Version history

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Revision as of 09:47, 8 January 2014 by Ssilk (talk | contribs) (Added hide to headings...)
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Please note that Factorio is still very much under development. This list is updated when a release is marked as stable. To see actual changes (unstable versions) see Forum-News.

List of versions


Version

Version Date Summary
0.7.5 October 29, 2013

0.7.5

Bugfixes

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

Graphics

  • Removed reference dots in rail pictures.

Balancing

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

Scripting

  • Deactivated beacon will stop giving bonuses.
  • Fixed crash in train destructor when there is an syntactic error in the lua script.
  • Fixed crash when reading held stack of inserter with an empty hand.
  • Fixed error when parsing the compound command for unit / group.
0.7.4 October 22, 2013

0.7.4

Bugfixes

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

Balancing

  • Decreased explosive resistance of medium/big biter from 20/30% to 10%.
0.7.3 October 21, 2013

0.7.3

Features

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

Bugfixes

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

Balancing

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

Scripting

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

Modding

  • Allowed to limit type of modules insertable to beacon/assembling machine.
0.7.2 October 17, 2013

0.7.2

Features

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

BugFixes

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

Changes

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

Scripting

  • - Added write access to energy property of entity.
  • - Added read/write access to the peacefulmode boolean (game.peacefulmode)
0.7.1 October 8, 2013

0.7.1

Features

  • kovarex's 100th forum post :)
  • Toolbelt technology adds second quickbar.
  • Gun turret damage upgrades.
  • Added late game destroyer robots that follow the player and shoot powerful blue laser.
  • Added middle game defender robots that follow the player and shoot bullets.
  • Research screen shows current or last completed research.
  • Walls, machines and railroads leave remnants when destroyed.
  • Peaceful mode in freeplay. Biters don't attack unless attacked. Worms still shoot on sight.

Changes

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

BugFixes

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

Graphics

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

Modding

  • Added attack_reaction field for every entity with health.

Scripting

  • The current interface of lua scripting is up to date on factorio wiki.
  • Orientation read only field works for vehicle, fish and unit.
  • Added read/write field accelerationperenergymodifier, consumptionmodifier and frictionmodifier to LuaEntity(LuaCar).
  • Changed isvalid() method of LuaEntity to valid property.
  • Changed set/get methods to read/write property for active, destructible, minable, rotatable and operable of lua entity.
  • Changed getdroptarget/getdropposition to read property droptarget/dropposition
  • Changed set/get methods of alwaysday, gametime, darkness to read/write property of lua game.
  • Removed the connectcharacter/disconnectcharacter, it is done by assigning the player.character directly (nil disconnects).
  • All functions/properties accessible by player.controller are now accesible directly by player
  • getenergy method of lua entity changed to energy read only field.
  • disable/enable methods of lua recipe changed to read/write property enabled
  • set/get researched/enabled methods of lua technology changed to read/write property researched/enabled
  • added game.killallenemies() api call
0.7.0 September 27, 2013

0.7.0

Features

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

Gui

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

Graphics

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

Changes

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

BugFixes

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

Optimisations

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

Scripting

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

Modding

  • Result of shooting, projectiles, capsules and items used in general, is now specified by our small but powerful effect framework.
  • Added way to migrate/rename entity/item prototypes.
  • Introduced moddable game wide map settings in data/base/prototypes/map-settings.lua.
0.6.4 August 14, 2013

0.6.4

BugFixes

  • Fixed WinXP compatibility.
  • Fixed updater problem when updating over multiple versions of packages on Linux and mac.
  • Fixed reversed positions of red/green cable on small electric pole
0.6.3 August 12, 2013

0.6.3

BugFixes

  • Player lost one item when right clicked on full stack, now it does nothing.
  • Fix of crash when mining pipe to ground in some special setups.
  • When manually connecting electric poles, limit the distance by the pole with smaller reach.
  • Correct error messages invalid settings is set when starting new map.
  • Multithreading related crashes.

Scripting

  • Fix of game stopped for ever when creating two message dialogs in one tick, creating more message dialogs in one tick now creates a queue, and player gets to see them all.
  • The game doesn't crash when unlock recipe modifier is used in market, although, the gui interface should be upgraded. (Price is not shown in the tooltip, and is not understandable that you are not buying the item, but the recipe. There is no indication, when you already have the recipe, this will be added as feature later, this is bugfix release.)
0.6.2 August 12, 2013

0.6.2

BugFixes

  • Fixed a minor possibility to get stuck in demo level 1.
  • Fixed wild train acceleration.
  • Fixed crash when mining rail signal before the train.
  • Fixed walking while filling script-generated text field.
  • Belt to ground cannot be fast replaced with the belt to ground of the same type but different rotation.
  • Fixed freeze when setting game speed to 0
  • Fixed stack splitting on linux (right click on stack)
  • Fixed graphics settings checkboxes for mining drill arrows.
  • Correct rounding and SI prefixes for power and energy.
  • Proper centering of custom guis on creation.
  • Adjust the size and count of machines info displayed in the electric network gui to screen size.
  • Too fast scrolling when game speed is set to faster than 1.
  • Fixed moving on the map while in the vehicle.
  • Fixed crash when disconnecting character while crafting.

Scripting

  • Fixed crash when removing items from character's inventory.

Changes

  • A little more predictible behavior of picking items up in god mode.
0.6.1 July 30, 2013

0.6.1

BugFixes

  • Exact braking mechanism for the train.
  • Fixed train goto functionality.
  • Boiler shows its fuel inventory in the entity info.
  • Small fixes when displaying module bonuses.
  • Beacon displays its effects multiplied by distribution effectivity.
  • New furnace recipes are now available only after the corresponding research is done.
  • Electric furnace has basic smelting speed same as the steel furnace.
  • Fix of tools/ammo not showing the damaged/used progress bar.
  • Fixed english fallbacks for item name and description localization
  • Fixed flickering of the minimap and the entity info.
  • Fixed serialization bug that created corrupted saves when
  • the map was saved with flyingtext on the screen.
  • These corrupted saves will be loadable with this version.
  • Fix of possible exploit by changing recipe of assembling machine while it is making something.
  • Some of the controls that are related to clicking to some slot are now restricted to contain mouse input.
  • Stop walking/riding when switched to map.
  • Fixed bug when player wasn't visible after leaving the car.
  • Fixed crash when "shift clicking" modules into furnace.
  • Fixed crash when attempting to set filter in entity inventory window.
  • When furnace was mined, player didn't get modules inside.
  • Fixed bug in thread allocation when changing number of threads
  • Fixed game speed > 1.
  • Fixed linux updater ignoring the binary in some cases.

Scripting

  • Fixed exception throw when setting custom gui element caption.
  • Added childrennames() method to lua gui element.

Changes

  • Changed express splitter recipe.
0.6.0 July 26, 2013

0.6.0

Features

  • World map (opened by the M key). The map is refreshed around the player and radars.
  • Small version of the world map acting as persistent minimap.
  • Player can request things directly from the logistic robots.
  • Added steel and electric furnace.
  • Added modules, these can be inserted into assembling machines and furnaces to upgrade their properties.
  • Added beacons, can broadcast module bonuses to nearby structures (for now use old lab graphics).
  • Improved terrain generator (trees now follow the fractal generation as well).
  • More feedback in updater.
  • Show list of content (entities/items) removed from the map when it is loaded.
  • This can happen when some mods are missing, or some prototypes were removed.
  • Light around cursor in god controller.
  • Additional information shown when loading game (map version, list of mods, etc.)
  • Slot icons hinting on some slot functionality (like tool / armor / etc.)
  • Alert when objects are being damaged / turrets are firing.
  • Game can be paused anytime (by default SHIFT + SPACE).
  • Changelog is shown after update and accessible in About->changelog.

Graphics

  • New lab graphics.
  • New chests graphics.
  • New terrain graphics.
  • New stone furnace graphics.
  • New logistic robots graphics.
  • New car graphics.
  • New fish graphics.

BugFixes

  • Fixed bug with incorrect sum in the flying text.
  • Fixed bug of switching of order of internal gui elements (typically in the
  • electric network gui after dragging)
  • Transport belt doesn't pull player out of the edge of it (like items), so player
  • won't be almost trapped on faster transport belts.
  • Fixed crafting queue overlaying the quickbar.
  • Updater protocol should now behave slightly better with firewalls.
  • Fixed bug with rail path planning on cycle rail.

Optimisations

  • Game render and update can run in different threads.
  • Optimisation of the game render.
  • Parallelisation of the render preparation (number of threads is configurable).
  • Transport belt simulation optimisations

Changes

  • Assembling machine and furnace use the ingredients when they start creating the product.
  • Rotated tool equip gui. Gives more space to right side block.
  • Updates and tweaks in the demo scenario.
  • Labs are dedicated to backers (displayed in entity info).
  • Simplified burner logic (burner inserter, miner, car, locomotive), it shows the power consumption now.
  • Use relevant energy values as fuel value (coal fuel value = 8KJ etc)

Scripting

  • Added textfield gui type with text property.
  • Adjust the maximum cover distance of electric pole dynamically depending
  • on the pole with biggest reach.
  • New field "stack" (contains name, count) for entities on the ground
0.5.3 July 3, 2013

0.5.3

Bugfixes

  • Fixed bug in saving script state (actual save happened only the very 1st time).
  • Fixed bugs in scenario pack.
  • Fix of loading of custom gui styles
  • Mining cargo wagon gives back items inside.
  • Fixed crash in map editor when opening furnace / boiler / etc.
  • Wire dragging in god mode.
  • During tight spot simulation the camera can move around.
  • Minor fix with arrow in demo level 01.

Scripting

  • Fix of rail not providing direction.
  • Fix of setactive method (set always to active), this fixes the scenario pack as well.
  • Method getEnergy works on assembling machine.

Other

  • Dropped linux deb packages (tar packages remain)

Translations

  • Merged changes in FR translation
  • Added Dutch translation.
0.5.2 June 22, 2013

0.5.2

Bugfixes

  • Fixed map editor segfaults caused by entities staged for update.
  • Fixed double translation in czech translation.
  • Added player entity to the locale file.
  • Fixed restart button in finished game gui.
  • Fixed crashes in map editor when building belts to ground on top of each other.
  • Fixed the crafting speed description in the assembling machine.
  • Fixed straight lines in the newly generated maps.
  • Fixed crashes when loading maps with missing tile or resource definitions.
  • Fixed setting of sizes of custom gui elements in scripts (took effect after save, but not immediately).
  • Fixed some of the line wrapping problems in tool tips.
  • Fixed bug when starting chest buttons appeared when loading sandbox game.
  • Fixed attacking with tool when there is no ammo.
  • Limit the frequency of the message sound.

Changes

  • The assembling machine 2 speed is now slightly faster (from 1.5 to 2).

Optimisations

  • The game doesn't play (and encode) the ambient when ambien volume is 0.
  • The game doesn't simulate fish (and other stuff in the future) that are far away.
0.5.1 June 14, 2013

0.5.1

Features

  • Arrows for mining drill output when building and in Alt mode.
  • Vehicle riding in God mode (vehicle must be selected when pressing enter key).
  • Safe and resource-rich starting area for freeplay.

Bugfixes

  • Enabled loading of saves with corrupted rail segments setup from 0.4.x versions
  • Fix of crash when opening laboratory with no active research.
  • Fixed map editor crash when displaying enemy turret entity info.
  • Added options button to the map editor menu.
  • Esc in map editor menu returns to map editing.
  • Fix bug of logistic storage not updated when rebuilding chest to storage.
  • Fixed bug of alt-info + logistic storage beeing off after shift/control click of items that don't fit into inventory.
  • Added missing english translation records.
  • Fixed crash when train destroyed another wagon / locomotive.
  • Fixed crash when using setcommand with defins.command.gotolocation.
  • Style for button pie slice progress color (used for crafting slot).
  • Small gui style fixes (car gui, inserter gui)
  • Unified gui title bottom styles.
  • Minimal width for dialog buttons.
  • Fixed crashes in updater.
  • Fixed the steam engine power output indicator (allowing it to have value up to 100%)
  • Fixed position of the FPS info (now in the top left)
  • Fixed changing god speed on autozoom (F9)
  • Boiler is fast replaceable with pipes (and vice versa).
  • Fixed the bug of the wrong calculation of craftable items.
  • Fixed missing file in Linux tarball.

Changes

  • Smooth progress bar for splash screen.
  • Faster god movement speed.

Graphics

  • New radar graphics.
  • New boiler graphics.
  • New steam engine graphics.
  • New pump graphics.
  • New pipes graphics.
0.5.0 June 7, 2013

0.5.0

Features

  • Crafting recipes categorized into groups.
  • Gui styles (changeable by mods).
  • Auto updater for new versions.
  • Train path finding takes two way signals into account.
  • Train Schedule merging when connecting trains.
  • Show what is connected to the electric pole when selected.
  • Train can find the path backward when it has locomotives in the back
  • Choose direction for some entities automatically (semaphore, train statin, pump), when more than one direction is suitable. The R key rotates just between those.
  • Alt info for the cargo wagon contents.
  • Train stop building position is rounded to 2x2 grid to fix the rail grid.
  • Visualisation of guarded rail area by rail signal when building/selecting it.
  • Blinking unplugged icon for generator/solar panel when it is not connected to any machine that can use the electricity, same icon for consumer when not connected to source.
  • Multiple Train Stops for the Train Station (Train stop has gui to change the station it belongs to)
  • Updated recipe tooltip for assembling machine output and technology window.
  • Inserter can pick up to 5 items when moving from inventory to inventory (when researched), this is useful for faster loading/unloading of cargo in train stations.
  • Electric network statistics, accessible by opening the electric pole of the electric network, shows statistics and graphs for different intervals (5s - 50h).
  • God controller (mode without a player)
  • Added sandbox custom scenario (no goal, just building factories).
  • Enemy base generation settings can be set in the map generation gui.
  • Load game gui automatically selects latest save when opened.
  • Added fast and express splitters.
  • Crop Cache for atlas (requires less video memory to run, first load when crop cache is initialized can be slower)
  • Faster loading times (sounds are loaded when needed, faster images loading)

Graphics

  • New gui look.
  • New locomotive graphics.
  • New graphics for mining drills (burner and electric)
  • Use shooting particles when player is shooting.
  • New splitter graphics.
  • New small lamp graphics.
  • Rendering light sources behind the border of the screen (To the maximum distance of 15 tiles).

Bugfixes

  • Fixed bug in internal rail segment structure creation on circular rails. This could have made the save games unusable
  • Fixed speed of logistic robots manager (slowdowns in games with lots of logistic chest + robots)
  • Fixed slow update with big counts of smart chests connected to the circuit network (now instant).
  • Fixed bug in logistic chest unregistration when the "ghost" entity to be built was held above it.
  • Reload fonts when the display is found, this should solve issues of black fonts after switching from different mode/game.
  • Don't allow to do quick transfer (ctrl+click) on entities that are not operable.
  • Rails are not minable when there is train on them.
  • Player selection controller works when player dies (and is respowned by the player port).
  • Correct saving of max updates per frame to the config
  • number instead of true/false.
  • Fix of alt info for chests cleared by the script.
  • Fix of loading saved games with mod items in crafting queue, that are not already present (mod with that item is not present, or the item was removed).
  • Fixed bug of not loadable games due to different mod settings causing to have assembling machines set to recipes with more ingredients than the number of slots of the assembling machine.
  • Fixed object creation in the lua scripts (faster and no memory leaks).
  • Fixed clearing temporary script data (faster).
  • Fixed bug with flickering entity info.
  • Character not connected to player dying doesn't lose the game..
  • Fixed ordering of commands on entity die to allow clone mod.
  • Confirm exit from map editor when map is not saved.
  • Fixed bug of not loadable saves with entities on the edge of the region in some cases.
  • Fixed automatic resizing of script-based gui when text is element or child items are removed.

Changes

  • Larger scale of terrain features.
  • Better movement on transport belts in turns and crossings.
  • Rails recipe changed (made from steel, needs also stone)
  • Locomotive + wagon + rails are more expensive.
  • More random looking enemy base generation.
  • Machines using electricity can have limited maximum input/output flow per second, so accumulators don't recharge/give energy instantly and laser turrets take energy, more continuously.
  • Ambient (music) isn't loaded all at start, but instead streaming realtime while playing, this reduces game starting time and memory requirements.
  • Removed the limit to pickup 1 item per tick when player is picking items.
  • Player picks all items in range when picking items on ground (not just 1 per tick as it was until now)

Scripting

  • Changed the 'orientation' parameter to 'direction' to be consistent, the direction is used for the 4/8 base direction of the entity. Orientation is used for 360° orientation of something.
  • LuaEntity::clearitemsinside and getitemcount works on all entities (hopefully)
  • Added LuaGame::findentitiesfiltered, to find entities of certain type/name faster.
  • Added LuaGame::findnoncollidingposition(name, position, maxperimeter, precision) to quickly find building space.
  • Saving and Loading game from the script (game.load(name) and game.save(name)). Used in tight-spot and transport-belt-maddness.

Modding

  • Mods can modify the gui style of the game.
  • Configurable car trunk size in the entity definition.
  • Measure time spent in scripts divided in individual mods and show in time statistics info (F5).
  • force.resettechnologies now loads new versions of technologies (like before), but it preserves the research and enabled state of technologies, so it is usable in migrations to reload existing technologies that changed.
  • Enabled to have recipe with no prerequisities (just energy). In the crafting gui, it shows Inifnite count craftable of that item (and all items dependent on recipes that are for free).
0.4.1 May 6, 2013

0.4.1

Features

  • Smooth (precise) rolling stock placement.
  • Rotating while building affects the direction of the rolling stock.
  • Rolling stocks can be disconnected from both sides.

Bugfixes

  • Fixed the pump buildability.
  • Rail signals connect to more than one rail when connected to junction.
  • Fixed memory leaks related to train path searching.
  • Fix of building station desynchronising the replay.
  • Don't show the contents of the cursor when map is stopped.
  • Fixed bug in connecting rolling stocks across crossroads.
  • Fixed crash when removing rails in rail crossings.
  • Fixed crash when not selecting research while the inserter had already his science pack on the way to the lab.
  • Stop train when riding manually and switching to automatic mode.
  • Fixed bug of crash (and other problems) when riding rolling stock after it was rotated.
  • Fixed a bug of crash after removing train stop on circular rail.
  • Cannot rotate train stop and rail signal after built.
  • Fix of crash when splitter with connected transport belts was rotated.
  • Fixed bug in setting up the train while reversing

Changes

  • Shorter flying text duration (2.5s instead of 3s)

Graphics

  • Added accumulator charging animation.
  • Draw ending/starting pieces of underground belt and splitter.
  • New transport belt to ground sprites.

Scripting

  • Added entity.vehicle property.
0.4.0 May 3, 2013

0.4.0

Features

  • Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).
  • Added simple rail signals functionality.
  • Added rail cargo wagon.
  • Locomotive uses fuel.
  • All the desynchronisation problems in the game replaying should be solved.
  • Added small replay options control panel.
  • Added small flying text notifications (used to notify mining, quick transfer and contents of mined entity).
  • Added medium electric pole.
  • Added big electric pole.
  • Added substation.
  • Added basic accumulator.
  • Player slides around corners.

Changes

  • Filter inserter doesn't pick items without any filter set, smart inserter still takes everything without filter set.
  • Wider crafting/item selection screen (10 slots instead of 8, temporary solution until crafting tabs are made)
  • Smaller inserter bounding box, so it is easier to run through the factory.
  • Car shows fuel icon when out of fuel
  • Locomotive and Car are minable
  • Easier riding in locomotive and car (accelerate vs. brake vs. reverse)

Bugfixes

  • Fixed resources not colliding with water.
  • Fixed the calculation of loot count.
  • Fixed not working clear filter action.
  • Fixed drawing position of one of the trees.
  • Fixed mouse click originated in gui that closes affecting the game. (Clicking on resume started mining etc)
  • Fixed crash after confirming notice box of error in script on level/campaign start.
  • Show error in the player console when autosave can't be made and continue, instead of closing the game.
  • Fixed over extension in the recipe window.
  • Fixed one rail connection bug.
  • Fixed some train connecting bugs.

Graphics

  • Picture for single piece of wall.

GUI

  • More visible (white) caret in the console.

Modding

  • Mods can specify dependencies.
  • Mods can contain lua migrations.
  • Default values for loot (probability 1, min = 1, max = 1)

Scripting

  • Better error handling on many places (so the game will write the cause of the error instead of crashing, or writing error -1)
  • Changed the gui interface to minimalise mod conflicts. GUI object contains now 3 accessible sub object (top, left, center). These are always flows and can't be removed, when more than one mod (and/or script)adds something there it all stacks.
  • Added frame, label, table and progressbar to creatable gui.
  • Added basic font settings for gui elements (bold/not bold + color)
  • Added way to change caption of existing gui elements
  • Gui name doesn't need to be unique globally, it just needs to be unique in the context of the parent element.
  • Allowed loading bounding box with named parameters (lefttop, rightbottom)as well as without it in format {{1, 2}, {3, 4}}
  • Added direction property to LuaEntity.
  • Added hasflag method.
  • Removed game.getrandomnumber, use math.random instead, it will use the interal game random number generator.
  • Added way to read/write amount in resource.
  • Fixed bug of units killed by die command not creating corpse+sound.
  • onchunkgenerated event added (contains area with bounding box of the chunk).
  • Fixed bugs with remote interfaces
  • Exposed enemy distraction in freeplay attack data
0.3.2 March 30, 2013

0.3.2

  • Compatibility with Windows XP
0.3.1 March 30, 2013

0.3.1

Bugfixes

  • Compatibility with older windows systems fix (Vista and older).
  • Fix of the character projectile creation position.
  • Fixed of the not working flame thrower.
  • German translation fix.
  • Fix of the script crash when player dies in beta scenario mission 1
  • Fixed the stuck assembling machines. (It affected saves where assembling machines had items inside, the order of items was changed.)
  • Fixed the building of walls in map editor.
  • Fixed the bug of autoclosing character screen when the player is in vehicle.
  • Fixed the splitter bug.
  • Fixed bug in loading lua packages in modules data.lua
  • Fixed the crash in the beta campaign level 02 (as well changing the core to show script error (instead of freezing) message when different object is given)
  • Map size settings didn't affect freeplay.
0.3.0 March 29, 2013

0.3.0

Features

  • Game updates are using timer event. The program keeps 60 game updates even with FPS < 60 or FPS > 60. The "catchup rate" is configurable. When the FPS drops very low this stops having the effect.
  • Added walls. (Walls are made from stone bricks, these are created from stone in the furnace.)
  • Storing console history in the player data.

Graphics

  • New tree graphics (8 dry trees 12 big trees)
  • New inserter graphics
  • New laser turret and gun turret graphics
  • Bullet particles for gun turret
  • New solar panel graphics
  • Lighter stone furnace graphics
  • New logistic robot graphics

Bugfixes

  • Fixed crash when restarting the game with technology gui opened.
  • Fixed crafting queue properties when saved during crafting.
  • Fixed laser turret not consuming energy in idle state.
  • Splitter has maximum memory of 5 items when forced to send items on one side because the other one is blocked. This means that when left is block for a long time, and then both are free, the right will get mostly 5 items before it is split 1:1 again.
  • Fixed that the electric pole has the same orientation all the time (regardless connections)

GUI

  • Removed the text length limit from the input console.
  • Wrapping of the console text in the game.

Modding

  • Mods are self sustainable folders now. They contain the prototype definitions, graphics, sounds, locale, scenarios or campaigns.
  • Mods Gui in the game to enable / disable mods and change their ordering.
  • The default game contents is treated as a mod (called base).
  • Prototype definitions are generated by Lua scripts (no json anymore). Mods can manipulate the definitions from previous mods.
  • Mods can have control.lua script that supplements / changes the behavior of the default scenario script.
  • Multiple running scripts (from the mods) can communicate with each other using interfaces.
  • General furnace energy source specification in json (so it can be electric)
  • Started to use the name of the recipe, this allows different recipes for the same product. Having different recipes for the same product for player crafting is not tested (regarding the auto crafting)
  • Translation files are merged properly.
  • Default english fallback for translations.

Scripting

  • Simple way to add gui elements using script.
  • Divided the player and its character, some functions that are not directly connected with the charater (goal description, printing etc)are accessible from the player object, the rest from the character. The access to character is game.player.character
  • The migration script runs before the control.lua is loaded and can be used to reload scripts from the original scenario this is used to solve the issue of incompatible scripts in the save game.
  • Merged onunitdied and onplayerdied to onentitydied
  • Check for positive addition in the LuaInventory::insert method
  • Added LuaInventory::remove method
  • Added LuaInventory::getcontents method
  • Simplier access to player from game object (game.player instead of game.getplayer())
  • Added LuaRecipe::reload method
  • Added force parameter in createentity so player can specify the owner of the created entity (was always enemy now)
  • Added way to change force of entity and damage entity (damaging is different then sethealth).
  • Position doesn't need to be in format {x = 34, y = 7}, the format {34 ,7} works as well, the same with bounding box.
  • Added simple interface for the Freeplay that allows manipulating the attacks from mod scripts.
  • Scripts receive only events they have subscribed to.
  • Scripts can emit their own events (for instance Freeplay emits an event whenever it starts the attack).
0.2.10 March 3, 2013

0.2.10

Bugfixes

  • Repaired the not minable lab/turret bug.
  • Fixed the bug of using all recipes (regardless of category in the automatic crafting of intermediate products).
  • Fixed the bug of the incorrect steel processing technology (not reloaded by migration).
  • Fixed the bug of the disabled iron/copper smelting recipes in scenario maps loaded from older versions.
  • Fixed the bug of the frozen controls after loading a replay from a game.
  • Fixed the bug of the incorrect usage of science pack in some cases.
  • Fixed the bug of the tooltips not working when entity info window is active
  • Start game script even with missing control.lua
    • Lua-based migrations work for these gaves.
    • It is possible to run console commands in these games.
  • Tool tip in technology preview shows total raw in the same system as in player crafting gui(Using just recipes that player can use for the calculations, so not smelting)

Translations

  • Added Finish and Spanish translation.
  • Fixed the \n usage (It works in the campaign translation as end-line character again)
0.2.9 March 1, 2013

Features

  • Added splitter, it can be used to split items coming on belt in 1:1 ratio.
  • Autosave interval is now configurable in Options->Other (values are 1 to 100 minutes or never)
  • Textual inputs now work with home + end keys.

Bugfixes

  • Fixed the error of randomly connecting/disconnecting of the pole to be built.
  • Added 0 to the allowed characters (only 1 - 9 was allowed).
  • Fixed the missing distance check for connection of circuit network cables.
  • Fixed periodic slowdowns when creeper attacks were spawned.
  • When save/scenario saving (from the save as menu) fails, error message is shown and player can try to resolve it (the application will not close).
  • Update the size of the entity info window when the contents change.
  • Fixed the missing translation tag in the item filter window.
  • Fixed bug with attacking with a pick on a large distance

Changes

  • Moved enemy spawner parameters spawningRadius and spawningSpacing into the json files
  • Alphabetical sorting of all file/directory lists (save/load game/scenario etc).
  • Removed obsolete creeper-rocket.

Graphics

  • Update of the tile graphics (mainly stone tiles are upgraded)

Scripting

  • Fixed chest info not updating when inserted items using script.
  • Added indestructible/not operable/not rotatable/active property accesible to the scripting.
  • Added Lua force object
  • Added function getentitycount into the force object, used this to fix minor bug in level-02 where count of mining drills/furnaces was done manually
  • In Lua setmulticommand now returns number of units sent
  • Moved functions getrecipes and gettechnologies from the LuaEntity to LuaForce.

Modding

  • Recipe categories (Both crafting and furnace recipes merged into one list, recipes are categorised now)
  • Current recipe categories are "crafting" + "smelting", it is now possible to add new recipe categories in the prototype-definitions/recipe-category folder.
  • Player/Assembling machine/Furnace prototype contains list of recipe categories they can use, this should make it easier to make specialised machines.

Translations

  • Added polish translation (Missing demo campaign)
  • Completed French translation (fixes and tips and tricks)
  • Fixes in German translation
0.2.8 February 22, 2013

0.2.8

Features

  • Underground belt can be rotated (using the standard rotate key) and it switches the input and output ends.
  • Intermediate items in the crafting queue have different color.
  • Player doesn't collide with the transport belt to ground.
  • Player will shoot to enemies close to him no matter where his cursor is.
  • Different colors for promised items in the crafting queue.

Changes

  • Little bit more powerful and less frequent attacks of creepers in 3rd level of the demo.

Graphics

  • New graphics for electrics pole with rotation depending on connection + wires shadows.

Bugfixes

  • Fixed crash when rail with train on it was destroyed (It can't be damaged now).
  • Fixed crash when invalid file name of save is entered (limited the input to a-z,A-Z,0-9 and _-.).
  • Fixed items stuck on the U-shaped transport belt.
  • Fixed items moving along the full transport belt.
  • Filter inserter not showing it's info when the first item was not set.
  • Fixed Issue with double clicking in the technology preview.
  • Proper ordering of the Steel plate vs. the Iron plate.
  • Cancelling the item from crafting queue doesn't return the intermediate resources
  • Cancelling item in the crafting queue now cancels the intermediates as well
  • Paths settings (configurable mode for data directories, system or local), paths are saved into config
  • Zip package's default behaior set to local (so it is self-sustainable package)
  • Installer has set default behavior to system (so it works when installed into program files etc)
  • Loading images (load preview) with unicode characters in the path, this usualy happened to users that had unicode characters in their user name on windows and wanted to load save Users/<Name>/AppData/..
  • Control click transfered from the chest from further than reach distance (allowed teleports).
  • Fixed freezing with some certain combinations of directions of locomotives in train.
  • Fixed crash when middle-clicking (set filter) in the main inventory.
  • Cross connections of transport belt of the same type are disabled (they would break on save/load anyway)
  • Transport belt to ground gives items inside when mined.
  • Correction of bounding boxes of some curved rail built.
  • Added selection box + helath bar to diesel locomotive. (The health bar is little bit weird now, maybe it should rotate.)
  • Health bar of car.

Translations

  • Changed typo "avarage" to "average".
0.2.7 February 15, 2013

0.2.7

Features

  • Warning icon for an Ammo Turret without an Ammo (only visible by the owner).
  • Contents of the inventory of the Ammo Turret in the entity info (only visible by the owner).
  • Contents of the Furnace, the Assembling Machine and the Lab is visible in the entity info.
  • Let the player change the map generator parameters when starting a new game.

Changes

  • Changed standard stone resource frequency from Rare to Medium.
  • Distance for building/mining/opening machines increased from 5 to 6.
  • Added descriptions for some items (science pack, logistic robot/chests)
  • Changed default key to enter vehicle to the Enter key.

Bugfixes

  • Lost bitmaps after resize on some systems (includes missing light).
  • Crash when setting recipe of an Assembling Machine in the Map Editor.
  • Crash when mining Logistic Robots in pending state.
  • Crash when saving map editor after deleting active entities.
  • Attacks in the Freeplay were stucked after the first attack.
  • Show ceiled value for health (so you should never see a unit with 0 health).
  • Window to choose filter in the filter inserter was closed when something was crafted.
  • Strange (teleport-like) behavior on the Transport Belt turn in some cases.
  • Eternal tooltip in the Burner Inserter.
  • Eternal tooltip in the Technology gui.
  • Crash when clicking on bonuses in the Technology Gui.
  • Removed sources of several memory leaks.

Translations

  • English - complete
  • Czech - complete
  • German - complete
  • Russian - complete
  • French - core game + level 01 of the demo(without tips and tricks)
  • Italian - Core game and demo campaign
  • Translation additions (in English everywhere now) (Map generator + map editor)
0.2.6 February 9, 2013

0.2.6

Features

  • Pick can be used as melee weapon
  • Smoke can be switched off

Bugfixes

  • Stuck laboratory bugfix
  • Fixed a bug with replaced container not having alt info.
0.2.5 February 8, 2013

0.2.5

Bugfixes

  • Clearing filter in filter inserter didn't work.

Translation

  • French translation (just the core game, not campaign)
0.2.4 February 5, 2013

0.2.4

Features

  • Added train connection/disconnection keys into the control settings

Bugfixes

  • Newly built assembling machine could crash the game sometimes.
  • Divided diesel locomotive spreadsheet into 4 files, so it is possible to load on computer with maximum sprite size of 2048X2048
0.2.3 February 3, 2013

0.2.3

Bugfixes

  • Source smoke animation in matrix, to be loadable on computer with smaller maximum bitmap size limit.
0.2.2 February 2, 2013

0.2.2

Features

  • Added assembling machine to the last demo level.

Bugfixes

  • Scripting of level 01 of campaign, it got stuck when player built mining drill on place with no resources
  • When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected to avoid situation when full transport belt was rotated and items got stuck (https://github.com/kovarex/Factorio-issues/issues/16)
  • Solved bug of stuck main inventory when filter was set there (disabled filters in main inventory for now, as the feature is not compatible with automatic sorting)
0.2.1 January 31, 2013

0.2.1

Indiegogo campaign start

Features

  • Technologies for logistic robot cargo capacity upgrade and research speed
  • 3 different autosaves
  • Priorities of machines in electric network (energy is consumed from solar panel first, when it is not enough, generators are used)
  • Enemy bases gets bigger as player gets further from the starting point
  • 3 different autosaves (1 for every minute, 1 for every second minute, 1 for once per 4 minutes)

Control

  • Warning message when player tries to build too far or on colliding position
  • Convinient building of electric poles, it is possible to build electric poles by holding mouse
  • Automatic 180 degree rotation of building when building pipe to ground/belt to ground, so when building the two connections one after another, no rotation is needed to be done in between.
  • Upgrade technologies only show one relevant technology.
  • Larger stacks of several items (all resources, steel, electronic circuit, science packs)

Bugfixes

  • Crash when mining tool is crafted and automatically equipped while mining with bare hands.
  • Localisation bugfixes
  • Transport belt movement optimizations.
  • Connection of transport belt to underground belt from the opposite side (on game load)
  • Rail building and selection boxes
  • Get the item in the hand of inserter when it is mined.
  • Active locomotive emits light.

Additions

  • Steel axe
  • Better graphics of assembling machine
0.2.0 January 20, 2013

0.2.0

Features

  • Technology Research - not in demo
  • Transport robots - not in demo
  • Underground belt (simple way to cross transport belts) - not in demo
  • Day-night cycle
  • Ammo is refilled automatically into the ammo slot from inventory.

Graphics

  • Mining particles
  • Light sources: Furnace(burning), player, lamp, rocket, explosions, car.
  • Character animations (standing, mining, shooting)
  • Rocket smoke
  • Red screen when player is hurt

GUI changes

  • Show count of resources available for mining drill, and contained in chest
  • Show values of red/green signal in the electric pole entity info
  • Show info for entity planned to be built
  • Show large numbers in item slots in 1.8k format for big numbers
  • Show count of elemental ingredients needed for recipe
  • Key (default Q), to switch weapons
  • Show (optional) (when selected or building) direction of inserter
  • Visualization of connection (when selected or building) of transport belt to ground and pipe to ground
  • Demo ending screen

Bugfixes

  • Moving (stack transfer/inventory transfer) of non-full items (mining tool, armor, magazines)
  • Minor translation bugfixes
  • Replay synchronization bugfixes
  • Map editor/game doesn't generate always the same series of maps anymore
  • Localisation of inventory restriction messages
  • Double turrets
  • Crash when message dialog was opened and game closed

Campaign

  • Demo campaign changed, faster start, less mining
  • Technology included in the beta campaign
  • First basic version of freeplay with goal
0.1.2 December 26, 2012

0.1.2

Bugfixes

  • Lot of localisation bugfixes
  • Localisation of tips and tricks
0.1.1 December 26, 2012

0.1.1

Bugfixes

  • Czech localisation (complete demo campaign/gui localisation)
  • Building sound when dragging
  • Fix of pressing T crashing the game
0.1.0 December 24, 2012

0.1.0

First public release

First semi-public version

Demo Contains

  • 3 tutorial campaign missions

Game content

  • iron/copper/coal/stone
  • Basic mining tools
  • Stone furnace
  • Wooden chest
  • Burner/electric mining drill
  • Burner/basic electric inserter
  • Basic transport belts
  • Pipes
  • Boilers
  • Steam engine
  • Gun/submachine gun

Alpha version contains

  • 2 harder campaign missions
  • Map editor
  • Free play

Game content

  • Assembling machine (1, 2, 3, 4)
  • Long handed/Fast/smart inserter
  • Fast/express transport belts
  • Red/green wires that can be used to send signals
  • Smart chest - signal transferer
  • Rails + locomotive (can be used just for personal transportation now)
  • Rocket launcher, flame thrower, land mines and piercing bullets for pistol/submachine gun
  • Heavy armor
  • Laser turret
  • Car
  • Solar panel
  • Steel
  • Underground pipe connection