Version history/0.15.0
0.15.6
Date: Tue May 02, 2017 12:34 pm
Changes
- Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.
- New Oil refinery flame, including high resolution version.
Bugfixes
- Fixed centrifuge glowing for one frame each time inserter drops something. (https://forums.factorio.com/45824)
- Fixed biters expansion was biased towards northern part of the map. (https://forums.factorio.com/45607)
- Fixed blueprint preview splitter not bending nearby belts correctly. (https://forums.factorio.com/45578)
- Fixed items on ground were not cleared in tightspot campaign. (https://forums.factorio.com/45666)
- Fixed that mining drills wouldn't pull in enough acid to continue mining. (https://forums.factorio.com/45707)
- Fixed that you could complete some advanced signal tutorial stages by blocking trains. (https://forums.factorio.com/45659)
- Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. (https://forums.factorio.com/45507)
- Fixed that you could input invalid value to PvP config. (https://forums.factorio.com/45713)
- Fixed crash when changing force of turret ghost. (https://forums.factorio.com/45723)
- Fixed inserters would grab items off belts and try to drop them onto rails after the train left. (https://forums.factorio.com/45693)
- Fixed inserters would rest with their hand above the center of a splitter. (https://forums.factorio.com/45742)
- Fixed desync caused by heat pipes. (https://forums.factorio.com/45754)
- Fixed crash when trying to edit mod settings after joining a paused multiplayer game. (https://forums.factorio.com/45625)
- Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. (https://forums.factorio.com/45807)
- Fixed input underground belt fast replace would also replace output piece even if input changed direction. (https://forums.factorio.com/45846)
- Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. (https://forums.factorio.com/45633)
- Fixed programmable speaker continuing to make sounds without a wire connected. (https://forums.factorio.com/45556)
- Fixed that it wasn't possible to scroll with the mouse wheel in the mod settings GUI. (https://forums.factorio.com/45883)
- Fixed updater would fail if Factorio was in folder with name containing non-english characters. (https://forums.factorio.com/45301)
0.15.5
Date: Sun Apr 30, 2017 11:08 am
Bugfixes
- Fixed crash when setting character trash slots through script while having the character GUI opened. (https://forums.factorio.com/45585)
- Fixed crash on joining a multiplayer game if the "use different mod settings per save" was disabled. (https://forums.factorio.com/45615)
- Fixed blueprint with roboports wouldn't draw roboport connections. (https://forums.factorio.com/45573)
- Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. (https://forums.factorio.com/45627)
- Fixed when changing graphical variation of a tree from script or in map editor. (https://forums.factorio.com/45630)
- Fixed flamethrower turret was using 10x less fluid than it should.
- Fixed opening item GUI wasn't rebindable (https://forums.factorio.com/45501)
- Fixed burner inserters would try to fuel themselves with fuel they couldn't use. (https://forums.factorio.com/45596)
- Fixed crash when deleting chunks in some instances. (https://forums.factorio.com/45647)
- Fixed one direction of hazard concrete had no walking sounds. (https://forums.factorio.com/45648)
- Fixed rare crash when getting killed by the locomotive you had opened. (https://forums.factorio.com/45610)
- Fixed that right clicking the map view buttons would change the option but not update the button. (https://forums.factorio.com/44611)
- Fixed the generate-map settings wouldn't be saved when switching to the mod-settings through the generate map GUI. (https://forums.factorio.com/45081)
- Fixed crash when interacting with the map view buttons in some cases. (https://forums.factorio.com/44719)
- Fixed crash when mousing over entities in some rare cases. (https://forums.factorio.com/44873)
- Fixed crash when trying to mine tiles from the zoomed-to-world view. (https://forums.factorio.com/44884)
- Fixed crash when editing speaker parameters in the map editor. (https://forums.factorio.com/45676)
- Fixed that train stops wouldn't show the correct name when changed remotely. (https://forums.factorio.com/44793)
- Fixed crashes related to electric pole/accumulator removal when migrationg saves from 0.14 into 0.15. (https://forums.factorio.com/45657)
- Fixed rail signals built by robots would frequently lead to the signals not connecting properly. (https://forums.factorio.com/45382)
- Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. (https://forums.factorio.com/45523)
- Fixed items on belt flickering when occupying same position. (https://forums.factorio.com/45490)
===Scripting===* Fixed module inventory insert() didn't work for assembling machines. (https://forums.factorio.com/45678)
0.15.4
Date: Sat Apr 29, 2017 6:27 pm
Changes
- Added /permissions reset to reset all permissions to default.
- Steam and water content of fuild wagons are now shown separately in locomotive tooltip.
- Removed the "minimum chunks between new bases" map generation setting because it wasn't doing anything.
- Re-added custom /color support through /color r g b a.
- PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.
Bugfixes
- Fixed crash when building rails while a train is currently reserving some of the signals. (https://forums.factorio.com/45145)
- Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. (https://forums.factorio.com/44890)
- Fixed combinators continuing to output signals after disconnecting the input. (https://forums.factorio.com/45094)
- Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. (https://forums.factorio.com/45356)
- Fixed that names of books stored in the blueprint library wouldn't be preserved after save and load. (https://forums.factorio.com/44957)
- Fixed supply scenario would sometimes show the next level button in error. (https://forums.factorio.com/45451)
- Fixed the rocket silo wouldn't copy the "auto-launch" option in blueprints.
- Fixed Sulfuric Acid recipe using 10 times less water. (https://forums.factorio.com/45347)
- Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. (https://forums.factorio.com/45323)
- Fixed crash when changing mod settings runtime while in a multiplayer game. (https://forums.factorio.com/45395)
- Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. (https://forums.factorio.com/44806)
- Fixed that --start-server wouldn't find the save file when given just a name without the .zip suffix. (https://forums.factorio.com/44551)
- Fixed that it was possible to export a blueprint book into another blueprint book. (https://forums.factorio.com/45315)
- Fixed that it was possible to have the same blueprint multiple times in the library. (https://forums.factorio.com/45315)
- Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. (https://forums.factorio.com/45315)
- Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. (https://forums.factorio.com/45455)
- Fixed crash when leaving the technology price multiplier blank. (https://forums.factorio.com/45269)
- Fixed crash when removing modded rails during save migration. (https://forums.factorio.com/45436)
- Fixed lab without power would be still rendered as active. (https://forums.factorio.com/45372)
- Fixed several instances of the "laser user" field not getting updated. (https://forums.factorio.com/45485)
- Fixed rocket silo would not increment its "products finished" count when finishing rocket. (https://forums.factorio.com/45381)
- Fixed landmines would last forever when friendly fire was disabled. (https://forums.factorio.com/45379)
- Fixed possible crash when closing Factorio during loading. (https://forums.factorio.com/45573)
Modding
- Blueprints/books/deconstruction item prototypes with the "hidden" flag will no longer show up in the blueprint library. (https://forums.factorio.com/45474)
- Added missing lua docs index section for settings and fixed some wording. (https://forums.factorio.com/45380)
Scripting
- Fixed assigning invalid index to LuaEntity::graphics_variation would cause crash. (https://forums.factorio.com/45420)
- Fixed setting LuaItemStack::blueprint_icons didn't work correctly. (https://forums.factorio.com/45428)
- Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. (https://forums.factorio.com/45256)
- Added LuaEntity::products_finished for crafting machines.
0.15.3
Date: Thu Apr 27, 2017 7:13 pm
Changes
- Wave defense: Units won't spawn if there are more than 500 already on the map.
- Wave defense: Added a 'Unit bounty bonus' upgrade.
- Removed the ability to set /color using RGB values.
- Wave defense: Added Uranium to the map.
- "Disable all mods" option in mod load error dialog doesn't disable base mod anymore.
- Changed stack-split so "splitting" a stack of 1 still transfers the 1 item. (https://forums.factorio.com/45149)
- Change submachine stack size to 5. (https://forums.factorio.com/45210)
- Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.
Bugfixes
- Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. (https://forums.factorio.com/44911)
- Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. (https://forums.factorio.com/44861)
- Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. (https://forums.factorio.com/44925)
- Fixed crash related to connection attempts from players with mods with mod settings. (https://forums.factorio.com/44966)
- Fixed getting "No map setting instance" error when loading faulty mod instead of actual error. (https://forums.factorio.com/44982)
- Fixed entering tutorial would remove scenario control script from current game. (https://forums.factorio.com/44986)
- Fixed crashes related to saves with migrated circuit network signals. (https://forums.factorio.com/44877)
- Fixed numeric inputs would block all keys instead of just numbers. (https://forums.factorio.com/44971)
- Fixed ore field amount stuck to cursor when in technology view. (https://forums.factorio.com/44641)
- Fixed crashes related to migrated saves with circuit network signals. (https://forums.factorio.com/44877)(https://forums.factorio.com/45025)
- Fixed that train station tutorial would not progress if you removed the train wait condition. (https://forums.factorio.com/45047)
- Fixed crash when changing mod setting prototype types. (https://forums.factorio.com/45054)
- Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn't have any coal. (https://forums.factorio.com/45050)
- Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. (https://forums.factorio.com/45075)
- Fixed the trains GUI wouldn't scale correctly. (https://forums.factorio.com/41228)
- Fixed you could select entities in the zoomed-to-world view outside radar coverage. (https://forums.factorio.com/44578)
- Fixed prompt about disabled base mod would not show up. (https://forums.factorio.com/45051)
- Fixed crash when train was destroyed while hovering over it in map view. (https://forums.factorio.com/45085)
- Fixed that the team production starting lobby had some uranium ore. (https://forums.factorio.com/44613)
- Fixed hovering over very large resource patch in map view would crash the game. (https://forums.factorio.com/45097)
- Fixed the "don't mine resources if mining starts with non-resources" logic. (https://forums.factorio.com/44548)
- Fixed crash when the preview picture can't be saved for a save file. (https://forums.factorio.com/45118)
- Fixed crash when trying to filter opened other players quickbars. (https://forums.factorio.com/45147)
- Fixed crash when setting resource minimal yield above the normal yield. (https://forums.factorio.com/45112)
- Fixed the tab complete logic for the /mute-programmable-speaker command. (https://forums.factorio.com/44902)
- Fixed that you could only build blueprints in the zoom-to-world by click and drag.
- Fixed script error in basic train tutorial. (https://forums.factorio.com/45184)
- Removed redundant recipe unlock in trash slot technology. (https://forums.factorio.com/45209)
- Fixed inserter stack size override sometimes being lost when importing a blueprint.
- Fixed crash that would occasionally happen after deleting a book from the blueprint library. (https://forums.factorio.com/44687)
- Fixed fluid could flow into the heat exchangers output fluidbox. (https://forums.factorio.com/44992)
- Fixed that inserters would try to put stuff into the rocket silo result inventory. (https://forums.factorio.com/45213)
- Fixed some invalid map exchange strings would crash the game. (https://forums.factorio.com/45258)
- Fixed train stop would not output content fluid wagons to circuit network. (https://forums.factorio.com/44786)
- Fixed locomotive tooltip would not show contents of fluid wagons. (https://forums.factorio.com/44786)
Modding
Prototype names are not allowed to contain the '.' character.
===Scripting===* Fixed typo in defines.shooting.shooting_selected (was "shooting_seleted"). (https://forums.factorio.com/44965)
- Fixed type in defines.control_behavior.type.train_stop (was "train-stop"). (https://forums.factorio.com/44965)
- Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. (https://forums.factorio.com/45189)
- Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). (https://forums.factorio.com/44939)
- Added LuaTrain::fluid_wagons read.
0.15.2
Date: Tue Apr 25, 2017 9:42 pm
Changes
- Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. (https://forums.factorio.com/44717)
- Tweaked the biter and uranium ore settings of the 'Rail world' preset.
- Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.
- Changed the "sync mods with save" button to support disabling mods a save file wasn't using.
- Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.
- Selecting high sprite quality in graphics options will show warning if computer doesn't have enough video memory.
Bugfixes
- Fixed tightspot campaign debt calculation. (https://forums.factorio.com/44592)
- Fixed basic train tutorial rail setting offset. (https://forums.factorio.com/44623)
- Fixed story script copying of assembling machines without recipes. (https://forums.factorio.com/44612)
- Fixed crash when cycling through empty blueprint book. (https://forums.factorio.com/44532)
- Fixed crash when the wrong fuel type was put into a burner equipment. (https://forums.factorio.com/44600)
- Fixed LuaFluidBox::get_capacity() didn't work when the fluidbox was empty. (https://forums.factorio.com/44658)
- Fixed LuaFluidBox::get_capacity() used 0-based indexing. (https://forums.factorio.com/44653)
- Fixed blueprints with circuit wires would crash in some instances.
- Fixed the map would render black if the game was resized immediatly after loading a large save file.
- Fixed that the technology cost multiplier allowed a value of 0.
- Fixed crash when circuit connector sprites aren't defined for a given entity. (https://forums.factorio.com/44640)
- Fixed crash when inactive mining drills are disconnected from the circuit network. (https://forums.factorio.com/44628)
- Fixed that the programmable speaker wouldn't save settings correctly when exported as a string in blueprints. (https://forums.factorio.com/44701)
- Fixed crash when the base mod is disabled and no other mod defines map-settings. (https://forums.factorio.com/44672)
- Fixed fluids consumed in the mining drill for mining resources didn't get counted in fluid production statistics. (https://forums.factorio.com/44745)
- Fixed crash after display reset when browse multiplayer GUI was opened. (https://forums.factorio.com/44704)
- Fixed browse games GUI sorting. (https://forums.factorio.com/44519)
- Fixed wave defense GUI error. (https://forums.factorio.com/44696)
- Fixed transport belt walking sound being controlled by the wrong volume slider. (https://forums.factorio.com/44714)
- Fixed exiting tutorial would mute game sounds. (https://forums.factorio.com/44524)
- Fixed crash when hovering over train with invalid path. (https://forums.factorio.com/44787)
- The "Kovarex enrichment process" is no longer usable with productivity modules. (https://forums.factorio.com/44635)
- Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. (https://forums.factorio.com/44571)
- Fixed that train stop would output circuit network signals with train contents regardless of it's parameters.
- Fixed possible desync related to train stops connected to circuit network.
- Fixed the exchange string wouldn't get cleared when clicking the reset button in the generate map GUI. (https://forums.factorio.com/44774)
- Fixed crash when executing commands ban/unban/bans in a single player game. (https://forums.factorio.com/44783)
- Fixed that opening another player's blueprint book though the /open command would crash the game. (https://forums.factorio.com/44669)
- Fixed possible desync related to constant combinator filters.
- Fixed tooltip delay option didn't work. (https://forums.factorio.com/44756)
- Fixed that disconnecting of electric poles hid some of the electric network visualisations on the map. (https://forums.factorio.com/44721)
- Fixed crash when closing window on splash screen. (https://forums.factorio.com/44757)
- Fixed that steam wouldn't show up as steam in fluid wagons. (https://forums.factorio.com/44637)
- Fixed inactivity wait condition didn't work properly with fluid wagon. (https://forums.factorio.com/44657)
- Fixed name of train field in on_train_created event. (https://forums.factorio.com/44838)
- Fixed the technology list scrollbar position reset after clicking any technology.
- Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. (https://forums.factorio.com/44842)
- Fixed crash when using recipes in furnaces that don't produce the exact amount of output items as the furnace output slots. (https://forums.factorio.com/44707)
- Fixed crash when loading some older save files in 0.15 related to modded recipes. 44852)
- Fixed crash due to "Construction robot is in invalid state". (https://forums.factorio.com/44817)
- Fixed game hang when connecting train in a loop (https://forums.factorio.com/44666)
0.15.1
Date: Mon Apr 24, 2017 7:56 pm
Changes
- Reduced noise effect on zoom-to-world view.
Bugfixes
- Fixed update error.
- Fixed Steam config loading error.
- Fixed headless not starting without server-settings.json (https://forums.factorio.com/44537)
- Fixed the "reset" button in the generate map GUI wouldn't reset settings to the actual default values. (https://forums.factorio.com/44527)
- Fixed that right clicking icon in the tag edit gui crashed the game. (https://forums.factorio.com/44541)
0.15.0
Date: Mon Apr 24, 2017 4:13 pm
Configuration
- Configuration has been reset.
Major features
- Research overhaul. 4 new science packs: Military, Production, High-tech and space. > Space science packs are generating by launching a rocket. > Added infinite researches.
- Nuclear power.
- Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.
Features
- Map Interaction improvements: > Selectable map overlays: logistics networks, pollution, electric network, turret range, etc. > Train stations and trains can be opened by clicking them while in the map view. > Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though. > Custom map markers can be added by the players.
- Added wagon for transporting fluids. > One side of pump can connect to the fluid wagon, the other side has to be connected to something else.
- When dying in multiplayer you leave behind a body with your items that slowly degrades.
- Added infinite mining productivity research, each tier increases mining productivity by 2%.
- Fuel type now affects vehicle acceleration and top speed.
- Added coal liquefaction oil processing recipe.
- Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.
- Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.
- New scenarios: PvP and Wave defense.
Graphics
- Added high graphics quality option. In this settings the following list of things will have double resolution: Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources
- New ore graphics that makes the ore patches look less tiled.
- Tweaked the GUI graphics.
- Decreased the size of the recipe icons on assembling machine by 23%.
Minor features
- Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.
- Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.
- Fast replacing input piece of underground belt will also fast replace ouput piece if possible.
- Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}
- Added warning for situation when robots don't have storage place to put items in the logistics network.
- Pumps show their direction in the detailed view.
- Belts and pipes show correct connections when building a bluprint.
- Technologies show the required science packs below the icons in the technology GUI list.
- Technologies are sorted by the science packs needed.
- Added /screenshot command - takes a screenshot of your current game screen.
- Added support for equipment grids in the map editor.
- The build rotation of each blueprint is remembered independently of the general item build rotation.
- Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.
- Added optional filters to the deconstruction planner.
- Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.
- Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.
- Added reverse-rotate.
- Offshore pump and generator show pumping speed/fluid usage.
- Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
- Mining rails is disabled if mining starts with trains or gates.
- Toggle fullscreen using Alt + Enter.
- Added "f"/"force" option to the /players command
- Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).
- Added /open command - opens another players inventory if you're an admin.
- Added /alerts command - configures alerts for your player.
- Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.
- Added /seed command - prints the map seed.
- Added fluids to the production GUI.
- Added kill statistics GUI.
- Added enable/disable all mods button to the mod manager GUI.
- Added automatic barreling support for all fluids.
- Cargo wagons can have settings copied from any distance like Locomotives.
- Added the ability to auto-launch the rocket.
- Train stops can be colored like trains.
- Fish can be collected by robots.
- Extended map generator settings to include an advanced section.
- Added map generator presets.
- Show fog-of-war and radar radius when holding radar in cursor.
- Seed for map creation on the headless server can be specified via map-gen-settings.json
- Damaged items merge into one stack, the health of the stack will be the average of the items.
- Added server whitelist support -- see the /whitelist console command.
- Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.
- Added "favourite" feature in public games list: Keep your favourite servers at the top of the list.
- Added /permissions command for managing permissions in a multiplayer game.
- Added ability to change individual inserter stack size bonuses through GUI or the circuit network.
- Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
- Server console will print JOIN and LEAVE messages for players joining or leaving.
- Server console messages that aren't a part of the main log can be logged separately by running the server with the --console-log option.
- Translatable energy units and SI prefixes (eg. "100 ГВт").
- Furnaces and assembling machines show the amount of products finished.
Balancing
- Increased the rate at which resources grow with distance from the center by 50%.
- Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn't working for crude oil.
- Increased module inventory size of Chemical plant and oil refinery from 2 to 3.
- Increased logistic slot/trash slot count from 5 per level to 6 per level.
- Removed processing unit from the modular armor and portable solar panel recipe.
- Increased the pump pumping speed 4 times.
- Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20
- Reduced the electric engine recipe requirement of lubricant 20 -> 15
- Reduced the electric furnace recipe requirement of steel 15 -> 10
- Reduced the steel furnace recipe requirement of steel 8 -> 6
- Reduced the pumpjack recipe requirement of steel 10 -> 5
- Reduced crafting time: Engine unit + electric engine unit: 20 -> 10 Pumpjack 10 -> 8 Advanced circuit 8 -> 6 Processing unit 15 -> 10 Cracking recipes 5 -> 3
- Increased stack size of stone wall pipe and belts 50 -> 100
- Increased the maximum power production of steam engine from 510kW to 900kW
- Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.
- Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).
Combat Balancing
- Player regains health at a much higher rate, but only after being out of combat for 10 seconds.
- Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.
- Decreased the size of Discharge defense equipment from 3x3 to 2x2.
- Greatly increased the damage of Personal Laser Defense Equipment.
- Flamthrower gun has a minimum range of 3.
- The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.
- Increased fire resistance of biter bases.
- Increased the health of player non-combat buildings.
- Increased player health from 100 to 250.
- Increased collected amount and effectiveness of Fish.
- Increased the damage, range and health of biters worms.
- Decreased health and resistance of Behemoth biters.
- Doubled the stack size of all ammos.
- Tweaked the cost and crafting time of some ammos.
- Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.
- Increased the collision box of Cannon Shells.
- Increased Tank health and resistances.
- Added research for Tank Cannon Shells damage and shooting speed.
- Tweaked research bonuses and added more end-game research for military upgrades.
- Greatly increased the damage of Mines. They also stun nearby enemies when they explode.
- Added uranium rounds magazine and uranium cannon shells.
- Added flamethrower to the tank.
Other minor changes.
Optimizations
- Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.
- Improved performance when tiles are changed due to migration/mod removal.
- Significantly improved GUI performance for inventories that required scroll bars.
- Improved GUI performance in general.
- Improved performance of radars scanning chunks.
- Improved map generation speed and generation algorithm.
- Improved game load performance when a large amount of mod data exists in the save.
- Optimized graph rendering in production statistics window.
- Improved regenerate entity performance.
- Improved network map transfer performance.
- Improved train performance when building/mining rail related entities.
- Optimized memory requirements for storing tiles under concrete.
- Circuit Network
- Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
- Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
- Train Stop can output the contents of the stopped train's cargo.
- Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
- Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
- Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
- Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
- Added >=, <=, != to the Decider Combinator and Circuit Conditions.
Changes
- Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.
- Removed support of 32 bit systems.
- Removed alien artifacts and alien science packs from the game completely.
- Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.
- Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).
- Changed "small pump" to "pump". Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.
- Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
- The map seed is used to generate unique maps instead of just shifting the starting position.
- The "decorative" entity type has been deprecated and replaced with the prototype type "optimized-decorative".
- Multiplied all fluid amounts by 10.
- All default map editor actions are now on left click.
- Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.
- When the active train stop is removed trains will immediately leave the station if they're waiting at the station.
- Changed the default comparison type for train conditions to "or".
- Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
- Research started/* Changed notifications are only shown when in multiplayer.
- Crafting is now paused when the results can't be given to the player instead of spilling them on the ground.
- Changed evolution from global to per force.
- Disabled mining of vehicles other players are driving.
- Decreased biter sounds volumes
- Laser turret projectiles move much faster
- Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.
- Restart button now uses map generation settings from currently loaded save.
- New rocket silo GUI and visbility button for freeplay and sandbox scenarios.
- Unified internal name of the 'flame-thrower' to 'flamethrower'.
- Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.
- Trains are now always visible on the map, not only on chunks observed by radars or players.
- Renamed "armor-making-2" to "heavy-armor".
- Renamed "armor-making-3" to "power-armor".
- Renamed "diesel-locomotive" to "locomotive".
- Increased blueprint book size to hold 1000 blueprints
- Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
- Added combinator working, wire hold and wire place sounds.
Single player can be continued when you die.
Modding
- Fast cropping of sprite boundaries - it's no longer necessary to delete crop-cache.dat when existing sprites are modified.
- Utility sprites are now defined fully in the core mod prototypes.
- Added support for burner type generator-equipment.
- Added "simple-entity-with-force" and "simple-entity-with-owner" entity types.
- Boiler has now dynamically specified energy source (as inserter and similar).
- Added support for mod settings: startup, runtime, and runtime-per-user.
- Added commandline option --check-unused-prototype-data
- Added a "nothing" technology modifier type with an "effect_key" property for script-based-effect research.
- Redundant technology prerequisites are logged when verbose logging is enabled.
- Changed technology prototype icon_size to default to 32 instead of 64.
- In any instance an icon isn't 32x32 the icon_size property must be set to the actual size of the (square) icon.
- Added the ability to have "friend" forces. Friend forces are given unrestricted access to buildings and won't be attacked.
- Changed container entities to not scale info icons by default + added the optional prototype property "scale_info_icons" to enable scaling.
- Added property "turret_base_has_direction" to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.
- Added support for different recipe and technology complexity definitions.
- Added "item-with-tags" item type that can store any basic arbitrary Lua data.
- Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).
- "animation_speed" property of animation definitions has to be greater than 0.
- Renamed smoke-with-trigger "action_frequency" property to "action_cooldown".
Scripting
- Added "by_script" to on_research_finished.
- Added "cause" to on_entity_died - the entity that did the killing if available.
- Added "recipe" to on_player_crafted_item.
- Added "rocket_silo" to the rocket launched event.
- Added 4th custom gui root position "goal", which is used in the objectives.
- Added column_alignments settings in table style.
- Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.
- Added LuaCircuitNetwork::network_id read.
- Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.
- Added LuaControl::shooting_state, repair_state, picking_state read/write.
- Added LuaCustomChartTag + LuaForce API to add/find them.
- Added LuaDecorativePrototype.
- Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.
- Added LuaEntity::get_logistic_point().
- Added LuaEntity::graphics_variation read/write for simple entities and trees.
- Added LuaEntity::shooting_target read/write for turrets.
- Added LuaEntity::stickers read. The stickers attached to a given entity.
- Added LuaEntityPrototype::crafting_speed read.
- Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.
- Added LuaEntityPrototype::get_inventory_size().
- Added LuaEntityPrototype::ingredient_count read.
- Added LuaEntityPrototype::module_inventory_size read.
- Added LuaEquipmentGrid::get_contents, shield, and max_shield.
- Added LuaFluidBox::owner read + get_capacity and get_connections methods.
- Added LuaForce::evolution_factor.
- Added LuaForce::is_chunk_visible().
- Added LuaForce::set_friend/get_friend.
- Added LuaGui::children read.
- Added LuaGuiElement drop-down type.
- Added LuaGuiElement type "camera".
- Added LuaGuiElement type "choose-elem-button".
- Added LuaGuiElement::children read.
- Added LuaGuiElement::clear to remove all the contents of the element.
- Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.
- Added LuaInventory::entity_owner, player_owner, and equipment_owner read.
- Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.
- Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.
- Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.
- Added LuaPlayer::add_alert, remove_alert, and get_alerts.
- Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.
- Added LuaPlayer::opened write.
- Added LuaPlayer::opened_gui_type read.
- Added LuaRandomGenerator.
- Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.
- Added LuaSurface::find_logistic_networks_by_construction_area(..).
- Added LuaSurface::get_trains() and LuaForce::get_trains().
- Added LuaSurface::regenerate_decorative().
- Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().
- Added LuaTransportLine::operator[] and operator#.
- Added Mod gui script for easy consistent styling of mod buttons and frames within the game.
- Added mouse info to the gui clicked event.
- Added on_biter_base_built - fires when biters build bases during migration.
- Added on_entity_* Renamed - fires when an entity is renamed either by the player or through script.
- Added on_gui_selection_state_* Changed - fires when an item in a drop-down gui element is selected.
- Added on_market_item_purchased - fires when a player purchases something from a market entity.
- Added on_player_changed_force - fires when a players force is changed.
- Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.
- Added on_player_mined_entity and on_robot_mined_entity events.
- Added on_runtime_mod_setting_* Changed event - fires when a player changes runtime mod settings.
- Added on_selected_entity_* Changed - fires when the selected entity for a player changes.
- Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.
- Added on_train_created event.
- Added optional "surface" to LuaForce::chart_all().
- Added optional fields "durability" and "ammo" when using SimpleItemStack definitions.
- Added optional parameter "return_item_request_proxy" to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.
- Added player_index to the entity settings pasted events.
- Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui
- Added remote interface to freeplay and sandbox scripts.
- Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.
- Added support for LuaFlowStatistics read on electric poles.
- Added support for specifying the "max_range" of a projectile when created through create_entity.
- Added support for turret orientation read/write through LuaEntity::orientation.
- Added the ability for mods to register commands.
- Added the ability to read item_requests from item request proxy entities as well as ghosts.
- Added the ability to read reach distances off the player or character entity.
- Changed less_then to less_than in lua GUI progress bar style specification. (https://forums.factorio.com/33196)
- Changed LuaEntity::item_requests to match the docs format.
- Changed LuaEntity::passenger to work with both character entities and players.
- Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.
- Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.
- Changed LuaSurface::create_entity{name="item-on-ground", stack=...} to accept the same format for item stacks as the rest of the Lua API.
- Changed the player built event to include the item name used to do the building if possible and include the tags from the "item-with-tags" item if possible.
- Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.
- Expanded LuaStyle read/write property support.
- Fixed LuaSurface::spill_item_stack didn't interpret "enable_looted" parameter properly. (https://forums.factorio.com/38717)
- LuaForce::reset() now resets everything about the force to the default state.
- Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.
- Moved game.get_event_handler and game.raise_event to "script".
- Removed Lua.coroutine due to potential exploits.
- Removed LuaGameScript::evolution_factor.
- Removed LuaGameScript::save/load.
- Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren't replay/MP safe.
- Removed LuaSurface::get_tileproperties.
- Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they've been merged into the production versions.
- The goal and left gui element has default direction vertical.
- Utility sprites can be used in the sprite button.
Command line interface
- Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.
- Added preset option when creating map.
Bugfixes
- Fixed that setting LuaForce::ai_controllable to false wouldn't prevent pollution-based unit group formation. (https://forums.factorio.com/35650)
- Fixed graphics settings UI scale would change just by opening the GUI. (https://forums.factorio.com/35588)
- Fixed UAC prompt would cause error and application termination during sprite loading on Windows. (https://forums.factorio.com/35157)
- Fixed map generation could in some instances not correctly generate entities.
- Fixed crash when regenerating entities that are disabled by map generator settings (https://forums.factorio.com/31872)
- Attempt to fix an ocasional crash when DNS lookup fails (https://forums.factorio.com/37426)
- Fixed crash when ammo was consumed fully by script during shooting. (https://forums.factorio.com/38701)
- The Equipment Grid GUI is now scaled with the rest of the UI. (https://forums.factorio.com/38979)
- Fixed possible crash caused by improper primary display detection. (https://forums.factorio.com/39167)
- Fixed occasional broadcast related crashes on OSX (https://forums.factorio.com/39250)
- Fixed building train vehicle in a way, that it connects on both sides. (https://forums.factorio.com/37645)
- Fixed entities with efficiency modules wouldn't consume the correct amount of energy in some cases. (https://forums.factorio.com/38884)
- Fixed problems when clicking connect button in server list too fast (https://forums.factorio.com/38240)
- Fixed crash when removing large-tiles from a tile prototype definition. (https://forums.factorio.com/39586)
- Fixed crash when mod created exoskeleton equipment with zero energy consumption. (https://forums.factorio.com/39631)
- Fixed electric pole would draw wires to invisible ghost of enemy force. (https://forums.factorio.com/38641)
- Fixed crash when refreshing in the browse mods GUI in some instances. (https://forums.factorio.com/39032)
- Fixed crash when clicking the same tick the map is loaded. (https://forums.factorio.com/39713)
- Fixed LuaGameScript::get_event_handler not working. (https://forums.factorio.com/39959)
- Fixed desync when demoting every player on a server. (https://forums.factorio.com/40062)
- Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. (https://forums.factorio.com/41159)
- Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. (https://forums.factorio.com/41171)
- Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. (https://forums.factorio.com/41328)
- Fixed extremely slow deleting of selection in text fields. (https://forums.factorio.com/41638)
- Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
- Fixed rail integrity error when train crashes into itself. (https://forums.factorio.com/38046)
- Fixed virtual signals wouldn't be sorted correctly by subgroup. (https://forums.factorio.com/42558)
- Fixed typing in the save-replay GUI could move your player around. (https://forums.factorio.com/39858)
- Fixed that manually created unit groups wouldn't be automatically removed when all their members died. (https://forums.factorio.com/42903)
- Fixed crash when trying to make an entity ghost of an invalid entity through script. (https://forums.factorio.com/43467)
- Fixed rail signals not reconnect after removing rails in some setups. (https://forums.factorio.com/41005)
- Fixed trains switched to manual mode wouldn't trigger inserters when they coasted to a stop. (https://forums.factorio.com/43160)
- Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. (https://forums.factorio.com/43610)
- Underground belt connects only to underground belt of the same force.
- Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn't be built due to missing item. (https://forums.factorio.com/44179)
- Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. (https://forums.factorio.com/44344)
- Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.