Update 1.1.68 (22nd August 2022)
Minor Features
- Added support for SRV records on Windows.
- Added support for SRV records on Linux and MacOS.
Changes
- The game no longer requires re-entering server passwords when restarting to sync mods or mod settings.
- When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.
- Integrated SDL_Mixer for audio mixing, which is now the default mixer.
- Added PulseAudio driver for the SDL audio backend.
- Added Wayland driver for the SDL video backend.
- Updated the --audio-driver command line option description for Windows, and added the option for Linux and Mac.
- Storage tanks can now show fluid connection info.
Bugfixes
- Fixed server getting stuck at "Saving the map for player" for 20 seconds sometimes if a client disconnects shortly after connecting.
- Fixed server getting stuck at "Saving the map for player" forever in some rare situations.
- Fixed highlight box on curved-rail would not render selection box correctly.
- Fixed heavy-mode when character dies in multiplayer.
- Fixed that the "run forest, run" achievement could be unlocked by shooting trees instead of running them over.
- Fixed a crash when trying to read LuaEntity::neighbours on a WallConnectable when one of the neighbours is a ghost.
- Fixed recipe highlights in the assembling machine GUI.
- Fixed an issue with the prototype explorer GUI and guns.
- Fixed false-positive desyncs when using mods and running /c game.force_crc() or /toggle-heavy-mode
- Fixed a crash when defining a fluid stream prototype with zero particles.
- Fixed a GUI layering issue related to some error messages.
- Fixed not being able to open blueprint books in books through the quickbar.
- Fixed LuaSurface::find_entities_filtered would fail to find entities by collision mask if they only collide with tiles.
- Fixed that pump that cannot interact with fluid wagons would crash on save after position change.
- Fixed a desync when canceling deconstruction of cliffs when a robot has already thrown the explosive.
- Fixed startup mod settings would show as being able to be reset while the game is running.
- Fixed an issue when installing mod dependencies related to base-game dependencies.
- Fixed an issue with biter AI that could freeze the game.
- Fixed a crash when viewing other player inventories when changing controllers.
- Fixed that the LuaPlayer::remove_alert 'prototype' parameter wouldn't accept an actual prototype instance.
- Fixed character inventory was not auto sorted when changing armor.
- Fixed that the reset-to-default tooltip for string mod settings wasn't fully localised.
- Fixed a crash when trying to draw a wire connected linked container in a blueprint.
- Fixed linked containers with filters would not preserve filters while there are no containers placed.
- Fixed a crash when using SDL audio backend with configurations other than stereo.
- Fixed a desync when using LuaGameScript::get_train_stops when there are multiple stops found.
- Fixed a crash related to transport belts and item entities.
- Fixed linked container content was cleared when entity dies leaving a ghost.
- Fixed linked container content was cleared when fast-replacing through script.
- Fixed locomotives on curved rails would not snap to train stops.
- Fixed a crash related to audio.
- Fixed that it was possible to provide invalid path_resolution_modifier value to LuaSurface::request_path.
- Fixed double click interaction with number input.
- Fixed teleporting spidertrons across surfaces while also changing their position.
- Fixed manual filter insertion logic with modded container entities.
- Fixed a crash related to multiplayer latency and modded selection tools.
- Fixed an inserter activity progress being incorrect for certain orientations.
- Fixed a sound instance leak.
- Fixed integer mod settings would allow decimal values.
- Fixed that renaming a spidertron wouldn't include the player during the Lua event.
- Fixed a lag spike when finishing selection of entities in chart view far from the center of the map.
- Fixed a crash related to copy tool when cursor stack was cleared during setup blueprint event.
- Fixed multiple instances of the same working sound syncing up, causing "phasing" artefacts.
- Fixed fluid wagon fluid tooltips would round the amount shown incorrectly.
- Fixed some sounds playing in fog-of-war when they shouldn't.
- Fix modded entities not showing input-output fluid connection arrows
- Fixed LuaControl::enable/disable_flashlight when LuaPlayer points at a player with CharacterController.
- Fixed incorrect fluid arrows on chemical plants, pumpjacks and oil refineries
Modding
- The mod settings GUI will now show the 'tooltip' icon for any settings that have tooltips.
- Added a reset button to each mod setting in the mod settings GUI.
- Modded tips and tricks information is remembered when the associated mods are temporarily removed/disabled.
- Added support for container entities with filters by using inventory_type = "with_bar" or "with_filters_and_bar".
- Added EntityPrototype::build_grid_size. Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid).
- Added EntityPrototype::use_exact_mode.
- Added support for circuit connections to linked containers.
- Added the entity prototype flag not-in-made-in to allow hiding things from the 'made in' recipe tooltip.
- Added FluidBox::hide_connection_info. When true the blue fluid connection arrows will not be drawn.
Scripting
- Added LuaControl::crafting_queue_progress write.
- Added LuaTile::tile_ghost.
- Added 'to_be_deconstructed', and 'has_tile_ghost' filters to the options for LuaSurface::find_tiles_filtered.
- Added LuaEntityPrototype::indexed_guns. It works as LuaEntityPrototype::guns but returns an array.
- Collision-mask prototype filters for Entity, Tile and Decorative now support a 'contains-any' and 'contains-all' modes.
- Added support to set player.opened to script inventories.
- LuaEntity::get_connected_rail also returns rail_direction and rail_connection_direction going back to origin rail.
- Added on_pre_ghost_upgraded event.
- Added LuaEntity::get_rail_segment_rails.
- Added LuaEntity::is_rail_in_same_rail_segment_as.
- Added LuaEntity::is_rail_in_same_rail_block_as.
- Added LuaEntity::get_parent_signals.
- Added LuaEntity::get_child_signals.
- Added LuaEntity::get_inbound_signals.
- Added LuaEntity::get_outbound_signals.
- Added LuaEntity::rocket_silo_status read and defines.rocket_silo_status
- Added LuaBootstrap::register_metatable.
- Added LuaLogisticNetwork::can_satisfy_request.
- Added LuaLogisticNetwork::get_supply_counts.
- Added LuaLogisticNetwork::get_supply_points.
- Added LuaEntityPrototype::use_exact_mode read.
- Added LuaEntityPrototype::active_energy_usage, idle_energy_usage, lamp_energy_usage reads.
- Added rocket_silo_input, rocket_silo_output, rocket_silo_modules inventory defines.
- Added LuaEquipmentGrid::unique_id read.
- Added LuaForce::color read.
- Added LuaForce::custom_color read/write.
- Added target to on_pre_ghost_upgraded.
- Added target and direction to on_cancelled_upgrade.
- Added LuaEquipmentGrid::find/count methods.
- Added LuaEntityPrototype::tile_width/tile_height reads.
- Added LuaEntity::tile_width/tile_height reads.
- Added range_modifier, cooldown_modifier, consumption_modifier fields to AmmoType concept.
- Added LuaEntity::stop_spider().
Update 1.1.61 (23rd June 2022)
Changes
- The game no longer requires re-entering server passwords when restarting to sync mods or mod settings.
- When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.
Optimizations
- Improved game startup time when using mods.
Bugfixes
- Fixed that item requests didn't subtract items picked up from ground when reviving ghosts.
- Fixed burner inserter would not fuel itself when drop target was full.
- Fixed that inserters would report status other than "Waiting for space in destination" in certain cases. (https://forums.factorio.com/102225, https://forums.factorio.com/65351)
- Fixed that Lua collision mask util didn't check for tile prototypes.
- Fixed that map pings would always round up the pinged location.
- Fixed that replays would always say mods didn't match.
- Fixed that canceling syncing mods with a save would exit the GUI.
- Fixed that canceling syncing mods with a save through escape would leave the partially downloaded mods.
- Fixed that the circular dependency error doesn't list all mods.
- Fixed a deadlock on loss of ConnectionAcceptOrDeny message.
- Fixed a desync when fast-replacing burner generators.
- Fixed server getting stuck at "Saving the map for player" for 20 seconds sometimes if a client disconnects shortly after connecting.
- Fixed server getting stuck at "Saving the map for player" forever in some rare situations.
- Fixed highlight box on curved-rail would not render selection box correctly.
- Fixed heavy-mode when character dies in multiplayer.
- Fixed that the "run forest, run" achievement could be unlocked by shooting trees instead of running them over.
- Fixed a crash when trying to read LuaEntity::neighbours on a WallConnectable when one of the neighbours is a ghost.
- Fixed recipe highlights in the assembling machine GUI.
- Fixed an issue with the prototype explorer GUI and guns.
- Fixed false-positive desyncs when using mods and running /c game.force_crc() or /toggle-heavy-mode
- Fixed a crash when defining a fluid stream prototype with zero particles.
- Fixed a GUI layering issue related to some error messages.
- Fixed not being able to open blueprint books in books through the quickbar.
- Fixed LuaSurface::find_entities_filtered would fail to find entities by collision mask if they only collide with tiles.
- Fixed that pump that cannot interact with fluid wagons would crash on save after position change.
Modding
- The mod settings GUI will now show the 'tooltip' icon for any settings that have tooltips.
- Added a reset button to each mod setting in the mod settings GUI.
Scripting
- Added LuaEntityPrototype::height, torso_rotation_speed, automatic_weapon_cycling, chain_shooting_cooldown_modifier, chunk_exploration_radius reads.
- Added LuaEntityPrototype::animation_speed_coefficient.
- Added LuaEntityPrototype::manual_range_modifier.
- Added LuaEntityPrototype::dying_speed read.
- Added sample_index parameter to LuaFlowStatistics::get_flow_count().
- Added LuaControl::crafting_queue_progress write.
- Added LuaTile::tile_ghost.
- Added 'to_be_deconstructed', and 'has_tile_ghost' filters to the options for LuaSurface::find_tiles_filtered.
- Added LuaEntityPrototype::indexed_guns. It works as LuaEntityPrototype::guns but returns an array.
- Collision-mask prototype filters for Entity, Tile and Decorative now support a 'contains-any' and 'contains-all' modes.
Update 1.1.59 (6th May 2022)
Changes
- Significantly reduced the intensity of the red screen flash when the player character takes damage.
- Changed fish so they won't swim into inactive chunks.
- Changed slowdown capsule and posion capsule icons to be matching in size.
- Added email authentication to login GUIs.
Bugfixes
- Fixed that overwriting ItemRequestProxy item requests wasn't working properly in some cases when the same item was already requested.
- Fixed that loading a mod with a corrupted image file would crash the whole game on Linux.
- Fixed a crash with ghost overbuilding and script interactions.
- Fixed that infinite technologies didn't respect ignore_tech_cost_multiplier.
- Fixed that LuaEntity::belt_neighbours didn't work on ghosts.
- Fixed an issue with item-with-inventory extending inventories and quickbars.
- Fixed that a train stop helper would not draw when hovering inserters next to rails that were not straight connected to a train stop.
- Fixed a crash when fast replacing electric pole marked to be deconstructed when there is another ghost pole on top of it.
- Fixed a crash when creating a blueprint with connected electric pole while it has an upgrade target set to not electric pole.
- Removed a NaN check when loading map.
- Fixed a screenshot for save file preview would not account for a force of a player.
- Removed duplicated frame in grenade and cluster grenade animation.
- Fixed a map loading issue when changing mod dependencies and nothing else.
- Fixed a crash when trying to perform some actions while in multiplayer.
- Fixed rotating entities with non-symetric bounding boxes didn't work correctly.
- Fixed that already built pipes to ground could show removal indicators for pipes they are bridging when selected.
- Fixed the runtime multiplayer settings GUI wouldn't fit on screen.
- Fixed that inserters could be flipped in some cases when they weren't supposed to allow it.
- Fixed that cliff deconstruction wasn't issued when the corrected cliff collision box overlapped with ghost entities.
- Quickbar shortcuts to items in blueprint books can be used again.
- Fixed grenade shadows.
- Fixed it was possible to put blueprint book indirectly into itself
Scripting
- Added on_research_cancelled.
- Added on_player_reverse_selected_area.
Update 1.1.57 (April 1st, 2022)
Minor Features
- The multiplayer games browser can now filter games that are hosted on dedicated servers.
Gui
- Some GUI fixes and improvements for screen resolutions under 1920x1080
- Set the default GUI scale on the Steam Deck to 100%
Optimizations
- Improved overall performance by 5-10% when fully zoomed out.
Bugfixes
- Fixed west variation of Boiler and Heat exchanger graphics.
- Fixed save/load instability occuring when the game was saved after a robot threw cliff explosives but before the cliff exploded.
- Fixed a crash when script tries to connect rolling stock during rolling stock destruction.
- Fixed LuaTransportLine::output_lines on a splitter's output transport line would incorrectly consider it an input transport line of that splitter.
- Fixed LuaTransportLine::input_lines would not return both input lines of a splitter.
- Fixed that when train was created, a wrong end could be selected as a front when rolling stock at expected trains front was facing backward.
- Fixed that it was possible to specify artillery-projectile as a place_result of an item.
- Fixed unnecessary disk writes when showing background simulations.
- Fixed that sometimes the host would not have admin rights when hosting a multiplayer game from a save.
- Fixed LuaSurface::find_tiles_filtered would not cover bottom right tile.
- Fixed that too many open RCON connections would crash the game. There is now a limit of maximum of 128 simultaneous RCON connections.
- Fixed a crash related to modded trains that could change travel direction due to air friction computation.
- Fixed energy consumers would get too much energy when supplied through multiple electric networks.
- Fixed a crash due to LuaLogisticCell not being invalidated when owner entity is being deleted.
- Fixed that non-lamp entities could be given the 'lamp' electric usage priority which would crash the game.
- Fixed locomotive placement would snap to wrong train stop when there are multiple stops available.
- Fixed that the whitelist button was enabled in the /config GUI.
- Fixed searching for items in controller gui would not highlight item stacks in the trash slots.
- Fixed that building underground belt ghosts with smart belt building would crash if ghosts are immediately revived by script.
- Fixed very high deconstruction_time_to_live value would lead to deconstruction orders expiring too soon.
- Fixed that a multiplayer client could desync several times in a row, making the server save the map for desync report multiple times.
- Fixed that crafting recipes with products exceeding their stack limit would produce only a single full stack when crafting by hand.
- Fixed tips and tricks GUI staying open when changing controllers, and not being able to close it afterwards.
- Fixed PvP config for health bonus didn't apply correctly.
- Fixed that if the game couldn't connect to a server due to corrupted data, it wouldn't show any error to the user.
- Fixed that the Steam version wouldn't start on Linux and OSX.
- Fixed poison cloud sound fade out.
- Fixed tooltips for vehicles would still show entry instructions even when no passengers are allowed.
- Fixed train stop names with different amounts of leading spaces being treated as equal in some cases but not in others.
- Fixed idle machines without idle sound counting towards the max_sounds_per_type limit.
- Fixed that changing the force of artillery wagons didn't work.
- Fixed a crash when using non-rectangular equipment.
- Fixed a crash when building underground belt or pipe ghosts over belts/pipes of other forces.
- Fixed character corpse armor variations being inconsistent with character armor variations.
- Fixed a consistency issue if a Lua event handler cancelled deconstruction of an entity that was marked for deconstruction as a result of fast-replace.
- Fixed that some error messages wouldn't be translated.
- Fixed that biters might remain inactive when they should be activated.
- Fixed that units could teleport through cliffs if they bunched up close together.
- Fixed that setting LuaGuiElement::zoom to 0 would crash the game.
- Fixed a crash when changing mod options while the cursor hovers the "Back" button.
- Fixed a crash due to recursive chain signal update.
- Fixed that if a non-attack distraction command failed, it would raise the on_ai_command_completed event repeatedly.
- Fixed that opening web links in the Linux Steam build of the game could take unreasonably long.
- Fixed that logistic requests, item filters and similar could be set to the copy-paste tool when clicking the slot while holding that item.
Scripting
- Added 'is_military_target' filter to the options for LuaSurface::find_entities_filtered.
- Added LuaFluidBox::get_fluid_system_id() method.
- Added LuaItemPrototype::reverse_* read for selection tool.
- Added LuaEntity::radar_scan_progress read.
- Added LuaEntityPrototype::logistic_parameters read.
- Added LuaEntityPrototype::heat_buffer_prototype read.
- Added LuaHeatEnergySourcePrototype::heat_buffer_prototype read.
Modding
- Added LocomotivePrototype::max_snap_to_train_stop_distance.
- Added AutoplaceControl::can_be_disabled.
Update 1.1.53 (January 21st, 2022)
Changes
- When using /swap-players undo queues are now also swapped.
- Improve performance of querying if an entity is registered for deconstruction from O(N) to O(1).
- Adjusted default music volume.
Bugfixes
- Fixed that if biters took damage from a forest fire, they would path toward the player who started it, no matter the distance.
- Fixed that replacing a tile between a colliding hidden tile (with check_collision_with_entities set to true) and an entity would not yield an item.
- Fixed that LuaGameScript::ban_player would incorrectly use reason as a player name when given player was never in game.
- Fixed that the saving progress bar and other popups were placed behind the transparent pause overlay.
- Fixed a scenario could be created with temporary-state trains which were not properly deleted.
- Fixed a crash when using --map-settings while loading a multiplayer map.
- Fixed that trying to manually mine a resource that needs a mining fluid would sometimes produce sound of mining.
- Fixed script rendered arcs could be considered invisible when they were visible.
- Fixed that LuaEntity::belt_neighbours would return LuaEntity based on EntityGhost's inner entity, not the EntityGhost itself.
- Fixed fish preventing tiles building with check_collision_with_entities enabled.
- Fixed that trains would not account for the train stop snap distance when already at the train stop with the back of a train.
- Fixed the intro music volume being set incorrectly.
- Fixed that --start-server-load-latest when given an empty saves folder wouldn't work correctly.
- Fixed missing efficiency tooltip and incorrect fuel consumption tooltip value in generator equipment with burner energy source.
- Fixed ghost electric poles connecting to ghost electric poles of other forces. Neutral force is exempt from this change.
- Fixed that biters would sometimes prefer running away over choosing another target.
- Fixed trains pathfinder would crash when a train is in a loop next to segment end and was requested to go to rail target in the middle of a loop.
- Fixed multi-level technologies showing the same saved progress in technology GUI.
- Fixed an icon of recipe notification on item group would show even if there are no recipes visible in a given context.
- Fixed a crash when defining too many icon variations.
- Fixed changing station name with rich text tags could crash when moving cursor by words.
- Fixed LuaBurner::inventory did not work correctly for some burner-energy-source entities.
- Fixed a crash caused by undoing an entity deconstruction which another player already cancelled.
Modding
- Added EntityPrototype::protected_from_tile_building, true by default. If set to false - entity won't block tile mining/building (with
TilePrototype::check_collision_with_entities
enabled).
- Added LandMinePrototype::trigger_collision_mask.
- Added EntityWithOwnerPrototype.
- Added EntityWithOwnerPrototype::is_military_target and allow_run_time_change_of_is_military_target.
- SimpleEntityWithForce now inherits from SimpleEntityWithOwner.
- SpiderEnginePrototype::military_target is no longer used. If anything is provided it will make related SpiderVehiclePrototype to become a military target instead.
Scripting
- Added LuaEntityPrototype::trigger_collision_mask read.
- Added LuaEntity::is_military_target read. This deprecates LuaEntity::is_entity_with_force.
- Added LuaEntityPrototype::is_entity_with_owner, is_military_target and allow_run_time_change_of_is_military_target read.
- Added LuaEntity::get_spider_legs().
- Added LuaEntity::neighbours read for cliffs.
Update 1.1.50 (December 23rd, 2021)
Minor Features
- The permissions list in the permissions GUI can now be localised.
- Removed feature where reactor collision box would increase when connected to neighbouring reactor (character can now walk in-between connected reactors)
Bugfixes
- Fixed that biters could get stuck trying to attack an entity they were standing on.
- Fixed issue regarding placing an electric pole over a ghost of an electric pole connected to an enabled power switch.
- Fixed a crash related to units and mod events.
- Fixed ghost entities of other forces being considered valid drop targets.
- Fixed ghost electric poles connecting to electric poles of other forces. Neutral force is exempt from this fix, it can connect to everything.
- Fixed that LuaEntity::disconnect_neighbour was unable to disconnect specified pair of electric poles when they were on different surfaces.
- Fixed gate cloning related to opened state.
- Fixed that on_game_created_from_scenario event didn't fire after pressing "Save and Play" from map editor.
Modding
- Added LuaTilePrototype::check_collision_with_entities, false by default. If set to true - checks for collisions with entities before building or unearthing the tile.
- Removed ReactorPrototype::neighbour_collision_increase.
Update 1.1.49 (December 10th, 2021)
Bugfixes
- Fixed transport belts picking up items on ground when rotated.
- Fixed that game.map_settings.path_finder.fwd2bwd_ratio could be set to nonsensical values.
- Fixed main menu track playing only once.
- Fixed that units could get stuck close to their goal.
- Fixed that the small research bar in a technology slot wouldn't show for the technology currently in research.
- Fixed a crash which was caused by early garbage collection of LuaObject because LuaObject method closures didn't hold a back reference to the object.
- Fixed barelling recipe icons having incorrect tint with index-based fluid color definitions.
- Fixed barelling recipe icons having incorrect alpha with fluid color definitions in 0-255 range.
Scripting
- LuaObjects are now saved using binary format instead of previous format with intermediate Lua table. This speeds up general handling of LuaObjects and makes saving and loading with a lot of them noticable faster.
- LuaObject::isluaobject now returns true instead of a magic string.
- Clarified LuaGameScript::finished.
- Added LuaGameScript::finished_but_continuing read.
- Added LuaGameScript::reset_game_state() method.
- Implemented new website for Lua API documentation.
Update 1.1.48 (November 25th, 2021)
Bugfixes
- Added tip about power pole coverage when drag-building.
- Fixed that the distance between first and second pole in the dragging electric poles tutorial was 6 tiles instead of 7.
- Fixed LuaGameScript::save_atlas() function would crash the headless server.
- Fixed possibility for the victory screen to be hidden behind other GUIs under specific circumstances
- Fixed generator and fluid energy source tooltip showing 0 fluid consumption if burning fluids with 0 fuel value or consuming fluids with temperature close to the default.
- Fixed the inserter "hand stack size" tooltip missing if the research-based bonus value was 1. Now it is shown if the value is greater than 0.
- Fixed the inserter "hand stack size" tooltip ignoring stack_size_bonus prototype property.
- Fixed cloning linked-container would clear its inventory.
Modding
- Added FluidEnergySourcePrototype::destroy_non_fuel_fluid, true by default.
- Added GeneratorPrototype::destroy_non_fuel_fluid, true by default.
- Changed tip trigger name from "unlocked-recipe" to "unlock-recipe" to be consistent with the way other triggers are named.
Scripting
- Added LuaEntityPrototype::inserter_stack_size_bonus read.
- Added LuaFluidEnergySourcePrototype::destroy_non_fuel_fluid read.
- Added LuaStyle::bar_width read/write.
- Added LuaPlayer::show_on_map read/write.
- Reworked table saving and loading to be non-recursive. This allows to have extreme table nesting inside of
global
variable.
Update 1.1.46 (November 6th, 2021)
Changes
- Reduced multiplayer latency on very good connections by up to 66ms(4 ticks).
- Changed multiplayer latency calculation to be smoother. This should reduce multiplayer stutter on bad connections.
- Changed default network send rate from 30 to 60 packets per second and added an option to configure the rate in server-settings.json.
Bugfixes
- Add a 70% damage bonus to discharge defenses with Energy Weapons Damage 6 and 7.
- Fixed flamethrower turrets not reporting the correct damage bonuses
- Fixed gun turret tooltips showing the ammo in the middle of the other stats
- Fixed artillery wagon and artillery turret tooltips not showing the damage of the loaded ammo
- Fixed drawing wall filler when hovering mouse over ghosts.
- Fixed crash when trying to connect wire after wire type in cursor stack was changed by script.
- Fixed roboport would not output signals for 1 tick when electric pole was mined while having circuit wire from same circuit network.
- Fixed that the pole drag building skip trigger didn't work, so the tip was always shown even when the player used drag building.
- Fixed LuaItemStack::get_tile_filter would incorrectly return entity filters.
- Fixed mining drill GUI not being openable if the drill didn't have module slots or energy source with GUI.
- Fixed a crash when using 0-length debug names in Lua bytecode.
- Fixed that setting the scale parameter to zero in a spidertron leg definition would cause a "double value not in range for fixed point number" error.
- Fixed crash when destroying a vehicle on the same frame a tooltip is created for the vehicle's weapon and ammo bar.
- Fixed that building an entity over other forces' ghosts and undoing would transfer ownership of those ghosts to the undoer's force.
- Fixed a crash when setting inserters to require no power when rotating/extending.
- Fixed "create-trivial-smoke" triggers being interpreted as "create-entity" triggers in the prototype explorer which could cause a crash.
- Added migration for saves with inserters that have NaN hand height or hand length.
Modding
- Added TurretPrototype::energy_glow_animation_flicker_strength.
- Removed obsolete pollution-visualization sprite, which was replaced by pollution_color utility constant.
- Sub items are now removed from items used in hand-crafting.
Scripting
- Added LuaEntity::connected_rail_direction read.
- Added TrainScheduleRecord::rail_direction.
- Added LuaGuiElement::swap_children().
Update 1.1.42 (October 13th, 2021)
Bugfixes
- Fixed an API error when checking for updates for a large number of mods.
- Fixed that inserters wouldn't remove burnt result items from assembling machine recipes with no item outputs.
- Fixed vehicle weapon slots GUI not highlighting with the corresponding ammo slot when selected
- Fixed tank cannon weapon showing a "1" in the vehicle weapon slots GUI
- Fixed that entities not containing certain collision masks would never collide with tiles.
- Fixed a crash when opening the tutorials GUI through Lua command.
- Rocket silo no longer drains more energy at night.
- Fix tank cannon showing smaller range than the cannon shells.
- Fix ugly death GUI when the game is paused in MP.
- Fix 'Game finished' GUI had an incorrect tooltip for the green button.
- Fixed that copy paste entity tips were dependant on the copy-paste tool tip instead of copy paste entity category.
Modding
- Added OffshorePumpPrototype::check_bounding_box_collides_with_tiles.
- RocketSiloPrototype::lamp_energy_usage now can be zero.
Scripting
- Added freeplay remote interface to read the value of
skip_intro
.
Update 1.1.41 (September 24th, 2021)
Features
- Added auth server bans feature for multiplayer games. When enabled this will inform the Factorio.com authentication server of ban and unban commands issued in multiplayer sessions. Designed to combat griefers in multiplayer games, it will also query the authentication server for a ban recommendation when a user tries to connect.
Bugfixes
- Fixed that trigger prototype flag filters didn't work correctly when an entity had no flags set.
- Fixed a crash after inserting fuel into burner inserter while it was already trying to fuel itself.
- Fixed that unrelated entities were highlighted when using a cut tool.
- Fixed that in editor mode undoing deconstructions did not instantly revive affected entities.
- Fixed that setting the direction of a script created character entity didn't work correctly.
- Fixed that items with fuel value would be put into furnace fuel inventory when there was enough fuel but item could be smelted.
- Fixed inserters picking up items on ground marked for deconstruction.
- Fixed that the low power tip didn't show in some circumstances.
- Tweaked some of the triggers to show/skip tutorials related to drag building.
- Fixed that Furnace's working_visualisations would not apply recipe tint on fadeout.
- Fixed crash due to usage of standard library function that is missing on macOS 10.11.
Update 1.1.39 (September 7th, 2021)
Bugfixes
- Fixed that rotating belt direction when dragging allowed "stash" the rotate and continue in the original direction.
- Fixed that loading a game that was saved during drag building didn't clear the internal drag building state causing blueprint snapping not working properly.
- Fixed that LuaGameScript::check_prototype_translations() didn't check technologies.
- Fixed that items with data would not stack properly in crafting machine source inventory when recipe requires more than a stack of ingredient.
- Fixed that pasting a blueprint over existing train could cause a desync.
- Fixed that it was possible to interact with locomotive's fuel slots while out of reach.
- Fixed wrong status text when a mining drill drop target is marked for deconstruction.
- Fixed wrong mining drill status when a resource is depleted while the mining drill is missing the required fluid.
- Fixed the blueprint snap-to-grid reference point being drawn behind entities in some situations.
Scripting
- LuaEntityPrototype::resource_categories now supports characters.
- Added on_equipment_inserted and on_equipment_removed events that fire any time any equipment is added/removed from a grid.
Update 1.1.38 (August 20th, 2021)
Changes
- New Titillium style font for Cyrillic languages.
Bugfixes
- Fixed inconsistency when fast-replacing ghosts with circuit connections.
- Fixed an issue with drag-building electric poles with long wire reach.
- Fixed a crash related to tutorials and modding.
- Fixed an issue with LuaEntity::set_request_slot() and duplicates.
- Fixed that picking blueprints from the library through quickbar slots didn't fire the Lua cursor stack changed event.
- Fixed items with durability/ammo wouldn't merge properly in some cases.
- Fixed a roboport "recharging" icon appearing when not connected to the electric network.
- Fixed an issue with roboports left in recharging state when revived from ghosts.
- Fixed an issue where an error sound played when pasting onto a power switch from anything other than another power switch
- Fixed that the non-blocking saving option would be reset when resuming a multiplayer game using the continue button.
- Fixed 'Close preview' button having cut off text in some locales.
- Fixed a crash when deleting surfaces with script-connected electric poles.
Scripting
- Added LuaEntity and LuaUnitGroup::set_distraction_command.
- Added LuaSurface::find_nearest_enemy_entity_with_owner().
- Added LuaForce::is_friend() and is_enemy().
Update 1.1.36 (July 17th, 2021)
Bugfixes
- Fixed belt drag building on the edge of building reach.
- Fixed that canceling upgrade of underground belt didn't make the corresponding operation with the (potentially) connected belt on the other side.
- Fixed making blueprint from underground belt with direction upgrade order.
- Fixed technology icons of flamethrower and rocketry.
- Fixed hang when deleting blueprint/deconstruction/upgrade planner or blueprint book held by an inserter.
- Fixed hang when trying to delete blueprint/deconstruction/upgrade planner or blueprint book that was moved to different inventory in the meantime.
- Fixed pressing delete key in save/load game menus multiple times would pop-up confirmation dialog multiple times.
- Fixed that the close map generator preview button icon was too large.
- Fixed that the show/close map generator preview button didn't loose hover after the preview was shown.
- Fixed that Cut and copy paste tools select trains in the standard selection mode, even when trains are ignored in this mode.
- Fixed crash related to wrong identification of non-default values in the mod settings gui.
- Fixed that linked custom inputs didn't work for some game controls.
- Fixed that the train fuel tab didn't work right for clients in multiplayer.
- Fixed a crash when using the prototype explorer GUI after just changing mods.
- Fixed rare corner case related to removal of mods and entities in than 1 electric network.
- Fixed item product overload logic when using variable output items.
- Fixed crash when starting game without base mod and with --disable-prototype-history.
- Fixed a crash when using set_stack in blueprint books.
- Fixed a crash when cloning script-disabled beacons.
- Fixed a crash when using repeat_count with frame_sequence in animation definition.
- Fixed a crash when trying to build a rolling stock between other rolling stocks from a single train.
- Fixed ghost entities had reflections on water.
- Fixed a desync related to processing on_gui_opened event of opening blueprint records in multiplayer games.
- Fixed a crash when trying to pick a fluid wagon with fluid in clone tool.
- Fixed that copying assembling machine recipes didn't update fluidbox temperature filters in some cases.
- Fixed that robots could sometimes leave roboports very slowly if they were called to work in the middle of descending into a roboport.
- Fixed trains GUI status button tooltip not updating.
- Fixed LuaPlayer::build_from_cursor would flip direction when every other building underground belts/pipes.
- Fixed Train GUI wait condition bars display with 0 slot cargo wagons.
- Fixed in-game EULA showing HTML character sequences.
Scripting
- Fixed clearing LuaCustomChartTag.icon by writing nil or empty SignalID.
- Added LuaPlayer::start_selection and clear_selection.
- Added freeplay remote interface methods for adjusting the crashsite.
Modding
- Added overlay layer to the tree variation definitions.
- Fixed parameter substitution when used with standard parameter
- Removed unused equipment prototype property "ability_icon".
- Added select_group_row_count, select_slot_row_count, inventory_width, module_inventory_width, tooltip_monitor_edge_border, normalised_achievement_icon_size, tutorial_notice_icon_size and flying_text_ttl to utility constants.
Update 1.1.35 (June 18th, 2021)
Bugfixes
- Fixed multiple issues related to placing blueprints with electric poles near other electric poles or ghost thereof.
- Fixed a lighting issue with QCK Prism mousepads.
- Fixed recipe notifications when a recipe is hidden from hand crafting.
- Fixed that units dying wouldn't contain the unit group they were part of.
- Fixed a crash when migrating entities across types in some cases.
- Fixed several crashes when writing to disk fails.
- Fixed that searching descriptions of some items didn't work correctly.
- Fixed that fast-replacing gates would remove wall control behaviors.
- Fixed desync related to manually fast replacing both ends of underground belt in a way, that they don't connect in the end.
- Fixed a crash when trying to edit the whitelist on a server while autosave happens.
- Fixed counting tiles when part of search area hits non existing chunks.
- Fixed that gate technology had no description.
- Fixed loaders would leave a gap on belt when items started moving.
- Fixed nuke did not vaporize things in the epicenter of the blast and would leave corpses and remnants be
- Fixed a crash when using items with inventories that contain construction robots.
- Fixed a crash when making a new game from a scenario with the map editor in a vehicle.
- Fixed not being able to leave large cars with certain shape.
- Fixed that using large values in the map editor "tick custom" field didn't work correctly.
- Fixed that radar coverage preview wasn't visible when the mouse was above invisible parts of the GUI.
- Fixed Terrain water checkbox in map generation settings didn't have the tooltip info icon.
- Fixed that the mining drill GUI couldn't be moved off screen.
- Fixed science pack requirement objective in supply challenge.
- Fixed that tooltips of slots in the statistics GUIs didn't account for force bonuses.
- Fixed that upgrading underground belts marked for upgrade didn't properly upgrade the (potentially) connected belts on the other side.
- Fixed LuaEntityPrototype::module_inventory_size would return nil when entity has 65535 slots for modules.
Scripting
- Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality.
- Added vertical_alignment parameter for LuaRendering::draw_text.
Update 1.1.34 (May 27th, 2021)
Scripting
- Added LuaEntityPrototype::air_resistance read.
Bugfixes
- Fixed black border in spidertron technology icon.
- Fixed that having non standard UI scale would render screen white.
- Fixed that train could get stuck in destination_full state with available goals when a train stop was built next to ghost rail.
- Fixed that LuaPlayer::disable_alert() didn't work for custom alerts.
- Fixed that piercing damage didn't work correctly with turrets.
- Fixed that LuaSurface::clone_brush() didn't clone entities correctly.
- Fixed trees with not-flammable flag would still catch on fire.
- Fixed blueprints and copy-paste tools didn't capture planned direction changes of entities.
- Fixed that changing train stop limit would not set last player.
- Fixed desync when beacons lose power.
- Fixed spidertron item icon would look different after changing the spidertron color back to its default value.
- Fixed that Tips and tricks trigger related to setting up a logistic chest request was also triggered when setting up the personal request
- Fixed that achivements could block the finished game window
- Fixed crash when loading font wingding.ttf.
Update 1.1.33 (7 May 2021)
Graphics
- Reworked all technology icons, and provided higher resolutions used by high GUI scale.
- Changed item icons for armors, to match the progression and tech icons better.
Changes
- Armor stages on the player character show as 1st with Light armor, and as 2nd with Modular armor.
Bugfixes
- Roboport normal resolution graphics have been updated to be a downscale from the high resolution graphics.
- Fixed cut-tool showing distinct selection color when holding shift.
- Fixed armor rich text tags not using the correct icon.
- Fixed pumpjack showing item drop indication arrows.
- Fixed being unable to confirm the migrated content window if there was a game GUI open behind it.
- Fixed a bad Lua event when invalidating the owning players controller during the gui closed event.
- Fixed scaling of icons on buttons with than 200% UI scale.
- Fixed issue where ghosts overlapping with non-ghost entity in cloned area is not cloned. (fixes https://forums.factorio.com/97861)
- Fixed using upgrade planner without explicit filters on entities marked for upgrade would not upgrade the existing upgrade orders.
- Fixed a crash with mods and chunk generation in some cases.
- Fixed the wrong technology level shown on the icon in the currently selected technology.
- Fixed the missing notification (i) icon on the recipe group button, when there are more groups, so the tabs are shown as buttons instead.
- Fixed a crash when trying to undo actions done on a surface that was deleted in the meantime.
- Fixed that train would sometimes NO_PATH during repath while in intersection where the path passes through a block that is already occupied by that train.
- Fixed a crash when the link_id of a linked container is changed while a non-admin has the GUI open.
Update 1.1.32
- Fixed various issues related to how chat tags are open.
- Fixed that replays would break after winning the game.
- Fixed that listbox would loose focus when clicking on other widgets that can't be focused anyway.
- Fixed GUI crash when furnaces would select recipes that have more products than it's output inventory size.
- Fixed that fluids could be purged from the whole fluid system in certain cases.
- Fixed a crash when loading save files in some cases.
- Fixed locale related to deconstruction planner tile selection mode.
- Fixed advanced rail signal tutorial losing items held in the cursor.
- Fixed Alt+F4 would close the game on Windows even when other modifier keys were pressed.
- Fixed that NAT-punching didn't work correctly.
- Fixed that some infinite crafting recipes didn't work as intermediates.
- Fixed color blending with a fully transparent color would produce slightly darker original color.
- Fixed that clicking gps tags in chat would also trigger chart drag causing chart to be not centered on gps tag.
- Fixed market gui would show wrong numbers when an offer has the same item multiple times.
- Fixed crash when an entity marked for an upgrade is selected for another upgrade in multiplayer in some cases.
- Fixed turret range could sometimes render long line to the top left corner of game window.
Update 1.1.30 (26 March 2021)
Minor Features
- Blueprints and copy paste of entities with upgrade order are created based on the upgrade order instead of the current entity.
- Enabled upgrading entities marked for upgrade, in which case, the upgrade target is used as the source entity for the upgrade planner filters.
- The announcement of player death now contains GPS tag with the location.
Balancing
- Increased the tank braking power from 400kw to 800kw. Before this change, the tank acceleration (600kw) was actually even greater than the braking force.
Bugfixes
- Fixed incorrect color lookup table interpolation for ambient light around noon.
- Fixed that built electric pole from map view was also opened with the same click with alternative key binding.
- Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla which uses ammo category bonus.
- Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties of the flame bound to it stargets didn't show the bonus damage from upgrades.
- Fixed that mod install could cause removal of blueprint entities if it didn't remove the entity, but just made it not acceptable to be used in blueprint.
- Fixed that the confirm load game dialog with 2 green arrow buttons had tooltips with (E) to confirm, while the E to confirm doesn't work here as it would be ambiguous.
- Fixed crash related to using smart ghost belt building with a mod that specifies belt without related underground belt.
- Fixed that renaming Spidertron didn't trigger on_entity_renamed.
- Fixed that disabling side menu guis through script would sometimes leave an empty frame.
- Fixed that crafting machines wouldn't wake up when the speed effect was changed in some situations.
- Fixed that focus-search didn't in some GUIs work while in the map editor. more
- Fixed that chat icon selector didn't remember the last opened tab when used outside the game.
- Fixed that pressing Escape with the chat icon selector opened in a dialog outside the game closed the whole dialog instead of closing just the selector window.
- Fixed that pressing Control + F to search in the chat icon selector that is opened on top of a non-game window that already had search activated the bottom window search.
- Fixed that enabled train stops would cause schedule records for trains on different surfaces to be rendered as available.
- Fixed rare crash when using Map editor -> Convert save.
- Fixed electric pole connection consistency issue related to fast replace of modded entities.
- Fixed that building by moving ignored the position where the player built the last entity.
- Fixed a crash that could happen when viewing the tooltip for certain types of ammo.
- Fixed that ammo tooltips sometimes wouldn't show damage info.
Modding
- Added mod dependency modifier "~", which marks the mod as required, but doesn't affect mod loading order, so these kind of dependencies can be circular.
- Prototype/EntityWithHealth::healing_per_tick is now also used by trees, so their automatic healing is no longer hardcoded.
- Loaders are now able to take or insert more than 1 item per transport line per tick.
Gui
- Tweaked search in the install mods GUI, so the search order prioritizes the results more naturally.
- Unified the search button in the mod settings GUI.
- Improved some descriptions in Map Generator GUI.
Update 1.1.27 (11 March 2021)
Bugfixes
- Fixed trees and stones would block placement of wall ghosts.
- Fixed interaction with entities from zoomed-to-world view in editor.
- Fixed spidertrons with burner energy sources didn't interact with auto-trash correctly.
- Fixed a crash when viewing styles in the prototype explorer GUI.
- Fixed a crash when fast-replacing electric pole ghosts with non-electric-poles.
- Fixed that robots building trains with equipment grids didn't work correctly.
- Fixed that changes in mod settings textboxes weren't highlighted when hovering reset/back button.
- Fixed that pressing Escape in mod settings with unconfirmed changes didn't open the confirmation dialog as in other settings.
- Fixed crash when mod destroys currently opened locomotive and creates and opens new one right away.
- Fixed mods gui for case when the mod title can't fit the space.
- Fixed unloadable save related to underground belts in a weird state.
- Fixed corner case of drawing wires between ghosts and non-ghost entities.
- Fixed a crash when using upgrade planners through the Lua API.
- Fixed wrong entity selection in multiplayer when using ghost cursor with rail.
- Fixed accumulator charged status for some extreme cases.
Modding
- Limited the name and title of the mod to 100 characters.
- Added mod dependency modifier "~", which marks the mod as required, but doesn't affect mod loading order, so these kind of dependencies can be circular.
Update 1.1.26 (3 March 2021)
Bugfixes
- Fixed that all entity GUIs in the map editor entity-editor and spectator controller were invisible.
- Fixed Train overview GUI not updating the list remark.
- Fixed typos in Construction robot tip.
- Fixed a crash when quitting while using the linked-container entity type with power armor in it.
- Fixed that sounds could sometimes be heard when they shouldn't.
- Fixed regenerating tile variations during save migration would not break up old large tiles and would only reset their variations to 0.
- Fixed "probability" property of size variants in the tile definition was ignored when "weights" property was left out.
- Fixed searching mod settings tab would leave tabs disabled.
- Fixed a crash of transport line migration in some cases of mod removal.
- Fixed that train stop gui could indicate more trains than there are when trains are removed or merged while gui is opened.
- Fixed a conflict between setting the players cursor through script and holding blueprint library blueprints.
- Fixed that building entity with multiple items to place would take unrelated items from inventory.
Modding
- Added CustomInputPrototype::include_selected_prototype when true the event will include selected_prototype = {base_type=, derived_type=, name=} when applicable.
Scripting
- Added LuaCustomInputPrototype::enabled_while_spectating, enabled_while_in_cutscene, include_selected_prototype, and item_to_spawn read.
Update 1.0.0 (14 August 2020)
Features
- Added Spidertron and Spidertron remote.
- Added Freeplay crash site.
Graphics
- Added polluted water visual effect.
- Added biter base decoratives.
- New visual effects for the atomic bomb.
Sounds
- Significantly reduced the volume of robots deconstructing and entity destroyed alert.
- Reverted mining drill sound to the 0.17 version with high pitched part removed.
- Reverted inserter, furnace and assembling machine sounds to the 0.17 version.
- Changed the checkbox click sound (based on dropdown open sound).
- Changed the "green button sound" to have a normal button sound.
Modding
- Added EnemySpawnerPrototype and TurretPrototype properties: spawn_decoration and spawn_decoration_on_expansion.
- EntityPrototype water_reflection can now be defined inside graphics_set.
- Added ExplosionPrototype properties: Explosion prototype: scale_animation_speed, fade_in_duration, fade_out_duration, scale_in_duration, scale_out_duration, scale_end, scale_increment_per_tick, scale_initial, scale_initial_deviation, scale, and scale_deviation.
- ParticleSourcePrototype particle is now optional, added smoke property.
- Added ProjectilePrototype properties: speed_modifier and turning_speed_increases_exponentially_with_projectile_speed.
- Added LightDefinitionItem::source_orientation_offset.
- Added DecorativePrototype::decal_overdraw_priority.
- Added AreaTriggerItem::show_in_tooltip.
- Added 'set-tile' and 'camera-effect' trigger effects.
- Added CreateDecorativesTriggerEffectItem properties: apply_projection and spread_evenly.
- Added CreateExplosionTriggerEffectItem properties: max_movement_distance, inherit_movement_distance_from_projectile and cycle_while_moving.
- Added DamageTriggerEffectItem properties: vaporize, lower_distance_threshold, upper_distance_threshold, lower_damage_modifier and upper_damage_modifier.
- Added PlaySoundTriggerEffectItem properties: min_distance, max_distance, volume_modifier, audible_distance_modifier and play_on_target_position.
- Added ProjectileAttackParameters::projectile_orientation_offset.
- Added build_blueprint_small, build_blueprint_medium and build_blueprint_large to utility sounds.
- Renamed build_big utility sound to build_large.
Scripting:
- Added LuaEntity::autopilot_destination, vehicle_automatic_targeting_parameters and time_to_next_effect read/write.
- Added LuaItemStack::connected_entity read/write.
- Added LuaEntity::is_entity_with_force, is_entity_with_owner and is_entity_with_health read.
- Added LuaEntity::spawn_decorations().
- Added on_cutscene_cancelled, on_player_configured_spider_remote and on_player_used_spider_remote events.
- Added optional spawn_decorations parameter to LuaGameScript::create_entity.
Patch 0.17.79 (19th November 2019)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=78146
Patch 0.17.74 (25th October 2019)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=77212
Patch 0.17.69 (19th September 2019)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=75864
Patch 0.17.0 (26th February 2019)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?t=65070
Patch 0.16.51 (27th September 2018)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=61009
Patch 0.16.36 (16th April 2018)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=59134
Patch 0.15.40 (06th December 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=54307
Patch 0.15.37 (18th October 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=53453
Patch 0.15.34 (08th September 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=52108
Patch 0.15.33 (18th August 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=51695
Patch 0.15.31(03rd August 2017)
Patch 0.15.32 [Experimental build] (03rd August 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=51505
Patch 0.15.30 [Experimental build] (17th July 2017)
Patch 0.15.28 [Experimental build] (07th July 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewtopic.php?f=3&t=50632&sid=7fe6553b4776ff7960ff918d908d7bb9
Patch 0.15.26 [Experimental build] (03rd July 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&sid=f3efb8b0aaca846ab439c0e04006f2b3
Patch 0.15.23 [Experimental build] (27th June 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&sid=f3efb8b0aaca846ab439c0e04006f2b3
Patch 0.15.18 [Experimental build] (5th June 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&sid=f3efb8b0aaca846ab439c0e04006f2b3
Patch 0.15.17 [Experimental build] (2nd June 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&sid=f3efb8b0aaca846ab439c0e04006f2b3
Patch 0.15.16 [Experimental build] (31st May 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&sid=f3efb8b0aaca846ab439c0e04006f2b3
Patch 0.15.11 [Experimental build] (18th May 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&sid=f3efb8b0aaca846ab439c0e04006f2b3
Patch 0.15.10 [Experimental build] (15th May 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&sid=f3efb8b0aaca846ab439c0e04006f2b3
Patch 0.15.2 [Experimental build] (27th April 2017)
The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&sid=e26f009c5ed3cb1d18c5b21ba666395d
0.14.23 (26 April 2017)
- Fixed crash when refreshing in the browse mods GUI in some instances. (39032)
- Fixed crash when clicking the same tick the map is loaded. (39713)
- Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. (41159)
- Fixed occasional broadcast related crashes on OSX (39250)
- Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
0.14.22 (6 February 2017)
- Limit maximum texture size the game will try to use to 16384x16384 pixels.
- Fixed desync related to building of rail signals. more at forums.factorio.com
- Fixed multiplayer map download getting stuck at 100% when using some broken route
0.14.21 (28th November 2016)
- Fixed that the game could crash when a game disappeared from the matching server before its details were requested.
- Fixed that numpad numbers didn't work for any game controls.
- Fixed crash when merging forces while a player in one the force to be removed was crafting something.
- Fixed possible save corruption when roboport was destroyed while robot was repairing it.
0.14.19 (08th November 2016)
- Fixed that items (like grenades) could be used also in the map view. (35565)
- Fixed tutorial level 2 scripting.
- Fixed weird recipe sorting in the demo.
- Fixed that the game crashed when it was closed while sound settings were opened.
0.13.20 (30th August 2016)
Bugfixes
- Fixed the demo wasn't working.
- Fixed equipment grid GUI didn't size properly in some cases. more[forums.factorio.com]
Modding
- Fixed "factorio_version" not being checked correctly in some cases. more[forums.factorio.com]
Scripting
- Fixed "unknown" error in some cases when using radio button GUI elements.
- Fixed crash when a mod custom event event would error. more[forums.factorio.com]
- Added LuaGuiElement::type read.
0.14.1 (29th August 2016) - Experimental Build
- Fixed that exiting hosting game could stuck Factorio forever.
- Possible fix game not showing in browse game list. (If it happens anyway, we will have more info)
- Fixed that a very big number of biters on a map could cause very significant UPS drop.
Features
- Fixed multiplayer
- 1) Internal reliability and stability improvements.
- 2) Players don't have to wait for other clients to download and load the game.
- 3) Decreased network traffic.
- 4) It is possible to use menu and quit the game when connecting to the game.
- 5) Server doesn't stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.
- 6) Players automatically quit game after 3 desyncs.
- 7) Download speed tweaks.
- Added /team command that messages all players from the same force.
Minor Features
- When selecting inventory filters the filter is automatically set to the item in the cursor if any.
Changes
- Disabled loading of saves before 0.11.0 version (You can use 0.11.22 to load older saves and re-save them).
- Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).
Bugfixes
- Factorio shouldn't crash anymore when Direct3D device is lost due to locking screen or entering sleep mode.
Modding
- Added support for equipment grids in cars, tanks, locomotives, and cargo wagons.
- Changed equipment grids to work as protoypes: defined and referenced by things that use them.
- Changed equipment and equipment grids to have categories that define what equipment can go in what equipment grid.
Scripting
- Fixed game freeze when an error was thrown during the player left game event.
- Removed LuaItemStack::has_grid.
- Removed LuaItemPrototype::equipment_grid_size.
- Changed LauItemStack::grid to return nil if the item doesn't have a grid.
- Added LuaItemPrototype::equipment_grid.
- Added LuaEntity::grid read.
- Added Added LuaEquipmentGridPrototype.
- Added LuaEquipmentGrid::prototype read.
- Added LuaEquipmentPrototype::equipment_categories read.
- Added LauForce::unchart_chunk()
Patch 0.13.18
Changes
- Changed train wait conditions to use standard boolean precedence for evaluation, instead of a simple left to right accumulative evaluation.
Balancing
- Increased tank machine gun range to 20.
Bugfixes
- Fixed console command warning not sticking through save-load. more[forums.factorio.com]
- Fixed that vehicle machine guns would show in the logistics request and inventory filter selections.
- Fixed crash when number animation variations of unit-spawner entity is reduced. more[forums.factorio.com]
- Fixed clearing blueprints didn't clear the label. more[forums.factorio.com]
- Fixed crash when removing entities that had active alerts. more[forums.factorio.com]
- Fixed that sending random garbage to the RCON port could crash Factorio. more[forums.factorio.com]
- Fixed GUI size issues with modded recipes that have a ton of effects. more[forums.factorio.com]
- Fixed script errors with tight spot level 5. more[forums.factorio.com]
- Fixed the market entity not migrating/handling removed items it was offering. more[forums.factorio.com]
- Fixed sound settings not applying when pressing escape. more[forums.factorio.com]
- Fixed a crash that would happen after changing UI scale with the inventory open. more[forums.factorio.com]
- Fixed deconstruction would reset the build rotation value. more[forums.factorio.com]
- Fixed copy-paste between inventory sizes applying the inventory restriction oddly. more[forums.factorio.com]
- fixed game.regenerate_entitiy() not working at all. more[forums.factorio.com]
- Fixed that it was possible to create an assembling machine with zero energy usage. more[forums.factorio.com]
Modding
- Fixed crash when trying to connect wires to entities with 0 wire connection distance. more[forums.factorio.com]
Scripting
- Fixed LuaSurface::map_gen_settings.shift not working. more[forums.factorio.com]
- Fixed chunk positions would get improperly rounded instead of floored. more[forums.factorio.com]
- Added LuaConstantCombinatorControlBehavior::enabled read/write.
- Added upper limit to resolution parameter of LuaGameScript::take_screenshot function. Limit for width and height is 16384.
- Added LuaStyle::visible read/write.
Patch 0.13.13 (01st August 2016) - Experimental Beta
Bugfixes
- Fixed OpenSSL launch issues on Linux.
- Fixed crash on Windows after multiple restarts when installing mods
Modding
- Added entity prototype flags "not-blueprintable" and "not-deconstructable".
Scripting
- Changed LuaEntity::order_deconstruction() to return true/false if it did the deconstruction instead of throwing errors.
- Added LuaPlayer::entity_copy_source - the source entity used during entity settings copy paste.
- Added LuaEntity::request_slot_count read - the number of request slots on the entity or 0 if none.
Patch 0.13.11 (27th July 2016) - Experimental Beta
Small changes
- Further locale changes and polish.
- Horizontal mouse wheel scrolling is now translated to vertical scrolling, because of key binding problems on OS X. OS X blueprint book binding is changed back to Shift + Mouse wheel up/down, other custom horizontal mouse wheel bindings are changed to vertical.
Bugfixes
- Fixed that the Linux binaries would crash after handcrafting finishes. (29614)
- Fixed offshore pump could be built on top of other offshore pumps. (29705)
- Fixed pumjack output would show 0.0/s. (29650)
- Fixed that "show pollution on minimap" didn't work when "show pollution on map" was not enabled. (29651)
- Fixed scrolling on OS X.
- Fixed exploit of connecting energy producer to more networks and connecting them by switches. (28249)
- Fixed long handed inserters couldn't pick up from the ends of cargo wagons. (29343)
- Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. (29701)
Scripting
-
Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities(). (29727)
-
Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
-
Added LuaGroup::order read.
-
For more details, please visit: https://forums.factorio.com/viewtopic.php?f=3&t=29856
Patch 0.13.10 (27th July 2016) - Experimental Beta
Minor Features
- Added logistics auto-trash slots: the opposite of logistic request slots.
- Added --mod-directory: Specifies which mod directory to use
Changes
- Increased the size of the curved rail bounding boxes slightly so trains won't damage things built next to them.
- Server stdout messages now contain timestamps and message-type tags
- Biters and other units won't become aggressive as a result of friendly-fire.
Bugfixes
- Fixed golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. (29121)
- Fixed crash related to wire rendering after switching to copper wire while dragging wire. (29216)
- Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
- Fixed chat message rainbow when the game tick would go past 2147483648. (29307)
- Fixed password field not being focused when connecting to a game. (29175)
- Fixed rocket silo moving slow when using efficiency modules.(29108)
- Fixed pressing Escape in multiplayer connect password dialog closed all gui windows. (29176)
- Fixed gates sometimes not opening soon enough. (28593)
- Fixed side menu buttons being focusable. (27575)
- Fixed numbers display rounding up when it shouldn't. (29184)
- Fixed constant combinator GUI slider sometimes showing different value than the number of items. (28637)
- Fixed assembling machine GUI progress bars not sizing correctly. (28980)
- Fixed tight-spot scenario missing walls around trees. (26922)
- Narrower descriptions with more line breaking opportunities (mod list, roboport). (29348)
- Fixed that cunning cancellation of crafting orders could result in free items. (27459) As a result of this fix, your entire crafting queue will be lost when loading a save from 0.13.9 or earlier. We suggest that you finish or cancel all your crafting before upgrading.
- Fixed crash related to custom units. (29202)
- Fixed mod enabling/disabling sometimes didn't restart the game. (28738)
- Fixed several issues with buildability checks returning false but entities actually being buildable. (28883)
- Fix that aggroing a huge amount of biters would cause UPS drop for a long time. (29513)
- Fixed freeze when dragging sound sliders in some instances. (29441)
- Fixed bullet shooting speed not working properly. (28707)
Optimizations
- Improved performance when building large electric poles in the latency state by click-and-drag. (29104)
- The game's main loop has been rewritten. This should increase performance in some cases and fixes some freezes and stability issues. For example game freezing when changing system time.
Modding
- Starting area is now 1.5x the size in tiles (also affects tier_from_start).
- Fixed manually defining the localised_name of an item didn't work correctly. (29148)
Scripting
-
Added LuaEntity::copy_settings() - copies settings from one entity to another as if the player did it.
-
Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
-
Fixed crash when trying to set compound command with missing list of commands. (29164)
-
Fixed technology effects are now applied before the research_completed event is fired. (29451)
-
Added LuaGameScript::direction_to_string(...) - converts a defines.direction to the string name.
-
Added LuaPlayer::clean_cursor() - acts as if the player pressed the "clean cursor" key.
-
Added LuaEntity::mining_target read.
-
Added properties to LuaSurface::create_entity to make the creation act as fast-replace building.
-
LuaGameScript::take_screenshot now has an additional field "by_player" that when set will cause the screenshot to only be taken on that players local game.
-
Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network.
-
Added LuaEntity::circuit_connection_definitions - the connection definitions for all wires connected to an entity.
-
For more details, please visit: https://forums.factorio.com/viewtopic.php?f=3&t=29612
Patch 0.13.9 (18th July 2016) - Experimental Beta
Changes
- Updated demo campaign tips images.
- Updated/Fixed locale entries.
- Removed --mp-load-game
- Default value for "Lights render quality" graphics options was changed to 1.0. If config.ini contains value lower than new minimum (0.25) it will be reset to the default value.
- Lights are rendered with linear filtering to improve quality for lower "Lights render quality" settings.
- Added tips and tricks for pasting wagon slots and cycling in blueprint book.
- Mods are now sorted alphabetically in the mods list.
Bugfixes
- Fixed transport belt madness map showing an empty message dialog out of nowhere.
- Fixed transport belt madness being impossible.
- Fixed crash on Linux when stdout was closed after starting Factorio.
- Fixed trains of other forces could be seen in the Trains GUI.
- Fixed inserters not saving custom pickup/dropoff when exported through the Lua blueprint interface.
- Fixed robots delivering modules into the recipe input slots instead of the module inventory.
- Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled.
- Items stop correctly before a belt deactivated using the circuit network.
- Fixed another case where a biter could get stuck.
- Fixed crash when using --mp-connect to join a game that requires user verification.
- Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots.
- Buildings with backer names containing non-ASCII charecters are generated properly.
- Fixed logistic counts when changing stack sizes of items the player was holding.
- Fixed crash when right-clicking electric pole in Map Editor.
- Fixed crash when building tiles would result in you dying.
- Fixed disabled belts would still move the player.
- Fixed crashes related to changing train conditions in the latency state.
- Fixed line breaking in description titles.
- Fixed typo in description of flooring items.
- Fixed blueprint icons not working as desired when paths where part of the selected area.
- Fixed that a username change wouldn't save if the game crashed.
- Fixed that clicking an alert button could show the wrong alert.
- Fixed flooring placement preview rendered on top of turret base.
- Fixed numpad home/end/other keys not working when numlock was off.
- Fixed that the game password dialog showed the password.
- Fixed that inserters at the very front of trains would sometimes not get enabled when a train would stop.
- Fixed the difficutly settings for scenarios not working.
- Fixed alignment of some pipe covers.
- Fixed the watch-your-step achievement not working.
- Rocket parts from building rockets in the rocket silo now show in production stats.
- Fixed tracked achievements scrolling off screen when un-tracking them.
- Fixed inserter sometimes only dropping one item on the ground before going back.
- Fixed LuaGameScript::active_mods not showing the correct list of mods.
- Fixed signals letting trains pass when the circuit network changes.
Scripting
- Fixed SpritePath to recipe that inherits icon from its result would not be considered valid.
- Fixed crash when setting new research in the on_research_completed event.
- Fixed error during the research completed event being un-clickable.
- Added LuaTile::position read.
For more details, please visit: https://forums.factorio.com/viewtopic.php?f=3&t=29102
Patch 0.13.8 (13th July 2016) - Experimental Beta
Bugfixes
Scripting
- Reverted changes related to 0.13.7 fix for (https://forums.factorio.com/28564). If entity specified in sprite path doesn't have an icon, button will be created anyway, but no sprite will be drawn inside of it.
- Added LuaGui::is_valid_sprite_path() function
- Fixed that if a land mine got blown up and replaced by a robot, it wouldn't arm itself. (https://forums.factorio.com/28761)
- Added LuaPlayer::admin read - if the player is an admin.
Patch 0.13.6 (07 July 2016) - experimental beta
Changes
- Stack inserters are unlocked by their own research that is dependent on advanced electronics and logistics 2. This also solves that stack inserters were available but not buildable in the campaign.
- Deconstructing and cancel deconstruction can be toggled between by using the modifer key.
Bugfixes
- Fixed desync when inserters would insert things directly onto splitters.
- Fixed that manipulating the fuel inventory of locomotives didn't count towards the inactivity condition.
- A train with a circuit condition will now always stay at the station if no wire is connected.
- Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact.
- Fixed the player getting stuck in some instances when using landfills.
- Fixed crash when train stop that is in train schedule of some train was opened in the map editor.
- Fixed crash when the player would equip power armor they currently had open while in the same tick a robot delivered items to the player which would end up in the new slots added by the power armor. more
- Fixed crash when mining tiles you're standing on that results in you being killed.
- Fixed load game GUI size issues when trying to load invalid save files.
- Fixed fuel and water from pumps not being counted in the production stats consumed/produced items.
Patch 0.13 (28 June 2016) - experimental beta
You can get experimental releases by setting Factorio's more -> settings -> beta chanles to "ON" and choosing 'experimental beta branch'.
Major features
- Improved Multiplayer game UX (see https://www.factorio.com/blog/post/fff-139 and https://www.factorio.com/blog/post/fff-116). Server games are published to the server and clients can browse existing games. Automatic discovery for the LAN games.
- Mod Portal integration. Factorio can list and install mods from the mod portal. more[mods.factorio.com]
- Rail planner tool simplifies the rail building. (https://www.factorio.com/blog/post/fff-113)
Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released.
- Power switch. It can be used to control the energy flow. Power switch can be connected to the circuit network. (https://www.factorio.com/blog/post/fff-115)
- Added the Stack inserter - an expensive upgrade over fast inserters that can move several more items at a time.
- Flamethrower turret. Fueled with fluid, shoots a stream of burning oil towards oncoming enemies.
- Bonus gui (accessible from sidebar gui) showing bonuses the force has researched.
- Train station window contains a list of all trains (each can be opened) that have that station on their schedule.
- Single train gui now has an additional panel which shows the minimap/camera view of the given train.
- Search field to the filter selection and recipes selection windows.
- Trains gui. It displays all the trains as small minimaps with schedules, which can be searched.
- Extension of the train wait conditions. (https://www.factorio.com/blog/post/fff-114)
- New locomotive, cargo wagon and train stop graphics. Locomotives can be colored. The trains are a consistent size in horizontal and vertical orientations.
- New technology tree gui. (https://www.factorio.com/blog/post/fff-128)
... and more.