Version 0.13.0

Information about releases and roadmap.
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Tybs
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Re: Version 0.13.0

Post by Tybs » Mon Jun 27, 2016 7:48 pm

Apparently the game is not booting for me... I see the game icon appearing in the taskbar, I hear the music playing for a few seconds. Then the music stops, but the game icon stays, yet the game is not appearing: alt-tab isn't helping either. Guess no plays for me this evening :(

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Re: Version 0.13.0

Post by saturn7 » Mon Jun 27, 2016 7:49 pm

Mr. Tact wrote:" Blueprints can also toggle whether to include modules, entities and tiles."

Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts those items are saved to the blueprint?
Entities is everything else. In case you only want to set the floor tiles.

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Re: Version 0.13.0

Post by jorgenRe » Mon Jun 27, 2016 7:50 pm

You forgot to mention that the basic-accumulator is now know as just accumulator!
That includes all file names.
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Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

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Re: Version 0.13.0

Post by Mr. Tact » Mon Jun 27, 2016 7:50 pm

AngryGiant wrote:
Mr. Tact wrote:" Blueprints can also toggle whether to include modules, entities and tiles."

Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts those items are saved to the blueprint?

That may be modules
It has separate controls for modules and entities.
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Re: Version 0.13.0

Post by Mr. Tact » Mon Jun 27, 2016 7:52 pm

saturn7 wrote:
Mr. Tact wrote:" Blueprints can also toggle whether to include modules, entities and tiles."

Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts those items are saved to the blueprint?
Entities is everything else. In case you only want to set the floor tiles.
What everything else? Whether it is grass or sand background?
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Re: Version 0.13.0

Post by saturn7 » Mon Jun 27, 2016 7:53 pm

Mr. Tact wrote:
saturn7 wrote:
Mr. Tact wrote:" Blueprints can also toggle whether to include modules, entities and tiles."

Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts those items are saved to the blueprint?
Entities is everything else. In case you only want to set the floor tiles.
What everything else? Whether it is grass or sand background?
Buidlings.

If you uncheck entities, the buildings won't be saved in the blueprint.

Use case: You want to copy concrete tiles, but there are buildings on the concrete everywhere. When disabling entities, the blueprint only saves the concrete.
Last edited by saturn7 on Mon Jun 27, 2016 7:55 pm, edited 1 time in total.

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Re: Version 0.13.0

Post by spinba11 » Mon Jun 27, 2016 7:54 pm

I'm not able to play until Friday, do 0.12 saves work with 0.13?

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Re: Version 0.13.0

Post by Mr. Tact » Mon Jun 27, 2016 7:55 pm

saturn7 wrote:
Mr. Tact wrote:
saturn7 wrote:
Mr. Tact wrote:" Blueprints can also toggle whether to include modules, entities and tiles."

Okay, I understand modules, and tiles I assume means flooring like stone bricks or concrete, but what "entities" get saved in the blueprint? Is this saying if you do a blueprint with items on belts those items are saved to the blueprint?
Entities is everything else. In case you only want to set the floor tiles.
What everything else? Whether it is grass or sand background?
Buidlings.

If you uncheck entities, the buildings won't be saved in the blueprint.
Ahh, I see what you are saying... so if there was something else present you wanted to blueprint, but you didn't want the buildings, inserters, and belts. Okay, weird, but okay.
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Re: Version 0.13.0

Post by saturn7 » Mon Jun 27, 2016 7:56 pm

spinba11 wrote:I'm not able to play until Friday, do 0.12 saves work with 0.13?
Yes, the only problem I've seen so far is that all train stations need to be adjusted.

And robots consume 5x as much energy.

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Re: Version 0.13.0

Post by brunzenstein » Mon Jun 27, 2016 7:57 pm

brunzenstein wrote:update for the mac fails as shown - any hint?
Better deinstall the old version?
SOLVED: I managed by deleting all mods in the factorio folder and then downloading the whole game anew from the developer website.

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Re: Version 0.13.0

Post by Mr. Tact » Mon Jun 27, 2016 7:58 pm

Typo on http://guide.factorio.com/new-features-013.html

"Train and rail placement idicators"
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Re: Version 0.13.0

Post by ToxicTiger » Mon Jun 27, 2016 7:59 pm

Mangledpork wrote:Time for a video!

Gentlemen, time me!
My calculator doesn't use remainders so I will have to use a notebook to calculate it correctly.
I like trains.

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Re: Version 0.13.0

Post by Mr. Tact » Mon Jun 27, 2016 8:00 pm

Can blueprint books be ported between games somehow?
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Re: Version 0.13.0

Post by Tybs » Mon Jun 27, 2016 8:02 pm

Tybs wrote:Apparently the game is not booting for me... I see the game icon appearing in the taskbar, I hear the music playing for a few seconds. Then the music stops, but the game icon stays, yet the game is not appearing: alt-tab isn't helping either. Guess no plays for me this evening :(

[example image]
I'll leave this here for people with similar issues: I managed to fix my problem. Moved all the old game files to a backup folder, including the files in AppData/Roaming, after which I reinstalled the game: now it boots normally. Apparently something in appdata was messing up the start.
Last edited by Tybs on Mon Jun 27, 2016 8:03 pm, edited 1 time in total.

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Re: Version 0.13.0

Post by stormforce770 » Mon Jun 27, 2016 8:02 pm

Never felt this hype before..

PD: Works just fine in Steam for Linux (using Arch)
PD2: The trains have COLORS!

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Re: Version 0.13.0

Post by Xterminator » Mon Jun 27, 2016 8:05 pm

Oh dear lord... This is AMAZING! :D :D

I was eating, and mid-bite as I saw this post. I stopped and didn't take another bite for 10-15 minutes as I sad here in amazement reading through all the changes. By far the biggest update we have had and there are so many good features I don't even know where to start!
Time to put together a video on all this great stuff. :D

Can't give enough props to you guys on the dev team for the incredible work that has gone into this and all other updates.
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Re: Version 0.13.0

Post by bobingabout » Mon Jun 27, 2016 8:05 pm

Updated enemies mod, updated ores mod... entire map is covered by worms and ores.
GAH! spawn rate changes!!!

and I can't figure out how to make my clock mod work with the new version of the game.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: Version 0.13.0

Post by Mr. Tact » Mon Jun 27, 2016 8:08 pm

"Spaces are now allowed in file names when saving."

Really? I thought I was already doing that? Hmmm.
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Re: Version 0.13.0

Post by ToxicTiger » Mon Jun 27, 2016 8:08 pm

Mangledpork wrote:Time for a video!

Gentlemen, time me!
Hurry Bentham I am starved.
I like trains.

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Re: Version 0.13.0

Post by Mr. Tact » Mon Jun 27, 2016 8:14 pm

Mr. Tact wrote:
Bi0nicM4n wrote:BTW, there are no obsolete inserters, we can still use regular and fast ones, it's that stack inserter is the most powerful of them all. Devs, thank you for keeping old inserters alive! :D
I believe the concern was over the stack bonus applying to the inserters, not their continued existence.
Looks like they left the bonuses in place for other inserters. Which perhaps is what you were attempting to say... :)

"The stack size research will affect all types of inserters, with technology increasing the stack size capacity, and only intermittent levels increasing general inserter levels."
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