Version history/0.13.0: Difference between revisions

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===  Bugfixes ===
===  Bugfixes ===
* Fixed the demo wasn't working.
* Fixed the demo wasn't working.
* Fixed equipment grid GUI didn't size properly in some cases. (https://forums.factorio.com/31764)
* Fixed equipment grid GUI didn't size properly in some cases. ([https://forums.factorio.com/31764 more])
===  Modding ===
===  Modding ===
* Fixed "factorio_version" not being checked correctly in some cases. (https://forums.factorio.com/31607)
* Fixed "factorio_version" not being checked correctly in some cases. ([https://forums.factorio.com/31607 more])
===  Scripting ===
===  Scripting ===
* Fixed "unknown" error in some cases when using radio button GUI elements.
* 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)
* Fixed crash when a mod custom event event would error. ([https://forums.factorio.com/31779 more])
* Added LuaGuiElement::type read.
* Added LuaGuiElement::type read.


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===  Bugfixes ===
===  Bugfixes ===
* Fixed that the Golem, Watch your step and doing it right didn't activate from steam cloud on new factorio installation.
* 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 selection boxes of trains in specific situations. ([https://forums.factorio.com/31065 more])
* 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/viewtopic.php?30946)
* 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/viewtopic.php?30946 more])
* Fixed possible desync caused by inserters disabled by circuit network. (https://forums.factorio.com/31085)
* Fixed possible desync caused by inserters disabled by circuit network. ([https://forums.factorio.com/31085 more])
===  Scripting ===
===  Scripting ===
* Added LuaSurface::regenerate_entity(...)
* Added LuaSurface::regenerate_entity(...)
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* Increased tank machine gun range to 20.
* Increased tank machine gun range to 20.
===  Bugfixes ===
===  Bugfixes ===
* Fixed console command warning not sticking through save-load. (https://forums.factorio.com/31132)
* Fixed console command warning not sticking through save-load. ([https://forums.factorio.com/31132 more])
* Fixed that vehicle machine guns would show in the logistics request and inventory filter selections.
* 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 crash when number animation variations of unit-spawner entity is reduced. ([https://forums.factorio.com/31205 more])
* Fixed clearing blueprints didn't clear the label. (https://forums.factorio.com/28610)
* Fixed clearing blueprints didn't clear the label. ([https://forums.factorio.com/28610 more])
* Fixed crash when removing entities that had active alerts. (https://forums.factorio.com/31247)
* Fixed crash when removing entities that had active alerts. ([https://forums.factorio.com/31247 more])
* Fixed that sending random garbage to the RCON port could crash Factorio. (https://forums.factorio.com/31185)
* Fixed that sending random garbage to the RCON port could crash Factorio. ([https://forums.factorio.com/31185 more])
* Fixed GUI size issues with modded recipes that have a ton of effects. (https://forums.factorio.com/30654)
* Fixed GUI size issues with modded recipes that have a ton of effects. ([https://forums.factorio.com/30654 more])
* Fixed script errors with tight spot level 5. (https://forums.factorio.com/29724)
* Fixed script errors with tight spot level 5. ([https://forums.factorio.com/29724 more])
* Fixed the market entity not migrating/handling removed items it was offering. (https://forums.factorio.com/30875)
* Fixed the market entity not migrating/handling removed items it was offering. ([https://forums.factorio.com/30875 more])
* Fixed sound settings not applying when pressing escape. (https://forums.factorio.com/30319)
* Fixed sound settings not applying when pressing escape. ([https://forums.factorio.com/30319 more])
* Fixed a crash that would happen after changing UI scale with the inventory open. (https://forums.factorio.com/30983)
* Fixed a crash that would happen after changing UI scale with the inventory open. ([https://forums.factorio.com/30983 more])
* Fixed deconstruction would reset the build rotation value. (https://forums.factorio.com/31466)
* Fixed deconstruction would reset the build rotation value. ([https://forums.factorio.com/31466 more])
* Fixed copy-paste between inventory sizes applying the inventory restriction oddly. (https://forums.factorio.com/31473)
* Fixed copy-paste between inventory sizes applying the inventory restriction oddly. ([https://forums.factorio.com/31473 more])
* fixed game.regenerate_entitiy() not working at all. (https://forums.factorio.com/31470)
* fixed game.regenerate_entitiy() not working at all. ([https://forums.factorio.com/31470 more])
* Fixed that it was possible to create an assembling machine with zero energy usage. (https://forums.factorio.com/31465)
* Fixed that it was possible to create an assembling machine with zero energy usage. ([https://forums.factorio.com/31465 more])
===  Modding ===
===  Modding ===
* Fixed crash when trying to connect wires to entities with 0 wire connection distance. (https://forums.factorio.com/31499)
* Fixed crash when trying to connect wires to entities with 0 wire connection distance. ([https://forums.factorio.com/31499 more])
===  Scripting ===
===  Scripting ===
* Fixed LuaSurface::map_gen_settings.shift not working. (https://forums.factorio.com/31143)
* Fixed LuaSurface::map_gen_settings.shift not working. ([https://forums.factorio.com/31143 more])
* Fixed chunk positions would get improperly rounded instead of floored. (https://forums.factorio.com/31092)
* Fixed chunk positions would get improperly rounded instead of floored. ([https://forums.factorio.com/31092 more])
* Added LuaConstantCombinatorControlBehavior::enabled read/write.
* Added LuaConstantCombinatorControlBehavior::enabled read/write.
* Added upper limit to resolution parameter of LuaGameScript::take_screenshot function. Limit for width and height is 16384.
* Added upper limit to resolution parameter of LuaGameScript::take_screenshot function. Limit for width and height is 16384.
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Date: 17. 08. 2016
Date: 17. 08. 2016
===  Bugfixes ===
===  Bugfixes ===
* Fixed a crash caused by enemy AI. (https://forums.factorio.com/31088)
* Fixed a crash caused by enemy AI. ([https://forums.factorio.com/31088 more])
* Fixed crash due to false-positive detection of a save corruption. (https://forums.factorio.com/31082)
* Fixed crash due to false-positive detection of a save corruption. ([https://forums.factorio.com/31082 more])
* Fixed circuit network controlled signal penalty once more (https://forums.factorio.com/31116)
* Fixed circuit network controlled signal penalty once more ([https://forums.factorio.com/31116 more])
* Fixed crash when removing mod with modded rocket silo. (https://forums.factorio.com/31093)
* Fixed crash when removing mod with modded rocket silo. ([https://forums.factorio.com/31093 more])


== 0.13.16 ==
== 0.13.16 ==
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* Rewritten sandbox scenario to work in multiplayer.
* Rewritten sandbox scenario to work in multiplayer.
===  Bugfixes ===
===  Bugfixes ===
* Fixed rail signals getting sometimes stuck as reserved. (https://forums.factorio.com/30093)
* Fixed rail signals getting sometimes stuck as reserved. ([https://forums.factorio.com/30093 more])
* 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 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 more])
* Fixed combinators not drawing lights for the activity led.
* 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)
* Reverted the change from Version: 0.13.12 that would disable and hide vsync in some cases. ([https://forums.factorio.com/30246 more])
* Fix that biters wouldn't become aggravated when damaged by the flamethrower. (https://forums.factorio.com/30689)
* Fix that biters wouldn't become aggravated when damaged by the flamethrower. ([https://forums.factorio.com/30689 more])
* Fixed game sometimes not being focused properly on OS X. (https://forums.factorio.com/30436)
* Fixed game sometimes not being focused properly on OS X. ([https://forums.factorio.com/30436 more])
* Fixed that the car could shoot itself. (https://forums.factorio.com/30782)
* Fixed that the car could shoot itself. ([https://forums.factorio.com/30782 more])
* Fixed desync related to fast-replacing filter inserters with other inserters. (https://forums.factorio.com/30753)
* Fixed desync related to fast-replacing filter inserters with other inserters. ([https://forums.factorio.com/30753 more])
* Don't remove a wall's circuit connection when gate is destroyed and ghost is created. (https://forums.factorio.com/30733)
* Don't remove a wall's circuit connection when gate is destroyed and ghost is created. ([https://forums.factorio.com/30733 more])
* Fixed opened machine sound sometimes being high-pitched. (https://forums.factorio.com/30702)
* Fixed opened machine sound sometimes being high-pitched. ([https://forums.factorio.com/30702 more])
* Fixed that some keybindings wouldn't register properly after a game restart. (https://forums.factorio.com/30690)
* Fixed that some keybindings wouldn't register properly after a game restart. ([https://forums.factorio.com/30690 more])
* Fixed that it would be possible to manually craft items the player does not have enough ingredients for. (https://forums.factorio.com/30794)
* Fixed that it would be possible to manually craft items the player does not have enough ingredients for. ([https://forums.factorio.com/30794 more])
* Fixed playtime in public game browser being 0 for the first minute the server is up.
* 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 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 rail planner collision checks for rails in west and south direction. ([https://forums.factorio.com/28638 more])
* Fixed requester chest was missing vehicle impact sound. (https://forums.factorio.com/30925)
* Fixed requester chest was missing vehicle impact sound. ([https://forums.factorio.com/30925 more])
* Fixed that dragging the research button would drag and move the technology tree. (https://forums.factorio.com/31049)
* Fixed that dragging the research button would drag and move the technology tree. ([https://forums.factorio.com/31049 more])
* Fixed that the selected slot wouldn't update properly when the quickbar was rotated. (https://forums.factorio.com/31058)
* Fixed that the selected slot wouldn't update properly when the quickbar was rotated. ([https://forums.factorio.com/31058 more])
===  Modding ===
===  Modding ===
* Fixed crash when mods use tables as key values in prototype data. (https://forums.factorio.com/30606)
* Fixed crash when mods use tables as key values in prototype data. ([https://forums.factorio.com/30606 more])
* Added example definition of an electric energy interface.
* 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 copy&paste on modded constant combinator would copy also number of item slots. ([https://forums.factorio.com/30908 more])
* Fixed possible desync caused by inserters putting items directly to loaders.
* Fixed possible desync caused by inserters putting items directly to loaders.
* Fixed loader wouldn't stop loading to chest marked for deconstruction.
* Fixed loader wouldn't stop loading to chest marked for deconstruction.
===  Scripting ===
===  Scripting ===
* Fixed LuaEntityPrototype::resource_category crash. (https://forums.factorio.com/30626)
* Fixed LuaEntityPrototype::resource_category crash. ([https://forums.factorio.com/30626 more])
* Fixed changing force of construction or logistic robot would cause game state corruption. (https://forums.factorio.com/30912)
* Fixed changing force of construction or logistic robot would cause game state corruption. ([https://forums.factorio.com/30912 more])
* Added LuaEntity::get_fuel_inventory().
* Added LuaEntity::get_fuel_inventory().
* Added event on_player_changed_surface.
* Added event on_player_changed_surface.
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Date: 06. 08. 2016
Date: 06. 08. 2016
===  Bugfixes ===
===  Bugfixes ===
* Fixed that rotating the quickbar would make the headless server crash. (https://forums.factorio.com/30535)
* Fixed that rotating the quickbar would make the headless server crash. ([https://forums.factorio.com/30535 more])


== 0.13.14 ==
== 0.13.14 ==
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* Factorio will output to console window in UTF8 on Windows.
* Factorio will output to console window in UTF8 on Windows.
===  Bugfixes ===
===  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 crash when trying to connect copper wire to invalid entities out of range in the latency state. ([https://forums.factorio.com/30201 more])
* Fixed burner fuel sources would keep their energy when dying and being rebuilt by robots. (https://forums.factorio.com/30283)
* Fixed burner fuel sources would keep their energy when dying and being rebuilt by robots. ([https://forums.factorio.com/30283 more])
* Fixed inserters would try to grab items from rails instead of chests/entities when build in specific setups. (https://forums.factorio.com/30286)
* Fixed inserters would try to grab items from rails instead of chests/entities when build in specific setups. ([https://forums.factorio.com/30286 more])
* Fixed disconnecting chests or constant combinators not correctly clearing circuit network. (https://forums.factorio.com/30167)
* Fixed disconnecting chests or constant combinators not correctly clearing circuit network. ([https://forums.factorio.com/30167 more])
* Fixed a crash that sometimes happened after canceling manual crafting. (https://forums.factorio.com/29910).
* Fixed a crash that sometimes happened after canceling manual crafting. ([https://forums.factorio.com/29910 more]).
* Fixed a bug where canceling a prerequisite product would cancel more than necessary. (https://forums.factorio.com/29910)
* Fixed a bug where canceling a prerequisite product would cancel more than necessary. ([https://forums.factorio.com/29910 more])
* Fixed crash when trying to connect power switches in map editor. (https://forums.factorio.com/30260)
* Fixed crash when trying to connect power switches in map editor. ([https://forums.factorio.com/30260 more])
* Don't force Vsync off on OpenGL. (https://forums.factorio.com/30246)
* Don't force Vsync off on OpenGL. ([https://forums.factorio.com/30246 more])
* Fixed error in tight spot level 5. (https://forums.factorio.com/29724)
* Fixed error in tight spot level 5. ([https://forums.factorio.com/29724 more])
* 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)
* 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 more])
* Don't allow sideloading onto a disabled belt. (https://forums.factorio.com/29436)
* Don't allow sideloading onto a disabled belt. ([https://forums.factorio.com/29436 more])
* Fixed game hanging with certain train configurations (loop where last rolling stock touches the first).
* 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 chain signal colors not being updated when setting signal states from the circuit network ([https://forums.factorio.com/27985 more])
* Fixed mod updates sometimes not being found with a large amount of mods.
* 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 mods browser not being sorted after searching. ([https://forums.factorio.com/29496 more])
* Fixed regenerating entities on map (https://forums.factorio.com/28129)
* Fixed regenerating entities on map ([https://forums.factorio.com/28129 more])
* Fixed watch-your-step achievement for real this time. (https://forums.factorio.com/30434)
* Fixed watch-your-step achievement for real this time. ([https://forums.factorio.com/30434 more])
* Fixed "failed to create display" error when switching to another window immediately after launching Factorio. (https://forums.factorio.com/30481)
* Fixed "failed to create display" error when switching to another window immediately after launching Factorio. ([https://forums.factorio.com/30481 more])
* Fixed issues with saving to NTFS junctions. (https://forums.factorio.com/28858)
* Fixed issues with saving to NTFS junctions. ([https://forums.factorio.com/28858 more])
===  Optimizations ===
===  Optimizations ===
* Significantly reduced the high CPU usage caused by the main loop logic from 0.13.10.
* Significantly reduced the high CPU usage caused by the main loop logic from 0.13.10.
===  Modding ===
===  Modding ===
* Fixed input loader didn't resume loading after being deactivated due to full target container. (https://forums.factorio.com/28280)
* Fixed input loader didn't resume loading after being deactivated due to full target container. ([https://forums.factorio.com/28280 more])
* Fixed crash when loader connected to splitter is destroyed. (https://forums.factorio.com/28616)
* Fixed crash when loader connected to splitter is destroyed. ([https://forums.factorio.com/28616 more])
===  Scripting ===
===  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 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 more])
* Fixed evolution_factor could be set to a negative number resulting in base build errors. (https://forums.factorio.com/30264)
* Fixed evolution_factor could be set to a negative number resulting in base build errors. ([https://forums.factorio.com/30264 more])
* Fixed crash when using entity of type 'flame-thrower-explosion' with 'create-entity' trigger effect. (https://forums.factorio.com/28467)
* Fixed crash when using entity of type 'flame-thrower-explosion' with 'create-entity' trigger effect. ([https://forums.factorio.com/28467 more])
* Fixed LuaGameScript::take_screenshot() would fail if destination file contained non-English character in its path. (https://forums.factorio.com/30431)
* Fixed LuaGameScript::take_screenshot() would fail if destination file contained non-English character in its path. ([https://forums.factorio.com/30431 more])
* Added LuaEntity::filter_slot_count read.
* Added LuaEntity::filter_slot_count read.
* Added LuaEntityPrototype::mining_drill_radius read.
* Added LuaEntityPrototype::mining_drill_radius read.
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Date: 30. 07. 2016
Date: 30. 07. 2016
===  Bugfixes ===
===  Bugfixes ===
* Fixed OpenSSL launch issues on Linux (https://forums.factorio.com/30154)
* Fixed OpenSSL launch issues on Linux ([https://forums.factorio.com/30154 more])
* Fixed crash on Windows after multiple restarts when installing mods
* Fixed crash on Windows after multiple restarts when installing mods
===  Modding ===
===  Modding ===
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*- Locale additions and improvements.
*- Locale additions and improvements.
===  Bugfixes ===
===  Bugfixes ===
* Fixed auto trash slots were lost when player died in multiplayer. (https://forums.factorio.com/29853)
* Fixed auto trash slots were lost when player died in multiplayer. ([https://forums.factorio.com/29853 more])
* Fixed that the headless server would consume 100% CPU. (https://forums.factorio.com/29628)
* Fixed that the headless server would consume 100% CPU. ([https://forums.factorio.com/29628 more])
* 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 --mod-directory and other command-line arguments would be forgotten on Factorio restart through the mod manager. ([https://forums.factorio.com/29863 more])
* Fixed that technology name and description locales didn't work correctly for tiered technologies.
* 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 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 modules could end up in the input slot on furnaces. ([https://forums.factorio.com/29992 more])
* Fixed unsightly message when changing player co lour in singleplayer. (https://forums.factorio.com/29914)
* Fixed unsightly message when changing player co lour in singleplayer. ([https://forums.factorio.com/29914 more])
* Fixed inserter circuit "hold" read mode sending the signal 1 tick too late. (https://forums.factorio.com/29483)
* Fixed inserter circuit "hold" read mode sending the signal 1 tick too late. ([https://forums.factorio.com/29483 more])
* Fixed transport belt circuit condition ignoring 1 tick duration signals. (https://forums.factorio.com/29347)
* Fixed transport belt circuit condition ignoring 1 tick duration signals. ([https://forums.factorio.com/29347 more])
* Fixed crash when saving the game fails due to the disk being full. (https://forums.factorio.com/29915)
* Fixed crash when saving the game fails due to the disk being full. ([https://forums.factorio.com/29915 more])
* Fixed the "watch your step" achievement would get triggered by random source-less damage. (https://forums.factorio.com/29980)
* Fixed the "watch your step" achievement would get triggered by random source-less damage. ([https://forums.factorio.com/29980 more])
* Fixed the render layer for turret range visualizations. (https://forums.factorio.com/30023)
* Fixed the render layer for turret range visualizations. ([https://forums.factorio.com/30023 more])
* 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 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 more])
* Fixed automated fuel insertion into cars wouldn't fill the fuel inventory. (https://forums.factorio.com/30078)
* Fixed automated fuel insertion into cars wouldn't fill the fuel inventory. ([https://forums.factorio.com/30078 more])
===  Modding ===
===  Modding ===
* Fixed crash when technology prerequisites ended up being recursive. (https://forums.factorio.com/30061)
* Fixed crash when technology prerequisites ended up being recursive. ([https://forums.factorio.com/30061 more])
* Fixed crash caused by destroyer robot beams when compression was enabled for all sprites. (https://forums.factorio.com/30048)
* Fixed crash caused by destroyer robot beams when compression was enabled for all sprites. ([https://forums.factorio.com/30048 more])
* Fixed inserters with stack bonus not dropping the item to it's destination when deactivated. (https://forums.factorio.com/29411)
* Fixed inserters with stack bonus not dropping the item to it's destination when deactivated. ([https://forums.factorio.com/29411 more])
* The fluid icon for the storage tank now scales with the size of the storage tank. (https://forums.factorio.com/29955)
* The fluid icon for the storage tank now scales with the size of the storage tank. ([https://forums.factorio.com/29955 more])
===  Scripting ===
===  Scripting ===
* Fixed error when attempting to interact with LuaInventory that has a size > 255. (https://forums.factorio.com/29834)
* Fixed error when attempting to interact with LuaInventory that has a size > 255. ([https://forums.factorio.com/29834 more])
* Fixed crash when robots charging would get disabled through mods. (https://forums.factorio.com/29833)
* Fixed crash when robots charging would get disabled through mods. ([https://forums.factorio.com/29833 more])
* Fixed wrong error when setting durability of an item. (https://forums.factorio.com/29903)
* Fixed wrong error when setting durability of an item. ([https://forums.factorio.com/29903 more])
* 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 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().
* Added LuaItemStack::add_durability()/drain_durability().
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** OS X blueprint book binding is changed back to Shift + Mouse wheel up/down, other custom horizontal mouse wheel bindings are changed to vertical.
** 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 ===
===  Bugfixes ===
* Fixed that the Linux binaries would crash after handcrafting finishes. (https://forums.factorio.com/29614)
* Fixed that the Linux binaries would crash after handcrafting finishes. ([https://forums.factorio.com/29614 more])
* Fixed offshore pump could be built on top of other offshore pumps. (https://forums.factorio.com/29705)
* Fixed offshore pump could be built on top of other offshore pumps. ([https://forums.factorio.com/29705 more])
* Fixed pumjack output would show 0.0/s. (https://forums.factorio.com/29650)
* Fixed pumjack output would show 0.0/s. ([https://forums.factorio.com/29650 more])
* Fixed that "show pollution on minimap" didn't work when "show pollution on map" was not enabled. (https://forums.factorio.com/29651)
* Fixed that "show pollution on minimap" didn't work when "show pollution on map" was not enabled. ([https://forums.factorio.com/29651 more])
* Fixed scrolling on OS X.
* 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 exploit of connecting energy producer to more networks and connecting them by switches. ([https://forums.factorio.com/28249 more])
* Fixed long handed inserters couldn't pick up from the ends of cargo wagons. (https://forums.factorio.com/29343)
* Fixed long handed inserters couldn't pick up from the ends of cargo wagons. ([https://forums.factorio.com/29343 more])
* Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. (https://forums.factorio.com/29701)
* Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. ([https://forums.factorio.com/29701 more])
===  Scripting ===
===  Scripting ===
* Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities(). (https://forums.factorio.com/29727)
* Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities(). ([https://forums.factorio.com/29727 more])
* Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
* Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
* Added LuaGroup::order read.
* Added LuaGroup::order read.
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* Biters and other units won't become aggressive as a result of friendly-fire.
* Biters and other units won't become aggressive as a result of friendly-fire.
===  Bugfixes ===
===  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 golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. ([https://forums.factorio.com/29121 more])
* Fixed crash related to wire rendering after switching to copper wire while dragging wire. (https://forums.factorio.com/29216)
* Fixed crash related to wire rendering after switching to copper wire while dragging wire. ([https://forums.factorio.com/29216 more])
* Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
* 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 chat message rainbow when the game tick would go past 2147483648. ([https://forums.factorio.com/29307 more])
* Fixed password field not being focused when connecting to a game. (https://forums.factorio.com/29175)
* Fixed password field not being focused when connecting to a game. ([https://forums.factorio.com/29175 more])
* Fixed rocket silo moving slow when using efficiency modules.(https://forums.factorio.com/29108)
* Fixed rocket silo moving slow when using efficiency modules.([https://forums.factorio.com/29108 more])
* Fixed pressing Escape in multiplayer connect password dialog closed all GUI windows. (https://forums.factorio.com/29176)
* Fixed pressing Escape in multiplayer connect password dialog closed all GUI windows. ([https://forums.factorio.com/29176 more])
* Fixed gates sometimes not opening soon enough. (https://forums.factorio.com/28593)
* Fixed gates sometimes not opening soon enough. ([https://forums.factorio.com/28593 more])
* Fixed side menu buttons being focus-able. (https://forums.factorio.com/27575)
* Fixed side menu buttons being focus-able. ([https://forums.factorio.com/27575 more])
* Fixed numbers display rounding up when it shouldn't. (https://forums.factorio.com/29184)
* Fixed numbers display rounding up when it shouldn't. ([https://forums.factorio.com/29184 more])
* Fixed constant combinator GUI slider sometimes showing different value than the number of items.  (https://forums.factorio.com/28637)
* Fixed constant combinator GUI slider sometimes showing different value than the number of items.  ([https://forums.factorio.com/28637 more])
* Fixed assembling machine GUI progress bars not sizing correctly. (https://forums.factorio.com/28980)
* Fixed assembling machine GUI progress bars not sizing correctly. ([https://forums.factorio.com/28980 more])
* Fixed tight-spot scenario missing walls around trees. (https://forums.factorio.com/26922)
* Fixed tight-spot scenario missing walls around trees. ([https://forums.factorio.com/26922 more])
* Narrower descriptions with more line breaking opportunities (mod list, roboport). (https://forums.factorio.com/29348)
* Narrower descriptions with more line breaking opportunities (mod list, roboport). ([https://forums.factorio.com/29348 more])
* Fixed that cunning cancellation of crafting orders could result in free items. (https://forums.factorio.com/27459)
* Fixed that cunning cancellation of crafting orders could result in free items. ([https://forums.factorio.com/27459 more])
** 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.
** 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 crash related to custom units. ([https://forums.factorio.com/29202 more])
* Fixed mod enabling/disabling sometimes didn't restart the game. (https://forums.factorio.com/28738)
* Fixed mod enabling/disabling sometimes didn't restart the game. ([https://forums.factorio.com/28738 more])
* Fixed several issues with build ability checks returning false but entities actually being buildable. (https://forums.factorio.com/28883)
* Fixed several issues with build ability checks returning false but entities actually being buildable. ([https://forums.factorio.com/28883 more])
* Fix that aggroing a huge amount of biters would cause UPS drop for a long time. (https://forums.factorio.com/29513)
* Fix that aggroing a huge amount of biters would cause UPS drop for a long time. ([https://forums.factorio.com/29513 more])
* Fixed freeze when dragging sound sliders in some instances. (https://forums.factorio.com/29441)
* Fixed freeze when dragging sound sliders in some instances. ([https://forums.factorio.com/29441 more])
* Fixed bullet shooting speed not working properly. (https://forums.factorio.com/28707)
* Fixed bullet shooting speed not working properly. ([https://forums.factorio.com/28707 more])
===  Optimizations ===
===  Optimizations ===
* Improved performance when building large electric poles in the latency state by click-and-drag. (https://forums.factorio.com/29104)
* Improved performance when building large electric poles in the latency state by click-and-drag. ([https://forums.factorio.com/29104 more])
* The game's main loop has been rewritten. This should increase performance in some cases and fixes some freezes and stability issues.
* 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.
** For example game freezing when changing system time.
===  Modding ===
===  Modding ===
* Starting area is now 1.5x the size in tiles (also affects tier_from_start).
* 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)
* Fixed manually defining the localised_name of an item didn't work correctly. ([https://forums.factorio.com/29148 more])
===  Scripting ===
===  Scripting ===
* Added LuaEntity::copy_settings() - copies settings from one entity to another as if the player did it.
* 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.
* 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 crash when trying to set compound command with missing list of commands. ([https://forums.factorio.com/29164 more])
* Fixed technology effects are now applied before the research_completed event is fired. (https://forums.factorio.com/29451)
* Fixed technology effects are now applied before the research_completed event is fired. ([https://forums.factorio.com/29451 more])
* Added LuaGameScript::direction_to_string(...) - converts a defines.direction to the string name.
* 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 LuaPlayer::clean_cursor() - acts as if the player pressed the "clean cursor" key.
Line 285: Line 285:
* Default value for "Lights render quality" graphics options was changed to 1.0.
* 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.
** 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)
* Lights are rendered with linear filtering to improve quality for lower "Lights render quality" settings. ([https://forums.factorio.com/28892 more])
* Added tips and tricks for pasting wagon slots and cycling in blueprint book.
* Added tips and tricks for pasting wagon slots and cycling in blueprint book.
* Mods are now sorted alphabetically in the mods list.
* Mods are now sorted alphabetically in the mods list.
===  Bugfixes ===
===  Bugfixes ===
* Fixed transport belt madness map showing an empty message dialog out of nowhere.
* 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 transport belt madness being impossible. ([https://forums.factorio.com/28703 more])
* Fixed crash on Linux when stdout was closed after starting Factorio. (https://forums.factorio.com/28590)
* Fixed crash on Linux when stdout was closed after starting Factorio. ([https://forums.factorio.com/28590 more])
* Fixed trains of other forces could be seen in the Trains GUI. (https://forums.factorio.com/28799)
* Fixed trains of other forces could be seen in the Trains GUI. ([https://forums.factorio.com/28799 more])
* Fixed inserters not saving custom pickup/dropoff when exported through the Lua blueprint interface.
* 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 robots delivering modules into the recipe input slots instead of the module inventory. ([https://forums.factorio.com/28722 more])
* Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled. (https://forums.factorio.com/28789)
* Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled. ([https://forums.factorio.com/28789 more])
* Items stop correctly before a belt deactivated using the circuit network. (https://forums.factorio.com/28766)
* Items stop correctly before a belt deactivated using the circuit network. ([https://forums.factorio.com/28766 more])
* Fixed another case where a biter could get stuck. (https://forums.factorio.com/28893)
* Fixed another case where a biter could get stuck. ([https://forums.factorio.com/28893 more])
* Fixed crash when using --mp-connect to join a game that requires user verification. (https://forums.factorio.com/28500)
* Fixed crash when using --mp-connect to join a game that requires user verification. ([https://forums.factorio.com/28500 more])
* Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots. (https://forums.factorio.com/28855)
* Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots. ([https://forums.factorio.com/28855 more])
* Buildings with backer names containing non-ASCII characters are generated properly.
* 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 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 right-clicking electric pole in Map Editor. ([https://forums.factorio.com/28983 more])
* Fixed crash when building tiles would result in you dying. (https://forums.factorio.com/28948)
* Fixed crash when building tiles would result in you dying. ([https://forums.factorio.com/28948 more])
* Fixed disabled belts would still move the player. (https://forums.factorio.com/28947)
* Fixed disabled belts would still move the player. ([https://forums.factorio.com/28947 more])
* Fixed crashes related to changing train conditions in the latency state.
* Fixed crashes related to changing train conditions in the latency state.
* Fixed line breaking in description titles. (https://forums.factorio.com/27128)
* Fixed line breaking in description titles. ([https://forums.factorio.com/27128 more])
* Fixed typo in description of flooring items. (https://forums.factorio.com/28704)
* Fixed typo in description of flooring items. ([https://forums.factorio.com/28704 more])
* Fixed blueprint icons not working as desired when paths where part of the selected area. (https://forums.factorio.com/28884)
* Fixed blueprint icons not working as desired when paths where part of the selected area. ([https://forums.factorio.com/28884 more])
* Fixed that a username change wouldn't save if the game crashed. (https://forums.factorio.com/17837)
* Fixed that a username change wouldn't save if the game crashed. ([https://forums.factorio.com/17837 more])
* Fixed that clicking an alert button could show the wrong alert. (https://forums.factorio.com/28913)
* Fixed that clicking an alert button could show the wrong alert. ([https://forums.factorio.com/28913 more])
* Fixed flooring placement preview rendered on top of turret base. (https://forums.factorio.com/28894)
* Fixed flooring placement preview rendered on top of turret base. ([https://forums.factorio.com/28894 more])
* Fixed numpad home/end/other keys not working when numlock was off. (https://forums.factorio.com/28934)
* Fixed numpad home/end/other keys not working when numlock was off. ([https://forums.factorio.com/28934 more])
* Fixed that the game password dialog showed the password. (https://forums.factorio.com/29002)
* Fixed that the game password dialog showed the password. ([https://forums.factorio.com/29002 more])
* 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 that inserters at the very front of trains would sometimes not get enabled when a train would stop. ([https://forums.factorio.com/28964 more])
* Fixed the difficulty settings for scenarios not working. (https://forums.factorio.com/27976)
* Fixed the difficulty settings for scenarios not working. ([https://forums.factorio.com/27976 more])
* Fixed alignment of some pipe covers. (https://forums.factorio.com/28785)
* Fixed alignment of some pipe covers. ([https://forums.factorio.com/28785 more])
* Fixed the watch-your-step achievement not working. (https://forums.factorio.com/27710)
* Fixed the watch-your-step achievement not working. ([https://forums.factorio.com/27710 more])
* Rocket parts from building rockets in the rocket silo now show in production stats. (https://forums.factorio.com/29001)
* Rocket parts from building rockets in the rocket silo now show in production stats. ([https://forums.factorio.com/29001 more])
* Fixed tracked achievements scrolling off screen when un-tracking them. (https://forums.factorio.com/27922)
* Fixed tracked achievements scrolling off screen when un-tracking them. ([https://forums.factorio.com/27922 more])
* Fixed inserter sometimes only dropping one item on the ground before going back. (https://forums.factorio.com/28046#p183886)
* Fixed inserter sometimes only dropping one item on the ground before going back. ([https://forums.factorio.com/28046 more]#p183886)
* Fixed LuaGameScript::active_mods not showing the correct list of mods. (https://forums.factorio.com/29088)
* Fixed LuaGameScript::active_mods not showing the correct list of mods. ([https://forums.factorio.com/29088 more])
* Fixed signals letting trains pass when the circuit network changes. (https://forums.factorio.com/28923)
* Fixed signals letting trains pass when the circuit network changes. ([https://forums.factorio.com/28923 more])
* Fixed crash when deconstructing an entity with modules to be delivered while hovering the mouse over the entity. (https://forums.factorio.com/29165)
* Fixed crash when deconstructing an entity with modules to be delivered while hovering the mouse over the entity. ([https://forums.factorio.com/29165 more])
===  Scripting ===
===  Scripting ===
* Fixed SpritePath to recipe that inherits icon from its result would not be considered valid. (https://forums.factorio.com/28867)
* Fixed SpritePath to recipe that inherits icon from its result would not be considered valid. ([https://forums.factorio.com/28867 more])
* Fixed crash when setting new research in the on_research_completed event. (https://forums.factorio.com/28968)
* Fixed crash when setting new research in the on_research_completed event. ([https://forums.factorio.com/28968 more])
* Fixed error during the research completed event being un-clickable. (https://forums.factorio.com/27803)
* Fixed error during the research completed event being un-clickable. ([https://forums.factorio.com/27803 more])
* Added LuaTile::position read.
* Added LuaTile::position read.


Line 333: Line 333:
Date: 11. 07. 2016
Date: 11. 07. 2016
===  Bugfixes ===
===  Bugfixes ===
* Fixed craftable unit entities desyncing when held over belts. (https://forums.factorio.com/28730)
* Fixed craftable unit entities desyncing when held over belts. ([https://forums.factorio.com/28730 more])
* Fixed character inventory size was limited at 255 instead of the correct 65536. (https://forums.factorio.com/28717)
* Fixed character inventory size was limited at 255 instead of the correct 65536. ([https://forums.factorio.com/28717 more])
* Fixed mouse wheel left/right bindings not working.
* Fixed mouse wheel left/right bindings not working.
** Changed default blueprint book switching shortcut on OS X to Command + Mouse Wheel up/down
** 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 aliens getting stuck sometimes. ([https://forums.factorio.com/28653 more])
* Fixed inserters not putting fuel in modded burner assemblers in some situations (https://forums.factorio.com/28196)
* Fixed inserters not putting fuel in modded burner assemblers in some situations ([https://forums.factorio.com/28196 more])
* Fixed headless server would crash when loading save containing sprite-button. (https://forums.factorio.com/28736)
* Fixed headless server would crash when loading save containing sprite-button. ([https://forums.factorio.com/28736 more])
* Fixed maps loaded from versions < 0.13.7 not generating any more chunks (https://forums.factorio.com/28760)
* Fixed maps loaded from versions < 0.13.7 not generating any more chunks ([https://forums.factorio.com/28760 more])
* Fixed First Steps campaign character death error. (https://forums.factorio.com/27926)
* Fixed First Steps campaign character death error. ([https://forums.factorio.com/27926 more])
===  Scripting ===
===  Scripting ===
* Reverted changes related to 0.13.7 fix for (https://forums.factorio.com/28564). If entity specified in sprite path
* Reverted changes related to 0.13.7 fix for ([https://forums.factorio.com/28564 more]). 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.
** 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
* 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)
* Fixed that if a land mine got blown up and replaced by a robot, it wouldn't arm itself. ([https://forums.factorio.com/28761 more])
* Added LuaPlayer::admin read - if the player is an admin.
* Added LuaPlayer::admin read - if the player is an admin.


Line 359: Line 359:
* Medium and large worms spawn further from the starting area.
* Medium and large worms spawn further from the starting area.
===  Bugfixes ===
===  Bugfixes ===
* Connect game dialog remembers DNS the address as written rather than only IP (https://forums.factorio.com/27701).
* Connect game dialog remembers DNS the address as written rather than only IP ([https://forums.factorio.com/27701 more]).
* Science packs and ammo are now recorded in the items consumed portion of production stats.
* 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)
* Fixed the mysterious crash when building rails. ([https://forums.factorio.com/28231 more])
* Unified the mass production 3 achievement to 20 M (it was 10M in game and 100M on steam). (https://forums.factorio.com/28415)
* Unified the mass production 3 achievement to 20 M (it was 10M in game and 100M on steam). ([https://forums.factorio.com/28415 more])
* Fixed rendering layer of gate wall. (https://forums.factorio.com/28296)
* Fixed rendering layer of gate wall. ([https://forums.factorio.com/28296 more])
* Fixed fullscreen toggle in graphics options. (https://forums.factorio.com/27688)
* Fixed fullscreen toggle in graphics options. ([https://forums.factorio.com/27688 more])
* Fixed mining drills using slightly too much energy per item mined.
* 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 build ability was valid
* Fixed that rail signals connectable to two rails at the same time were marked as buildable even when the build ability was valid only for one of the rails. ([https://forums.factorio.com/28235 more])
** only for one of the rails. (https://forums.factorio.com/28235)
* Fixed burner inserters sometimes getting stuck. ([https://forums.factorio.com/27465 more])
* 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 more])
* 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 more])
* 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 more])
* 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 more])
* 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.
* 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
* 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 clean-cursor with armor not putting it into filtered slots in your quickbar. ([https://forums.factorio.com/28299 more])
* Fixed that expansion chunk candidates values weren't updated properly. (https://forums.factorio.com/27849)
* Fixed that expansion chunk candidates values weren't updated properly. ([https://forums.factorio.com/27849 more])
* Fixed landfills could be included in blueprints. (https://forums.factorio.com/28471)
* Fixed landfills could be included in blueprints. ([https://forums.factorio.com/28471 more])
* Fixed multiple instances of walls blocking movement when they shouldn't. (https://forums.factorio.com/28477)
* Fixed multiple instances of walls blocking movement when they shouldn't. ([https://forums.factorio.com/28477 more])
* Fixed that the solaris achievement unobtainable.
* Fixed that the solaris achievement unobtainable.
* Fixed flamethrower turret would cause blueprint preview move up and down.
* 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 the currently-playing folder can't be deleted when exiting game. ([https://forums.factorio.com/28316 more])
* Fixed crash when connection to the mod portal fails (https://forums.factorio.com/27126)
* Fixed crash when connection to the mod portal fails ([https://forums.factorio.com/27126 more])
* Fixed Update Mods button being sometimes disabled (https://forums.factorio.com/28160)
* Fixed Update Mods button being sometimes disabled ([https://forums.factorio.com/28160 more])
* Fixed that LuaGameScript::write_file treated data as null-terminated byte string. (https://forums.factorio.com/28555)
* Fixed that LuaGameScript::write_file treated data as null-terminated byte string. ([https://forums.factorio.com/28555 more])
* Fixed entities marked with "not-repairable" still being repairable manually. (https://forums.factorio.com/28554)
* Fixed entities marked with "not-repairable" still being repairable manually. ([https://forums.factorio.com/28554 more])
* Attempt to fix "Access is denied" error message during autosaves. (https://forums.factorio.com/28464)
* Attempt to fix "Access is denied" error message during autosaves. ([https://forums.factorio.com/28464 more])
* Fixed desync caused by transport belt connected to circuit network reading in pulse mode.
* 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 save corruption when driving vehicles on transport belts in some instances. ([https://forums.factorio.com/28457 more])
* Fixed copy-paste not waking up inserters when copying filters between different inserter types. (https://forums.factorio.com/28620)
* Fixed copy-paste not waking up inserters when copying filters between different inserter types. ([https://forums.factorio.com/28620 more])
* Fixed error when biters tried to expand while evolution factor was 0. (https://forums.factorio.com/28598)
* Fixed error when biters tried to expand while evolution factor was 0. ([https://forums.factorio.com/28598 more])
* Fixed building paths not refilling the cursor in some instances. (https://forums.factorio.com/28686)
* Fixed building paths not refilling the cursor in some instances. ([https://forums.factorio.com/28686 more])
* Fixed unlocked achievements blinking too quickly. (https://forums.factorio.com/27979)
* Fixed unlocked achievements blinking too quickly. ([https://forums.factorio.com/27979 more])
* Fixed crash when setting the force of a logistic container in ghost form. (https://forums.factorio.com/28699)
* Fixed crash when setting the force of a logistic container in ghost form. ([https://forums.factorio.com/28699 more])
 
===  Scripting ===
===  Scripting ===
* Fixed label size issues when using different font sizes or resizing the game window. (https://forums.factorio.com/27722)
* Fixed label size issues when using different font sizes or resizing the game window. ([https://forums.factorio.com/27722 more])
* Fixed crash when trying to create sprite-button with valid SpritePath to sprite that doesn't exist. (https://forums.factorio.com/28564)
* Fixed crash when trying to create sprite-button with valid SpritePath to sprite that doesn't exist. ([https://forums.factorio.com/28564 more])
** LuaGuiElement::add won't create sprite-button and returns nil if invalid SpritePath is passed.
** 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 an option to LuaSurface::set_tiles() to disable the correction logic for total control of what the tiles end up as.
Line 410: Line 410:
* Stack inserters are unlocked by their own research that is dependent on advanced electronics and logistics 2.
* 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.
** 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)
* Deconstructing and cancel deconstruction can be toggled between by using the modifier key. ([https://forums.factorio.com/28092 more])
===  Bugfixes ===
===  Bugfixes ===
* Fixed desync when inserters would insert things directly onto splitters. (https://forums.factorio.com/28298)
* Fixed desync when inserters would insert things directly onto splitters. ([https://forums.factorio.com/28298 more])
* Fixed that manipulating the fuel inventory of locomotives didn't count towards the inactivity condition. (https://forums.factorio.com/28308)
* Fixed that manipulating the fuel inventory of locomotives didn't count towards the inactivity condition. ([https://forums.factorio.com/28308 more])
* A train with a circuit condition will now always stay at the station if no wire is connected. (https://forums.factorio.com/28067)
* A train with a circuit condition will now always stay at the station if no wire is connected. ([https://forums.factorio.com/28067 more])
* Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact. (https://forums.factorio.com/28346)
* Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact. ([https://forums.factorio.com/28346 more])
* Fixed the player getting stuck in some instances when using landfills. (https://forums.factorio.com/27943)
* Fixed the player getting stuck in some instances when using landfills. ([https://forums.factorio.com/27943 more])
* 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 train stop that is in train schedule of some train was opened in the map editor. ([https://forums.factorio.com/28326 more])
* Fixed crash when the player would equip power armor they currently had open while in the same tick a robot delivered items
* 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)
** to the player which would end up in the new slots added by the power armor. ([https://forums.factorio.com/28318 more])
* Fixed crash when mining tiles you're standing on that results in you being killed.
* 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 load game GUI size issues when trying to load invalid save files. ([https://forums.factorio.com/27396 more])
* Fixed fuel and water from pumps not being counted in the production stats consumed/produced items. (https://forums.factorio.com/28220)
* Fixed fuel and water from pumps not being counted in the production stats consumed/produced items. ([https://forums.factorio.com/28220 more])


== 0.13.5 ==
== 0.13.5 ==
Line 428: Line 428:
===  Minor Features ===
===  Minor Features ===
* Blueprints with labels will now show the label when holding them to-be-built.
* 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)
* Once mining is started over non-resources, resources are ignored until the mine button is released. ([https://forums.factorio.com/3995 more])
===  Changes ===
===  Changes ===
* Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error.
* 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.
** 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.
** 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)
* When connecting circuit wires, the wire will re-anchor to the last entity clicked. ([https://forums.factorio.com/28096 more])
* Increased collision box of stone walls slightly, to prevent the player getting stuck. (https://forums.factorio.com/28226)
* Increased collision box of stone walls slightly, to prevent the player getting stuck. ([https://forums.factorio.com/28226 more])
* Power switch will not show electric sparks in some situations. (https://forums.factorio.com/28026)
* Power switch will not show electric sparks in some situations. ([https://forums.factorio.com/28026 more])
===  Bugfixes ===
===  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 the add-trains list treating stations with the same spelling but different case as the same station. ([https://forums.factorio.com/28063 more])
* Fixed circuit network signals not properly migrating when removing mods. (https://forums.factorio.com/28117)
* Fixed circuit network signals not properly migrating when removing mods. ([https://forums.factorio.com/28117 more])
* Fixed incorrect pollution rendering. (https://forums.factorio.com/27970)
* Fixed incorrect pollution rendering. ([https://forums.factorio.com/27970 more])
* 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.
* 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)
* crash when getting killed by a locomotive you currently had the GUI open for (for real this time). ([https://forums.factorio.com/27895 more])
* When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics.
* 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 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 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 that the last train inserter didn't grab from the cargo wagon sometimes. ([https://forums.factorio.com/28028 more])
* Fixed crashes related to bad circuit network state caused by old mods. (https://forums.factorio.com/27523)
* Fixed crashes related to bad circuit network state caused by old mods. ([https://forums.factorio.com/27523 more])
* Fixed that biters couldn't find a path through a thick wall of trains. (https://forums.factorio.com/28068)
* Fixed that biters couldn't find a path through a thick wall of trains. ([https://forums.factorio.com/28068 more])
* Fixed that some of the achievements didn't get reported to steam.
* 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.
** 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 crafting machines using slightly too much energy per recipe crafted. ([https://forums.factorio.com/28128 more])
* 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 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 crashes related to bad circuit network state caused by old mods. (https://forums.factorio.com/27523)
* Fixed crashes related to bad circuit network state caused by old mods. ([https://forums.factorio.com/27523 more])
* 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 that enemies would start attacking rails and other nearby structures after the player passed by in a train. ([https://forums.factorio.com/27371 more])
* Fixed chests in circuit network showing double their contents after fast replace. (https://forums.factorio.com/27847)
* Fixed chests in circuit network showing double their contents after fast replace. ([https://forums.factorio.com/27847 more])
* 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 that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. ([https://forums.factorio.com/28042 more])
* Fixed crash when 2 or more people would manipulate train schedules at the same time. (https://forums.factorio.com/27750)
* Fixed crash when 2 or more people would manipulate train schedules at the same time. ([https://forums.factorio.com/27750 more])
* Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. (https://forums.factorio.com/28251)
* Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. ([https://forums.factorio.com/28251 more])
* Fixed tile rendering off by half a tile in blueprint previews. (https://forums.factorio.com/28250)
* Fixed tile rendering off by half a tile in blueprint previews. ([https://forums.factorio.com/28250 more])
* Fixed non ASCII characters didn't work in train stop names. (https://forums.factorio.com/27619)
* Fixed non ASCII characters didn't work in train stop names. ([https://forums.factorio.com/27619 more])
* Fixed of the rail signal/train stop visualization planner in specific cases. (https://forums.factorio.com/27980)
* Fixed of the rail signal/train stop visualization planner in specific cases. ([https://forums.factorio.com/27980 more])
* Fixed crash when opening train stops in the map editor. (https://forums.factorio.com/27903)
* Fixed crash when opening train stops in the map editor. ([https://forums.factorio.com/27903 more])
* Fixed miss-aligned blueprint entities when editing blueprints and removing rails/roboports. (https://forums.factorio.com/28288)
* Fixed miss-aligned blueprint entities when editing blueprints and removing rails/roboports. ([https://forums.factorio.com/28288 more])
===  Optimisations ===
===  Optimisations ===
* Improved performance when there are a large (4000+) amount of alerts going off at the same time. (https://forums.factorio.com/28169)
* Improved performance when there are a large (4000+) amount of alerts going off at the same time. ([https://forums.factorio.com/28169 more])


== 0.13.4 ==
== 0.13.4 ==
Line 471: Line 471:
* For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total
* For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total
** of more than 300 entities + tiles.
** of more than 300 entities + tiles.
* Player names are now shown in the description pane instead of just "player". (https://forums.factorio.com/28004)
* Player names are now shown in the description pane instead of just "player". ([https://forums.factorio.com/28004 more])
===  Bugfixes ===
===  Bugfixes ===
* Fixed the "No such node (application_version)" error when starting a headless server
* 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 modules could get into assembling machines that didn't allow them for the current recipe. ([https://forums.factorio.com/27875 more])
* Fixed desync when holding most rotatable items for building in the latency state. (https://forums.factorio.com/27880)
* Fixed desync when holding most rotatable items for building in the latency state. ([https://forums.factorio.com/27880 more])
* Fixed build-by-moving logic for underground belts and underground pipes. (https://forums.factorio.com/27446)
* Fixed build-by-moving logic for underground belts and underground pipes. ([https://forums.factorio.com/27446 more])
* Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. (https://forums.factorio.com/27848)
* Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. ([https://forums.factorio.com/27848 more])
* Fixed killed entities not keeping modules to-be-delivered in some cases. (https://forums.factorio.com/27937)
* Fixed killed entities not keeping modules to-be-delivered in some cases. ([https://forums.factorio.com/27937 more])
* Fixed headless server being counted as a player for the player limit. (https://forums.factorio.com/27894)
* Fixed headless server being counted as a player for the player limit. ([https://forums.factorio.com/27894 more])
* Fixed crash when belts would die due in some instances. (https://forums.factorio.com/27868)
* Fixed crash when belts would die due in some instances. ([https://forums.factorio.com/27868 more])
* Fixed Lua GUI events getting fired before the actual GUI element was modified. (https://forums.factorio.com/27536)
* Fixed Lua GUI events getting fired before the actual GUI element was modified. ([https://forums.factorio.com/27536 more])
* Fixed crash when getting killed by a locomotive you currently had the GUI open for. (https://forums.factorio.com/27895)
* Fixed crash when getting killed by a locomotive you currently had the GUI open for. ([https://forums.factorio.com/27895 more])
* Fixed fluid temperature restricted recipes didn't work when fluid flowed in from the left side of the machine.
* 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 server crashing when starting a LAN game with no internet connection. ([https://forums.factorio.com/27953 more])
* Fixed crash when modded walls didn't have a definition for connected gate visualization.
* 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 energy bar on battery equipment. ([https://forums.factorio.com/27983 more])
* Fixed bonus GUI size issues with lots of entities using the bonuses. (https://forums.factorio.com/27712)
* Fixed bonus GUI size issues with lots of entities using the bonuses. ([https://forums.factorio.com/27712 more])
* Fixed mod hotkeys not working when you'd have more than 1. (https://forums.factorio.com/28024)
* Fixed mod hotkeys not working when you'd have more than 1. ([https://forums.factorio.com/28024 more])
===  Scripting ===
===  Scripting ===
* LuaEntity::built_by can be used with ghosts if the inner ghost supports built_by. (https://forums.factorio.com/27769)
* LuaEntity::built_by can be used with ghosts if the inner ghost supports built_by. ([https://forums.factorio.com/27769 more])
* LuaEntity::recipe can be read off furnaces as well as assembling machines.
* LuaEntity::recipe can be read off furnaces as well as assembling machines.


Line 498: Line 498:
* Slightly reduced big electric pole collision box to allow squeezing between big pole and accumulator.
* 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.
* 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)
** 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 more])
=== GUI ===
=== GUI ===
* Only games with the same application version are displayed in Browse Games screen.
* 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.
* Removed tabs from Browse Games and Browse Mods screens and tweaked column widths.
===  Bugfixes ===
===  Bugfixes ===
* Fixed mods directory not being created when installing mods (https://forums.factorio.com/27565)
* Fixed mods directory not being created when installing mods ([https://forums.factorio.com/27565 more])
* Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. (https://forums.factorio.com/27781)
* Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. ([https://forums.factorio.com/27781 more])
* Fixed crash related to killed flamethrower turrets in ghost mode. (https://forums.factorio.com/27757)
* Fixed crash related to killed flamethrower turrets in ghost mode. ([https://forums.factorio.com/27757 more])
* Fixed that the game crashed in the user login dialog when the steam connection was not available.
* Fixed that the game crashed in the user login dialog when the steam connection was not available.
* Yet another research window resizing fix.
* Yet another research window resizing fix.
* Fixed desync related to building-while-moving underground belts and pipe-to-ground.
* 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 Steel chest recipe in New hope mission 02. ([https://forums.factorio.com/27400 more])
* Fixed projectiles with negative accelerations 'hitting' at the incorrect position.
* 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 bug related to building/removing poles connected to network with power switch. ([https://forums.factorio.com/27737 more])
* Fixed that some items seemed to be repairable in multiplayer. (https://forums.factorio.com/27572)
* Fixed that some items seemed to be repairable in multiplayer. ([https://forums.factorio.com/27572 more])
* Fixed that modules could get lost when upgrading them. (https://forums.factorio.com/27835)
* Fixed that modules could get lost when upgrading them. ([https://forums.factorio.com/27835 more])
* Fixed timezone issues with the browse mods GUI.
* Fixed timezone issues with the browse mods GUI.


Line 519: Line 519:
Date: 30. 06. 2016
Date: 30. 06. 2016
===  Changes ===
===  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)
* Damage bonus in turret tooltip will now show both basic turret damage multiplier and turret damage bonus from research. ([https://forums.factorio.com/27486 more])
* Limited multiplayer game name length to 60 characters.
* Limited multiplayer game name length to 60 characters.
* Moved the copper wire back to the intermediate category in the recipes.
* Moved the copper wire back to the intermediate category in the recipes.
Line 525: Line 525:
* 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.
* 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 ===
===  Bugfixes ===
* Fixed occasional crash when downloading map. (https://forums.factorio.com/27190)
* Fixed occasional crash when downloading map. ([https://forums.factorio.com/27190 more])
* Fixed rail signals set to red by circuit network going green in some situations. (https://forums.factorio.com/27195)
* Fixed rail signals set to red by circuit network going green in some situations. ([https://forums.factorio.com/27195 more])
* Fixed rail signals not going back to green when when deselectiog "Close Signal" option.
* Fixed rail signals not going back to green when when deselectiog "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)
* 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 more])
* Localized hard coded strings in power switch GUI. (https://forums.factorio.com/27483)
* Localized hard coded strings in power switch GUI. ([https://forums.factorio.com/27483 more])
* Fixed enemy turrets would show player's damage bonuses in tooltip.
* Fixed enemy turrets would show player's damage bonuses in tooltip.
* Fixed repair packs (and mergable items in general) under flowing and making millions of items. (https://forums.factorio.com/27415)
* Fixed repair packs (and mergable items in general) under flowing and making millions of items. ([https://forums.factorio.com/27415 more])
* Added missing Lua defines for the rocket silo rocket inventory.
* 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 train minimap preview schedule box not allowing scrolling. ([https://forums.factorio.com/27299 more])
* Fixed game restarting after installing only one mod.
* 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 game crashing when viewing info about a mod with space in its name (hopefully) ([https://forums.factorio.com/27126 more])
* Fixed checking for mod updates taking very long.
* Fixed checking for mod updates taking very long.
* Fixed low framerate when pasting long text into console.
* 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 filter inserter sometimes taking an extra item after the filter was unset. ([https://forums.factorio.com/27443 more])
* Fixed inserter arrows in blueprints. (https://forums.factorio.com/27544)
* Fixed inserter arrows in blueprints. ([https://forums.factorio.com/27544 more])
* Fixed that it wasn't possible to require verification of user identity in server-settings.json.
* 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 migration of internal circuit network signals. ([https://forums.factorio.com/27277 more])
* Fixed some oddities when using the rail planner and quickbar-selecting other items.
* 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 desync when building rail signals in close rail setups. ([https://forums.factorio.com/27605 more])
* Fixed crash when reviving ghosts built by blueprints in the entity built Lua event handler. (https://forums.factorio.com/27608)
* Fixed crash when reviving ghosts built by blueprints in the entity built Lua event handler. ([https://forums.factorio.com/27608 more])
* Fixed LuaEntityPrototype::result_units spawn points only ever giving the last spawn point. (https://forums.factorio.com/27652)
* Fixed LuaEntityPrototype::result_units spawn points only ever giving the last spawn point. ([https://forums.factorio.com/27652 more])
* Fixed stack filter inserter sometimes showing more than one filter in alt mode.
* Fixed stack filter inserter sometimes showing more than one filter in alt mode.
* Research button position fix.
* 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.
* 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 that the headless server wouldn't be able to save the map if started like --start-server save.zip. ([https://forums.factorio.com/27625 more])
* Fixed unminable rails when migrating saves to 0.13. (https://forums.factorio.com/27202)
* Fixed unminable rails when migrating saves to 0.13. ([https://forums.factorio.com/27202 more])
* 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 the gate didn't open when it was on the same rail as the locomotive front joint. ([https://forums.factorio.com/27682 more])
* Fixed that game name and description in the game browser didn't wrap.
* 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 game did not run on Windows XP. ([https://forums.factorio.com/27168 more])
* Fixed the ElectricEnergyInterface entity not drawing low power/no power icons.
* 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 requester chest filters getting cleared when changing the force of the chest. ([https://forums.factorio.com/27691 more])
* Fixed rocks not being ignored when rail planner ghost building. (https://forums.factorio.com/27522)
* Fixed rocks not being ignored when rail planner ghost building. ([https://forums.factorio.com/27522 more])
* 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 that when a transport belt got destroyed and turned into a ghost, it wouldn't drop items on ground. ([https://forums.factorio.com/27650 more])
* Fixed occasional random browse game GUI crash when moving close to the end of the list.
* 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 script error in supply challenge. ([https://forums.factorio.com/27689 more])
* Fixed that rail signal visualization helper was not working properly in some specific cases. (https://forums.factorio.com/27328)
* Fixed that rail signal visualization helper was not working properly in some specific cases. ([https://forums.factorio.com/27328 more])
* Fixed construction robots getting stuck when they return for repair pack to passive/active provider chest. (https://forums.factorio.com/27526)
* Fixed construction robots getting stuck when they return for repair pack to passive/active provider chest. ([https://forums.factorio.com/27526 more])
===  Optimisations ===
===  Optimisations ===
* Optimized rendering of huge pollution clouds on map.
* Optimized rendering of huge pollution clouds on map.
Line 573: Line 573:
* Added /demote to demote players from admins
* Added /demote to demote players from admins
===  Bugfixes ===
===  Bugfixes ===
* Fixed crash when shift right clicking furnace fuel slots. (https://forums.factorio.com/27125)
* Fixed crash when shift right clicking furnace fuel slots. ([https://forums.factorio.com/27125 more])
* Fixed not being able to rename train stops. (https://forums.factorio.com/27129)
* Fixed not being able to rename train stops. ([https://forums.factorio.com/27129 more])
* Fixed stack filter inserters taking too many filters when building them by fast replace. (https://forums.factorio.com/27147)
* Fixed stack filter inserters taking too many filters when building them by fast replace. ([https://forums.factorio.com/27147 more])
* Fixed automatic insertion of satellites into rocket silos.
* Fixed automatic insertion of satellites into rocket silos.
* Fixed flamethrower not unlocking on loading old saves in 0.13.
* 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 map corruption and possible crashes when damaged stone rocks migrated from 0.12 saves got destroyed in 0.13. ([https://forums.factorio.com/27214 more])
* Fixed that saving a map could crash under some circumstances. (https://forums.factorio.com/27226)
* Fixed that saving a map could crash under some circumstances. ([https://forums.factorio.com/27226 more])
* Fixed that locomotives were not moving enough in reverse.
* 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 --create didn't work with just a filename. ([https://forums.factorio.com/27139 more])
* Fixed that disabled and invalid mods were still marking the game as modded for the achievements.
* 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 headless server crashed when launched with closed stdin. ([https://forums.factorio.com/27158 more])
* 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 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 more])
* Fixed the watch your step achievement.
* Fixed the watch your step achievement.
* Fixed downloading mods crashed the game (https://forums.factorio.com/27109).
* Fixed downloading mods crashed the game ([https://forums.factorio.com/27109 more]).
* Fixed that starting with modded game still activated achievements from steam. (https://forums.factorio.com/27313)
* Fixed that starting with modded game still activated achievements from steam. ([https://forums.factorio.com/27313 more])
* Fixed the kick message. (https://forums.factorio.com/27310)
* Fixed the kick message. ([https://forums.factorio.com/27310 more])
* Fixed technology effects translation of worker robot storage and speed.
* 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 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 more])
* Fixed that max player count was ignored when joining multiplayer game.
* 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 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 more])
* Fixed too large capacity of internal pipe in flamethrower turret. (https://forums.factorio.com/27315)
* Fixed too large capacity of internal pipe in flamethrower turret. ([https://forums.factorio.com/27315 more])
* 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 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 more])
* 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 the technology description didn't wrap when it was too long, which also made the research button unreachable. ([https://forums.factorio.com/27106 more])
* Fixed that there were walls over water in the tight spot scenario. (https://forums.factorio.com/27344)
* Fixed that there were walls over water in the tight spot scenario. ([https://forums.factorio.com/27344 more])
* Fixed that can_build_entity command didn't check tile collisions.
* 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 the Research Finished text could flash too fast sometimes. ([https://forums.factorio.com/27170 more])
* Fixed that failed attempt to determine public IP address crashes the headless server (https://forums.factorio.com/27166).
* Fixed that failed attempt to determine public IP address crashes the headless server ([https://forums.factorio.com/27166 more]).
* Fixed graphical issue with lights when light render quality was set to low. (https://forums.factorio.com/27312)
* Fixed graphical issue with lights when light render quality was set to low. ([https://forums.factorio.com/27312 more])
* 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 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 more])
* Fixed crash when using LuaForce::entity_build_count_statistics. (https://forums.factorio.com/27348)
* Fixed crash when using LuaForce::entity_build_count_statistics. ([https://forums.factorio.com/27348 more])
* Possibly fixed hang when closing the Steam overlay on some Linux systems. (https://forums.factorio.com/27275)
* Possibly fixed hang when closing the Steam overlay on some Linux systems. ([https://forums.factorio.com/27275 more])
===  Modding ===
===  Modding ===
* Added mandatory reversing_power_modifier property into locomotive prototype definition.
* Added mandatory reversing_power_modifier property into locomotive prototype definition.
Line 611: Line 611:
Date: 27. 06. 2016
Date: 27. 06. 2016
=== Major features ===
=== Major features ===
* Improved Multiplayer game UX (see https://www.factorio.com/blog/post/fff-139 and https://www.factorio.com/blog/post/fff-116).
* Improved Multiplayer game UX (see [https://www.factorio.com/blog/post/fff-139 more] and [https://www.factorio.com/blog/post/fff-116 more]).
** Server games are published to the server and clients can browse existing games.
** Server games are published to the server and clients can browse existing games.
** Automatic discovery for the LAN games.
** Automatic discovery for the LAN games.
* Mod Portal integration. Factorio can list and install mods from the mod portal. (https://mods.factorio.com)
* Mod Portal integration. Factorio can list and install mods from the mod portal. ([https://mods.factorio.com more])
* Achievements and Steam Achievements integration. (https://www.factorio.com/blog/post/fff-125)
* Achievements and Steam Achievements integration. ([https://www.factorio.com/blog/post/fff-125 more])
** Modded games won't have the achievements recorded on steam.
** 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)
* Rail planner tool simplifies the rail building. ([https://www.factorio.com/blog/post/fff-113 more])
* Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released.
* 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)
* 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 more])
* Added the Stack inserter - an expensive upgrade over fast inserters that can move several more items at a time.
* 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.
* Flamethrower turret. Fueled with fluid, shoots a stream of burning oil towards oncoming enemies.
Line 627: Line 627:
* Search field to the filter selection and recipes selection windows.
* 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.
* 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)
* Extension of the train wait conditions. ([https://www.factorio.com/blog/post/fff-114 more])
* New locomotive, cargo wagon and train stop graphics. Locomotives can be colored. The trains are a consistent size in horizontal and vertical orientations.
* 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)
* New technology tree GUI. ([https://www.factorio.com/blog/post/fff-128 more])
===  Minor Features ===
===  Minor Features ===
* Blueprints can be now edited.
* Blueprints can be now edited.
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* When running as a server, Factorio now accepts console commands on standard input.
* 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.
* 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
** 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 link]
* 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.
* 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.
* The "disallow-commands" flag has been changed to "allow-commands" and accepts "true", "false", and "admins-only" for values.
Line 677: Line 677:
=== Ease of use ===
=== Ease of use ===
* Turret displays its range when you hover over it.
* Turret displays its range when you hover over it.
* Rail signal/train stop placement indicator. (https://www.factorio.com/blog/post/fff-134)
* Rail signal/train stop placement indicator. ([https://www.factorio.com/blog/post/fff-134 more])
* Indicator of train vehicle positions in a station when building next to track where would the train stop.
* 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 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.
* 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.
* 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)
* Saving a game changes selected name and directory for next saves. ([https://forums.factorio.com/19461 more])
* Clicking different filtered slot in quickbar will try to clear the currently selected quickbar item if possible.
* 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.
* Cleaning item in cursor that is taken from quickbar slot will try to refill the slot from the inventory if possible.
Line 737: Line 737:
* All types of chests can be connected to the circuit network. Smart Chest was removed from the game.
* 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,
* 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
** instead of copying the count from the condition. This might break some setups. [https://forums.factorio.com/13706 more]
* Transport belt connectable entities will disconnect from incoming (and all other) belts when marked for deconstruction.
* 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
** The problem is solves is described in this bug report: [https://forums.factorio.com/19038 more]
* Spaces are now allowed in file names when saving.
* Spaces are now allowed in file names when saving.
* Changed the fluid color of heavy oil to match the icon color.
* Changed the fluid color of heavy oil to match the icon color.
Line 747: Line 747:
* Saves given on command line (to options --start-server, --mp-load-game, --load-game, --create) are always absolute or relative paths.
* 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).
** 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)
* Main menu background image is scaled proportionally now. ([https://forums.factorio.com/26090 more])
* Renamed "research-effectivity" to "research-speed".
* Renamed "research-effectivity" to "research-speed".
* Removed light entity info background option.
* Removed light entity info background option.
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* Optimized pollution rendering on map and minimap.
* Optimized pollution rendering on map and minimap.
* Optimised roboport radius rendering.
* Optimised roboport radius rendering.
* Optimised biter pathfinding. (https://www.factorio.com/blog/post/fff-117 https://www.factorio.com/blog/post/fff-121)
* Optimised biter pathfinding. ([https://www.factorio.com/blog/post/fff-117 more] [https://www.factorio.com/blog/post/fff-121 more])
* Optimised save file times by doing compression in parallel.
* Optimised save file times by doing compression in parallel.
===  Bugfixes ===
===  Bugfixes ===
* Fixed recipe ordering when recipes had the same group and group order string.
* 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.
* 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)
* Underground belts won't connect if underground belt ghost is in the way. ([https://forums.factorio.com/22720 more])
* 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.
* 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.
* 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)
* Red/green wires change electric pole orientation the same way normal connections do. ([https://forums.factorio.com/24593 more])
* Fixed the rotation of train vehicles to be built.
* 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 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 more])
* Fixed unrecognizable item icons when playing on very low graphics settings. (https://forums.factorio.com/25629)
* Fixed unrecognizable item icons when playing on very low graphics settings. ([https://forums.factorio.com/25629 more])
* Fixed that ghost building on power poles disconnects them, as it is the same shortcut. (https://forums.factorio.com/25323)
* Fixed that ghost building on power poles disconnects them, as it is the same shortcut. ([https://forums.factorio.com/25323 more])
* Fixed multiple construction bots could be sent out to mine single tree. (https://forums.factorio.com/18807)
* Fixed multiple construction bots could be sent out to mine single tree. ([https://forums.factorio.com/18807 more])
* Fixed that LuaGameScript::take_screenshot could take negative values of zoom or resolution. (https://forums.factorio.com/26046)
* Fixed that LuaGameScript::take_screenshot could take negative values of zoom or resolution. ([https://forums.factorio.com/26046 more])
* 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 robots would carry items from active provider chests to storage chests even when requester chest needed those items. ([https://forums.factorio.com/22115 more])
* 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)
* 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 more])
* Items inserted into assemblers now update tooltips. (https://forums.factorio.com/25671)
* Items inserted into assemblers now update tooltips. ([https://forums.factorio.com/25671 more])
* Map editor save GUI now always fits on the screen.
* 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)
* Will explicitly show system mouse cursor when exiting Steam Overlay, just in case Steam forgets to do it. ([https://forums.factorio.com/21540 more])
* 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 commands would still be disabled in single-player after loading a map created in MP with commands disabled. ([https://forums.factorio.com/26126 more])
* Fixed that a biter could get stuck trying to attack a building in some cases. (https://forums.factorio.com/25792)
* Fixed that a biter could get stuck trying to attack a building in some cases. ([https://forums.factorio.com/25792 more])
* Fixed unclear error message when attempting to run multiple instances of Factorio with same write-path. (https://forums.factorio.com/18129)
* Fixed unclear error message when attempting to run multiple instances of Factorio with same write-path. ([https://forums.factorio.com/18129 more])
* Fixed the space key animating buttons. (https://forums.factorio.com/25727)
* Fixed the space key animating buttons. ([https://forums.factorio.com/25727 more])
* Fixed fluid getting into the wrong inputs on assembling machines. (https://forums.factorio.com/25941)
* Fixed fluid getting into the wrong inputs on assembling machines. ([https://forums.factorio.com/25941 more])
* Long tooltip descriptions (below the minimap) won't stretch the whole right column.
* 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 being able to copy settings onto and rotate entities marked as non-operable. ([https://forums.factorio.com/25012 more])
* 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 player names wouldn't show up on the chart when UI scale was set to 100% or less. ([https://forums.factorio.com/26031 more])
* Fixed that the same error message could appear twice in multiplayer. (https://forums.factorio.com/24849)
* Fixed that the same error message could appear twice in multiplayer. ([https://forums.factorio.com/24849 more])
* Fixed equipment tooltips in equipment grids not showing when putting new equipment into the grid.
* 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).
* Command key can be now used as a modifier in controls on Mac OSX([https://forums.factorio.com/14603 more]).
* Fixed that a peer could kick every other peer from an MP game. (https://forums.factorio.com/13646)
* Fixed that a peer could kick every other peer from an MP game. ([https://forums.factorio.com/13646 more])
* Fixed train air resistance calculation.
* Fixed train air resistance calculation.
* Fixed wire drawing in the right-pane description for electric poles. (https://forums.factorio.com/170438)
* Fixed wire drawing in the right-pane description for electric poles. ([https://forums.factorio.com/170438 more])
* Fixed freeplay and sandbox scenario initial rocket count. (https://forums.factorio.com/26584)
* Fixed freeplay and sandbox scenario initial rocket count. ([https://forums.factorio.com/26584 more])
* Fixed sandbox scenario wouldn't recognize rocket launches.
* 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 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)
* Fixed crash when modded locomotive uses other than burner energy source. ([https://forums.factorio.com/26165 more])
===  Modding ===
===  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 need to have factorio_version value in their info which specifies major Factorio version they are suited for, default value is 0.12.
Line 903: Line 903:


{{VersionNav}}
{{VersionNav}}
[[Category:Version history]]

Latest revision as of 14:46, 24 September 2023


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. (more)

Modding

  • Fixed "factorio_version" not being checked correctly in some cases. (more)

Scripting

  • Fixed "unknown" error in some cases when using radio button GUI elements.
  • Fixed crash when a mod custom event event would error. (more)
  • Added LuaGuiElement::type read.

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. (more)
  • Fixed that unclosable character window was opened when it was ordered to open exactly at the same tick when the character died. (more)
  • Fixed possible desync caused by inserters disabled by circuit network. (more)

Scripting

  • Added LuaSurface::regenerate_entity(...)

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. (more)
  • 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. (more)
  • Fixed clearing blueprints didn't clear the label. (more)
  • Fixed crash when removing entities that had active alerts. (more)
  • Fixed that sending random garbage to the RCON port could crash Factorio. (more)
  • Fixed GUI size issues with modded recipes that have a ton of effects. (more)
  • Fixed script errors with tight spot level 5. (more)
  • Fixed the market entity not migrating/handling removed items it was offering. (more)
  • Fixed sound settings not applying when pressing escape. (more)
  • Fixed a crash that would happen after changing UI scale with the inventory open. (more)
  • Fixed deconstruction would reset the build rotation value. (more)
  • Fixed copy-paste between inventory sizes applying the inventory restriction oddly. (more)
  • fixed game.regenerate_entitiy() not working at all. (more)
  • Fixed that it was possible to create an assembling machine with zero energy usage. (more)

Modding

  • Fixed crash when trying to connect wires to entities with 0 wire connection distance. (more)

Scripting

  • Fixed LuaSurface::map_gen_settings.shift not working. (more)
  • Fixed chunk positions would get improperly rounded instead of floored. (more)
  • 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.

0.13.17

Date: 17. 08. 2016

Bugfixes

  • Fixed a crash caused by enemy AI. (more)
  • Fixed crash due to false-positive detection of a save corruption. (more)
  • Fixed circuit network controlled signal penalty once more (more)
  • Fixed crash when removing mod with modded rocket silo. (more)

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. (more)
  • Fixed that the game would crash when trying to load a save that contained unit groups with members in different surfaces. (more)
  • 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. (more)
  • Fix that biters wouldn't become aggravated when damaged by the flamethrower. (more)
  • Fixed game sometimes not being focused properly on OS X. (more)
  • Fixed that the car could shoot itself. (more)
  • Fixed desync related to fast-replacing filter inserters with other inserters. (more)
  • Don't remove a wall's circuit connection when gate is destroyed and ghost is created. (more)
  • Fixed opened machine sound sometimes being high-pitched. (more)
  • Fixed that some keybindings wouldn't register properly after a game restart. (more)
  • Fixed that it would be possible to manually craft items the player does not have enough ingredients for. (more)
  • 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. (more)
  • Fixed requester chest was missing vehicle impact sound. (more)
  • Fixed that dragging the research button would drag and move the technology tree. (more)
  • Fixed that the selected slot wouldn't update properly when the quickbar was rotated. (more)

Modding

  • Fixed crash when mods use tables as key values in prototype data. (more)
  • Added example definition of an electric energy interface.
  • Fixed copy&paste on modded constant combinator would copy also number of item slots. (more)
  • 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. (more)
  • Fixed changing force of construction or logistic robot would cause game state corruption. (more)
  • 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".

0.13.15

Date: 06. 08. 2016

Bugfixes

  • Fixed that rotating the quickbar would make the headless server crash. (more)

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. (more)
  • Fixed burner fuel sources would keep their energy when dying and being rebuilt by robots. (more)
  • Fixed inserters would try to grab items from rails instead of chests/entities when build in specific setups. (more)
  • Fixed disconnecting chests or constant combinators not correctly clearing circuit network. (more)
  • Fixed a crash that sometimes happened after canceling manual crafting. (more).
  • Fixed a bug where canceling a prerequisite product would cancel more than necessary. (more)
  • Fixed crash when trying to connect power switches in map editor. (more)
  • Don't force Vsync off on OpenGL. (more)
  • Fixed error in tight spot level 5. (more)
  • Fixed a bug where a player's GUI would be reset when any other player in MP pressed the "switch active quickbar" button. (more)
  • Don't allow sideloading onto a disabled belt. (more)
  • 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 (more)
  • Fixed mod updates sometimes not being found with a large amount of mods.
  • Fixed mods browser not being sorted after searching. (more)
  • Fixed regenerating entities on map (more)
  • Fixed watch-your-step achievement for real this time. (more)
  • Fixed "failed to create display" error when switching to another window immediately after launching Factorio. (more)
  • Fixed issues with saving to NTFS junctions. (more)

Optimizations

  • 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. (more)
  • Fixed crash when loader connected to splitter is destroyed. (more)

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. (more)
  • Fixed evolution_factor could be set to a negative number resulting in base build errors. (more)
  • Fixed crash when using entity of type 'flame-thrower-explosion' with 'create-entity' trigger effect. (more)
  • Fixed LuaGameScript::take_screenshot() would fail if destination file contained non-English character in its path. (more)
  • 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.

0.13.13

Date: 30. 07. 2016

Bugfixes

  • Fixed OpenSSL launch issues on Linux (more)
  • 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.

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.

Small changes

  • - Locale additions and improvements.

Bugfixes

  • Fixed auto trash slots were lost when player died in multiplayer. (more)
  • Fixed that the headless server would consume 100% CPU. (more)
  • Fixed that --mod-directory and other command-line arguments would be forgotten on Factorio restart through the mod manager. (more)
  • 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. (more)
  • Fixed unsightly message when changing player co lour in singleplayer. (more)
  • Fixed inserter circuit "hold" read mode sending the signal 1 tick too late. (more)
  • Fixed transport belt circuit condition ignoring 1 tick duration signals. (more)
  • Fixed crash when saving the game fails due to the disk being full. (more)
  • Fixed the "watch your step" achievement would get triggered by random source-less damage. (more)
  • Fixed the render layer for turret range visualizations. (more)
  • Fixed that an inserter could hold more items than its stack-size bonus, if it was created by fast-replacing a stack inserter. (more)
  • Fixed automated fuel insertion into cars wouldn't fill the fuel inventory. (more)

Modding

  • Fixed crash when technology prerequisites ended up being recursive. (more)
  • Fixed crash caused by destroyer robot beams when compression was enabled for all sprites. (more)
  • Fixed inserters with stack bonus not dropping the item to it's destination when deactivated. (more)
  • The fluid icon for the storage tank now scales with the size of the storage tank. (more)

Scripting

  • Fixed error when attempting to interact with LuaInventory that has a size > 255. (more)
  • Fixed crash when robots charging would get disabled through mods. (more)
  • Fixed wrong error when setting durability of an item. (more)
  • 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().

0.13.11

Date: 25. 07. 2016

Small 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. (more)
  • Fixed offshore pump could be built on top of other offshore pumps. (more)
  • Fixed pumjack output would show 0.0/s. (more)
  • Fixed that "show pollution on minimap" didn't work when "show pollution on map" was not enabled. (more)
  • Fixed scrolling on OS X.
  • Fixed exploit of connecting energy producer to more networks and connecting them by switches. (more)
  • Fixed long handed inserters couldn't pick up from the ends of cargo wagons. (more)
  • Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. (more)

Scripting

  • Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities(). (more)
  • Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
  • Added LuaGroup::order read.

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. (more)
  • Fixed crash related to wire rendering after switching to copper wire while dragging wire. (more)
  • 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. (more)
  • Fixed password field not being focused when connecting to a game. (more)
  • Fixed rocket silo moving slow when using efficiency modules.(more)
  • Fixed pressing Escape in multiplayer connect password dialog closed all GUI windows. (more)
  • Fixed gates sometimes not opening soon enough. (more)
  • Fixed side menu buttons being focus-able. (more)
  • Fixed numbers display rounding up when it shouldn't. (more)
  • Fixed constant combinator GUI slider sometimes showing different value than the number of items. (more)
  • Fixed assembling machine GUI progress bars not sizing correctly. (more)
  • Fixed tight-spot scenario missing walls around trees. (more)
  • Narrower descriptions with more line breaking opportunities (mod list, roboport). (more)
  • Fixed that cunning cancellation of crafting orders could result in free items. (more)
    • 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. (more)
  • Fixed mod enabling/disabling sometimes didn't restart the game. (more)
  • Fixed several issues with build ability checks returning false but entities actually being buildable. (more)
  • Fix that aggroing a huge amount of biters would cause UPS drop for a long time. (more)
  • Fixed freeze when dragging sound sliders in some instances. (more)
  • Fixed bullet shooting speed not working properly. (more)

Optimizations

  • Improved performance when building large electric poles in the latency state by click-and-drag. (more)
  • 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. (more)

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. (more)
  • Fixed technology effects are now applied before the research_completed event is fired. (more)
  • 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.

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. (more)
  • 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. (more)
  • Fixed crash on Linux when stdout was closed after starting Factorio. (more)
  • Fixed trains of other forces could be seen in the Trains GUI. (more)
  • 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. (more)
  • Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled. (more)
  • Items stop correctly before a belt deactivated using the circuit network. (more)
  • Fixed another case where a biter could get stuck. (more)
  • Fixed crash when using --mp-connect to join a game that requires user verification. (more)
  • Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots. (more)
  • 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. (more)
  • Fixed crash when building tiles would result in you dying. (more)
  • Fixed disabled belts would still move the player. (more)
  • Fixed crashes related to changing train conditions in the latency state.
  • Fixed line breaking in description titles. (more)
  • Fixed typo in description of flooring items. (more)
  • Fixed blueprint icons not working as desired when paths where part of the selected area. (more)
  • Fixed that a username change wouldn't save if the game crashed. (more)
  • Fixed that clicking an alert button could show the wrong alert. (more)
  • Fixed flooring placement preview rendered on top of turret base. (more)
  • Fixed numpad home/end/other keys not working when numlock was off. (more)
  • Fixed that the game password dialog showed the password. (more)
  • Fixed that inserters at the very front of trains would sometimes not get enabled when a train would stop. (more)
  • Fixed the difficulty settings for scenarios not working. (more)
  • Fixed alignment of some pipe covers. (more)
  • Fixed the watch-your-step achievement not working. (more)
  • Rocket parts from building rockets in the rocket silo now show in production stats. (more)
  • Fixed tracked achievements scrolling off screen when un-tracking them. (more)
  • Fixed inserter sometimes only dropping one item on the ground before going back. (more#p183886)
  • Fixed LuaGameScript::active_mods not showing the correct list of mods. (more)
  • Fixed signals letting trains pass when the circuit network changes. (more)
  • Fixed crash when deconstructing an entity with modules to be delivered while hovering the mouse over the entity. (more)

Scripting

  • Fixed SpritePath to recipe that inherits icon from its result would not be considered valid. (more)
  • Fixed crash when setting new research in the on_research_completed event. (more)
  • Fixed error during the research completed event being un-clickable. (more)
  • Added LuaTile::position read.

0.13.8

Date: 11. 07. 2016

Bugfixes

  • Fixed craftable unit entities desyncing when held over belts. (more)
  • Fixed character inventory size was limited at 255 instead of the correct 65536. (more)
  • 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. (more)
  • Fixed inserters not putting fuel in modded burner assemblers in some situations (more)
  • Fixed headless server would crash when loading save containing sprite-button. (more)
  • Fixed maps loaded from versions < 0.13.7 not generating any more chunks (more)
  • Fixed First Steps campaign character death error. (more)

Scripting

  • Reverted changes related to 0.13.7 fix for (more). 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. (more)
  • Added LuaPlayer::admin read - if the player is an admin.

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 (more).
  • Science packs and ammo are now recorded in the items consumed portion of production stats.
  • Fixed the mysterious crash when building rails. (more)
  • Unified the mass production 3 achievement to 20 M (it was 10M in game and 100M on steam). (more)
  • Fixed rendering layer of gate wall. (more)
  • Fixed fullscreen toggle in graphics options. (more)
  • 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 build ability was valid only for one of the rails. (more)
  • Fixed burner inserters sometimes getting stuck. (more)
  • Fixed inserters with stack bonus waiting for stacks indefinitely when there's nothing to take from. (more)
  • Fixed blueprint previews with tiles and rails vs tiles with no rails. (more)
  • Fixed crash that could sometimes happen when a biter couldn't reach a target for a long time. (more)
  • Fixed on_player_placed_equipment was not called when quick transferring equipment into armor. (more)
  • 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. (more)
  • Fixed that expansion chunk candidates values weren't updated properly. (more)
  • Fixed landfills could be included in blueprints. (more)
  • Fixed multiple instances of walls blocking movement when they shouldn't. (more)
  • 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. (more)
  • Fixed crash when connection to the mod portal fails (more)
  • Fixed Update Mods button being sometimes disabled (more)
  • Fixed that LuaGameScript::write_file treated data as null-terminated byte string. (more)
  • Fixed entities marked with "not-repairable" still being repairable manually. (more)
  • Attempt to fix "Access is denied" error message during autosaves. (more)
  • 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. (more)
  • Fixed copy-paste not waking up inserters when copying filters between different inserter types. (more)
  • Fixed error when biters tried to expand while evolution factor was 0. (more)
  • Fixed building paths not refilling the cursor in some instances. (more)
  • Fixed unlocked achievements blinking too quickly. (more)
  • Fixed crash when setting the force of a logistic container in ghost form. (more)

Scripting

  • Fixed label size issues when using different font sizes or resizing the game window. (more)
  • Fixed crash when trying to create sprite-button with valid SpritePath to sprite that doesn't exist. (more)
    • 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".

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. (more)

Bugfixes

  • Fixed desync when inserters would insert things directly onto splitters. (more)
  • Fixed that manipulating the fuel inventory of locomotives didn't count towards the inactivity condition. (more)
  • A train with a circuit condition will now always stay at the station if no wire is connected. (more)
  • Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact. (more)
  • Fixed the player getting stuck in some instances when using landfills. (more)
  • Fixed crash when train stop that is in train schedule of some train was opened in the map editor. (more)
  • 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. (more)
  • 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. (more)
  • Fixed fuel and water from pumps not being counted in the production stats consumed/produced items. (more)

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. (more)

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. (more)
  • Increased collision box of stone walls slightly, to prevent the player getting stuck. (more)
  • Power switch will not show electric sparks in some situations. (more)

Bugfixes

  • Fixed the add-trains list treating stations with the same spelling but different case as the same station. (more)
  • Fixed circuit network signals not properly migrating when removing mods. (more)
  • Fixed incorrect pollution rendering. (more)
  • 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). (more)
  • 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. (more)
  • Fixed crashes related to bad circuit network state caused by old mods. (more)
  • Fixed that biters couldn't find a path through a thick wall of trains. (more)
  • 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. (more)
  • 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 crashes related to bad circuit network state caused by old mods. (more)
  • Fixed that enemies would start attacking rails and other nearby structures after the player passed by in a train. (more)
  • Fixed chests in circuit network showing double their contents after fast replace. (more)
  • Fixed that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. (more)
  • Fixed crash when 2 or more people would manipulate train schedules at the same time. (more)
  • Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. (more)
  • Fixed tile rendering off by half a tile in blueprint previews. (more)
  • Fixed non ASCII characters didn't work in train stop names. (more)
  • Fixed of the rail signal/train stop visualization planner in specific cases. (more)
  • Fixed crash when opening train stops in the map editor. (more)
  • Fixed miss-aligned blueprint entities when editing blueprints and removing rails/roboports. (more)

Optimisations

  • Improved performance when there are a large (4000+) amount of alerts going off at the same time. (more)

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". (more)

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. (more)
  • Fixed desync when holding most rotatable items for building in the latency state. (more)
  • Fixed build-by-moving logic for underground belts and underground pipes. (more)
  • Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. (more)
  • Fixed killed entities not keeping modules to-be-delivered in some cases. (more)
  • Fixed headless server being counted as a player for the player limit. (more)
  • Fixed crash when belts would die due in some instances. (more)
  • Fixed Lua GUI events getting fired before the actual GUI element was modified. (more)
  • Fixed crash when getting killed by a locomotive you currently had the GUI open for. (more)
  • 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. (more)
  • Fixed crash when modded walls didn't have a definition for connected gate visualization.
  • Fixed energy bar on battery equipment. (more)
  • Fixed bonus GUI size issues with lots of entities using the bonuses. (more)
  • Fixed mod hotkeys not working when you'd have more than 1. (more)

Scripting

  • LuaEntity::built_by can be used with ghosts if the inner ghost supports built_by. (more)
  • LuaEntity::recipe can be read off furnaces as well as assembling machines.

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. (more)

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 (more)
  • Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. (more)
  • Fixed crash related to killed flamethrower turrets in ghost mode. (more)
  • 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. (more)
  • Fixed projectiles with negative accelerations 'hitting' at the incorrect position.
  • Fixed bug related to building/removing poles connected to network with power switch. (more)
  • Fixed that some items seemed to be repairable in multiplayer. (more)
  • Fixed that modules could get lost when upgrading them. (more)
  • Fixed timezone issues with the browse mods GUI.

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. (more)
  • 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. (more)
  • Fixed rail signals set to red by circuit network going green in some situations. (more)
  • Fixed rail signals not going back to green when when deselectiog "Close Signal" option.
  • Fixed that running a command via stdin or RCON would crash the game if commands were allowed for admins-only. (more)
  • Localized hard coded strings in power switch GUI. (more)
  • Fixed enemy turrets would show player's damage bonuses in tooltip.
  • Fixed repair packs (and mergable items in general) under flowing and making millions of items. (more)
  • Added missing Lua defines for the rocket silo rocket inventory.
  • Fixed train minimap preview schedule box not allowing scrolling. (more)
  • Fixed game restarting after installing only one mod.
  • Fixed game crashing when viewing info about a mod with space in its name (hopefully) (more)
  • 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. (more)
  • Fixed inserter arrows in blueprints. (more)
  • Fixed that it wasn't possible to require verification of user identity in server-settings.json.
  • Fixed migration of internal circuit network signals. (more)
  • Fixed some oddities when using the rail planner and quickbar-selecting other items.
  • Fixed desync when building rail signals in close rail setups. (more)
  • Fixed crash when reviving ghosts built by blueprints in the entity built Lua event handler. (more)
  • Fixed LuaEntityPrototype::result_units spawn points only ever giving the last spawn point. (more)
  • 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. (more)
  • Fixed unminable rails when migrating saves to 0.13. (more)
  • Fixed that the gate didn't open when it was on the same rail as the locomotive front joint. (more)
  • Fixed that game name and description in the game browser didn't wrap.
  • Fixed game did not run on Windows XP. (more)
  • Fixed the ElectricEnergyInterface entity not drawing low power/no power icons.
  • Fixed requester chest filters getting cleared when changing the force of the chest. (more)
  • Fixed rocks not being ignored when rail planner ghost building. (more)
  • Fixed that when a transport belt got destroyed and turned into a ghost, it wouldn't drop items on ground. (more)
  • Fixed occasional random browse game GUI crash when moving close to the end of the list.
  • Fixed script error in supply challenge. (more)
  • Fixed that rail signal visualization helper was not working properly in some specific cases. (more)
  • Fixed construction robots getting stuck when they return for repair pack to passive/active provider chest. (more)

Optimisations

  • Optimized 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.

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. (more)
  • Fixed not being able to rename train stops. (more)
  • Fixed stack filter inserters taking too many filters when building them by fast replace. (more)
  • 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. (more)
  • Fixed that saving a map could crash under some circumstances. (more)
  • Fixed that locomotives were not moving enough in reverse.
  • Fixed that --create didn't work with just a filename. (more)
  • 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. (more)
  • Fixed that stack transferring (shift clicking) armor off your player could end up deleting the armor if you lost inventory space. (more)
  • Fixed the watch your step achievement.
  • Fixed downloading mods crashed the game (more).
  • Fixed that starting with modded game still activated achievements from steam. (more)
  • Fixed the kick message. (more)
  • 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. (more)
  • 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. (more)
  • Fixed too large capacity of internal pipe in flamethrower turret. (more)
  • Fixed inserters and belts connected to circuit network turning on for one tick when something is disconnected or fast replaced in from the network. (more)
  • Fixed that the technology description didn't wrap when it was too long, which also made the research button unreachable. (more)
  • Fixed that there were walls over water in the tight spot scenario. (more)
  • Fixed that can_build_entity command didn't check tile collisions.
  • Fixed that the Research Finished text could flash too fast sometimes. (more)
  • Fixed that failed attempt to determine public IP address crashes the headless server (more).
  • Fixed graphical issue with lights when light render quality was set to low. (more)
  • Fixed steel chests getting disabled when migrating 0.12 saves to 0.13 when the 0.12 save didn't have smart chests unlocked. (more)
  • Fixed crash when using LuaForce::entity_build_count_statistics. (more)
  • Possibly fixed hang when closing the Steam overlay on some Linux systems. (more)

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

0.13.0

Date: 27. 06. 2016

Major features

  • Improved Multiplayer game UX (see more and more).
    • 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. (more)
  • Achievements and Steam Achievements integration. (more)
    • Modded games won't have the achievements recorded on steam.
  • Rail planner tool simplifies the rail building. (more)
  • 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. (more)
  • 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. (more)
  • 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. (more)

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 initializing 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: link
  • 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. (more)
  • 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. (more)
  • 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. more
  • 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: more
  • 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 randomized 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. (more)
  • 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 in-game 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.
  • Optimized pollution rendering on map and minimap.
  • Optimised roboport radius rendering.
  • Optimised biter pathfinding. (more more)
  • 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. (more)
  • 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. (more)
  • 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. (more)
  • Fixed unrecognizable item icons when playing on very low graphics settings. (more)
  • Fixed that ghost building on power poles disconnects them, as it is the same shortcut. (more)
  • Fixed multiple construction bots could be sent out to mine single tree. (more)
  • Fixed that LuaGameScript::take_screenshot could take negative values of zoom or resolution. (more)
  • Fixed robots would carry items from active provider chests to storage chests even when requester chest needed those items. (more)
  • Fixed setting the cursor stack from script when having a selection from a filtered slot allowing the wrong item in the slot. (more)
  • Items inserted into assemblers now update tooltips. (more)
  • 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. (more)
  • Fixed that commands would still be disabled in single-player after loading a map created in MP with commands disabled. (more)
  • Fixed that a biter could get stuck trying to attack a building in some cases. (more)
  • Fixed unclear error message when attempting to run multiple instances of Factorio with same write-path. (more)
  • Fixed the space key animating buttons. (more)
  • Fixed fluid getting into the wrong inputs on assembling machines. (more)
  • 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. (more)
  • Fixed that player names wouldn't show up on the chart when UI scale was set to 100% or less. (more)
  • Fixed that the same error message could appear twice in multiplayer. (more)
  • 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(more).
  • Fixed that a peer could kick every other peer from an MP game. (more)
  • Fixed train air resistance calculation.
  • Fixed wire drawing in the right-pane description for electric poles. (more)
  • Fixed freeplay and sandbox scenario initial rocket count. (more)
  • 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. (more)

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 in-game 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 localized tooltip for any GUI element.
  • Added LuaCircuitNetwork readable off entities with circuit network connections and through control behaviors.
  • 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 properites "localized_name" and "localized_description" to manually define the localized 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.