Update 0.6.1

Information about releases and roadmap.
kovarex
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Update 0.6.1

Post by kovarex »

Hello, we just released the 0.6.1 bugfix release.
  • BugFixes:
    • Exact braking mechanism for the train.
    • Fixed train goto functionality.
    • Boiler shows its fuel inventory in the entity info.
    • Small fixes when displaying module bonuses.
    • Beacon displays its effects multiplied by distribution effectivity.
    • New furnace recipes are now available only after the corresponding research is done.
    • Electric furnace has basic smelting speed same as the steel furnace.
    • Fix of tools/ammo not showing the damaged/used progress bar.
    • Fixed english fallbacks for item name and description localization
    • Fixed flickering of the minimap and the entity info.
    • Fixed serialization bug that created corrupted saves when
      the map was saved with flyingtext on the screen.
      These corrupted saves will be loadable with this version.
    • Fix of possible exploit by changing recipe of assembling machine while it is making something.
    • Some of the controls that are related to clicking to some slot are now restricted to contain mouse input.
    • Stop walking/riding when switched to map.
    • Fixed bug when player wasn't visible after leaving the car.
    • Fixed crash when "shift clicking" modules into furnace.
    • Fixed crash when attempting to set filter in entity inventory window.
    • When furnace was mined, player didn't get modules inside.
    • Fixed bug in thread allocation when changing number of threads
    • Fixed game speed > 1.
    • Fixed linux updater ignoring the binary in some cases.
    Scripting:
    • Fixed exception throw when setting custom gui element caption.
    • Added childrennames() method to lua gui element.
    Changes:
    • Changed express splitter recipe.
Downloadable as always at https://www.factorio.com/download/experimental.

The auto updater will update from 0.6.0 to 0.6.1 only if you have "Enable experimental updates" checked in the options -> other settings.
This is by default not checked. This is there for people who don't want to be bothered by potentially unstable experimental updates.
Finnboghi
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Re: Update 0.6.1

Post by Finnboghi »

  • Electric furnace has basic smelting speed same as the steel furnace.
I didn't realize this was a bug. :\ I assumed the slower smelting speed was a deliberate trade off between having to supply coal to your furnaces and efficiency.

Maybe it should be set in between the stone and steel furnaces? Maybe 0.75?

Otherwise, excellent work!
FrozenOne
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Re: Update 0.6.1

Post by FrozenOne »

Plus it can be sped by modules to be faster, i also felt it quite ok.
Balinor
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Re: Update 0.6.1

Post by Balinor »

Personally I just didn't bother with the electric furnace due to the slower speed. With this change it will at least be on my radar when I'm making decisions about factory layouts.
FrozenOne
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Re: Update 0.6.1

Post by FrozenOne »

Well if electric furnace is better in all aspects, then you have no reason to use steel furnace and it's useless item, since they are just 1 research distant. But old way, you can choose if you prefer cheap, fast and compact furnaces that are inefective and need coal supply, or bigger and slower electric furnaces, that are however more effective, dont need coal, and after some expensive care with modules they become faster and give bonus materials. Anyway, you can fix slow speed with just having more furnaces. That's whats good. Tradeoffs.
kovarex
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Re: Update 0.6.1

Post by kovarex »

FrozenOne wrote:Well if electric furnace is better in all aspects, then you have no reason to use steel furnace and it's useless item, since they are just 1 research distant. But old way, you can choose if you prefer cheap, fast and compact furnaces that are inefective and need coal supply, or bigger and slower electric furnaces, that are however more effective, dont need coal, and after some expensive care with modules they become faster and give bonus materials. Anyway, you can fix slow speed with just having more furnaces. That's whats good. Tradeoffs.
  • Electric furnace is bigger (3X3 instead of 2X2 of steel furnace)
  • it takes more energy (note that coal->electric energy process looses 50% of energy)
  • You need to build the boiler(s) engine(s) or other electric sources for the electric furnace (more space and investment)
But yes, we will do more balancing.
FrozenOne
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Re: Update 0.6.1

Post by FrozenOne »

Hmm, i didn't know that, i always thought that electricity is not that coal-expensive. But anyway, it can run on solar power.

If anyone else is curious, for 1 burned coal
-steel furnace smelts 26 iron plates
-unupgraded electric furnace smelts 13 iron plates
-electric furnace with effectivity modules smelts 65 iron plates

Also:
-burner inserter moves 88 pieces
-electric inserter moved 889 pieces
-fast inserter moved 873 pieces, so it actually isn't much less effective

-1 coal fills one and third accumulator
midnight109
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Re: Update 0.6.1

Post by midnight109 »

holy cow o_o thats alota bug fixes in a short amount of time. You all really do kick some seroius rear on the code and very efficient o_O
I was running 213 electric furnaces, 6-8 assem 2 each on gears and wire, and at least 2 each on every production item, tons of stuff moving around the screen, solar panels galor and I was only using 27% CPU O_O Just have to say you all are freaking awsome
It seems like I just updated and you already fixed everything o_O
though I would say on the electric furnace part, I do like the slower speed myself, while in reality electric smelters of today are faster then regular ones, I liked the idea they was so slow, gave a incentive to mass produce the modules to make them lower power and faster speed
drs9999
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Re: Update 0.6.1

Post by drs9999 »

kovarex wrote: Scripting:
  • Added childrennames() method to lua gui element.
Short question, for what is this good for?
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