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Version 0.7.3

Posted: Mon Oct 21, 2013 8:01 pm
by kovarex
Known bug: Filter inserters lose they filter on load, so 0.7.4 needs to come soon ...
  • Features:
    • Show the mining area of electric mining drill when building/selected.
    • Logistic robots delivery is evenly distributed between provider/requester chests.
    • Mining drill evenly distributes the selection of resource to be mined in its radius.
    • Radar explores one unexplored chunk when the sector scanning progress finishes up to distance of 14 chunks.
  • Bugfixes:
    • Fixed the bug of map not showing entities on the right/bottom side of the map.
    • Fixed the bug of the mining resource slot of mining drill being in the left top corner when no resource was available.
    • Fix of crash when getting recipe info of item with cyclic recipes.
    • Game ignores non-save directories in the save folder.
    • Keep modules in assembling machine when fast rebuilding.
    • Fix of crash when using save with removed/changed items in the filter slot of filter inserter.
    • Fixed crash when building rolling stocks immediately connected to other rolling stocks.
    • Disabled enemy expansion in campaign levels.
    • Fixed bug of research window having two texts over each other when the research window is open.
    • Fixed that radar was working without electricity.
    • Bonus production of assembling machine is reset when the player changes the recipe.
    • Fixed bug of strange behavior when effeciency modules inserted into machine.
  • Balancing:
    • Faster mining speed of burner mining drills (66% speed and consumption boost).
    • Restricted usage of productivity modules in beacons.
    • Resource richness increased by approximately 20%.
    • Discharge defense damages only enemies, has increased damage (300%), smaller cooldown and smaller power consumption.
    • Increased the damage radius of explosive rocket from 4 to 6.
    • Increased the effect range of the slowdown capsule from 7 to 9.
  • Scripting:
    • Fixed that item created by game.createentity didn't start moving on transport belt.
  • Modding:
    • Allowed to limit type of modules insertable to beacon/assembling machine.
Downloadable at https://www.factorio.com/download/experimental as usual, or by automatic updater as long as you have checked to download experimental releases.

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 8:08 pm
by metzyn
Awesome! By the way, every time I do an update the game crashes and Windows 8 throws up a dialog stating its searching for a resolution. Once I click to close the program the game launches right back without an issue. I assume this is not desired behavior.

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 8:09 pm
by kovarex
metzyn wrote:Awesome! By the way, every time I do an update the game crashes and Windows 8 throws up a dialog stating its searching for a resolution. Once I click to close the program the game launches right back without an issue. I assume this is not desired behavior.
It's not, I should get Windows 8 in virtual box to test it.

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 8:13 pm
by Nova
You don't need a virtual machine of windows 8 for it, happens also with 7. ;)

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 8:23 pm
by Dysoch
Not on my windows 7! Only have to apply adminestrater right and i am done

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 8:30 pm
by Balinor
It's happening on my Win 7 64bit machine also.

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 8:32 pm
by metzyn
Its really not a big deal as once I click to close the program Factorio just relaunches as I would expect. But something seems to be amiss because of that error in the first place.

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 9:02 pm
by ssilk
All my smart inserters lost their filter... :)

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 9:13 pm
by Holy-Fire
kovarex wrote: [*]Restricted usage of productivity modules in beacons.
Restricted in what way?

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 9:13 pm
by BurnHard
ssilk wrote:All my smart inserters lost their filter... :)
Whoah you're right, mine too. And I was wondering why my factory was needing copper ore like hell... Because of the missing filter I have now thousands and thousands of the advanced circuits in my inserter-chest instead of just 50 inserters. Have to check all of them now...

Re: Version 0.7.3

Posted: Mon Oct 21, 2013 9:21 pm
by kovarex
ssilk wrote:All my smart inserters lost their filter... :)
So 0.7.4 needs to come early ....

Re: Version 0.7.3

Posted: Tue Oct 22, 2013 12:37 am
by ssilk
Only for completeness: The bug happens only, when loading a game. So it is currently not a total fail. If the smart inserter is used as filter only, then he does nothing anymore. If he is connected with wires, then it becomes the problem described by BurnHard.

Re: Version 0.7.3

Posted: Tue Oct 22, 2013 5:01 am
by FreeER
kovarex wrote:[*]Game ignores non-save directories in the save folder.
Considering you did this, I'll mention that the same happens in the mods directory...if you want a warning for people perhaps show instead an disabled entry in the mod list with a description saying "info.json missing"

also, after using the updater I got

Code: Select all

error while loading prototype "radar": No such node (energy_per_nearby_scan)
and fixing that lead to

Code: Select all

error while loading prototype "radar": No such node (max_distance_of_sector_revealed)
so I'll just go download the installer now :)

Re: Version 0.7.3

Posted: Tue Oct 22, 2013 8:12 am
by kovarex
FreeER wrote: After using the updater I got

Code: Select all

error while loading prototype "radar": No such node (energy_per_nearby_scan)
and fixing that lead to

Code: Select all

error while loading prototype "radar": No such node (max_distance_of_sector_revealed)
so I'll just go download the installer now :)
That seems like update package issue, what is the system you use?

Re: Version 0.7.3

Posted: Tue Oct 22, 2013 9:08 am
by Dysoch
Any release time on 0.7.4? Cant play without filters of the smart inserters, the entire system will overflow with tens of thousands items.

Re: Version 0.7.3

Posted: Tue Oct 22, 2013 9:39 am
by kovarex
Dysoch wrote:Any release time on 0.7.4? Cant play without filters of the smart inserters, the entire system will overflow with tens of thousands items.
We are working on the release right now.

Re: Version 0.7.3

Posted: Tue Oct 22, 2013 9:56 am
by Dysoch
kovarex wrote:
Dysoch wrote:Any release time on 0.7.4? Cant play without filters of the smart inserters, the entire system will overflow with tens of thousands items.
We are working on the release right now.
Great, only bug fixes, or also some new features?

Re: Version 0.7.3

Posted: Tue Oct 22, 2013 10:32 am
by Holy-Fire
kovarex wrote:
Dysoch wrote:Any release time on 0.7.4? Cant play without filters of the smart inserters, the entire system will overflow with tens of thousands items.
We are working on the release right now.
What's the productivity module status in 0.7.3? Any chance you'll improve it for 0.7.4?

Re: Version 0.7.3

Posted: Tue Oct 22, 2013 10:40 am
by kovarex
Dysoch wrote:
kovarex wrote:
Dysoch wrote:Any release time on 0.7.4? Cant play without filters of the smart inserters, the entire system will overflow with tens of thousands items.
We are working on the release right now.
Great, only bug fixes, or also some new features?
Yes, we decided to skip the sleeping and implement multiplayer during the night :)

Seriously, we want to have stable release, and any other change than bugfixing has chance of making it not stable.

Re: Version 0.7.3

Posted: Tue Oct 22, 2013 11:56 am
by Dysoch
was just a question :P

I dont mind that nothing will implemented. I really like it however.

Multiplayer will be nice, so no sleep for you :P:P:P:P:P:P:P