Version 0.9.0

Information about releases and roadmap.
kovarex
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Version 0.9.0

Post by kovarex »

Hello,
we just released the experimental release of 0.9.
We were considering to delay the release few days to finish all the stuff, but you would eat us alive so we decided to release even with the known issues and polish the stuff in the next bugfix release.

!Known issues!
  • Although we were able to spend some time with testing, so the most frequent bugs should be solved, we are quite sure there are more to be found. We altered almost every aspect of the game.
  • We also didn't have time to clear all the problems specified in the Bug reports thread (we solved just those that were most simple to solve for now)
  • Basic campaign and scenario pack are broken as new recipes and technologies are needed and not enabled in these.
  • Only a subset of the doodads is integrated into the world generation.
  • Saving a game with blueprint in second quick bar will result in a corrupted save. So please avoid having blueprints in the second quick bar. This will be fixed in the 0.9.1 and the already corrupted saves will be loadable again.
  • Features:
    • Blueprints. Blueprint item allows the player to select the area that will be copied into the item. The player can customise the icons that will represent the blueprint. While building blueprints, player can rotate these, and they can also overlap with existing entities as long as they match.
    • Deconstruction tool. Allows player to order construction robots to deconstruct buildings in the selected area. When the buildings contain items (chests, transport belts etc.) construction robots first move these items out of it and place it into the logistics network.
    • Oil industry. Pumpjacks mine the crude oil from the oil spills. Oil refinery processes the crude oil to oil fractions. Chemical plant processes the oil fractions to useful products.
    • Added fluid storage tank.
    • Added electric onshore pump (can speed up the fluid or push the fluid against the slope).
    • Biomes. Gives more variation to the nature, tends to generate similar types of vegetation close together.
    • Logistic network condition for smart inserters. Takes the sum of all items in storage/provider chests into consideration.
    • Recipe gui contains even recipes not craftable by player (their tooltip shows machines where they can be crafted).
    • Copying entity settings (replaces the old shift build functionality). Shift + left click sets the selected entity as a copy source, shift + right click applies the settings to selected entity.
    • Ghost buildings can be built (shift + right click) and mined individually.
    • Saves directory can contain custom sub directories. Added delete save button.
    • Game saves and mods are read / written natively to the zip files.
    • CTRL in the textfields including dev console (CTRL + left/right = jump word, CTRL + backspace = delete word, CTRL + up/down = home/end).
    • Roboports have separate logistic radius (now 25) and construction radius (now 50).
    • Player gets separate warning icon when building is destroyed.
    • Warning icons tooltip shows list of entities that are under attack/destroyed/attacking.
    • Highlight inventory slots that contains results of the recipe the player already have when he is hovering the recipe slot.
    • Added / updated sounds for player actions (building, mining buildings, crafting, inventory move, gui click, etc.)
    • Optional ordering of items sub-categories into individual lines in the crafting window.
  • Graphics:
    • New pipes graphics.
    • All not connected pipe connections have ending visualisation.
    • New 10 types of trees that replace the outdated 2 types.
    • Doodads, small decorative objects that appear in the environment (grass chunks, trees, small bushes, rocks etc).
    • Area visualizations (for electric poles, roboports, beacons, mining drills) are displayed under the entities.
    • Roboports visualization density adds up only to a limit.
    • Pipes show the fluid inside in the alt mode.
    • Only every second pipe in the row has the window.
    • Nicer rail diagonals/turns on minimap.
  • Optimisations:
    • Optimisation of the logistic network update - slow performance with many robots with cargo and no place to put it.
    • Optimisation of the electric network update by the factor of 5.
    • Optimisation of inserters update, inserters that have nothing to do are set to sleep and woke up when their target/source changes.
    • Turrets don't search for enemies when there are no enemies nearby.
    • Logistic network doesn't go through empty provider chests/satisfied requester chests any more, so they don't slow down the update.
    • Only chunks with changes are recharted, so the limit of 2 recharted chunks per ticks is applied only on chunk that actually changed, this allows to have much higher areas covered by radars.
    • Optimisation of the building electric poles by dragging (It could get slow for big networks).
    • Small optimisation of transport belt movement.
    Balancing:
    • Changed many existing recipes (science pack 2, science pack 3, advanced circuit, laser turret, car, diesel locomotive, logistic and construction robots, rocket, flamethrower ammo, defender capsules, most of the armor equipment, etc.)
    • Nerfed down productivity modules. Best module productivity bonus changed: 15->10, it has slow down factor, and its usage in assembling machines is limited to intermediate products.
    • Slightly more stone in the world.
    • Pipe to ground is made in pairs and is more expensive.
    • Fast/Express transport belt to ground is made from Basic/Fast transport belt to ground + gears so it can be upgraded.
    • Character logistic slots technology needs only red and green science packs.
    • Rail signals don't collide with player/car so it can run/walk over it.
    • Halfed the radar electricity consumption.
  • Changes:
    • Multiplied all energy values by the factor of 1000.
    • Optimised pipe/asembling machine/chest bounding boxes, so they obstruct the movement less.
    • The green color of night vision visualisation is less dense.
    • Configurable key mapping for lua console, "/" key no longer opens the console by default.
    • ESC (by default) closes the windows in the game as well.
    • Capsules (including the fish) are used by build action when they are in the cursor
    • By default the left mouse key builds and opens gui and the right mouse key does mining.
    • Disabled loading of saves before 0.5.0 version (You can use version up to 0.6.4 to load any old saves and re-save them).
    • MiningDrill can be built only if there are some resources within its radius.
    • The world is slowly generated around the player up to big distance, so exploring should not matter regarding the existance of enemies.
  • Bugfixes:
    • Modules are now transfered when fast replacing furnaces.
    • Electricity icon of laser turrets in ghost mode.
    • Fixed missing black text font borders in some of the texts.
    • Fixed crash when opening gui in the ghost mode that is active in some of the challenge missions.
    • Fixed crash when player fed turret with ammo at the same moment it was destroyed.
    • Biters can no longer destroy the shipwreck in the 3rd new hope campaign (it is indestructible).
    • Fixed that the sound of walking to the left/right was played from the left/right side.
    • Fixed unloadable save when mod with logistic chest(s) was removed.
    • Inserter without power will not take stuff from the chest even when it's arm is above it already.
    • Fixed bug with biters disappearing in the peaceful mode.
    • Fixed stucked inserters when rail is nearby in some cases.
    • Fixed of wrong dropTarget of inserter that pointed to train wagon and was rotated.
  • Scripting:
    • It is possible to change tiles from script using the game.settiles
    • It is possible to specify health of item.
    • Read access to electric pole/pipe neighbours.
    • Added connectneighbour method for electric pole.
    • Stricter rules for lua scripts (no require outside mod path, no dofile function)
  • Modding:
    • Recipes can have multiple and randomized products.
    • Both ingredients and products for the recipe can be items or fluids.
    • Fixed bug, that item on ground created by script ignored the count of the stack.
    • Added fluid_usage_per_tick and effectivity fields to the generator.
    • Zipped mods can be loaded.
Downloadable at https://www.factorio.com/download/experimental as usual, or by automatic updater as long as you have checked to download experimental releases.

DRBLN
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Re: Version 0.9.0

Post by DRBLN »

Hi!
Last edited by DRBLN on Fri Feb 14, 2014 8:19 pm, edited 2 times in total.

TGS
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Re: Version 0.9.0

Post by TGS »

Woohooo!!!!!!!!

ficolas
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Re: Version 0.9.0

Post by ficolas »

Long changelog :0

potato :D

tbarros
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Re: Version 0.9.0

Post by tbarros »

I shall never be seen again...

until next updated

Gammro
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Re: Version 0.9.0

Post by Gammro »

Image

Expect a quiet forum until the bug reports come in :P
Ignore this

Algram
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Re: Version 0.9.0

Post by Algram »

Hm..nothing is shown on the automatic updater yet :(

kovarex
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Re: Version 0.9.0

Post by kovarex »

Algram wrote:Hm..nothing is shown on the automatic updater yet :(
What is your system? (I have it there for win32/64)

Algram
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Re: Version 0.9.0

Post by Algram »

win8 64bit (;

EDIT: Got the Update prompt jsut now, thank you for such an awesome game!

dusho
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Re: Version 0.9.0

Post by dusho »

silly question.. but zip packages doesn't contain auto-updater, right.

FrozenOne
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Re: Version 0.9.0

Post by FrozenOne »

They do.

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Narnach
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Re: Version 0.9.0

Post by Narnach »

Awesomeness!

*goes off to update and play for the rest of the weekend*
Identity is cheap, reputation is priceless.

Let's Player over at https://youtube.com/narnach

BuilderChimp
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Re: Version 0.9.0

Post by BuilderChimp »

Great news, thanks guys! I'll be playing this tonight and tomorrow allllll day baby ye!

Goddohando
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Re: Version 0.9.0

Post by Goddohando »

Why... just why... did you and change left and right mouse buttons? It is impossible to play now.
And I wanted to change the settings to revert it, but there like 30 different actions tied to mouse buttons and combinations making it impossible to do so.
It was perfect before! :(

TGS
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Re: Version 0.9.0

Post by TGS »

Goddohando wrote:Why... just why... did you and change left and right mouse buttons? It is impossible to play now.
And I wanted to change the settings to revert it, but there like 30 different actions tied to mouse buttons and combinations making it impossible to do so.
It was perfect before! :(
It's not impossible, you just have to relearn. Mostly it will just require getting used to it.

MF-
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Re: Version 0.9.0

Post by MF- »

Yay, my desire for savegame directories is now fulfilled :)

So.. pipes have windows, but they work only in alt mode?
Do iron covers slide over the windows while in non-alt mode, or the pipes just look dry?

It would be worth mentioning in the changelog, that the mouse button swap is configurable and stays the same for upgrading users. (or at least I didn't see it there)

immibis
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Re: Version 0.9.0

Post by immibis »

Goddohando wrote:Why... just why... did you and change left and right mouse buttons? It is impossible to play now.
And I wanted to change the settings to revert it, but there like 30 different actions tied to mouse buttons and combinations making it impossible to do so.
It was perfect before! :(
Relax, it's only a default. Change them back in the control settings.

muzzy
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Re: Version 0.9.0

Post by muzzy »

The crafting sound is killing me. I kinda like to craft 100 gear wheels etc while doing other stuff to not waste time .... and this constant tsssh tsssh tsssh tssh tsssh tsssh tsssh ... is driving me nuts, so nuts that i have to play without sounds now.

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3LollipopZ
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Re: Version 0.9.0

Post by 3LollipopZ »

The severe lack of coal is doing it for me :)

The sound for crafting is a little annoying though :) but I have often played without sound (wife sleeping next to me, etc.)

immibis
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Re: Version 0.9.0

Post by immibis »

kovarex wrote: Modding:
  • Recipes can have multiple and randomized products.
Only a few days after I figured out a workaround! :evil:

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