we just released the version 0.5.0 (experimental)
For those who are using the scenario pack, it would good if you could test the updater, just delete your current scenario pack, and let the updater download it.
Username / password are the same as on the web page.
- Features:
- Crafting recipes categorized into groups.
- Gui styles (changeable by mods).
- Auto updater for new versions.
- Train path finding takes two way signals into account.
- Train Schedule merging when connecting trains.
- Show what is connected to the electric pole when selected.
- Train can find the path backward when it has locomotives in the back
- Choose direction for some entities automatically (semaphore, train statin, pump), when more than one direction is suitable. The R key rotates just between those.
- Alt info for the cargo wagon contents.
- Train stop building position is rounded to 2x2 grid to fix the rail grid.
- Visualisation of guarded rail area by rail signal when building/selecting it.
- Blinking unplugged icon for generator/solar panel when it is not connected to any machine that can use the electricity, same icon for consumer when not connected to source.
- Multiple Train Stops for the Train Station (Train stop has gui to change the station it belongs to)
- Updated recipe tooltip for assembling machine output and technology window.
- Inserter can pick up to 5 items when moving from inventory to inventory (when researched), this is useful for faster loading/unloading of cargo in train stations.
- Electric network statistics, accessible by opening the electric pole of the electric network, shows statistics and graphs for different intervals (5s - 50h).
- God controller (mode without a player)
- Added sandbox custom scenario (no goal, just building factories).
- Enemy base generation settings can be set in the map generation gui.
- Load game gui automatically selects latest save when opened.
- Added fast and express splitters.
- Crop Cache for atlas (requires less video memory to run, first load when crop cache is initialized can be slower)
- Faster loading times (sounds are loaded when needed, faster images loading)
- Graphics:
- New gui look.
- New locomotive graphics.
- New graphics for mining drills (burner and electric)
- Use shooting particles when player is shooting.
- New splitter graphics.
- New small lamp graphics.
- Rendering light sources behind the border of the screen (To the maximum distance of 15 tiles).
- Bugfixes:
- Fixed bug in internal rail segment structure creation on circular rails. This could have made the save games unusable
- Fixed speed of logistic robots manager (slowdowns in games with lots of logistic chest + robots)
- Fixed slow update with big counts of smart chests connected to the circuit network (now instant).
- Fixed bug in logistic chest unregistration when the "ghost" entity to be built was held above it.
- Reload fonts when the display is found, this should solve issues of black fonts after switching from different mode/game.
- Don't allow to do quick transfer (ctrl+click) on entities that are not operable.
- Rails are not minable when there is train on them.
- Player selection controller works when player dies (and is respowned by the player port).
- Correct saving of max updates per frame to the config
- number instead of true/false.
- Fix of alt info for chests cleared by the script.
- Fix of loading saved games with mod items in crafting queue, that are not already present (mod with that item is not present, or the item was removed).
- Fixed bug of not loadable games due to different mod settings causing to have assembling machines set to recipes with more ingredients than the number of slots of the assembling machine.
- Fixed object creation in the lua scripts (faster and no memory leaks).
- Fixed clearing temporary script data (faster).
- Fixed bug with flickering entity info.
- Character not connected to player dying doesn't lose the game..
- Fixed ordering of commands on entity die to allow clone mod.
- Confirm exit from map editor when map is not saved.
- Fixed bug of not loadable saves with entities on the edge of the region in some cases.
- Fixed automatic resizing of script-based gui when text is element or child items are removed.
- Changes:
- Larger scale of terrain features.
- Better movement on transport belts in turns and crossings.
- Rails recipe changed (made from steel, needs also stone)
- Locomotive + wagon + rails are more expensive.
- More random looking enemy base generation.
- Machines using electricity can have limited maximum input/output flow per second, so accumulators don't recharge/give energy instantly and laser turrets take energy, more continuously.
- Ambient (music) isn't loaded all at start, but instead streaming realtime while playing, this reduces game starting time and memory requirements.
- Removed the limit to pickup 1 item per tick when player is picking items.
- Player picks all items in range when picking items on ground (not just 1 per tick as it was until now)
- Scripting:
- Changed the 'orientation' parameter to 'direction' to be consistent, the direction is used for the 4/8 base direction of the entity. Orientation is used for 360° orientation of something.
- LuaEntity::clearitemsinside and getitemcount works on all entities (hopefully)
- Added LuaGame::findentitiesfiltered, to find entities of certain type/name faster.
- Added LuaGame::findnoncollidingposition(name, position, maxperimeter, precision) to quickly find building space.
- Saving and Loading game from the script (game.load(name) and game.save(name)). Used in tight-spot and transport-belt-maddness.
- Modding:
- Mods can modify the gui style of the game.
- Configurable car trunk size in the entity definition.
- Measure time spent in scripts divided in individual mods and show in time statistics info (F5).
- force.resettechnologies now loads new versions of technologies (like before), but it preserves the research and enabled state of technologies, so it is usable in migrations to reload existing technologies that changed.
- Enabled to have recipe with no prerequisities (just energy). In the crafting gui, it shows Inifnite count craftable of that item (and all items dependent on recipes that are for free).