This release fixes a packaging issue with version 2.0.56 .
New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.
Search found 75 matches: Experimental release
Searched query: +Experimental +release
- Thu Jun 19, 2025 5:01 pm
- Forum: Releases
- Topic: Version 2.0.57
- Replies: 0
- Views: 6420
- Fri Jan 19, 2024 3:24 pm
- Forum: Releases
- Topic: Version 1.1.103
- Replies: 5
- Views: 13142
Version 1.1.103
Bugfixes
Fixed a crash when searching in certain icon selector GUIs. (https://forums.factorio.com/110795)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.
Important
Are you getting one of the following errors when updating?
Checking update packages failed: File [...]/factorio.exe has unexpected content.
The program [...]/factorio.exe cannot start or run due to incompatibility with 64-bit versions of Windows.
We would like to apologize for botching a release and update package. Unfortunately, you will have to re-download the 1.1.103 package from our website. Thank you for helping us test experimental releases.
Fixed a crash when searching in certain icon selector GUIs. (https://forums.factorio.com/110795)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.
Important
Are you getting one of the following errors when updating?
Checking update packages failed: File [...]/factorio.exe has unexpected content.
The program [...]/factorio.exe cannot start or run due to incompatibility with 64-bit versions of Windows.
We would like to apologize for botching a release and update package. Unfortunately, you will have to re-download the 1.1.103 package from our website. Thank you for helping us test experimental releases.
- Wed Oct 25, 2023 11:19 pm
- Forum: General discussion
- Topic: DLC Early Access / Beta / any other means for being among first enjoyers?
- Replies: 10
- Views: 6416
DLC Early Access / Beta / any other means for being among first enjoyers?
I cordially apologize if I missed already-given clear answer. I'm under impression that Quality news and other cheese outshadowed truly relevant questions - which are no less worthy to discuss with at least fellow players.
Forum search didn't brought anything of value up.
Blog search brought https://factorio.com/blog/post/fff-367 with its Seven Steps. I'll start off it then.
https://factorio.com/blog/post/fff-373 sez that current state of DLC is approx. between Step 5 and Step 6 already.
With relatively high chance, since August 2023 transition to Step 6 has been completed successfully.
In other words, even in worst case scenario the Beta is in!
The reason behind keeping it away from average player, namely:
The reason is the obvious problem we would have otherwise: An experimental release is not interesting to many people, but by the time it becomes officially stable, it is old news and nobody cares.
, is more than valid.
Even moreso. I as a veteran of IT, with 10 years of experience in worst gaming- and ecommerce-related armpits our country had to offer, strongly approve this approach.
Sometimes it's just better to cook it until it's ready rather to serve it 'as is' to whomever wants to take a risk and liberty to try. The decision the developers took IS justified, valid and effective.
I, however, am still inclined to ask for any means to access Early Access.
Hell, I'd gladly pay extra for Early Access (if there will be means to do so from our country - but that's my headache, not yours)!
I've seen AAA release projects in a state way worse than your EXPERIMENTAL branches and beta versions, O, Developers.
I'm completely OK with telemetry, if necessary.
If suggestions and bug reports are not welcome - I can live with that too. From my experience, from 90% to 99% of bug reports from end users are useless anyway (because in the end savvy QA & GD DO know ALL bugs and possible improvements in the project without outside help, it's just not the right time to push these forward as soon as these appeared sometimes. Drones rework is a brilliant example of that).
I'm OK with starting from scratch every so often. Since my factory-building skills are meh, I do it on my own anyway.
Since I've been banned from everywhere recently, from LinkedIN to our local Reddit copycat, I simply can't leak anything to anyone. But I'm also OK with a full-fledged NDA and whatever means would be necessary to uphold it, if you want to.
The problem is, the things you teased for DLC are so nice so if I'll wait for a full-fledged release until global release in (speculation!) Q3 2024 - I'll damn explode!
I just need an option to pre-purchase the DLC - and an opportunity to opt-in for Beta :(
And probably I'm not the only person with such intent...
Forum search didn't brought anything of value up.
Blog search brought https://factorio.com/blog/post/fff-367 with its Seven Steps. I'll start off it then.
https://factorio.com/blog/post/fff-373 sez that current state of DLC is approx. between Step 5 and Step 6 already.
With relatively high chance, since August 2023 transition to Step 6 has been completed successfully.
In other words, even in worst case scenario the Beta is in!
The reason behind keeping it away from average player, namely:
The reason is the obvious problem we would have otherwise: An experimental release is not interesting to many people, but by the time it becomes officially stable, it is old news and nobody cares.
, is more than valid.
Even moreso. I as a veteran of IT, with 10 years of experience in worst gaming- and ecommerce-related armpits our country had to offer, strongly approve this approach.
Sometimes it's just better to cook it until it's ready rather to serve it 'as is' to whomever wants to take a risk and liberty to try. The decision the developers took IS justified, valid and effective.
I, however, am still inclined to ask for any means to access Early Access.
Hell, I'd gladly pay extra for Early Access (if there will be means to do so from our country - but that's my headache, not yours)!
I've seen AAA release projects in a state way worse than your EXPERIMENTAL branches and beta versions, O, Developers.
I'm completely OK with telemetry, if necessary.
If suggestions and bug reports are not welcome - I can live with that too. From my experience, from 90% to 99% of bug reports from end users are useless anyway (because in the end savvy QA & GD DO know ALL bugs and possible improvements in the project without outside help, it's just not the right time to push these forward as soon as these appeared sometimes. Drones rework is a brilliant example of that).
I'm OK with starting from scratch every so often. Since my factory-building skills are meh, I do it on my own anyway.
Since I've been banned from everywhere recently, from LinkedIN to our local Reddit copycat, I simply can't leak anything to anyone. But I'm also OK with a full-fledged NDA and whatever means would be necessary to uphold it, if you want to.
The problem is, the things you teased for DLC are so nice so if I'll wait for a full-fledged release until global release in (speculation!) Q3 2024 - I'll damn explode!
I just need an option to pre-purchase the DLC - and an opportunity to opt-in for Beta :(
And probably I'm not the only person with such intent...
- Thu Jun 15, 2023 9:43 am
- Forum: Releases
- Topic: Version 1.1.84
- Replies: 3
- Views: 10696
Version 1.1.84
Bugfixes
Fixed a desync when reading cursor_display_location in on_gui_click.
Fixed macOS release missing files due to a third party library bug.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Fixed a desync when reading cursor_display_location in on_gui_click.
Fixed macOS release missing files due to a third party library bug.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
- Wed Jun 14, 2023 7:21 pm
- Forum: Releases
- Topic: Version 1.1.83
- Replies: 22
- Views: 39018
Version 1.1.83
Notice for macOS users: This release is broken for you, please be patient until we fix the problem.
Features
Added controller(gamepad) support. Change input method in Settings->Controls to play using a controller.
Minor Features
Added contextual hotkey hints. Enable it in Settings->Interface. Useful when playing using a controller.
When connecting wires to entities with multiple sides(combinator, power switch), the hovered side is highlighted.
Changes
Improved sounds fading in and out on game resume and pause.
Bugfixes
Fixed that migrating color type mod settings did not work correctly. (https://forums.factorio.com/106445)
Fixed cancel deconstruction of pipe would not remove colliding pipe to ground ghosts.
Fixed a crash related to construction robots delivering items and upgrading entities in the same tick.
Fixed LuaSurface::force_generate_chunk_requests() did not respect generate_with_lab_tiles. (https://forums.factorio.com/106484)
Fixed changing recipe from one using custom fluidbox indexes into one not using custom fluidbox indexes could result in incorrect fluidbox layout. (https://forums.factorio.com/106428)
Fixed some sounds (for example sounds from programmable speaker or rocket silo) not fading out on pause.
Fixed a crash when trying to change direction of a loader simulation with fluid energy source. (https://forums.factorio.com/106562)
Fixed a loader with energy source would not consume all the energy from internal buffer preventing out of fuel icon from showing up. (https://forums.factorio.com/106565)
Fixed god/editor/spectator/ghost controller movement in latency when game speed is greater than 1.
Fixed building underground belt over transport belt with target direction set would create incorrect undo action. (https://forums.factorio.com/106602)
Modding
Added CustomInputPrototype::controller_key_sequence and CustomInputPrototype::controller_alternative_key_sequence.
Scripting
Added LuaModSettingPrototype::type read.
Added on_entity_color_changed.
Added on_player_input_method_changed.
Added defines.game_controller_interaction.
Added LuaGuiElement::game_controller_interaction read/write.
Added LuaPlayer::input_method read.
Added LuaSurface::find_closest_logistic_network_by_position.
Added optional area to LuaSurface::get_connected_tiles.
Added cursor_display_location to custom input events and on_gui_click.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Features
Added controller(gamepad) support. Change input method in Settings->Controls to play using a controller.
Minor Features
Added contextual hotkey hints. Enable it in Settings->Interface. Useful when playing using a controller.
When connecting wires to entities with multiple sides(combinator, power switch), the hovered side is highlighted.
Changes
Improved sounds fading in and out on game resume and pause.
Bugfixes
Fixed that migrating color type mod settings did not work correctly. (https://forums.factorio.com/106445)
Fixed cancel deconstruction of pipe would not remove colliding pipe to ground ghosts.
Fixed a crash related to construction robots delivering items and upgrading entities in the same tick.
Fixed LuaSurface::force_generate_chunk_requests() did not respect generate_with_lab_tiles. (https://forums.factorio.com/106484)
Fixed changing recipe from one using custom fluidbox indexes into one not using custom fluidbox indexes could result in incorrect fluidbox layout. (https://forums.factorio.com/106428)
Fixed some sounds (for example sounds from programmable speaker or rocket silo) not fading out on pause.
Fixed a crash when trying to change direction of a loader simulation with fluid energy source. (https://forums.factorio.com/106562)
Fixed a loader with energy source would not consume all the energy from internal buffer preventing out of fuel icon from showing up. (https://forums.factorio.com/106565)
Fixed god/editor/spectator/ghost controller movement in latency when game speed is greater than 1.
Fixed building underground belt over transport belt with target direction set would create incorrect undo action. (https://forums.factorio.com/106602)
Modding
Added CustomInputPrototype::controller_key_sequence and CustomInputPrototype::controller_alternative_key_sequence.
Scripting
Added LuaModSettingPrototype::type read.
Added on_entity_color_changed.
Added on_player_input_method_changed.
Added defines.game_controller_interaction.
Added LuaGuiElement::game_controller_interaction read/write.
Added LuaPlayer::input_method read.
Added LuaSurface::find_closest_logistic_network_by_position.
Added optional area to LuaSurface::get_connected_tiles.
Added cursor_display_location to custom input events and on_gui_click.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
- Tue Feb 16, 2021 6:57 pm
- Forum: Energy Production
- Topic: Perfect Nuclear Cloverleaf v5 - Space Age, Modular 1-4 cores book: 40-480MW, All the bells and whistles
- Replies: 112
- Views: 65186
Perfect Nuclear Cloverleaf v5 - Space Age, Modular 1-4 cores book: 40-480MW, All the bells and whistles
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It is updated version for Space Age :space-age: . The DLC comes with new challenges and removes some old challenges, therefore the Perfect design need to adapt accordingly. Along with new blueprint book, supporting text and design tips are also updated. It took me a lot of time, so if you like the design, post a message. Also, if you've noticed any imperfection, or possible improvement, let me know.
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Target
- design the perfect power plant which is best in several points of view - efficiency, build expense and the design beauty
- The blueprint book starts from 1 core power plant which could be upgraded on the same spot up to 4 cores.
- Blueprint reserves the space in advance so you can start small then scale up later.
The Blueprint Book suits for early game by cheap start, also suits late game, as it fits into Megabase city block design (More on Nilaus's Youtube ).
Design incudes documentation of thermal balance, combinators and build expense. You could check why, or how it works, possibly find an improvement. Combinators use description feature.
The Perfect CloverLeaf Book
contains 4 variants to choose from 40 / 160 / 280 / 480 MW . It is designed to be built on top of each other. When more power is needed, press Shift key and left click to place the bigger one over an old.
https://i.imgur.com/ox9GUdY.png
- It is belt based.
(but blueprint comes with a robo-attachment so its ready to go for bots. However, keep in mind that electrical powered bots can not start electric power plant without electricity.)
- It is friendly for pocket roboport build, there is enough of space to let you walk inside.
- It is saved with landfill, just in case.
- It is compact square 56x56 = 3136 tiles
- Power density is 480 MWe/3136 Tiles= 153,1kWe/tile of sustainable output
Water Supply
after Space Age, water supply is an easy task. Flow system is streamlined and water consumption is 1/10th of original. For supplying whole plant, one Shore pump connected by one tubeline is enough. Those two red marked pumps you see on the picture are option, use one of them.
https://i.imgur.com/nSGdHBk.png
Possibly you could attach your own water feed anywhere on the square tube marked by the blue colour. It is passing loop all around the plant. The new fluid system handles these new designs features without any performance impact. It is usefull for symmetry designs.
Perfect Activation
It autostarts. Wait till morning or until charge clock counts 200 seconds (upper right combinator area).
Alternatively, you could use ManualOverride for immediate feed. Look for an Static combinator with RedSquare and a description : "MANUAL_OVERRIDE - turn it On and Off again"
Perfect Power Output
83 turbines produce dead straight line 480MW of sustainable output. There is no power drop when new cell(s) is inserted, because the cold interval is reduced to ~ 0 tick (usual game performance is 60 ticks per second) .
Plant has 83 turbines so it can peak output at 483,6MW as long as steam reserve allows.
You can see the chart, in the beginning it produces 484MW until steam reserve is consumed then plant keep to produce sustainable output of 480MW.
There is serious reason why keep 83 turbines. A symmetrically_nice_plant with 84 turbines could consume more steam than it can produce. Result is, reserve level of stored steam reaches minimal value which triggers the new cell insert before the heat (stored in body mass) from previous cell is properly consumed. It means, after few (dozens) cycles the plant could (theoretically) reach 1000C and start waste fuel. Current design use over consuming steam 3,6MW per second, it is too low to reach overheating by common gameplay. The specific very precise timing of consumption cycles need to be kept repeating for hours of real real time to reach overheating. Although it is theoretically/mathematically possible, such precision for such long time can never can be achieved in any gameplay.
01-31-2025, 22-00-06.png
=================================
Perfect Brownout Protection & Lossless
Factorio CheatSheet says that 4 cores loss-less need 40 steam tanks. There is an inconspicuous note down-there saying : "not including heat stored in the reactor or pipes (both heat and steam). "
That note means, you actually need 3 ( y e s, t h r e e :idea: ) steam tanks.
in case fuel cells are inserted to the reactors but the plant disconnects off the grid at the moment, then all the energy have to be stored somehow. Nothing can be lost. i.e. lossless design
For designing lossless power plant, we need to know a thermal capacity of the plant. This allow as create design to hold energy of all the fuel cells. Design target is : thermal capacity off a plant have to be at least equal of energy of all the fuel cells inserted at once .
Include neighbour bonus we get:
1 core power plant 8 000 MJ
2 cores power plant 32 000 MJ
4 cores power plant 96 000 MJ
a) We store energy in heat: heat of Cores, heat of Heat-pipes and heat of Heat-exchangers
b) We store energy in steam: pipes, pumps, turbines and tanks.
Here is computation of 4 cores design:
02-01-2025, 18-21-28.png
Here is the MS Excel file for you, it includes 4 sheets, each for one design:
Factorio_Nuclear_ThermalBalance.xlsx
Now, let's keep a minute of silence for design abominations who fallowed false path of Factorio CheatSheet .
We see ( -2,4 ) steam storages are missing to reach lossless balance. So add 4 steam storages and 4 heatpipes to get extra reserve, and nice design symmetry. In Space Age, all fluid vessels are considered as one object, therefore performance impact adding an extra steam storage is close to none.
1. Brownout prevention
When plant is re-started, all parts start at 500C. Steam is produced since 501C, but heat-pipes spread the heat by the analogue way, i.e. slowly. As you would expect , it takes time to deliver heat. Meanwhile cores are heating up the system, the plant need to consume reserve steam to prevent brownout.
:idea: Longer the heatpipes means longer the heating period, therefore bigger the steam reserve is required. :idea:
For cloverleaf compact design, 12 second of steam reserve is just right. This number could be computed, but difficulty to make proper table pushed me to an experimental testing :
02-01-2025, 16-21-12.png
As you can see, it takes 24 seconds to heat up pipelines to reach full steam output production. This test is easily repeatable with your own design. If we approximate steam production ramp-up curve with a simple triangle, then hypotenuse of the triangle stays under the curve, so we can safely say, that we need to store in reserve only half volume of steam for given time. Therefore the perfect brownout protection is equal steam reserve for 12 seconds.
2. design symmetry
after space age, all items holding fluids in one system are considered one vessel, therefore all issues with flow is eliminated and we can focus at pure design symmetry
3. Bit more headroom
on bumpy roads like unexpected steam drops when feeding coal liquification process, or fill up a train who delivers hot steam to an an outpost power plant which consist just turbines. (limited footprint) .
Fluid pumps keep turbines under pressure
After Space Age, fluid pumps are removed from design, no longer needed.
Two power grids feature
when you get out of power (for some reason), you can chicken out and eventually re-start a power plant manually feeding fuel cells by hand. However, it would not be the Perfect design, right ?
So here comes the smart design which ensures, the mission critical systems are in the separated power grid, with independent power source. Result is, the power plant is always able to auto-start up itself, without player's hand touching it.
There is also a subtlety, when combinator uses pulse read mode and is underpowered (brownout) then miscalculates. It is a intended feature by The Factorio game designer. Therefore, player receives a challenge :" make sure the combinators counting fuel don't miscalculate, ever. "
The purple highlighted is the independent internal only grid.
https://i.imgur.com/5vlg382.png
I used three solar panels and two accumulators ( left down corner) which is enough. If you are heading for an achievement "No_solar", feel free to replace it with a burner boiler and one steam engine.
Combinators
There are three circuitry
It is located in the upper right corner.
For loading fresh fuel cells, three checks are required from top to bottom :
1. Steam level is under 20k
2. Fresh Cell is ready (at least one)
3. At least 200seconds passed since last insertion ( Factorio wiki: one time clock )
when a check is valid, then green lamp is ON.
When all three checks are valid (all three lamps are green) then each sends Check=1 , then the left low decider gets signal on Input : Check=3 . This value trigger the decider to send signal Output: https://wiki.factorio.com/images/archive/20200219192629%21Uranium_fuel_cell.png =1 which activates all the filter inserters to feed reactors, and also it is signal to re-start one time-clock (so fuel cycle countdown is restarted) .
Cycle of Fuel_cell burn is 200 seconds which translates into 12 000 ticks. There are few ticks offset on One_Time_Clock which makes all the magic for reach ZERO Cold_interval. It means, the loading inserters start inserting few ticks in advance. The inserters start moving few ticks before the old Fuel_cell is actually burned out. The loading system is timed so precise that, the new Fuel_cell is inserted to the core exactly one tick after the old one is consumed. >>> When needed, cores are ALWAYS ON, not a single tick of downtime. Note : All other feed systems suffer at least 27 ticks cold interval because they react to the status of burned Fuel_cell going out. i.e. Cold_interval do not produce heat for delay of processing logic and the fast inserter arm swing.
After Space age, we received sensors in the reactor and much refined decider combinator, so reliable feeding could be done just by one decider. However, it will experience at least 27 ticks of cold period. Also, one decider feeding is not very readable.
Therefore I keep current system because of unmatched speed and read-ability. Each condition has recognizable combinator with a status lamp, which is nice.
https://i.imgur.com/c4ns0Oe.png
Modification Tip: The second check_combinator has Condition : https://wiki.factorio.com/images/archive/20200219192629%21Uranium_fuel_cell.png > 0 It means, that plant starts with at least one cell. It is useful in case of fuel shortage or a plant first start, so it kicks start production ASAP to generate at least some power. In case your goal is pursue the total fuel efficiency, you might want change condition to https://wiki.factorio.com/images/archive/20200219192629%21Uranium_fuel_cell.png > 3 Such setting make sure, the plant will always start all 4 cores at once.
It is located in the down right corner.
https://i.imgur.com/YxW6bIN.png
Make sure, that plant connects only in this reserved spot by a single wire. Especially double check that big power poles/substations did not auto-create an unwanted links, it would ruin the control system.
The SR latch is:
ON (Output: https://wiki.factorio.com//images/thumb/Signal-Green.png/16px-Signal-Green.png ) when Energy E< 10%
OFF (Output: https://wiki.factorio.com//images/thumb/Signal-Red.png/16px-Signal-Red.png ) when Energy E> 80%
Power-plant can cooperate with other sources of power, like other plants or Solar&Battery fields. It uses one accumulator as sensor . It works very well in case your other power sources (include accumulator fields) can produce at least similar output to your factory consumption. Otherwise, accumulators will fluctuate quickly up&down with possible brownouts.
So,make sure :
- your accumulator fields are large enough
OR
- set the combinator of SR latch like this :
https://i.imgur.com/BtCxt52.png
This makes power plant to be always ON.
for further explanation of SR latch trick see Factorio Wiki - SR latch
Showcase of cooperation, with solar field. Nuclear is in ON only when needed, no waste of fuel.
https://i.imgur.com/IA4BDV2.png
to prevent precious U-235 sitting on your belt and doing nothing, here is nice tool which pass fresh cell for each used cell going out. In case of 1 cores It keeps 2 fresh cells inside the plant. In case of 4 cores It keeps 8 fresh cells inside the plant. It autostarts of course. Also it is properly updated when bigger version is built over smaller blueprint with click+shift.
https://i.imgur.com/xQmUSq6.png
For full advantage, check the bonus build - Fuel cell (re)processing section.
Bonus build Fuel cell (re)processing
a compact fuel cell (re)processing facility. It turns on itself only when needed and (re)produce as much fuel cells as needed. Fun to watch.
https://i.imgur.com/WDIRVut.png
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******************************************************************************************
Edit: 22.2.2025 Latest Update:
Version 5.3 released
- removed wooden boxes and power polls (wood is too difficult to get on other planets)
- water feeding system is a loop, symmetrical and easy to connect anywhere
- improved incoming fuel contraption
- streamlined belt
- MANUAL OVERRIDE feature has a safety for over-feding
11.2.2025
Version 5.1 released
- contraption for incoming fuel is now more secure. One added inserter for burned cells instead of belt read. In case of power outage or even brownout, it could miscalculate
30.1.2025
Version 5.0 released
- after Space Age, thanks to fluid changes we can cut out some things : 6 fluid pumps, 2 Steam tanks, about 20 pipes
- foot print changes from 56x57 to perfect square 56 x 56
- added Manual Override (static combinator) for immediate feed system activation
The Perfect Clover Leaf book
Because of size, blueprint is added as attachment :
Perfect_CloverLeaf_v5_3_SpaceAge.txt
1. download the text file
2. open in notepad, ctrl+A, ctrl+C
3. switch to the game, press import blueprint button, ctrl+V, press OK
4. the power plant book is available in your library
Version 3 released : 2.12.2021
The_Perfect_Clover_Leaf_v3.txt
- better understanding of liquid flows allowed me reduce number of Steam storage tanks from 8 to 4, ( while all the features are unharmed)
- added a lamp to each tank showing low steam status
- one turbine removed (84 to 83) to reduce overspend steam. This reduce chance of core overheating paradox from highly unlikely to impossible
Version 2 released
Perfect_CloverLeaf_v2.txt
- cold interval reduced to zero (all other designs suffer at least 17 ticks of delay)
- it autostarts
- it is even more compact 56x57 (previously 58x58) which means power density per tile is now : 151,3 kW/tile
- it has slightly improved fluids flow so it can really peak at 488,88 as long as steam reserve allows
- better internal power grid for improved safety
First release The_Perfect_Clover_Leaf.txt 19.6. 2019
---------------------------------------------------------------------------------------------------------
******************************************************************************************
If you've noticed any imperfection, or possible improvement, let me know.
******************************************************************************************
It is updated version for Space Age :space-age: . The DLC comes with new challenges and removes some old challenges, therefore the Perfect design need to adapt accordingly. Along with new blueprint book, supporting text and design tips are also updated. It took me a lot of time, so if you like the design, post a message. Also, if you've noticed any imperfection, or possible improvement, let me know.
------------------------------------------------------------------------------------------------------------------------------------
Target
- design the perfect power plant which is best in several points of view - efficiency, build expense and the design beauty
- The blueprint book starts from 1 core power plant which could be upgraded on the same spot up to 4 cores.
- Blueprint reserves the space in advance so you can start small then scale up later.
The Blueprint Book suits for early game by cheap start, also suits late game, as it fits into Megabase city block design (More on Nilaus's Youtube ).
Design incudes documentation of thermal balance, combinators and build expense. You could check why, or how it works, possibly find an improvement. Combinators use description feature.
The Perfect CloverLeaf Book
contains 4 variants to choose from 40 / 160 / 280 / 480 MW . It is designed to be built on top of each other. When more power is needed, press Shift key and left click to place the bigger one over an old.
https://i.imgur.com/ox9GUdY.png
- It is belt based.
(but blueprint comes with a robo-attachment so its ready to go for bots. However, keep in mind that electrical powered bots can not start electric power plant without electricity.)
- It is friendly for pocket roboport build, there is enough of space to let you walk inside.
- It is saved with landfill, just in case.
- It is compact square 56x56 = 3136 tiles
- Power density is 480 MWe/3136 Tiles= 153,1kWe/tile of sustainable output
Water Supply
after Space Age, water supply is an easy task. Flow system is streamlined and water consumption is 1/10th of original. For supplying whole plant, one Shore pump connected by one tubeline is enough. Those two red marked pumps you see on the picture are option, use one of them.
https://i.imgur.com/nSGdHBk.png
Possibly you could attach your own water feed anywhere on the square tube marked by the blue colour. It is passing loop all around the plant. The new fluid system handles these new designs features without any performance impact. It is usefull for symmetry designs.
Perfect Activation
It autostarts. Wait till morning or until charge clock counts 200 seconds (upper right combinator area).
Alternatively, you could use ManualOverride for immediate feed. Look for an Static combinator with RedSquare and a description : "MANUAL_OVERRIDE - turn it On and Off again"
Perfect Power Output
83 turbines produce dead straight line 480MW of sustainable output. There is no power drop when new cell(s) is inserted, because the cold interval is reduced to ~ 0 tick (usual game performance is 60 ticks per second) .
Plant has 83 turbines so it can peak output at 483,6MW as long as steam reserve allows.
You can see the chart, in the beginning it produces 484MW until steam reserve is consumed then plant keep to produce sustainable output of 480MW.
There is serious reason why keep 83 turbines. A symmetrically_nice_plant with 84 turbines could consume more steam than it can produce. Result is, reserve level of stored steam reaches minimal value which triggers the new cell insert before the heat (stored in body mass) from previous cell is properly consumed. It means, after few (dozens) cycles the plant could (theoretically) reach 1000C and start waste fuel. Current design use over consuming steam 3,6MW per second, it is too low to reach overheating by common gameplay. The specific very precise timing of consumption cycles need to be kept repeating for hours of real real time to reach overheating. Although it is theoretically/mathematically possible, such precision for such long time can never can be achieved in any gameplay.
01-31-2025, 22-00-06.png
=================================
Perfect Brownout Protection & Lossless
Factorio CheatSheet says that 4 cores loss-less need 40 steam tanks. There is an inconspicuous note down-there saying : "not including heat stored in the reactor or pipes (both heat and steam). "
That note means, you actually need 3 ( y e s, t h r e e :idea: ) steam tanks.
in case fuel cells are inserted to the reactors but the plant disconnects off the grid at the moment, then all the energy have to be stored somehow. Nothing can be lost. i.e. lossless design
For designing lossless power plant, we need to know a thermal capacity of the plant. This allow as create design to hold energy of all the fuel cells. Design target is : thermal capacity off a plant have to be at least equal of energy of all the fuel cells inserted at once .
Include neighbour bonus we get:
1 core power plant 8 000 MJ
2 cores power plant 32 000 MJ
4 cores power plant 96 000 MJ
a) We store energy in heat: heat of Cores, heat of Heat-pipes and heat of Heat-exchangers
b) We store energy in steam: pipes, pumps, turbines and tanks.
Here is computation of 4 cores design:
02-01-2025, 18-21-28.png
Here is the MS Excel file for you, it includes 4 sheets, each for one design:
Factorio_Nuclear_ThermalBalance.xlsx
Now, let's keep a minute of silence for design abominations who fallowed false path of Factorio CheatSheet .
We see ( -2,4 ) steam storages are missing to reach lossless balance. So add 4 steam storages and 4 heatpipes to get extra reserve, and nice design symmetry. In Space Age, all fluid vessels are considered as one object, therefore performance impact adding an extra steam storage is close to none.
1. Brownout prevention
When plant is re-started, all parts start at 500C. Steam is produced since 501C, but heat-pipes spread the heat by the analogue way, i.e. slowly. As you would expect , it takes time to deliver heat. Meanwhile cores are heating up the system, the plant need to consume reserve steam to prevent brownout.
:idea: Longer the heatpipes means longer the heating period, therefore bigger the steam reserve is required. :idea:
For cloverleaf compact design, 12 second of steam reserve is just right. This number could be computed, but difficulty to make proper table pushed me to an experimental testing :
02-01-2025, 16-21-12.png
As you can see, it takes 24 seconds to heat up pipelines to reach full steam output production. This test is easily repeatable with your own design. If we approximate steam production ramp-up curve with a simple triangle, then hypotenuse of the triangle stays under the curve, so we can safely say, that we need to store in reserve only half volume of steam for given time. Therefore the perfect brownout protection is equal steam reserve for 12 seconds.
2. design symmetry
after space age, all items holding fluids in one system are considered one vessel, therefore all issues with flow is eliminated and we can focus at pure design symmetry
3. Bit more headroom
on bumpy roads like unexpected steam drops when feeding coal liquification process, or fill up a train who delivers hot steam to an an outpost power plant which consist just turbines. (limited footprint) .
Fluid pumps keep turbines under pressure
After Space Age, fluid pumps are removed from design, no longer needed.
Two power grids feature
when you get out of power (for some reason), you can chicken out and eventually re-start a power plant manually feeding fuel cells by hand. However, it would not be the Perfect design, right ?
So here comes the smart design which ensures, the mission critical systems are in the separated power grid, with independent power source. Result is, the power plant is always able to auto-start up itself, without player's hand touching it.
There is also a subtlety, when combinator uses pulse read mode and is underpowered (brownout) then miscalculates. It is a intended feature by The Factorio game designer. Therefore, player receives a challenge :" make sure the combinators counting fuel don't miscalculate, ever. "
The purple highlighted is the independent internal only grid.
https://i.imgur.com/5vlg382.png
I used three solar panels and two accumulators ( left down corner) which is enough. If you are heading for an achievement "No_solar", feel free to replace it with a burner boiler and one steam engine.
Combinators
There are three circuitry
It is located in the upper right corner.
For loading fresh fuel cells, three checks are required from top to bottom :
1. Steam level is under 20k
2. Fresh Cell is ready (at least one)
3. At least 200seconds passed since last insertion ( Factorio wiki: one time clock )
when a check is valid, then green lamp is ON.
When all three checks are valid (all three lamps are green) then each sends Check=1 , then the left low decider gets signal on Input : Check=3 . This value trigger the decider to send signal Output: https://wiki.factorio.com/images/archive/20200219192629%21Uranium_fuel_cell.png =1 which activates all the filter inserters to feed reactors, and also it is signal to re-start one time-clock (so fuel cycle countdown is restarted) .
Cycle of Fuel_cell burn is 200 seconds which translates into 12 000 ticks. There are few ticks offset on One_Time_Clock which makes all the magic for reach ZERO Cold_interval. It means, the loading inserters start inserting few ticks in advance. The inserters start moving few ticks before the old Fuel_cell is actually burned out. The loading system is timed so precise that, the new Fuel_cell is inserted to the core exactly one tick after the old one is consumed. >>> When needed, cores are ALWAYS ON, not a single tick of downtime. Note : All other feed systems suffer at least 27 ticks cold interval because they react to the status of burned Fuel_cell going out. i.e. Cold_interval do not produce heat for delay of processing logic and the fast inserter arm swing.
After Space age, we received sensors in the reactor and much refined decider combinator, so reliable feeding could be done just by one decider. However, it will experience at least 27 ticks of cold period. Also, one decider feeding is not very readable.
Therefore I keep current system because of unmatched speed and read-ability. Each condition has recognizable combinator with a status lamp, which is nice.
https://i.imgur.com/c4ns0Oe.png
Modification Tip: The second check_combinator has Condition : https://wiki.factorio.com/images/archive/20200219192629%21Uranium_fuel_cell.png > 0 It means, that plant starts with at least one cell. It is useful in case of fuel shortage or a plant first start, so it kicks start production ASAP to generate at least some power. In case your goal is pursue the total fuel efficiency, you might want change condition to https://wiki.factorio.com/images/archive/20200219192629%21Uranium_fuel_cell.png > 3 Such setting make sure, the plant will always start all 4 cores at once.
It is located in the down right corner.
https://i.imgur.com/YxW6bIN.png
Make sure, that plant connects only in this reserved spot by a single wire. Especially double check that big power poles/substations did not auto-create an unwanted links, it would ruin the control system.
The SR latch is:
ON (Output: https://wiki.factorio.com//images/thumb/Signal-Green.png/16px-Signal-Green.png ) when Energy E< 10%
OFF (Output: https://wiki.factorio.com//images/thumb/Signal-Red.png/16px-Signal-Red.png ) when Energy E> 80%
Power-plant can cooperate with other sources of power, like other plants or Solar&Battery fields. It uses one accumulator as sensor . It works very well in case your other power sources (include accumulator fields) can produce at least similar output to your factory consumption. Otherwise, accumulators will fluctuate quickly up&down with possible brownouts.
So,make sure :
- your accumulator fields are large enough
OR
- set the combinator of SR latch like this :
https://i.imgur.com/BtCxt52.png
This makes power plant to be always ON.
for further explanation of SR latch trick see Factorio Wiki - SR latch
Showcase of cooperation, with solar field. Nuclear is in ON only when needed, no waste of fuel.
https://i.imgur.com/IA4BDV2.png
to prevent precious U-235 sitting on your belt and doing nothing, here is nice tool which pass fresh cell for each used cell going out. In case of 1 cores It keeps 2 fresh cells inside the plant. In case of 4 cores It keeps 8 fresh cells inside the plant. It autostarts of course. Also it is properly updated when bigger version is built over smaller blueprint with click+shift.
https://i.imgur.com/xQmUSq6.png
For full advantage, check the bonus build - Fuel cell (re)processing section.
Bonus build Fuel cell (re)processing
a compact fuel cell (re)processing facility. It turns on itself only when needed and (re)produce as much fuel cells as needed. Fun to watch.
https://i.imgur.com/WDIRVut.png
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
---------------------------------------------------------------------------------------------------------
******************************************************************************************
Edit: 22.2.2025 Latest Update:
Version 5.3 released
- removed wooden boxes and power polls (wood is too difficult to get on other planets)
- water feeding system is a loop, symmetrical and easy to connect anywhere
- improved incoming fuel contraption
- streamlined belt
- MANUAL OVERRIDE feature has a safety for over-feding
11.2.2025
Version 5.1 released
- contraption for incoming fuel is now more secure. One added inserter for burned cells instead of belt read. In case of power outage or even brownout, it could miscalculate
30.1.2025
Version 5.0 released
- after Space Age, thanks to fluid changes we can cut out some things : 6 fluid pumps, 2 Steam tanks, about 20 pipes
- foot print changes from 56x57 to perfect square 56 x 56
- added Manual Override (static combinator) for immediate feed system activation
The Perfect Clover Leaf book
Because of size, blueprint is added as attachment :
Perfect_CloverLeaf_v5_3_SpaceAge.txt
1. download the text file
2. open in notepad, ctrl+A, ctrl+C
3. switch to the game, press import blueprint button, ctrl+V, press OK
4. the power plant book is available in your library
Version 3 released : 2.12.2021
The_Perfect_Clover_Leaf_v3.txt
- better understanding of liquid flows allowed me reduce number of Steam storage tanks from 8 to 4, ( while all the features are unharmed)
- added a lamp to each tank showing low steam status
- one turbine removed (84 to 83) to reduce overspend steam. This reduce chance of core overheating paradox from highly unlikely to impossible
Version 2 released
Perfect_CloverLeaf_v2.txt
- cold interval reduced to zero (all other designs suffer at least 17 ticks of delay)
- it autostarts
- it is even more compact 56x57 (previously 58x58) which means power density per tile is now : 151,3 kW/tile
- it has slightly improved fluids flow so it can really peak at 488,88 as long as steam reserve allows
- better internal power grid for improved safety
First release The_Perfect_Clover_Leaf.txt 19.6. 2019
---------------------------------------------------------------------------------------------------------
******************************************************************************************
If you've noticed any imperfection, or possible improvement, let me know.
******************************************************************************************
- Fri Jan 08, 2021 6:28 pm
- Forum: General discussion
- Topic: Release of 1.1 on Live Build Estimate
- Replies: 3
- Views: 2499
Release of 1.1 on Live Build Estimate
Heyho!
Patch 1.1 and various versions have been around on the experimental builds for a while. I am wondering when they are expected to go on the live game.
Do you think it's a matter of days and weeks or rather months?
Patch 1.1 and various versions have been around on the experimental builds for a while. I am wondering when they are expected to go on the live game.
Do you think it's a matter of days and weeks or rather months?
- Sun Aug 16, 2020 9:03 pm
- Forum: General discussion
- Topic: Upcoming releases
- Replies: 2
- Views: 2633
Upcoming releases
I was wondering today how future releases will be managed. The "resolved for the next release" bugfixes section is already reasonable filled and I would expect a new release soon (if the pre 1.0 pace continues). All infos I could find was in factorio.com/blog/post/fff-360
The plan for 1.1
We were doing the best we could, to fix all the relevant bugs and issues for the 1.0 release, but we just couldn't do everything. So we had to prioritise just the more critical stuff. We would still like to address all of the remaining issues as there are currently around 150 bugs on the forums and around 80 internal tasks to be solved. The plan is to eventually go through all of them, and decide on how to resolve each one.
A good example is, that we have a "continue" button, but it just ignores multiplayer. You press continue automatically just to find out, that you are building alone for half an hour. It is my (kovarex) personal story actually.
This means, that 1.1 is going to just focus on filling the most obvious gaps in our existing feature set, not on adding some new major content.
My questions are:
Will the next release be a 1.0.1 or 1.1.0 ?
Will the next release be immediately marked stable (like 1.0) or experimental (like 0.18)?
The plan for 1.1
We were doing the best we could, to fix all the relevant bugs and issues for the 1.0 release, but we just couldn't do everything. So we had to prioritise just the more critical stuff. We would still like to address all of the remaining issues as there are currently around 150 bugs on the forums and around 80 internal tasks to be solved. The plan is to eventually go through all of them, and decide on how to resolve each one.
A good example is, that we have a "continue" button, but it just ignores multiplayer. You press continue automatically just to find out, that you are building alone for half an hour. It is my (kovarex) personal story actually.
This means, that 1.1 is going to just focus on filling the most obvious gaps in our existing feature set, not on adding some new major content.
My questions are:
Will the next release be a 1.0.1 or 1.1.0 ?
Will the next release be immediately marked stable (like 1.0) or experimental (like 0.18)?
- Sat Aug 01, 2020 8:56 am
- Forum: Releases
- Topic: Version 0.18.40
- Replies: 4
- Views: 9410
Version 0.18.40
Bugfixes
New release to fix standalone Windows version having only demo content.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
New release to fix standalone Windows version having only demo content.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
- Tue Jul 28, 2020 9:44 pm
- Forum: General discussion
- Topic: Who else is anxiously awaiting the next 0.18 experimental release with blueprint improvements?
- Replies: 2
- Views: 1996
- Mon Apr 20, 2020 11:52 am
- Forum: Releases
- Topic: Version 0.18.19
- Replies: 5
- Views: 11128
Version 0.18.19
Bugfixes
Fixed a crash when loading saves from 0.18.12 and older while re-spawning and having personal logistics researched. (https://forums.factorio.com/83173)
Fixed offshore pump selection box to match the new graphics. (https://forums.factorio.com/83454)
Fixed possible performance issue related to animated trees in OpenGL rendering backend. (https://forums.factorio.com/83500)
Fixed opening the character GUI through hotkey when the logistic tab isn't visible. (https://forums.factorio.com/82900)
Fixed that curved rail ghosts selection didn't work quite right. (https://forums.factorio.com/83619)
Fixed that the offshore pump would play sounds even when it wasn't doing anything. (https://forums.factorio.com/83513)
Fixed wrong Lua docs for LuaCommandProcessor::add_command. (https://forums.factorio.com/83657)
Fixed a desync when personal logistics is researched while a player is disconnected from the server with personal logistics disabled. (https://forums.factorio.com/83355)
Fixed a crash when moving armors around in other players inventories in multiplayer. (https://forums.factorio.com/83712)
Fixed a regression issue with the select-a-signal GUI related to group ordering. (https://forums.factorio.com/82838)
Fixed that trying to load a save created from a scenario in a now disabled/removed mod would crash the game. (https://forums.factorio.com/83738)
Fixed a crash when trying to join games through Steam when the Steam API fails to initialize.
Fixed that the character corpse wasn't included in the post-player-died event 'corpses' parameter. (https://forums.factorio.com/83812)
Fixed that trains pathfinder could create non contiguous path in case of single segment cycle with a single train stop. (https://forums.factorio.com/83864)
Modding
Added warning for empty layers in sprite or animation definition. In next release, this will become an error. (https://forums.factorio.com/83721)
Added a check to make sure placeable_by.count isn't larger than the placeable_by.item.stack_size. (https://forums.factorio.com/83928)
Added support to play sounds when left clicking radio buttons and checkboxes.
Added ParticlePrototype::fade_away_duration and vertical_acceleration.
Rolling stock entities can no longer have next_upgrade set.
Added support for rotated_sound on entity prototypes.
Scripting
Fixed that LuaEntityPrototype::fluidbox_prototypes didn't include fluid energy source fluidbox prototypes.
Added LuaEntity::productivity_bonus, pollution_bonus, speed_bonus, and consumption_bonus read.
Added LuaGameScript::create_inventory() and get_script_inventories().
Added LuaInventory::destroy() and resize().
Added LuaInventory::mod_owner read.
Added LuaEntityPrototype::adjacent_tile_collision_box, adjacent_tile_collision_mask, adjacent_tile_collision_test, center_collision_mask read to access new offshore pump prototype properties.
Added "final-health" to the entity-damaged event.
Added "final-health" to the entity-damaged event filter.
Added LuaGameScript::max_force_distraction_distance, max_force_distraction_chunk_distance, max_electric_pole_supply_area_distance, max_electric_pole_connection_distance, max_beacon_supply_area_distance, max_gate_activation_distance, max_inserter_reach_distance, max_pipe_to_ground_distance, max_underground_belt_distance read.
Added LuaEntity::deplete().
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Fixed a crash when loading saves from 0.18.12 and older while re-spawning and having personal logistics researched. (https://forums.factorio.com/83173)
Fixed offshore pump selection box to match the new graphics. (https://forums.factorio.com/83454)
Fixed possible performance issue related to animated trees in OpenGL rendering backend. (https://forums.factorio.com/83500)
Fixed opening the character GUI through hotkey when the logistic tab isn't visible. (https://forums.factorio.com/82900)
Fixed that curved rail ghosts selection didn't work quite right. (https://forums.factorio.com/83619)
Fixed that the offshore pump would play sounds even when it wasn't doing anything. (https://forums.factorio.com/83513)
Fixed wrong Lua docs for LuaCommandProcessor::add_command. (https://forums.factorio.com/83657)
Fixed a desync when personal logistics is researched while a player is disconnected from the server with personal logistics disabled. (https://forums.factorio.com/83355)
Fixed a crash when moving armors around in other players inventories in multiplayer. (https://forums.factorio.com/83712)
Fixed a regression issue with the select-a-signal GUI related to group ordering. (https://forums.factorio.com/82838)
Fixed that trying to load a save created from a scenario in a now disabled/removed mod would crash the game. (https://forums.factorio.com/83738)
Fixed a crash when trying to join games through Steam when the Steam API fails to initialize.
Fixed that the character corpse wasn't included in the post-player-died event 'corpses' parameter. (https://forums.factorio.com/83812)
Fixed that trains pathfinder could create non contiguous path in case of single segment cycle with a single train stop. (https://forums.factorio.com/83864)
Modding
Added warning for empty layers in sprite or animation definition. In next release, this will become an error. (https://forums.factorio.com/83721)
Added a check to make sure placeable_by.count isn't larger than the placeable_by.item.stack_size. (https://forums.factorio.com/83928)
Added support to play sounds when left clicking radio buttons and checkboxes.
Added ParticlePrototype::fade_away_duration and vertical_acceleration.
Rolling stock entities can no longer have next_upgrade set.
Added support for rotated_sound on entity prototypes.
Scripting
Fixed that LuaEntityPrototype::fluidbox_prototypes didn't include fluid energy source fluidbox prototypes.
Added LuaEntity::productivity_bonus, pollution_bonus, speed_bonus, and consumption_bonus read.
Added LuaGameScript::create_inventory() and get_script_inventories().
Added LuaInventory::destroy() and resize().
Added LuaInventory::mod_owner read.
Added LuaEntityPrototype::adjacent_tile_collision_box, adjacent_tile_collision_mask, adjacent_tile_collision_test, center_collision_mask read to access new offshore pump prototype properties.
Added "final-health" to the entity-damaged event.
Added "final-health" to the entity-damaged event filter.
Added LuaGameScript::max_force_distraction_distance, max_force_distraction_chunk_distance, max_electric_pole_supply_area_distance, max_electric_pole_connection_distance, max_beacon_supply_area_distance, max_gate_activation_distance, max_inserter_reach_distance, max_pipe_to_ground_distance, max_underground_belt_distance read.
Added LuaEntity::deplete().
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
- Thu Jan 23, 2020 6:18 pm
- Forum: General discussion
- Topic: .18 Campaign? What is the best starting place for new players?
- Replies: 3
- Views: 1703
.18 Campaign? What is the best starting place for new players?
Hello all,
Brand new purchaser here. Played the game once for a few hours years ago and quit because was not really interested in the campaign/tutorials.
I am seeing the the raodmap that a new campaign is coming in .18.
.18 is out in experimental, but the release threads do nto mention a new campaign.
Do I take this to mean that it will come in a future .18.x release?
I see the 1.0 release date, but I do not see anything for these interim versions. What sort fo timeline should I expect for this new campain hitting experimental and stable?
Should I wait for this? Presumably they are working on it because they believe it will greatly improve the new user experience? Maybe their is already a mod that is just a really good new player campaign/tutorial? Please give me all the suggestions and advice for when/with what a new player should start.
Brand new purchaser here. Played the game once for a few hours years ago and quit because was not really interested in the campaign/tutorials.
I am seeing the the raodmap that a new campaign is coming in .18.
.18 is out in experimental, but the release threads do nto mention a new campaign.
Do I take this to mean that it will come in a future .18.x release?
I see the 1.0 release date, but I do not see anything for these interim versions. What sort fo timeline should I expect for this new campain hitting experimental and stable?
Should I wait for this? Presumably they are working on it because they believe it will greatly improve the new user experience? Maybe their is already a mod that is just a really good new player campaign/tutorial? Please give me all the suggestions and advice for when/with what a new player should start.
- Mon Oct 21, 2019 6:56 am
- Forum: General discussion
- Topic: Getting that itch to play Factorio yet again.
- Replies: 2
- Views: 1582
Getting that itch to play Factorio yet again.
I remember that releases were expected to get more frequent after 0.17. And that 0.18 was about to go to experimental shortly after 0.17 hits stable.
I know that 0.17 is closing to be pushed to stable but how close are we to 0.18 experimental release?
I know that 0.17 is closing to be pushed to stable but how close are we to 0.18 experimental release?
- Thu Aug 01, 2019 3:25 pm
- Forum: General discussion
- Topic: 0.17 - is it stable enough for the casual player?
- Replies: 23
- Views: 9778
0.17 - is it stable enough for the casual player?
Knowing that in 0.17 a lot of basic things (science, oil, ...) will chage significantly, I feel the time invested in my 0.16 game kind of wasted. THe further I develop my base, the more thing I will need to change after changing the release. Only thinking of having to change my whole science setup is kind of nightmare. So I'm thinking back and forth whether I should change to 0.17 already, or keep playing 0.16 beyond the release of stable 0.17.
So what I wan t to know: how much "experimental" is 0.17 still? In other words, if I change to 0.17, will I have frequent crashes, bugs, ... that really hinder the gameplay?
So what I wan t to know: how much "experimental" is 0.17 still? In other words, if I change to 0.17, will I have frequent crashes, bugs, ... that really hinder the gameplay?
- Tue Jul 02, 2019 8:23 am
- Forum: General discussion
- Topic: Getting that itch to play Factorio yet again.
- Replies: 5
- Views: 2854
Getting that itch to play Factorio yet again.
I remember that releases were expected to get more frequent after 0.17. And that 0.18 was about to go to experimental shortly after 0.17 hits stable.
I know that 0.17 is closing to be pushed to stable but how close are we to 0.18 experimental release?
I know that 0.17 is closing to be pushed to stable but how close are we to 0.18 experimental release?
- Tue Feb 26, 2019 5:13 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 288157
Version 0.17.0
Attention
This is the first experimental release after a year and 3 months. We tested it and found it to be quite fine, but there most probably are dangerous bugs hidden, so backup your saves and be careful.
You need to explicitly opt in to 0.17.x beta to play 0.17 on steam, outside steam, we have a problem with the updater, so you need to redownload the game if you want to test the experimental.
Any GUI not mentioned in the finished screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods) wasn't addressed by the gui rewrite yet. As long as it is generally functional, we don't accept bug reports about its minor bugs or visual issues.
Enjoy the 0.17 :)
Major Features
New quickbar (more in Gui section)
Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport
New gui style with final version of some parts of the GUI (More in Gui section)
Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.
Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.
Reworked the Map Editor so it's now part of the standard game and can be toggled at will using the '/editor' command.
Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.
Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.
Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn't think of. They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)
Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.
Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.
Features
Trains can be blueprinted and deconstructed.
Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.
Train stops without conditions work as waypoints. (the train doesn't stop at those)
Added Passenger present and Passenger not present wait condition to the train conditions.
If building of entity/blueprint fails, the reason of it is pinged as flying text.
Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.
Basic image tags format is [ img=<image path> ] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon. For example [ img=item/iron-plate ] or [ img=item.iron-plate ]. The "." instead of "/" usage is to make it usable in save names. Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.
Blueprint/special item tags. Shift clicking the icon in chat will create an item and place it in the cursor. Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==]. These tags also work with deconstruction and upgrade planners.
Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30. Clicking the icon in chat will open the map on the specified location.
Font tags: Format is [font=debug-mono]mono text[/font].
Color tags: Format is [color=1,0,0]red text[/font]
Fast replacing pipes by pipes to ground similar to underground belts.
When multiple versions of the same mod are installed you can select which version you want to use.
The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.
Added support to import and export permissions.
Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.
Filter inserters can be set to whitelist or blacklist filters.
Added belt immunity equipment.
Added upgrade planner.
Added steam networking support for steam users.
Added RGB support for Logitech hardware.
Robots can blow up cliffs.
Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.
Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.
Minor Features
Warning icon for automated trains that are out of fuel.
Added 250 and 1000 hours precision intervals into statistics.
Using deconstruction planner is incorporated in the latency hiding.
Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode.
Added an option to ignore mouse events when using accessibility zoom feature on macOS.
Added support to change multiplayer config settings runtime.
Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.
Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.
Landfill can be built by robots and be included in blueprints.
Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)
When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn't cleared.
When holding radar in cursor, area covered by existing radars is also highlighted on minimap.
Configurable (in gui), the count of rolling stocks shown in the train visualization.
Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.
Graphics
New graphics for:
accumulator
biters, spitters, worms, spawners
chests
electric poles and substation
map edge transitions
rocket silo
transport belts, underground belts, splitters and transport belt circuit connector
trees
turrets (gun, flamethrower and laser)
walls and gates
laser turrets, personal laser defense and distractor robots now use new laser beams.
Highlighting inserters that would interact with selected/previewed entity.
Showing shield bars above health bar for relevant entities.
Single vertical pipe is shorter.
Gui
New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods) Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.
The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library. The quickbar now has 10 pages of shortcuts. Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.
In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.
Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.
When something is not buildable (manual or blueprint building), the reason of why it isn't buildable is shown as flying text over the cursor when the build is attempted.
Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)
Optimisations
Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.
DirectX backend doesn't keep backup of all sprites in RAM anymore.
Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.
Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.
Improved game startup performance when using a large amount of technologies with deep dependency trees (it's now 67,000 times faster).
Optimized rendering of logistic overlay when zoomed in to map. (https://forums.factorio.com/60659)
Optimized rendering of turret ranges when zoomed in to map. (https://forums.factorio.com/58991)
Changes
Resource generation changed significantly: The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area. Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting. Ore patches are slightly less frequent but richer. There will be a more balanced amount of resources within a large enough region. Many other small tweaks.
Biter generation changed significantly: Biter richness slider removed, biter placement is only configured by size and frequency settings. Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting. Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn. Worm size increases depending on the distance from player spawn. Small biter bases are now closer to the player spawn. At large distances from player spawn, biter base frequency is lower than before but biter bases are larger. Other small tweaks.
Terrain generation changed significantly: Water is generated as large lakes instead of swamps. Tile generation improved. Tile placement respects biomes better. More predictable cliff placement. Better controls in the map generator GUI for water, tiles and cliffs.
New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.
Default resolution of the game is now 1920x1080.
Increased player reach from 6 to 10.
Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn't need that particular pack.
Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting "Default request is 1".
All personal equipment stack sizes changed to 20.
Placing a tile will now clear any tile ghosts at that position. (https://forums.factorio.com/59721)
It is allowed to use unicode characters in save names.
Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.
When the "Made in" row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.
Increased ghost time to live of ghosts from 1 hour to 1 week.
Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.
Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.
Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).
Armor no longer uses durability and all armor now has a stack size of 1.
Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.
Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.
Items consumed by hand crafting are counted in item production statistics.
Added --disable-migration-window command-line option to disable the "migrated content" gui.
Removed tile properties debug overlay.
Command-line map preview generator now shows biter nests.
Items sent in a rocket are counted in item production statistics. (https://forums.factorio.com/62606)
Removed pickaxes and replaced them with research effects.
Removed Wood from the game (And raw wood renamed to Wood).
Added rotation smoothing to biters.
Chests and wooden power poles are no longer usable as fuel.
Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.
Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.
Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.
Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)
Mining drill speed is now shown in the form of <x>/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -> 0.25 and 0.525 -> 0.5).
Renamed the whitelist and banlist to server-whitelist and server-banlist.
Added server-adminlist that's used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.
Removed "admins" from the multiplayer server-settings file - they're now handled through server-adminlist.
"Z" (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.
Stickers can by applied onto cars and tanks now.
Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.
Placing entities or paths removes tree stumps and biter corpses.
Removed New Hope campaign.
Balancing
Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.
Science pack names changed:
Science pack -> Automation science pack
Science pack 2 -> Logistic science pack
Science pack 3 -> Chemical science pack
High-tech science pack -> Utility science pack
Military, Production and Space science pack names remain the same.
Science pack recipes changed:
Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.
Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.
Chemical science pack now crafts in pairs.
Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.
Production science pack now produces in groups of 3. Crafting time rescaled to match.
Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.
Utility science pack now produces in groups of 3. Crafting time rescaled to match.
Some technologies more clearly split between Production and Utility science packs:
Production science pack:
Effect transmission
All level 3 modules
Kovarex enrichment process & Nuclear fuel reprocessing
Worker robot capacity 2
Utility science pack:
Logistic system
Worker robot speed 3
Military 4 and weapon unlocks/upgrades
Power armor mk2 and Portable fusion reactor
Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.
Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.
Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.
The game is won by launching a rocket, the Satellite is only for getting Space science packs.
Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.
Nuclear power technology split to Uranium processing and Nuclear power.
Nuclear fuel reprocessing technology cost reduced from 1500 to 50.
Lubricant technology added (pre-requisite for Electric engine and Logistics 3)
Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.
Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can't handle fluids)
Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)
Pump is now unlocked by Fluid handling. (was Engine)
Fluid handling is a pre-requisite for Oil processing.
Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.
Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.
Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)
Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.
Low density structure crafting time reduced from 30 to 20.
Medium and Big power pole recipes now use iron sticks.
Train stop recipe now uses iron sticks.
Programmable speaker recipe now uses iron sticks.
Lamp recipe iron sticks ingredient changed to copper cables.
Defender capsule recipe now requires flying robot frames.
Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.
Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.
Automation 2 now requires Automation and Logistic science packs.
Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.
Centrifuge crafting speed changed to 1.
Portable solar panels have Modular armor as pre-requisite.
Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.
Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.
Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.
Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)
Locomotive fuel consumption doubled.
Relative fuel value of nuclear fuel doubled.
Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.
Combat Balancing
All military damage/shooting speed upgrade technologies merged into 7 technologies:
Physical projectile damage 1-6 + infinite
level 1-4: bullets, gun turrets, shotgun shells
level 5+: previous levels and cannon shells
Refined flammables 1-6 + infinite
flamethrower turret, handheld flamethrower
Stronger explosives 1-6 + infinite
level 1: grenades
level 2: previous level and land mines
level 3: previous levels and rockets
Energy weapons damage 1-6 + infinite
level 1-3: laser turrets, personal laser defense
level 4: previous level and distractor robots
level 5+: previous levels and destroyer robots
Weapon shooting speed 1-7
affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets
Laser turret shooting speed
Artillery shell shooting speed
Artillery shell range
Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.
Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.
Power Armor Mk2 technology pre-requisite changed from modules to Military 4.
Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.
From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.
Atomic bomb recipe now requires Rocket control units instead of Processing units.
Behemoth worm added.
Worms and spitters use new "stream" attack now.
Attacks predict target position and shoot there.
Flamethrower turret now predicts target position as well.
Acid splashes are created on the ground, dealing damage and slowing.
Slow effect received from different spitter/worm tiers stacks.
Worm shooting range is generally longer.
Rocket launcher range increased from 22 to 36 to outrange medium worms.
Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.
All enemies have 100% acid resistance.
Changed spawner pollution absorption logic so that all the pollution on a chunk doesn't build up un-spent in a single spawner.
Removed damage bonus of tank machine gun.
Bugfixes
Fixed that canceling production in assembling machine did return the products in progress.
Fixed biters were unable to run against movement of belts.
Tutorial GUI updates correctly after finishing a tutorial. (https://forums.factorio.com/55010)
Chest GUI updates correctly when changed indirectly. (https://forums.factorio.com/55194)
Changing train mode by a script updates the train GUI. (https://forums.factorio.com/20316)
Fixed that tertiary was spelled "terciary" in the usage_priority. (https://forums.factorio.com/58317)
Fixed construction robots would not give up module delivery when they didn't manage to get any modules. (https://forums.factorio.com/59483)
Fixed issues with syncing mods to saves, when you don't already have the mod downloaded. (https://forums.factorio.com/59271)
Entities affected by beacons now only show effect sources/receivers that have an effect. (https://forums.factorio.com/60064)
Fixed furnaces wouldn't respect recipe module limitations correctly. (https://forums.factorio.com/60975)
Fixed a crash when migrating blueprint book inventory sizes while they're in assembling machines that are being removed due to migration. (https://forums.factorio.com/61001)
Fixed character.direction read didn't work correctly. (https://forums.factorio.com/61039)
Fixed a crash when removing mods that add/change rolling stock entities. (https://forums.factorio.com/61048)
Fixed script error in construction bot tutorial when deconstructing area. (https://forums.factorio.com/61045)
Fixed Lua API methods to insert items didn't work correctly for entities that can hold items above the stack limit. (https://forums.factorio.com/59872)
Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. (https://forums.factorio.com/61049)
Fixed that layered icons using shift wouldn't render correctly. (https://forums.factorio.com/60327)
Fixed that running out of disk space could crash the game in some cases. (https://forums.factorio.com/61161)
Fixed burner energy sources wouldn't always be able to output the full energy amount. (https://forums.factorio.com/61174)
Fixed that transport belt circuit conditions wouldn't copy correctly in blueprints sometimes. (https://forums.factorio.com/61218)
Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. (https://forums.factorio.com/61281)
Fixed a desync related to cars on belts. (https://forums.factorio.com/61304)
Fixed that crafting machines could be rotated diagonally using scripts. (https://forums.factorio.com/61717)
Fixed that tooltips of unlocked recipes in technology preview didn't have the "made in" info even if it is not craftable by the player.
Fixed recipes that consumed or produced > stack size of some item didn't work correctly.
Fixed that game.reload_script() could cause desyncs when used in multiplayer.
Fixed LuaScript::get_event_handler() didn't handle large numbers correctly. (https://forums.factorio.com/61752)
Fixed AutoplaceSettings map_gen_settings didn't always work when defined through script. (https://forums.factorio.com/61754)
Fixed a crash when using LuaEntity::get_train_stop_trains(). (https://forums.factorio.com/61743)
Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. (https://forums.factorio.com/61605)
Fixed setting entity healing_per_tick negative resulted in invincible entities. (https://forums.factorio.com/61492)
Fixed that shadows wouldn't always render in the train camera. (https://forums.factorio.com/61286)
Fixed health bars on large entities wouldn't render correctly. (https://forums.factorio.com/61495)
Fixed trains would collide with item-requester-proxy. (https://forums.factorio.com/61842)
Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. (https://forums.factorio.com/61618)
Fixed a bug related to mining drills with > 100% productivity. (https://forums.factorio.com/61440)
Fixed invalid optional dependencies wouldn't be highlighted correctly. (https://forums.factorio.com/61951)
Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. (https://forums.factorio.com/61942)
Fixed that beams would render 1 tile above their location when using a position source. (https://forums.factorio.com/62471)
Fixed furnaces with input items and output fluids could get deadlocked. (https://forums.factorio.com/62434)
Fixed when player teleported, renderer would draw all tiles between old and new position. (https://forums.factorio.com/62635)
Fixed that frame count limits weren't enforced and would lead to a crash in several places. (https://forums.factorio.com/62648)
Fixed a crash when the player port respawned a character without a connected player (https://forums.factorio.com/62707)
Fixed that the market did not show the prices for some offers (https://forums.factorio.com/62682)
Fixed that the "save replay" button would always show on the game finished screen even when it wouldn't work. (https://forums.factorio.com/62733)
Fixed that filters would get copied between storage chests and requester chests. (https://forums.factorio.com/61219)
Fixed error message given when loader entity prototype was defined with too many filters. (https://forums.factorio.com/62839)
Fixed that fast replacing a train stop did not copy the name or color. (https://forums.factorio.com/62966)
Ghost rails are now also considered when auto-selecting rail signal direction. (https://forums.factorio.com/58655)
Fixed that the high-resolution car animation would shake. (https://forums.factorio.com/62454)
Fixed errors in the mod settings stage wouldn't prompt to disable the erroring mod(s). (https://forums.factorio.com/62447)
Fixed that crafting machines didn't work correctly with non-square bounding boxes. (https://forums.factorio.com/63027)
Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. (https://forums.factorio.com/61143)
Fixed possible crash when rendering a fish due to bad migration on fish prototype change. (https://forums.factorio.com/63515)
Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.
Fixed crash when detecting VRAM size on macOS. (https://forums.factorio.com/63770)
Fixed LuaEntity::infinity_filters write didn't work. (https://forums.factorio.com/63954)
Fixed that setting active on combinators would lead to desyncs. (https://forums.factorio.com/63335)
Fixed that shift+click building blueprints didn't work correctly regarding tiles. (https://forums.factorio.com/63849)
Fixed that construction robots could get stuck trying to repair things. (https://forums.factorio.com/63800)
Fixed inventory highlights didn't work correctly when the game was paused while active. (https://forums.factorio.com/64047)
Fixed a crash related to trains being forced to re-path when a stop is disabled. (https://forums.factorio.com/63900)
Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. (https://forums.factorio.com/62146)
Fixed that equipment grids wouldn't fit on screen if too large. (https://forums.factorio.com/61662)
Fixed that the SelectSignal GUI wouldn't sort mixed-type signals correctly. (https://forums.factorio.com/62463)
Fixed map generator would align entities to grid differently than manual building. (https://forums.factorio.com/63408)
Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. (https://forums.factorio.com/64105)
Fixed that furnaces with mixed input could get stuck. (https://forums.factorio.com/61406)
Fixed text duplication on research completion in the bonus GUI. (https://forums.factorio.com/64608)
Fixed that LuaSurface::find_entities_filtered{position} wouldn't find entities with zero-sized bounding boxes. (https://forums.factorio.com/63270)
Fixed that mod console commands would treat every command with the same help key as aliasing each other. (https://forums.factorio.com/64581)
Fixed LuaGameScript::remove_path would log an error if path didn't exist. (https://forums.factorio.com/64873)
Fixed cars and tanks had a slightly smaller collision box when not facing north. (https://forums.factorio.com/63842)
Fixed inserter interaction with cars depended on rotation and on distance from map origin. (https://forums.factorio.com/62854)
Fixed "InRangePredicate only accepts direction without diagonals" error. (https://forums.factorio.com/62375)
Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. (https://forums.factorio.com/62635)
Force space between spawners and worms in biter bases so they don't get stuck so much.
Fixed trivial-smoke would be rendered for some time after its lifetime ended.
Modding
Added a new entity type "infinity-pipe" that automatically adds/removes fluid from itself; similar to the infinity-chest.
Added a new entity type "heat-interface" that automatically sets its own temperature.
Added "void" energy_source type which makes any entity using the type not require power.
Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.
Added "stop" AI command, which tells the unit to just stop moving where it is. Takes a "ticks_to_wait" parameter, after which it returns to normal.
Added LuaGuiElement type "list-box".
Added Entity prototype flags "no-automated-item-removal" and "no-automated-item-insertion".
Added support for hidden optional dependencies via '(?) mod-name'.
Added SelectionToolPrototype flags "not-same-force", "friend", and "enemy".
Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.
Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.
Added support to set wire_count on wires to define how many items are needed to connect 2 entities.
Added UnitPrototype::ai_settings, which allows overriding default biter behavior.
Added a spectator controller type that can view anything but can't change anything.
Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.
Added ticks_to_wait parameter to wander ai command.
Added Entity prototype property "next_upgrade".
Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.
Added optional "min_working_temperature" and "default_temperature" to heat buffer prototype.
Added optional technology prototype property "hidden".
Added optional fluid prototype property "hidden".
Added "fluid" energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.
Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.
Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.
Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.
Added rotation_speed value to Unit prototype.
Added support for arbitrary non-circular references to named noise expressions.
Added "spot-noise" noise function.
Added "if-else-chain" and "literal-boolean" noise expression types.
Added "cutscene" controller.
Added "speech-bubble" entity.
Added ResourceEntityPrototype::randomize_visual_position.
Added EquipmentGridPrototype::locked.
Added DamageType::hidden.
Added optional draw_cargo property to construction robot and logistic robot prototypes.
Added optional fluid_product to production achievement prototypes.
Added UnitPrototype::affected_by_tiles.
Added LuaStyle::stretch_image_to_widget_size, only applies to "sprite" widget styles.
Added optional EntityPrototype::map_generator_bounding_box.
Added EntityPrototypeFlag "not-upgradable".
Added EntityPrototypeFlags "no-copy-paste" and "not-selectable-in-game".
Added ItemPrototypeFlags "only-in-cursor", "not-stackable", "can-extend-inventory", "primary-place-result" and "mod-openable".
Added BeamPrototype::target_offset and random_target_offset.
Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.
Added "mouse-cursor" definitions for overriding system mouse cursor in selection tools.
Changed radars so they support dynamic energy source types.
Changed ItemWithInventoryPrototype flag "when_manually_filtered" to "when-manually-filtered".
Changed SelectionToolPrototype flag "matches-force" to "same-force".
Changed the maximum number of surfaces from 255 to 4,294,967,295.
Changed migration scripts so they run in the context of the mod that created them.
Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).
Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.
Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.
Changed EnemySpawnerPrototype::result_units to support any type of entity.
Changed recipes to support having no results by setting results = {}.
Lua scripts can now use require("__mod-name__.file") syntax.
AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.
property_expression_name values can be numeric constants.
All autoplace controls are now available as noise expression variables.
energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka "5KJ") instead of just a number.
Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.
Removed the "default-" prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.
Removed ItemPrototypeFlags "goes-to-main-inventory" and "goes-to-quickbar".
Scripting
Added LuaRendering accessed via the lua global "rendering".
Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().
Added LuaEntity::recipe_locked read/write for assembling machines.
Added LuaRailPath.
Added LuaTrain::path read.
Added LuaEntity::connected_rail read.
Added previous_direction to the on_player_rotated_entity event.
Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().
Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.
Added LuaEntity::clone().
Added LuaSurface::clone_area().
Added LuaSurface::clone_entities().
Added LuaGameScript::auto_save().
Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.
Added LuaFluidBoxPrototype.
Added LuaEntityPrototype::fluidbox_prototypes read.
Added LuaGameScript::take_technology_screenshot().
Added LuaSurface::clear().
Added LuaSurface::solar_power_multiplier read/write.
Added on_pre_surface_cleared and on_surface_cleared events.
Added on_pre_chunk_deleted and on_chunk_deleted events.
Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.
Added LuaGameScript::styles read.
Added LuaEntity::crafting_speed read.
Added LuaTrain::max_forward_speed and max_backward_speed read.
Added on_train_schedule_changed event.
Added LuaForce::previous_research read/write.
Added LuaSurface::find_decoratives_filtered().
Added LuaEntity::inserter_filter_mode read/write.
Added LuaEntity::neighbour_bonus read.
Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.
Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.
Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().
Added events on_player_banned, on_player_kicked, and on_player_unbanned.
Added event on_rocket_launch_ordered.
Added LuaItemPrototype::wire_count read.
Added LuaRecipePrototype::main_product read.
Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().
Added LuaEntity::silent_revive().
Added LuaFluidBox::get_prototype().
Added LuaSurface::request_path().
Added LuaGameScript::reload_mods().
Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.
Added on_game_created_from_scenario event.
Added on_surface_renamed event.
Added on_ai_command_completed event, which can be used to detect command completion and failure/success.
Added "pathfind_flags" parameter to "go_to_location" AI command.
Added "radius" and "wander_in_group" parameters to "wander" AI command.
Added "radius" parameter to "go_to_location" AI command.
Added support for mods to change their own mod settings runtime.
Added LuaEntityPrototype::next_upgrade read.
Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.
Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.
Added LuaTechnologyPrototype::hidden read.
Added LuaFluidPrototype::hidden read.
Added LuaSurface::get_map_exchange_string().
Added LuaGameScript::get_map_exchange_string().
Added LuaFlowStatistics::get_flow_count().
Added LuaEntity::trains_in_block read.
Added LuaGameScript::get_player().
Added LuaGameScript::get_surface().
Added LuaGameScript::set_wait_for_screenshots_to_finish().
Added LuaGuiElement::resize_to_sprite (read/write).
Added LuaGroup::localised_name read.
Added SpritePath::equipment.
Added LuaEquipmentGridPrototype::background_color read.
Added LuaItemPrototype::reload_time read.
Added highlight-box entity that can be passed a "bounding_box" or "source" entity parameter to display a highlight box around an area or entity.
Added LuaEntityPrototype::is_building read.
Added LuaEntityPrototype::automated_ammo_count read.
Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().
Added LuaSurface::get_closest().
Added LuaSurface::get_total_pollution().
Added LuaPlayer::create_local_flying_text().
Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.
Added LuaEntity::status read.
Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.
Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().
Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.
Added "loot" to the on_entity_died event.
Added LuaTrain::go_to_station().
Added support to set quality when using LuaGameScript::take_screenshot.
Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.
Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.
Added LuaEntity::drop_target/pickup_target write.
Added LuaEntity::ghost_has_flag().
Added runtime editable speed attribute to Unit.
Added LuaSurface::get_starting_area_radius().
Added LuaItemPrototype::robot_action read.
Added LuaEntity::enable_logistics_while_moving read/write.
Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.
Added LuaEntity::render_player read/write.
Added LuaEntity::render_to_forces read/write.
Added LuaGameScript::disable_tutorial_triggers().
Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.
Added LuaEntity::get_health_ratio().
Added LuaSurface::find_units().
Added LuaTransportLine::output_lines read.
Added LuaEntity::pump_rail_target read.
Added LuaTrain::get_rails().
Added LuaEquipmentGridPrototype::locked read.
Added LuaForce::index read.
Added direction to LuaSurface::count/find_entities_filtered.
Added collision_mask to LuaSurface::count/find_entities_filtered.
Added LuaEntity::clear_market_items().
Added LuaEntityPrototype::cliff_explosive_prototype read.
Added LuaDamagePrototype::hidden read.
Added LuaControl::character_running_speed read.
Added LuaEntityPrototype::draw_cargo read.
Added LuaPlayer::use_from_cursor().
Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.
Added LuaEntity::ai_settings read.
Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.
Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.
Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.
Added LuaEntity::moving. Returns true if the unit is moving.
Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.
Added LuaEntity::create_build_effect_smoke.
Added LuaEntityPrototype::vision_distance read.
Added LuaPlayer::open_map(), zoom_to_world() and close_map().
Added LuaPlayer::render_mode read.
Added LuaPlayer::map_view_settings write.
Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.
Added LuaStyle::use_header_filler, natural_width and natural_height read/write.
Added LuaStyle::extra_padding_when_activated read/write.
Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.
Added LuaEntity::electric_network_id read.
Added LuaControl::character_additional_mining_categories read/write.
Added LuaGameScript::draw_resource_selection read/write.
Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().
Added LuaEntityPrototype::map_generator_bounding_box read.
Added LuaEntity::release_from_spawner().
Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.
Added LuaEntity::timeout read/write.
Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.
Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().
Added LuaEntity::research_queue_enabled read/write.
Added LuaGameScript::get_active_entities_count().
Added LuaGameScript::ticks_played read.
Added LuaGameScript::tick_paused and ticks_to_run read/write.
Added LuaItemPrototype::infinite read.
Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().
Added LuaItemStack::is_upgrade_item read.
Added LuaLogisticCell::logistics_connection_distance read.
Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().
Added LuaPlayer::jump_to_cutscene_waypoint().
Added LuaUnitGroup::group_number read.
Changed LuaEntity::destroy() to accept a table of arguments.
Changed LuaEntity::revive() to accept a table of arguments.
Changed the player_used_capsule event so it's fired after the capsule item is consumed from the cursor.
Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.
Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.
Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.
Changed most LuaEntity properties/functions to also work on ghosts.
Changed on_player_crafted_item item_stack to allow editing the stack before it's put into the player inventory.
Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat "nil" as "all" for the autoplace list.
Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.
Changed sound definition, so it can contain "aggregation" even when it doesn't contain "variations".
Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.
Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.
Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.
LuaSurface::find_entities/filtered now accepts a zero sized bounding box as "find everything that collides with this point".
CustomSprite now scales to the size of the sprite if a manual size isn't defined.
It's possible to specify "frame_sequence" in animation definition as array of frame numbers that should be played in given order.
Removed LuaStyle::visible, LuaGuiElement::visible is used instead.
Removed LuaSurface::get_tile_properties().
Removed LuaCustomChartTag::orientation and target.
Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
This is the first experimental release after a year and 3 months. We tested it and found it to be quite fine, but there most probably are dangerous bugs hidden, so backup your saves and be careful.
You need to explicitly opt in to 0.17.x beta to play 0.17 on steam, outside steam, we have a problem with the updater, so you need to redownload the game if you want to test the experimental.
Any GUI not mentioned in the finished screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods) wasn't addressed by the gui rewrite yet. As long as it is generally functional, we don't accept bug reports about its minor bugs or visual issues.
Enjoy the 0.17 :)
Major Features
New quickbar (more in Gui section)
Added shortcut bar that allows quick access to certain game features, such as toggling alt mode, creating blueprints, or turning off personal roboport
New gui style with final version of some parts of the GUI (More in Gui section)
Added clipboard functionality. (Control + C, Control + X, Control + V activate appropriate tools) Shift + mouse wheel allows to cycle the clipboard history.
Added undo functionality (Control + Z). Supports manual entity building and by blueprints and manual mining and usage of deconstruction planner.
Reworked the Map Editor so it's now part of the standard game and can be toggled at will using the '/editor' command.
Support for mod synchronisation when joining multiplayer game. Works as long as the used mods are on the mod portal.
Fight changes. Enemy projectiles are dodgeable and slowdown/damage the target over time. They also leave splashes on ground that have the same effect.
Rich text tags. These tags can be used almost anywhere: Chat, station names, save names, custom ui and probably a few places we didn't think of. They allow changing color, font, images and location/blueprint/armor/station/locomotive linking through chat. (More in features)
Fluid mixing prevention. Actions that fail as they would lead to fluid mixing (like building a pipe, changing recipe, rotating etc.) produce an error message as flying text.
Replaced First steps campaign with Introduction campaign, available from the Start campaign menu.
Features
Trains can be blueprinted and deconstructed.
Trains can be given temporary stations (by Control+clicking the map). Temporary station is automatically removed once the train departures from it.
Train stops without conditions work as waypoints. (the train doesn't stop at those)
Added Passenger present and Passenger not present wait condition to the train conditions.
If building of entity/blueprint fails, the reason of it is pinged as flying text.
Map pings. Ctrl+Alt+click on the map to show a ping in all players maps at that location.
Basic image tags format is [ img=<image path> ] where image path can use item, entity, technology, recipe, item-group, fluid tile, virtual signal achievement or utility icon. For example [ img=item/iron-plate ] or [ img=item.iron-plate ]. The "." instead of "/" usage is to make it usable in save names. Additionally, items/entities/technologies/recipe/item-group/fluid/tile/virtual signal or achievement can be linked directly by [item=iron-plate], [recipe=iron-plate], or [entity=small-biter] to provide tooltip for the appropriate object.
Blueprint/special item tags. Shift clicking the icon in chat will create an item and place it in the cursor. Format is [special-item=blueprint string], eg: [special-item=0eNp1jtEKwjAMRX9l5rnCxkShvyIi3YxboU1Lm4lj9N9N54sv5iFwL/eeZIPBLRiTJQa9gR0DZdDXDbKdyLjq8RoRNFhGDwrI+Ko4GcoxJD4O6BiKAksPfIPuyk0BElu2+CXtYr3T4gdMEvjHUBBDllqgelVQrYJVdqnE/br+eVaBM1ITb0bnQvNMwTc8YzPOhiZ0YTpI5oUp78BL33YnmbY/l/IBb4pSQQ==]. These tags also work with deconstruction and upgrade planners.
Map ping tags: Created by shift-clicking the ground/map when the chat is open. Format is [gps=x,y], eg [gps=10,30] will show a map ping in all players maps at location 10,30. Clicking the icon in chat will open the map on the specified location.
Font tags: Format is [font=debug-mono]mono text[/font].
Color tags: Format is [color=1,0,0]red text[/font]
Fast replacing pipes by pipes to ground similar to underground belts.
When multiple versions of the same mod are installed you can select which version you want to use.
The sync mods with save/multiplayer game feature can now sync mod startup settings as well as mods.
Added support to import and export permissions.
Closing opened items (blueprint books/armor) now remembers what GUI you previously had open.
Filter inserters can be set to whitelist or blacklist filters.
Added belt immunity equipment.
Added upgrade planner.
Added steam networking support for steam users.
Added RGB support for Logitech hardware.
Robots can blow up cliffs.
Wave defense scenario has been reworked to support multiple rounds and a procedurally generated map.
Added a research queue that becomes available after the player has finished the game by launching a rocket with satellite.
Minor Features
Warning icon for automated trains that are out of fuel.
Added 250 and 1000 hours precision intervals into statistics.
Using deconstruction planner is incorporated in the latency hiding.
Changed personal roboports so they won't send construction robots if you're driving in a vehicle that they can't keep up with or if in a train in automatic mode.
Added an option to ignore mouse events when using accessibility zoom feature on macOS.
Added support to change multiplayer config settings runtime.
Added support to edit the whitelist, banlist, and admin list when hosting a multiplayer game.
Added the Admin GUI (openable through /admin in the console) to manage multiplayer players.
Landfill can be built by robots and be included in blueprints.
Blueprint items taken from blueprint library will not move to player inventory when Q is pressed, but can be moved to any slot explicitly. (Same as with clipboard items)
When selecting any item to the cursor from some of the player inventories. As long as the item is being held, hand icon is shown on the slot it was taken from. The hand prevents any other item to be inserted into the slot as long as the player cursor isn't cleared.
When holding radar in cursor, area covered by existing radars is also highlighted on minimap.
Configurable (in gui), the count of rolling stocks shown in the train visualization.
Added two levels of shallow water tiles (only placed by map editor, not generated). Enemies and vehicles can travel over shallow water.
Graphics
New graphics for:
accumulator
biters, spitters, worms, spawners
chests
electric poles and substation
map edge transitions
rocket silo
transport belts, underground belts, splitters and transport belt circuit connector
trees
turrets (gun, flamethrower and laser)
walls and gates
laser turrets, personal laser defense and distractor robots now use new laser beams.
Highlighting inserters that would interact with selected/previewed entity.
Showing shield bars above health bar for relevant entities.
Single vertical pipe is shorter.
Gui
New final versions of several important GUI screens (Quick bar, Train Schedule, Load/Save Game, Settings, Map Generator, Research, Mods) Other screens than the mentioned ones (more than 100) have inconsistencies and will be updated in future minor updates.
The quickbar is no longer an inventory, instead it can only hold shortcuts it items in inventory or blueprint library. The quickbar now has 10 pages of shortcuts. Player inventory increased by 20 slots to compensate. Toolbelt research further increases the player inventory.
In the map, station and tag selection is now visualized by the standard Factorio selection box graphics instead of highlighting.
Added interface option: When selecting a buildable item from the quickbar or when using the pipette tool, if you have no items of that type, a ghost will be placed in the cursor instead.
When something is not buildable (manual or blueprint building), the reason of why it isn't buildable is shown as flying text over the cursor when the build is attempted.
Only compatible results of a furnace are manually placeable in the result slot. (Mainly to avoid confusion of new players)
Optimisations
Modernized and optimized rendering backend. The game now uses DirectX 11 or OpenGL 3.3 Core and requires DirectX 10 class graphics card.
DirectX backend doesn't keep backup of all sprites in RAM anymore.
Added high quality texture compression to reduce amount of video memory consumed by the game and increase overall rendering performance.
Added texture streaming so that adding more sprites does not necessarily increase GPU requirements.
Improved game startup performance when using a large amount of technologies with deep dependency trees (it's now 67,000 times faster).
Optimized rendering of logistic overlay when zoomed in to map. (https://forums.factorio.com/60659)
Optimized rendering of turret ranges when zoomed in to map. (https://forums.factorio.com/58991)
Changes
Resource generation changed significantly: The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area. Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting. Ore patches are slightly less frequent but richer. There will be a more balanced amount of resources within a large enough region. Many other small tweaks.
Biter generation changed significantly: Biter richness slider removed, biter placement is only configured by size and frequency settings. Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting. Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn. Worm size increases depending on the distance from player spawn. Small biter bases are now closer to the player spawn. At large distances from player spawn, biter base frequency is lower than before but biter bases are larger. Other small tweaks.
Terrain generation changed significantly: Water is generated as large lakes instead of swamps. Tile generation improved. Tile placement respects biomes better. More predictable cliff placement. Better controls in the map generator GUI for water, tiles and cliffs.
New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.
Default resolution of the game is now 1920x1080.
Increased player reach from 6 to 10.
Inserters are putting science packs to the lab even when there is no research in progress or when the research doesn't need that particular pack.
Default_request_amount removed in all places where it was used. Default logistic request is 1 stack, unless changed by the setting "Default request is 1".
All personal equipment stack sizes changed to 20.
Placing a tile will now clear any tile ghosts at that position. (https://forums.factorio.com/59721)
It is allowed to use unicode characters in save names.
Recipes that have more ingredients than the assembling machine allows are now shown as red instead of not present when selecting the recipe.
When the "Made in" row is shown in the recipe tooltip, player icon is added to the list when it is craftable by player.
Increased ghost time to live of ghosts from 1 hour to 1 week.
Since the catalysts have been tweaked, the kovarex enrichment process can now be used together with productivity module.
Tile construction jobs are being handled by robots separately from entity building jobs, to prevent entity ghosts not being built due to large number of tile ghosts.
Switched key bindings from key codes to scan codes. This solves an issue with bad default key bindings on layouts that are not similar to US QWERTY (ie. AZERTY).
Armor no longer uses durability and all armor now has a stack size of 1.
Manually putting modules into machines that are requesting modules from the logistic network will reduce the modules requested.
Increased maximum train stop length from 50 to 100 characters so it can fit at least 3 tags in most cases.
Items consumed by hand crafting are counted in item production statistics.
Added --disable-migration-window command-line option to disable the "migrated content" gui.
Removed tile properties debug overlay.
Command-line map preview generator now shows biter nests.
Items sent in a rocket are counted in item production statistics. (https://forums.factorio.com/62606)
Removed pickaxes and replaced them with research effects.
Removed Wood from the game (And raw wood renamed to Wood).
Added rotation smoothing to biters.
Chests and wooden power poles are no longer usable as fuel.
Burner efficiency is set to 100% for all entities and fuel value is halved to simplify calculations. This should not change game balance.
Removed the hardness/mining power mechanics, we just have a mining speed and mining time now.
Manual mining speed times of various entities will differ a bit, but probably not in a noticeable way.
Stone and other ore mining speed has been unified to be 1 (apart uranium ore, which is 2 and shown as 200% mining time)
Mining drill speed is now shown in the form of <x>/s (0.25/s for burner mining drill, 0.5/s for electric mining drill), the relative mining speeds of the mining machines have been decreased a little so the numbers are rounded nicely (0.28 -> 0.25 and 0.525 -> 0.5).
Renamed the whitelist and banlist to server-whitelist and server-banlist.
Added server-adminlist that's used to determine which people are admins when hosting any multiplayer game. This is synced both ways when hosting any game.
Removed "admins" from the multiplayer server-settings file - they're now handled through server-adminlist.
"Z" (drop item) will drop single items into what ever entity is selected instead of only dropping on the ground.
Stickers can by applied onto cars and tanks now.
Changed the chat gray-out mechanism. It always greyed-out after 5 seconds to 70% alpha, and then stayed depending on the setting. Now it stays 100% and only greys out away in the last 2 seconds.
Placing entities or paths removes tree stumps and biter corpses.
Removed New Hope campaign.
Balancing
Technology pre-requisites tweaked so the unlocked item(s) always have all the ingredients already unlocked as well. This means many small changes.
Science pack names changed:
Science pack -> Automation science pack
Science pack 2 -> Logistic science pack
Science pack 3 -> Chemical science pack
High-tech science pack -> Utility science pack
Military, Production and Space science pack names remain the same.
Science pack recipes changed:
Military science pack now requires 1x Piercing rounds magazine, 1x Grenade, 2x Wall.
Chemical science pack now requires 3x Advanced circuit, 2x Engine unit, 1x Solid fuel.
Chemical science pack now crafts in pairs.
Production science pack now requires 1x Electric furnace, 1x Productivity module, 30x Rail.
Production science pack now produces in groups of 3. Crafting time rescaled to match.
Utility science pack now requires 2x Processing unit, 1x Flying robot frame, 3x Low density structure.
Utility science pack now produces in groups of 3. Crafting time rescaled to match.
Some technologies more clearly split between Production and Utility science packs:
Production science pack:
Effect transmission
All level 3 modules
Kovarex enrichment process & Nuclear fuel reprocessing
Worker robot capacity 2
Utility science pack:
Logistic system
Worker robot speed 3
Military 4 and weapon unlocks/upgrades
Power armor mk2 and Portable fusion reactor
Both Production and Utility science packs are required only for Rocket silo, Atomic bomb and some high-tier upgrades.
Every science pack now has a technology to unlock it. Some technology prerequisites changed slightly. Space science pack technology unlocks the Satellite.
Rocket fuel, Low density structure and Rocket control unit are unlocked by their own technologies.
The game is won by launching a rocket, the Satellite is only for getting Space science packs.
Swapped sorting order of Military science pack and Chemical science packs because Military science pack does not need oil.
Nuclear power technology split to Uranium processing and Nuclear power.
Nuclear fuel reprocessing technology cost reduced from 1500 to 50.
Lubricant technology added (pre-requisite for Electric engine and Logistics 3)
Fast and Filter inserters are unlocked by their own technology with a pre-requisite of Electronics.
Automation 2 is a pre-requisite for Fluid handling. (Assembling machine 1 can't handle fluids)
Engine is a pre-requisite for Fluid handling. (Pump needs Engines to craft it)
Pump is now unlocked by Fluid handling. (was Engine)
Fluid handling is a pre-requisite for Oil processing.
Item spacing on transport belts changed from 0.28 tiles to 0.25 tiles, giving a transport belts throughput of 15/30/45 (basic/fast/express) items per second.
Iron plate, copper plate and stone brick crafting time reduced from 3.5 to 3.2, steel plate crafting time reduced from 17.5 to 16.
Coal liquefaction now produces 90 Heavy oil, 20 Light oil and 10 Petroleum gas, consuming 25 Heavy oil, 10 Coal and 50 Steam. (Gaining much more Heavy oil, less Light oil and Petroleum gas)
Low density structure now requires 2x Steel plate, 20x Copper plate, 5x Plastic bar.
Low density structure crafting time reduced from 30 to 20.
Medium and Big power pole recipes now use iron sticks.
Train stop recipe now uses iron sticks.
Programmable speaker recipe now uses iron sticks.
Lamp recipe iron sticks ingredient changed to copper cables.
Defender capsule recipe now requires flying robot frames.
Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.
Assembling machine 2 recipe changed to require 2x Steel plate instead of 9x Iron plate.
Automation 2 now requires Automation and Logistic science packs.
Chemical plant crafting speed has been changed to 1. Some chemical plant recipes now take less time.
Centrifuge crafting speed changed to 1.
Portable solar panels have Modular armor as pre-requisite.
Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.
Low-tier personal equipment has Portable solar panels as a pre-requisite so you could possibly utilize the equipment when it is unlocked.
Some high tier personal equipment (Energy shield mk2, Battery mk2, Personal laser defense and Discharge defense) have Power armor technology as pre-requisite.
Some high tier equipment recipes now require Low Density Structures. (Energy shield mk2, Battery mk2, Roboport mk2, Portable fusion reactor, Power armor mk2, Personal laser defense)
Locomotive fuel consumption doubled.
Relative fuel value of nuclear fuel doubled.
Relative fuel value of rocket fuel decreased by 10.6%, relative value of solid fuel decreased by 4%.
Combat Balancing
All military damage/shooting speed upgrade technologies merged into 7 technologies:
Physical projectile damage 1-6 + infinite
level 1-4: bullets, gun turrets, shotgun shells
level 5+: previous levels and cannon shells
Refined flammables 1-6 + infinite
flamethrower turret, handheld flamethrower
Stronger explosives 1-6 + infinite
level 1: grenades
level 2: previous level and land mines
level 3: previous levels and rockets
Energy weapons damage 1-6 + infinite
level 1-3: laser turrets, personal laser defense
level 4: previous level and distractor robots
level 5+: previous levels and destroyer robots
Weapon shooting speed 1-7
affecting: bullets, gun turrets, shotgun shells, tank cannon shells, rockets
Laser turret shooting speed
Artillery shell shooting speed
Artillery shell range
Personal laser defense damage reduced, power consumption reduced and it is now influenced by Laser and electric beam intensity upgrades.
Modular Armor technology pre-requisite changed from Modules to Advanced Electronics.
Power Armor Mk2 technology pre-requisite changed from modules to Military 4.
Power Armor Mk2 recipe changed from 5x level 3 to 25x level 2 modules (to avoid requiring Production science pack) and added electric engine units.
From the start maximum follower count is 5 instead of 1. Level 3 of maximum follower count gives +5 instead of +10 to compensate.
Atomic bomb recipe now requires Rocket control units instead of Processing units.
Behemoth worm added.
Worms and spitters use new "stream" attack now.
Attacks predict target position and shoot there.
Flamethrower turret now predicts target position as well.
Acid splashes are created on the ground, dealing damage and slowing.
Slow effect received from different spitter/worm tiers stacks.
Worm shooting range is generally longer.
Rocket launcher range increased from 22 to 36 to outrange medium worms.
Worm and behemoth spitter attacks are large enough to damage neighbouring buildings.
All enemies have 100% acid resistance.
Changed spawner pollution absorption logic so that all the pollution on a chunk doesn't build up un-spent in a single spawner.
Removed damage bonus of tank machine gun.
Bugfixes
Fixed that canceling production in assembling machine did return the products in progress.
Fixed biters were unable to run against movement of belts.
Tutorial GUI updates correctly after finishing a tutorial. (https://forums.factorio.com/55010)
Chest GUI updates correctly when changed indirectly. (https://forums.factorio.com/55194)
Changing train mode by a script updates the train GUI. (https://forums.factorio.com/20316)
Fixed that tertiary was spelled "terciary" in the usage_priority. (https://forums.factorio.com/58317)
Fixed construction robots would not give up module delivery when they didn't manage to get any modules. (https://forums.factorio.com/59483)
Fixed issues with syncing mods to saves, when you don't already have the mod downloaded. (https://forums.factorio.com/59271)
Entities affected by beacons now only show effect sources/receivers that have an effect. (https://forums.factorio.com/60064)
Fixed furnaces wouldn't respect recipe module limitations correctly. (https://forums.factorio.com/60975)
Fixed a crash when migrating blueprint book inventory sizes while they're in assembling machines that are being removed due to migration. (https://forums.factorio.com/61001)
Fixed character.direction read didn't work correctly. (https://forums.factorio.com/61039)
Fixed a crash when removing mods that add/change rolling stock entities. (https://forums.factorio.com/61048)
Fixed script error in construction bot tutorial when deconstructing area. (https://forums.factorio.com/61045)
Fixed Lua API methods to insert items didn't work correctly for entities that can hold items above the stack limit. (https://forums.factorio.com/59872)
Fixed that the closing sound of other GUIs was too loud when the technology GUI popped up when a research finished. (https://forums.factorio.com/61049)
Fixed that layered icons using shift wouldn't render correctly. (https://forums.factorio.com/60327)
Fixed that running out of disk space could crash the game in some cases. (https://forums.factorio.com/61161)
Fixed burner energy sources wouldn't always be able to output the full energy amount. (https://forums.factorio.com/61174)
Fixed that transport belt circuit conditions wouldn't copy correctly in blueprints sometimes. (https://forums.factorio.com/61218)
Fixed that limited/limiting upload speed could lead to an exponential soft lock in the upload process. (https://forums.factorio.com/61281)
Fixed a desync related to cars on belts. (https://forums.factorio.com/61304)
Fixed that crafting machines could be rotated diagonally using scripts. (https://forums.factorio.com/61717)
Fixed that tooltips of unlocked recipes in technology preview didn't have the "made in" info even if it is not craftable by the player.
Fixed recipes that consumed or produced > stack size of some item didn't work correctly.
Fixed that game.reload_script() could cause desyncs when used in multiplayer.
Fixed LuaScript::get_event_handler() didn't handle large numbers correctly. (https://forums.factorio.com/61752)
Fixed AutoplaceSettings map_gen_settings didn't always work when defined through script. (https://forums.factorio.com/61754)
Fixed a crash when using LuaEntity::get_train_stop_trains(). (https://forums.factorio.com/61743)
Fixed a crash when using LuaGameScript::create_entity() related to making ghosts of ghosts. (https://forums.factorio.com/61605)
Fixed setting entity healing_per_tick negative resulted in invincible entities. (https://forums.factorio.com/61492)
Fixed that shadows wouldn't always render in the train camera. (https://forums.factorio.com/61286)
Fixed health bars on large entities wouldn't render correctly. (https://forums.factorio.com/61495)
Fixed trains would collide with item-requester-proxy. (https://forums.factorio.com/61842)
Fixed train GUI buttons would lose too much quality graphics quality was set to Extra low. (https://forums.factorio.com/61618)
Fixed a bug related to mining drills with > 100% productivity. (https://forums.factorio.com/61440)
Fixed invalid optional dependencies wouldn't be highlighted correctly. (https://forums.factorio.com/61951)
Fixed a crash when reading player.vehicle during the driving driving changed state event when triggered by the vehicle dying. (https://forums.factorio.com/61942)
Fixed that beams would render 1 tile above their location when using a position source. (https://forums.factorio.com/62471)
Fixed furnaces with input items and output fluids could get deadlocked. (https://forums.factorio.com/62434)
Fixed when player teleported, renderer would draw all tiles between old and new position. (https://forums.factorio.com/62635)
Fixed that frame count limits weren't enforced and would lead to a crash in several places. (https://forums.factorio.com/62648)
Fixed a crash when the player port respawned a character without a connected player (https://forums.factorio.com/62707)
Fixed that the market did not show the prices for some offers (https://forums.factorio.com/62682)
Fixed that the "save replay" button would always show on the game finished screen even when it wouldn't work. (https://forums.factorio.com/62733)
Fixed that filters would get copied between storage chests and requester chests. (https://forums.factorio.com/61219)
Fixed error message given when loader entity prototype was defined with too many filters. (https://forums.factorio.com/62839)
Fixed that fast replacing a train stop did not copy the name or color. (https://forums.factorio.com/62966)
Ghost rails are now also considered when auto-selecting rail signal direction. (https://forums.factorio.com/58655)
Fixed that the high-resolution car animation would shake. (https://forums.factorio.com/62454)
Fixed errors in the mod settings stage wouldn't prompt to disable the erroring mod(s). (https://forums.factorio.com/62447)
Fixed that crafting machines didn't work correctly with non-square bounding boxes. (https://forums.factorio.com/63027)
Fixed that pasting train schedules did not dispatch trains waiting at a station that is not part of the new schedule. (https://forums.factorio.com/61143)
Fixed possible crash when rendering a fish due to bad migration on fish prototype change. (https://forums.factorio.com/63515)
Fixed that LuaGuiElement::zoom on minimaps would be rendered as zoom * 32.
Fixed crash when detecting VRAM size on macOS. (https://forums.factorio.com/63770)
Fixed LuaEntity::infinity_filters write didn't work. (https://forums.factorio.com/63954)
Fixed that setting active on combinators would lead to desyncs. (https://forums.factorio.com/63335)
Fixed that shift+click building blueprints didn't work correctly regarding tiles. (https://forums.factorio.com/63849)
Fixed that construction robots could get stuck trying to repair things. (https://forums.factorio.com/63800)
Fixed inventory highlights didn't work correctly when the game was paused while active. (https://forums.factorio.com/64047)
Fixed a crash related to trains being forced to re-path when a stop is disabled. (https://forums.factorio.com/63900)
Fixed that wire distance was ignored in some cases when connecting non-electric-pole entities. (https://forums.factorio.com/62146)
Fixed that equipment grids wouldn't fit on screen if too large. (https://forums.factorio.com/61662)
Fixed that the SelectSignal GUI wouldn't sort mixed-type signals correctly. (https://forums.factorio.com/62463)
Fixed map generator would align entities to grid differently than manual building. (https://forums.factorio.com/63408)
Fixed sprites in 16-bit depth per channel PNG would load as empty images on macOS. (https://forums.factorio.com/64105)
Fixed that furnaces with mixed input could get stuck. (https://forums.factorio.com/61406)
Fixed text duplication on research completion in the bonus GUI. (https://forums.factorio.com/64608)
Fixed that LuaSurface::find_entities_filtered{position} wouldn't find entities with zero-sized bounding boxes. (https://forums.factorio.com/63270)
Fixed that mod console commands would treat every command with the same help key as aliasing each other. (https://forums.factorio.com/64581)
Fixed LuaGameScript::remove_path would log an error if path didn't exist. (https://forums.factorio.com/64873)
Fixed cars and tanks had a slightly smaller collision box when not facing north. (https://forums.factorio.com/63842)
Fixed inserter interaction with cars depended on rotation and on distance from map origin. (https://forums.factorio.com/62854)
Fixed "InRangePredicate only accepts direction without diagonals" error. (https://forums.factorio.com/62375)
Fixed when teleporting all tiles between old and new position would be rendered, causing performance problems. (https://forums.factorio.com/62635)
Force space between spawners and worms in biter bases so they don't get stuck so much.
Fixed trivial-smoke would be rendered for some time after its lifetime ended.
Modding
Added a new entity type "infinity-pipe" that automatically adds/removes fluid from itself; similar to the infinity-chest.
Added a new entity type "heat-interface" that automatically sets its own temperature.
Added "void" energy_source type which makes any entity using the type not require power.
Added CraftingMachinePrototype::show_recipe_icon which changes if the recipe icon is shown in alt-mode.
Added "stop" AI command, which tells the unit to just stop moving where it is. Takes a "ticks_to_wait" parameter, after which it returns to normal.
Added LuaGuiElement type "list-box".
Added Entity prototype flags "no-automated-item-removal" and "no-automated-item-insertion".
Added support for hidden optional dependencies via '(?) mod-name'.
Added SelectionToolPrototype flags "not-same-force", "friend", and "enemy".
Added SelectionToolPrototype optional filters: entity_filters, entity_type_filters, tile_filters, entity_filter_mode, and tile_filter_mode.
Added SelectionToolPrototype optional filters: alt_entity_filters, alt_entity_type_filters, alt_tile_filters, alt_entity_filter_mode, and alt_tile_filter_mode.
Added support to set wire_count on wires to define how many items are needed to connect 2 entities.
Added UnitPrototype::ai_settings, which allows overriding default biter behavior.
Added a spectator controller type that can view anything but can't change anything.
Added GeneratorPrototype::burner to allow making an entity that burns fuel and produces power.
Added ticks_to_wait parameter to wander ai command.
Added Entity prototype property "next_upgrade".
Added support to set draw_copper_wires and draw_circuit_wires for any entity that uses wires.
Added optional "min_working_temperature" and "default_temperature" to heat buffer prototype.
Added optional technology prototype property "hidden".
Added optional fluid prototype property "hidden".
Added "fluid" energy_source type can be used for both fuel-value based fluids, and heat capacity based fluids configured the same was as the generator entity.
Added ReactorPrototype::scale_energy_usage to allow making a heat source that stops consuming fuel when max temperature is reached.
Added EnemySpawnerPrototype::min_darkness_to_spawn and max_darkness_to_spawn.
Added optional beam prototype properties random_end_animation_rotation and transparent_start_end_animations.
Added rotation_speed value to Unit prototype.
Added support for arbitrary non-circular references to named noise expressions.
Added "spot-noise" noise function.
Added "if-else-chain" and "literal-boolean" noise expression types.
Added "cutscene" controller.
Added "speech-bubble" entity.
Added ResourceEntityPrototype::randomize_visual_position.
Added EquipmentGridPrototype::locked.
Added DamageType::hidden.
Added optional draw_cargo property to construction robot and logistic robot prototypes.
Added optional fluid_product to production achievement prototypes.
Added UnitPrototype::affected_by_tiles.
Added LuaStyle::stretch_image_to_widget_size, only applies to "sprite" widget styles.
Added optional EntityPrototype::map_generator_bounding_box.
Added EntityPrototypeFlag "not-upgradable".
Added EntityPrototypeFlags "no-copy-paste" and "not-selectable-in-game".
Added ItemPrototypeFlags "only-in-cursor", "not-stackable", "can-extend-inventory", "primary-place-result" and "mod-openable".
Added BeamPrototype::target_offset and random_target_offset.
Added TilePrototype::tint. Tile tint is packed to RGB 565 without alpha.
Added "mouse-cursor" definitions for overriding system mouse cursor in selection tools.
Changed radars so they support dynamic energy source types.
Changed ItemWithInventoryPrototype flag "when_manually_filtered" to "when-manually-filtered".
Changed SelectionToolPrototype flag "matches-force" to "same-force".
Changed the maximum number of surfaces from 255 to 4,294,967,295.
Changed migration scripts so they run in the context of the mod that created them.
Changed TilePrototype::decorative_removal_probability default value to 0 (it was 1).
Changed ReactorPrototype::burner to ReactorPrototype::energy_source to allow heat sources with alternate energy types.
Changed ElectricEnergyInterfacePrototype::enable_gui to gui_mode.
Changed EnemySpawnerPrototype::result_units to support any type of entity.
Changed recipes to support having no results by setting results = {}.
Lua scripts can now use require("__mod-name__.file") syntax.
AutoplaceSpecifications can now be defined in terms of probability_expression and richness_expression as an alternative to peaks.
property_expression_name values can be numeric constants.
All autoplace controls are now available as noise expression variables.
energy_per_movement and energy_per_rotation of inserter is now specified in energy format (aka "5KJ") instead of just a number.
Increased limit for size of spritesheet to 8196px (regardless of sprite resolution settings). Maximal size of single sprite is 2048px in normal resolution and 4096px in high resolution. Smaller spritesheets can utilize parallel decompression better.
Removed the "default-" prefix from core NamedNoiseExpressions; property_expression_names in MapGenSettings simply override the expression named by the key.
Removed ItemPrototypeFlags "goes-to-main-inventory" and "goes-to-quickbar".
Scripting
Added LuaRendering accessed via the lua global "rendering".
Added LuaEntity::get_infinity_pipe_filter() and set_infinity_pipe_filter().
Added LuaEntity::recipe_locked read/write for assembling machines.
Added LuaRailPath.
Added LuaTrain::path read.
Added LuaEntity::connected_rail read.
Added previous_direction to the on_player_rotated_entity event.
Added LuaItemStack::deconstruct_area() and cancel_deconstruct_area().
Added LuaSurface::deconstruct/cancel_deconstruct optional parameters skip_fog_of_war and item.
Added LuaEntity::clone().
Added LuaSurface::clone_area().
Added LuaSurface::clone_entities().
Added LuaGameScript::auto_save().
Added LuaEntity::neighbours support for power switches, wall-connectable entities, and reactors.
Added LuaFluidBoxPrototype.
Added LuaEntityPrototype::fluidbox_prototypes read.
Added LuaGameScript::take_technology_screenshot().
Added LuaSurface::clear().
Added LuaSurface::solar_power_multiplier read/write.
Added on_pre_surface_cleared and on_surface_cleared events.
Added on_pre_chunk_deleted and on_chunk_deleted events.
Added on_chart_tag_added, on_chart_tag_modified, and on_chart_tag_removed events.
Added LuaGameScript::styles read.
Added LuaEntity::crafting_speed read.
Added LuaTrain::max_forward_speed and max_backward_speed read.
Added on_train_schedule_changed event.
Added LuaForce::previous_research read/write.
Added LuaSurface::find_decoratives_filtered().
Added LuaEntity::inserter_filter_mode read/write.
Added LuaEntity::neighbour_bonus read.
Added LuaEntityPrototype::neighbour_bonus and neighbour_collision_increase read.
Added LuaEntityPrototype::container_distance, belt_distance and belt_length read.
Added LuaGameScript::table_to_json() and LuaGameScript::json_to_table().
Added events on_player_banned, on_player_kicked, and on_player_unbanned.
Added event on_rocket_launch_ordered.
Added LuaItemPrototype::wire_count read.
Added LuaRecipePrototype::main_product read.
Added LuaEntity::get_fluid_count(), get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluid_inside().
Added LuaEntity::silent_revive().
Added LuaFluidBox::get_prototype().
Added LuaSurface::request_path().
Added LuaGameScript::reload_mods().
Added on_player_toggled_alt_mode, on_player_repaired_entity, and on_player_fast_transferred events.
Added on_game_created_from_scenario event.
Added on_surface_renamed event.
Added on_ai_command_completed event, which can be used to detect command completion and failure/success.
Added "pathfind_flags" parameter to "go_to_location" AI command.
Added "radius" and "wander_in_group" parameters to "wander" AI command.
Added "radius" parameter to "go_to_location" AI command.
Added support for mods to change their own mod settings runtime.
Added LuaEntityPrototype::next_upgrade read.
Added optional parameters to LuaSurface::create_entity, LuaEntity::destroy and LuaEntity::revive to raise the associated script events.
Added support to run console commands in a specific mod context via: /c __mod-name__ *command*.
Added LuaTechnologyPrototype::hidden read.
Added LuaFluidPrototype::hidden read.
Added LuaSurface::get_map_exchange_string().
Added LuaGameScript::get_map_exchange_string().
Added LuaFlowStatistics::get_flow_count().
Added LuaEntity::trains_in_block read.
Added LuaGameScript::get_player().
Added LuaGameScript::get_surface().
Added LuaGameScript::set_wait_for_screenshots_to_finish().
Added LuaGuiElement::resize_to_sprite (read/write).
Added LuaGroup::localised_name read.
Added SpritePath::equipment.
Added LuaEquipmentGridPrototype::background_color read.
Added LuaItemPrototype::reload_time read.
Added highlight-box entity that can be passed a "bounding_box" or "source" entity parameter to display a highlight box around an area or entity.
Added LuaEntityPrototype::is_building read.
Added LuaEntityPrototype::automated_ammo_count read.
Added LuaEntity::get_beam_source(), set_beam_source(), get_beam_target() and set_beam_target().
Added LuaSurface::get_closest().
Added LuaSurface::get_total_pollution().
Added LuaPlayer::create_local_flying_text().
Added LuaEntityPrototype::darkness_for_all_lamps_on and darkness_for_all_lamps_off read.
Added LuaEntity::status read.
Added LuaLogisticNetwork::robots, construction_robots, logistic_robots read.
Added LuaGameScript::get_train_stops(), LuaSurface::get_train_stops(), and LuaForce::get_train_stops().
Added LuaEntityPrototype::min_darkness_to_spawn and max_darkness_to_spawn read.
Added "loot" to the on_entity_died event.
Added LuaTrain::go_to_station().
Added support to set quality when using LuaGameScript::take_screenshot.
Added LuaForce::evolution_factor_by_pollution, evolution_factor_by_time, and evolution_factor_by_killing_spawners read/write.
Added optional create_build_effect_smoke parameter to LuaSurface::create_entity.
Added LuaEntity::drop_target/pickup_target write.
Added LuaEntity::ghost_has_flag().
Added runtime editable speed attribute to Unit.
Added LuaSurface::get_starting_area_radius().
Added LuaItemPrototype::robot_action read.
Added LuaEntity::enable_logistics_while_moving read/write.
Added optional render_player_index parameter for flying-text and simple-entities to LuaSurface::create_entity.
Added LuaEntity::render_player read/write.
Added LuaEntity::render_to_forces read/write.
Added LuaGameScript::disable_tutorial_triggers().
Added LuaEntity::get_radius() and LuaEntityPrototype::radius read.
Added LuaEntity::get_health_ratio().
Added LuaSurface::find_units().
Added LuaTransportLine::output_lines read.
Added LuaEntity::pump_rail_target read.
Added LuaTrain::get_rails().
Added LuaEquipmentGridPrototype::locked read.
Added LuaForce::index read.
Added direction to LuaSurface::count/find_entities_filtered.
Added collision_mask to LuaSurface::count/find_entities_filtered.
Added LuaEntity::clear_market_items().
Added LuaEntityPrototype::cliff_explosive_prototype read.
Added LuaDamagePrototype::hidden read.
Added LuaControl::character_running_speed read.
Added LuaEntityPrototype::draw_cargo read.
Added LuaPlayer::use_from_cursor().
Added LuaGameScript::autosave_enabled variable, that can be used to disable autosaving.
Added LuaEntity::ai_settings read.
Added LuaAISettings::destroy_when_commands_fail. When true, units will be destroyed when repeatedly failing to execute commands.
Added LuaAISettings::allow_try_return_to_spawner. When true, units will try to return to a spawner when they are idle.
Added LuaAISettings::do_separation. When true, units will try to separate themselves from nearby friendly units.
Added LuaEntity::moving. Returns true if the unit is moving.
Added on_unit_group_created, on_unit_added_to_group, and on_unit_removed_from_group events.
Added LuaEntity::create_build_effect_smoke.
Added LuaEntityPrototype::vision_distance read.
Added LuaPlayer::open_map(), zoom_to_world() and close_map().
Added LuaPlayer::render_mode read.
Added LuaPlayer::map_view_settings write.
Added LuaStyle::top_margin, right_margin, bottom_margin and left_margin read/write.
Added LuaStyle::use_header_filler, natural_width and natural_height read/write.
Added LuaStyle::extra_padding_when_activated read/write.
Added LuaStyle::extra_top_margin_when_activated, extra_bottom_margin_when_activated, extra_left_margin_when_activated and extra_right_margin_when_activated read/write.
Added LuaEntity::electric_network_id read.
Added LuaControl::character_additional_mining_categories read/write.
Added LuaGameScript::draw_resource_selection read/write.
Added LuaForce::get_hand_crafting_disabled_for_recipe() and set_hand_crafting_disabled_for_recipe().
Added LuaEntityPrototype::map_generator_bounding_box read.
Added LuaEntity::release_from_spawner().
Added on_cutscene_waypoint_reached, on_entity_cloned, on_area_cloned, on_marked_for_upgrade, on_cancelled_upgrade, on_post_entity_died, on_pre_player_removed, on_pre_robot_exploded_cliff, on_robot_exploded_cliff, on_script_path_request_finished, on_surface_imported, on_player_toggled_map_editor events.
Added LuaEntity::timeout read/write.
Added LuaEntity::highlight_box_type and highlight_box_blink_interval read/write.
Added LuaEntity::order_upgrade(), cancel_upgrade() and to_be_upgraded().
Added LuaEntity::research_queue_enabled read/write.
Added LuaGameScript::get_active_entities_count().
Added LuaGameScript::ticks_played read.
Added LuaGameScript::tick_paused and ticks_to_run read/write.
Added LuaItemPrototype::infinite read.
Added LuaItemStack::clear_upgrade_item(), get_mapper(), set_mapper().
Added LuaItemStack::is_upgrade_item read.
Added LuaLogisticCell::logistics_connection_distance read.
Added LuaLogisticNetwork::select_pickup_point() and select_drop_point().
Added LuaPlayer::jump_to_cutscene_waypoint().
Added LuaUnitGroup::group_number read.
Changed LuaEntity::destroy() to accept a table of arguments.
Changed LuaEntity::revive() to accept a table of arguments.
Changed the player_used_capsule event so it's fired after the capsule item is consumed from the cursor.
Changed LuaEntity::splitter_filter, splitter_input_priority, and splitter_output_priority so they also work on ghosts.
Changed LuaSurface::destroy_decoratives() to take filters similar to find_entities_filtered.
Changed LuaEntityPrototype::items_to_place_this and LuaTilePrototype::items_to_place_this to return an array of SimpleItemStack.
Changed most LuaEntity properties/functions to also work on ghosts.
Changed on_player_crafted_item item_stack to allow editing the stack before it's put into the player inventory.
Changed LuaSurface::regenerate_entity()/regenerate_decorative() to treat "nil" as "all" for the autoplace list.
Changed LuaEquipmentPrototype::energy_source to return a LuaElectricEnergySourcePrototype.
Changed sound definition, so it can contain "aggregation" even when it doesn't contain "variations".
Renamed LuaEntity::get_infinity_filter(), set_infinity_filter(), and infinity_filters to get_infinity_container_filter(), set_infinity_container_filter(), and infinity_container_filters.
Renamed on_canceled_deconstruction event to on_cancelled_deconstruction.
Fixed the spelling of LuaForce::max_successful_attempts_per_tick_per_construction_queue.
LuaSurface::find_entities/filtered now accepts a zero sized bounding box as "find everything that collides with this point".
CustomSprite now scales to the size of the sprite if a manual size isn't defined.
It's possible to specify "frame_sequence" in animation definition as array of frame numbers that should be played in given order.
Removed LuaStyle::visible, LuaGuiElement::visible is used instead.
Removed LuaSurface::get_tile_properties().
Removed LuaCustomChartTag::orientation and target.
Removed LuaFluidPrototype::pressure_to_speed_ratio and flow_to_energy_ratio.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
- Sat Jan 13, 2018 1:47 pm
- Forum: General discussion
- Topic: A [Poll] about fixing the 0.16 world generator bugs
- Replies: 25
- Views: 14500
A [Poll] about fixing the 0.16 world generator bugs
I have no idea to which forum this topic should belong. Moderators, move it if necessary, but maybe leave a link.
The cliff generation system is incomplete probably because 0.16 was rushed . Here it is:
>>>eNpjYBBgYGRgYGBk5WFJzk/MYWRh5krOLyhILdLNL0oF8jiTi0pT
UnXzM3OYWJjZUlKLU4tKmJmZWVIywTRXal5qbqVuUmJxKhMzM2t6UWJ
xMVCYI7MoPw9qAktxYl4KUIy1uCQ/DyTAWlKUmgpSxV1alJiXWZoLUg
g0nYHR2/H+34YWOQYQ/l/PYPD/PwgDWReATgRhIGBlYAQKwABrck5mW
hoDg4IjCDMyMlaLrHN/WDXFnhEir+cAZXyAikTshoo8aIUyIlZDGR2H
oQyH+TBGPYzR78BoDAaf7REMiF0lQJOhlnA4IBgQyRaQJCNj79utC74
fO2DHOM0vP1i+OsCeMVM21Feg9L0dUJIdFP5McGLWTBDYCfMBA8zMB/
ZQqZv2jGfPgMAbe0ZWkA4REPFXAWjTAW9gKArwAbkLeoCEggwDzGl2M
GNEHBjTwOAbzCePYYzL9uj+UHFgtAEZLgciToDTCQPcSKDLGKHMSAeI
hCRCFqjViAHZ+hSE507CbDyMZDWaG1RgbjBxwOIFNBEVpIDnAtmTAid
eMMMdAQzBC+wwHjBumRkQ4IN9U9UjPgB/xJG9<<<
https://cdn.discordapp.com/attachments/390607208171307011/390612873057140756/cliffs_2.jpg
If you quickly want to see something for yourself, type seed 0 with normal settings -> Cliffs in starting area.
Do you agree with the following viewpoint? It's a known issue. Unfortunately the fix will be in 0.17 since we can't change map generator without creating glitches in existing saves.
Try out the exchange string if you don't believe it. It does something quite interesting in 0.16.16
Should it stay when 0.16 becomes stable? It is experimental release after all, so nothing is set in stone. It is also "use at your own risk", so it's not exactly like punishing those who already started a long term session in it.
And if they only fix it in 0.17, what will happen if something goes wrong with the world gen in 0.17? What do you think will happen? Will we wait for 0.18?
Share your opinion!
The cliff generation system is incomplete probably because 0.16 was rushed . Here it is:
>>>eNpjYBBgYGRgYGBk5WFJzk/MYWRh5krOLyhILdLNL0oF8jiTi0pT
UnXzM3OYWJjZUlKLU4tKmJmZWVIywTRXal5qbqVuUmJxKhMzM2t6UWJ
xMVCYI7MoPw9qAktxYl4KUIy1uCQ/DyTAWlKUmgpSxV1alJiXWZoLUg
g0nYHR2/H+34YWOQYQ/l/PYPD/PwgDWReATgRhIGBlYAQKwABrck5mW
hoDg4IjCDMyMlaLrHN/WDXFnhEir+cAZXyAikTshoo8aIUyIlZDGR2H
oQyH+TBGPYzR78BoDAaf7REMiF0lQJOhlnA4IBgQyRaQJCNj79utC74
fO2DHOM0vP1i+OsCeMVM21Feg9L0dUJIdFP5McGLWTBDYCfMBA8zMB/
ZQqZv2jGfPgMAbe0ZWkA4REPFXAWjTAW9gKArwAbkLeoCEggwDzGl2M
GNEHBjTwOAbzCePYYzL9uj+UHFgtAEZLgciToDTCQPcSKDLGKHMSAeI
hCRCFqjViAHZ+hSE507CbDyMZDWaG1RgbjBxwOIFNBEVpIDnAtmTAid
eMMMdAQzBC+wwHjBumRkQ4IN9U9UjPgB/xJG9<<<
https://cdn.discordapp.com/attachments/390607208171307011/390612873057140756/cliffs_2.jpg
If you quickly want to see something for yourself, type seed 0 with normal settings -> Cliffs in starting area.
Do you agree with the following viewpoint? It's a known issue. Unfortunately the fix will be in 0.17 since we can't change map generator without creating glitches in existing saves.
Try out the exchange string if you don't believe it. It does something quite interesting in 0.16.16
Should it stay when 0.16 becomes stable? It is experimental release after all, so nothing is set in stone. It is also "use at your own risk", so it's not exactly like punishing those who already started a long term session in it.
And if they only fix it in 0.17, what will happen if something goes wrong with the world gen in 0.17? What do you think will happen? Will we wait for 0.18?
Share your opinion!
- Mon Nov 27, 2017 7:55 pm
- Forum: Releases
- Topic: Version 0.15.39
- Replies: 4
- Views: 10767
Version 0.15.39
Bugfixes
Fixed corrupted Windows release. (https://forums.factorio.com/54184)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
Fixed corrupted Windows release. (https://forums.factorio.com/54184)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
- Thu May 11, 2017 10:17 pm
- Forum: Spread the Word
- Topic: Release Announcement Improvements
- Replies: 0
- Views: 2431
Release Announcement Improvements
You should officially differ in stable and experimental releases. Otherwise you will just confuse non-technical customers, who always ask why their version does not upgrade. Currently you are promoting the experimental releases, but do not clearly state, that those are non-stable releases and there only available via the beta options for steam, e.g.. So better include it in the headline AND also always add a short "how to" (including risks), for those who want to try. It would also be good, if you estimate the 0.15 stable release (and upcoming major version stable releases in general) in the every new experimental release or release in general, as people always want to know. Like currently we expect next stable release in X weeks or months, around month x to y or in Qx. But also link only to a post stating that would also be ok (while writing out is even better). It's better to communicate something instead of nothing, even if this something is vague. Sound stupid, but these tiny disclaimer things are really worth their word. :o)
Happy Friday.
Happy Friday.
- Mon Apr 24, 2017 4:12 pm
- Forum: Releases
- Topic: Version 0.14.23
- Replies: 5
- Views: 10386
Version 0.14.23
Info
This is a compatibility release for 0.15 containing only bugfixes.
Bugfixes
Fixed crash when refreshing in the browse mods GUI in some instances. (https://forums.factorio.com/39032)
Fixed crash when clicking the same tick the map is loaded. (https://forums.factorio.com/39713)
Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. (https://forums.factorio.com/41159)
Fixed occasional broadcast related crashes on OSX (https://forums.factorio.com/39250)
Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
This is a compatibility release for 0.15 containing only bugfixes.
Bugfixes
Fixed crash when refreshing in the browse mods GUI in some instances. (https://forums.factorio.com/39032)
Fixed crash when clicking the same tick the map is loaded. (https://forums.factorio.com/39713)
Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. (https://forums.factorio.com/41159)
Fixed occasional broadcast related crashes on OSX (https://forums.factorio.com/39250)
Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.