. | * Fixed minor issue with fast transport belt to ground looking twice as fast. | ||
=== Scripting === | ==== Scripting ==== | ||
* game.canplaceentity now works correctly for rails, and checks all the additional conditions as when building manually. | * game.canplaceentity now works correctly for rails, and checks all the additional conditions as when building manually. | ||
** Conditions like water for pump, rail next to signal/station etc. | ** 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. | * Every Factorio Lua object now has a method help() that returns a string with names of all methods and member variables. | ||
* Fixed car's consumptionmodifier (how much energy it can take from the energy source). | * Fixed car's consumptionmodifier (how much energy it can take from the energy source). | ||
=== Modding === | ==== Modding ==== | ||
* Fixes to make assembling machine/lab with burner energy source possible. | * 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 | * The inventory index for fuel is shared for all entities now in defines.lua it is specified as inventory.fuel |
Revision as of 21:06, 17 October 2014
< Main Page
Please note that Factorio is still very much under development. This list is updated when a release is marked as stable. To see actual changes (unstable versions) see Forum-News.
For a general overview what has been done and what is planned, look into the Roadmap.
List of versions
Version
Version | Date | Summary |
---|---|---|
0.10.12 | Sept. 16, 2014 |
0.10.12Bugfixes
Balancing
Scripting
|
0.10.11 | Sept. 15, 2014 |
0.10.11Bugfixes
|
0.10.10 | Sept. 12, 2014 |
0.10.10There is a problem with numbers/enter hotkeys that can be randomly disabled for the whole game. Bugfixes
Debugging
Gui
Modding
Scripting
|
0.10.9 | August 29, 2014 |
0.10.9Bugfixes
Debugging
Scripting
|
0.10.8 | August 15, 2014 |
0.10.8Bugfixes
|
0.10.7 | August 15, 2014 |
0.10.7EDIT: This is probably the shortest-lived release we had. There was a serious bug (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=5383) when saving on windows didn't work (and many people wanted to do that). So we have released the hotfix version: http://www.factorioforums.com/forum/viewtopic.php?f=3&t=5386. Bugfixes
Changes
Balancing
Translation
|
0.10.6 | August 01, 2014 |
0.10.6The updates for Mac os aren't present as I had problems with deploying on the system while Tomas is away, but the fresh version is downloadable. Bugfixes
Graphics
|
0.10.5 | July 30, 2014 |
0.10.5Bugfixes
Changes
Modding
Translation
|
0.10.4 | July 25, 2014 |
0.10.4Bugfixes
Modding
Scripting
|
0.10.3 | July 11, 2014 |
0.10.3Features
Bugfixes
Changes
Scripting
Graphics
Optimisations
|
0.10.2 | June 27, 2014 |
0.10.2Another (mostly) bugfix release, most of the critical bugs should be resolved, but it is still not a release candidate as there are still obvious bugs in our bug reports. The automatic update system was messed up in the 0.10.0 and 0.10.1. As a result now it is working only partially: OSX, Linux for 0.10.1 -> 0.10.2 should work, the rest is downloadable from http://www.factorio.com/download/experimental as full package. Bugfixes
Changes
Graphics
Balancing
Translations
|
0.10.1 | June 20, 2014 |
0.10.1Automatic updater won't work because of technical problems. Just download the game from experimental releases section at our website. Beware: There is a bug for games newly created in 0.10.1. These games cannot be loaded after save. Better not to start new games in 0.10.1 (old saves work as expected), see more at http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4440 Features
Bugfixes
Optimisations
Changes
Graphics
Scripting
Modding
|
0.10.0 | June 06, 2014 |
0.10.0Beware of the trailer modThe trailer mod changes the game properties significantly. If you have it enabled it can cause some very strange behavior in your existing games (different recipes, different consumptions, different speeds of vehicles, etc.). Use it only to preview the trailer scenario! Features
Graphics
Gui
Sound
Changes
Optimisations
Bugfixes
Scripting
|
0.9.8 | April 11, 2014 |
0.9.8Note, that we also updated the scenario pack to version 0.9.8 Bugfixes
Scripting
Graphics
|
0.9.7 | April 04, 2014 |
0.9.7Note, that we also updated the scenario pack to version 0.9.7 so it is now compatible with current version. Bugfixes
Balancing
Scripting
Graphics
|
0.9.6 | March 28, 2014 |
0.9.6Bugfixes
Graphics
|
0.9.5 | March 25, 2014 |
0.9.5Features
Graphics
Scripting
Translations
|
0.9.4 | March 21, 2014 |
0.9.4Known issuesIf you are using Dytech mod you will need to download the new version, otherwise the game won't even start. This is due to the change of provider chest to active provider chest. Features
Bugfixes
Changes
Modding
Scripting
Translations
|
0.9.3 | March 14, 2014 |
0.9.3Bugfixes
Scripting
|
0.9.2 | March 08, 2014 |
0.9.2Bugfixes
Changes
Balancing
Graphics
Scripting
Modding
|
0.9.1 | February 21, 2014 |
0.9.1The hotfix modThere are two bugs in the 0.9.1 that can make the game pretty much unplayable for some people. These are: the fast and express underground belts are not working properly ( http://www.factorioforums.com/forum/viewtopic.php?f=7&t=2511 ), the crude oil barrels cannot be emptied(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=2484 ). These will be fixed for the 0.9.2 however since they both can be fixed by changing the factorio data files we have made a small hotfix that solves the issue for now. However this hotfix doesn't solve the bug when transport belts to ground can be built one on top of each other (and so they get blocked as well). The hotfix can be downloaded from here: http://bit.ly/MPExrq - It is basically a tiny factorio mod so just copy the zip file to your mods directory and you should be good to go. Known issues
Features
Bugfixes =
Changes
Balancing
|
0.9.0 | February 14, 2014 |
0.9.0Known issues!
Features
Graphics
Optimisations
Balancing
Changes
Bugfixes
Scripting
Modding
|
0.8.8 | January 09, 2014 |
0.8.8Bugfixes
|
0.8.7 | January 08, 2014 |
0.8.7Bugfixes
Graphics
|
0.8.6 | January 06, 2014 |
0.8.6Features
Bugfixes
|
0.8.5 | December 31, 2013 |
0.8.5Bugfixes
Changes
|
0.8.4 | December 27, 2013 |
0.8.4Bugfixes
Changes
|
0.8.3 | December 23, 2013 |
0.8.3Bugfixes
|
0.8.2 | December 20, 2013 |
0.8.2Bugfixes
Balancing
|
0.8.1 | December 18, 2013 |
0.8.1Features
Bugfixes
Balancing
Changes
Modding
|
0.8.0 | December 06, 2013 |
0.8.0Features
Graphics
Changes
Bugfixes
Optimisations
Balancing
Scripting
Modding
Known Issues
|
0.7.5 | October 29, 2013 |
0.7.5Bugfixes
Graphics
Balancing
Scripting
|
0.7.4 | October 22, 2013 |
0.7.4Bugfixes
Balancing
|
0.7.3 | October 21, 2013 |
0.7.3Features
Bugfixes
Balancing
Scripting
Modding
|
0.7.2 | October 17, 2013 |
0.7.2Features
BugFixes
Changes
Scripting
|
0.7.1 | October 8, 2013 |
0.7.1Features
Changes
BugFixes
Graphics
Modding
Scripting
|
0.7.0 | September 27, 2013 |
0.7.0Features
Gui
Graphics
Changes
BugFixes
Optimisations
Scripting
Modding
|
0.6.4 | August 14, 2013 |
0.6.4BugFixes
|
0.6.3 | August 12, 2013 |
0.6.3BugFixes
Scripting
|
0.6.2 | August 12, 2013 |
0.6.2BugFixes
Scripting
Changes
|
0.6.1 | July 30, 2013 |
0.6.1BugFixes
Scripting
Changes
|
0.6.0 | July 26, 2013 |
0.6.0Features
Graphics
BugFixes
Optimisations
Changes
Scripting
|
0.5.3 | July 3, 2013 |
0.5.3Bugfixes
Scripting
Other
Translations
|
0.5.2 | June 22, 2013 |
0.5.2Bugfixes
Changes
Optimisations
|
0.5.1 | June 14, 2013 |
0.5.1Features
Bugfixes
Changes
Graphics
|
0.5.0 | June 7, 2013 |
0.5.0Features
Graphics
Bugfixes
Changes
Scripting
Modding
|
0.4.1 | May 6, 2013 |
0.4.1Features
Bugfixes
Changes
Graphics
Scripting
|
0.4.0 | May 3, 2013 |
0.4.0Features
Changes
Bugfixes
Graphics
GUI
Modding
Scripting
|
0.3.2 | March 30, 2013 |
0.3.2
|
0.3.1 | March 30, 2013 |
0.3.1Bugfixes
|
0.3.0 | March 29, 2013 |
0.3.0Features
Graphics
Bugfixes
GUI
Modding
Scripting
|
0.2.10 | March 3, 2013 |
0.2.10Bugfixes
Translations
|
0.2.9 | March 1, 2013 |
Features
Bugfixes
Changes
Graphics
Scripting
Modding
Translations
|
0.2.8 | February 22, 2013 |
0.2.8Features
Changes
Graphics
Bugfixes
Translations
|
0.2.7 | February 15, 2013 |
0.2.7Features
Changes
Bugfixes
Translations
|
0.2.6 | February 9, 2013 |
0.2.6Features
Bugfixes
|
0.2.5 | February 8, 2013 |
0.2.5Bugfixes
Translation
|
0.2.4 | February 5, 2013 |
0.2.4Features
Bugfixes
|
0.2.3 | February 3, 2013 |
0.2.3Bugfixes
|
0.2.2 | February 2, 2013 |
0.2.2Features
Bugfixes
|
0.2.1 | January 31, 2013 |
0.2.1Indiegogo campaign start Features
Control
Bugfixes
Additions
|
0.2.0 | January 20, 2013 |
0.2.0Features
Graphics
GUI changes
Bugfixes
Campaign
|
0.1.2 | December 26, 2012 |
0.1.2Bugfixes
|
0.1.1 | December 26, 2012 |
0.1.1Bugfixes
|
0.1.0 | December 24, 2012 |
0.1.0First public release First semi-public version Demo Contains
Game content
Alpha version contains
Game content
|