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Please note that Factorio is still very much under development. The latest changes can be viewed below.
== Version ==
== Version ==



Revision as of 18:07, 12 May 2013

Please note that Factorio is still very much under development. The latest changes can be viewed below.

Version

Version Date Summary
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