Version 0.13.7

Information about releases and roadmap.
User avatar
FactorioBot
Factorio Staff
Factorio Staff
Posts: 340
Joined: Tue May 12, 2015 1:48 pm

Version 0.13.7

Post by FactorioBot »

  • Minor Features
    • Holding the "drop item" key will keep dropping items.
    • Rocks can be mined while holding blueprints.
  • Graphics
    • Updated the stack inserter technology icon.
  • Balancing
    • Medium and large worms spawn further from the starting area.
  • Bugfixes
    • Connect game dialog remembers DNS the address as written rather than only IP (27701).
    • Science packs and ammo are now recorded in the items consumed portion of production stats.
    • Fixed the mysterious crash when building rails. (28231)
    • Unified the mass production 3 achievement to 20 M (it was 10M in game and 100M on steam). (28415)
    • Fixed rendering layer of gate wall. (28296)
    • Fixed fullscreen toggle in graphics options. (27688)
    • Fixed mining drills using slightly too much energy per item mined.
    • Fixed that rail signals connectable to two rails at the same time were marked as buildable even when the buildability was valid only for one of the rails. (28235)
    • Fixed burner inserters sometimes getting stuck. (27465)
    • Fixed inserters with stack bonus waiting for stacks indefinitely when there's nothing to take from. (28046)
    • Fixed blueprint previews with tiles and rails vs tiles with no rails. (28250)
    • Fixed crash that could sometimes happen when a biter couldn't reach a target for a long time. (28228)
    • Fixed on_player_placed_equipment was not called when quick transferring equipment into armor. (28419)
    • Fixed map generator problems very far from the start.
    • Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance
    • Fixed clean-cursor with armor not putting it into filtered slots in your quickbar. (28299)
    • Fixed that expansion chunk candidates values weren't updated properly. (27849)
    • Fixed landfills could be included in blueprints. (28471)
    • Fixed multiple instances of walls blocking movement when they shouldn't. (28477)
    • Fixed that the solaris achievement unobtainable.
    • Fixed flamethrower turret would cause blueprint preview move up and down.
    • Fixed crash when the currently-playing folder can't be deleted when exiting game. (28316)
    • Fixed crash when connection to the mod portal fails (27126)
    • Fixed Update Mods button being sometimes disabled (28160)
    • Fixed that LuaGameScript::write_file treated data as null-terminated byte string. (28555)
    • Fixed entities marked with "not-repairable" still being repairable manually. (28554)
    • Attempt to fix "Access is denied" error message during autosaves. (28464)
    • Fixed desync caused by transport belt connected to circuit network reading in pulse mode.
    • Fixed save corruption when driving vehicles on transport belts in some instances. (28457)
    • Fixed copy-paste not waking up inserters when copying filters between different inserter types. (28620)
    • Fixed error when biters tried to expand while evolution factor was 0. (28598)
    • Fixed building paths not refilling the cursor in some instances. (28686)
    • Fixed unlocked achievements blinking too quickly. (27979)
    • Fixed crash when setting the force of a logistic container in ghost form. (28699)
  • Scripting
    • Fixed label size issues when using different font sizes or resizing the game window. (27722)
    • Fixed crash when trying to create sprite-button with valid SpritePath to sprite that doesn't exist. (28564) LuaGuiElement::add won't create sprite-button and returns nil if invalid SpritePath is passed.
    • Added an option to LuaSurface::set_tiles() to disable the correction logic for total control of what the tiles end up as.
    • Added item-group, fluid, tile, virtual-signal and achievement icons to be accessible by the SpritePath used in the sprite-button element. Added SpriteButton to the scripting documentation.
    • Added "grid" to the on_player_placed_equipment event.
    • Added LuaRecipe::localised_name read.
    • Added LuaGuiElement type "scroll-pane".
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

matjojo
Filter Inserter
Filter Inserter
Posts: 320
Joined: Wed Jun 17, 2015 6:08 pm
Contact:

Re: Version 0.13.7

Post by matjojo »

holy shite, you guys are just pumping these out, Keep it up!

also, the new gui elements have no information in the api docs

xmnovotny
Burner Inserter
Burner Inserter
Posts: 18
Joined: Wed Jun 29, 2016 7:47 am
Contact:

Re: Version 0.13.7

Post by xmnovotny »

Thanks for great game and updating.
I have question - map size limit to 2000 km is only temporary restriction or it will be limited forever?

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 4942
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: Version 0.13.7

Post by Klonan »

xmnovotny wrote:Thanks for great game and updating.
I have question - map size limit to 2000 km is only temporary restriction or it will be limited forever?
Forever, max size is now 2,000,000 x 2,000,000 tiles

bartekltg
Inserter
Inserter
Posts: 47
Joined: Fri Feb 06, 2015 12:40 pm
Contact:

Re: Version 0.13.7

Post by bartekltg »

Klonan wrote:
xmnovotny wrote:Thanks for great game and updating.
I have question - map size limit to 2000 km is only temporary restriction or it will be limited forever?
Forever, max size is now 2,000,000 x 2,000,000 tiles
Wrap it around. Toroid is a great shape for a planet ;-)

Compboy
Inserter
Inserter
Posts: 37
Joined: Mon Jun 06, 2016 11:48 am
Contact:

Re: Version 0.13.7

Post by Compboy »

Thank you again for such quick fixes.

CMH
Fast Inserter
Fast Inserter
Posts: 152
Joined: Mon May 02, 2016 3:02 am
Contact:

Re: Version 0.13.7

Post by CMH »

bartekltg wrote:
Klonan wrote:
xmnovotny wrote:Thanks for great game and updating.
I have question - map size limit to 2000 km is only temporary restriction or it will be limited forever?
Forever, max size is now 2,000,000 x 2,000,000 tiles
Wrap it around. Toroid is a great shape for a planet ;-)
I think its a great idea to make the map wrap around if you're going to have a max size.

How big is 2M x 2M again?

User avatar
5thHorseman
Smart Inserter
Smart Inserter
Posts: 1191
Joined: Fri Jun 10, 2016 11:21 pm
Contact:

Re: Version 0.13.7

Post by 5thHorseman »

CMH wrote:
bartekltg wrote:
Klonan wrote:
xmnovotny wrote:Thanks for great game and updating.
I have question - map size limit to 2000 km is only temporary restriction or it will be limited forever?
Forever, max size is now 2,000,000 x 2,000,000 tiles
Wrap it around. Toroid is a great shape for a planet ;-)
I think its a great idea to make the map wrap around if you're going to have a max size.

How big is 2M x 2M again?
In what units? 2000kmx2000km, or 4M km^2, or about 80% of the surface area of Earth. Sounds like a reasonable amount of real estate to me.
Image Image

User avatar
hitzu
Filter Inserter
Filter Inserter
Posts: 530
Joined: Tue Sep 09, 2014 5:55 pm
Contact:

Re: Version 0.13.7

Post by hitzu »

bartekltg wrote:
Klonan wrote:
xmnovotny wrote:Thanks for great game and updating.
I have question - map size limit to 2000 km is only temporary restriction or it will be limited forever?
Forever, max size is now 2,000,000 x 2,000,000 tiles
Wrap it around. Toroid is a great shape for a planet ;-)
On the toroid there are only 8 directions you can go and return the destination point in one trip around the world, on the sphere there are infinite number of those directions. So, not so great.

User avatar
Adil
Filter Inserter
Filter Inserter
Posts: 945
Joined: Fri Aug 15, 2014 8:36 pm
Contact:

Re: Version 0.13.7

Post by Adil »

hitzu wrote: On the toroid there are only 8 directions you can go and return the destination point in one trip around the world, on the sphere there are infinite number of those directions. So, not so great.
On toroid the `around` is not so well defined.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

User avatar
CorrettoSambuca
Long Handed Inserter
Long Handed Inserter
Posts: 57
Joined: Sun May 04, 2014 9:29 am
Contact:

Re: Version 0.13.7

Post by CorrettoSambuca »

hitzu wrote: On the toroid there are only 8 directions you can go and return the destination point in one trip around the world[...]
On the contrary, there are two "arounds" and you can pick a direction such that you get back to where you started after exactly the number you chose of "arounds", in each sense.
So, awesome :)

bartekltg
Inserter
Inserter
Posts: 47
Joined: Fri Feb 06, 2015 12:40 pm
Contact:

Re: Version 0.13.7

Post by bartekltg »

CMH wrote:
bartekltg wrote: Wrap it around. Toroid is a great shape for a planet ;-)
I think its a great idea to make the map wrap around if you're going to have a max size.

How big is 2M x 2M again?
Why only for a max size? In Civ games there was option to choose map topology: rectangle, cylinder, toroid. ;-)
2M x 2M is HUGE. Probably no one would use this feature in the full size map.

But it may be very hard to implement.

Oxyd
Factorio Staff
Factorio Staff
Posts: 1398
Joined: Thu May 07, 2015 8:42 am
Contact:

Re: Version 0.13.7

Post by Oxyd »

Guys, there's always been a limit to the map size. The change is that now when you reach the limit, you'll get a black border instead of a crash.

Since most of you probably never noticed the map size limit, I'd say the size is “bigger than you'd ever need”. :P

User avatar
hitzu
Filter Inserter
Filter Inserter
Posts: 530
Joined: Tue Sep 09, 2014 5:55 pm
Contact:

Re: Version 0.13.7

Post by hitzu »

Adil wrote:
hitzu wrote: On the toroid there are only 8 directions you can go and return the destination point in one trip around the world, on the sphere there are infinite number of those directions. So, not so great.
On toroid the `around` is not so well defined.
No more than one crossing of each edge. :geek:
On the contrary, there are two "arounds" and you can pick a direction such that you get back to where you started after exactly the number you chose of "arounds", in each sense.
So, awesome :)
Yep. It's true. But the trip would be even more intresting if the world was in the shape of the Klein bottle — every trip around would change the chirality! :D
Last edited by hitzu on Mon Jul 11, 2016 1:22 pm, edited 4 times in total.

bruteman
Inserter
Inserter
Posts: 43
Joined: Thu Jan 23, 2014 2:51 pm
Contact:

Re: Version 0.13.7

Post by bruteman »

is it 2 million tiles or 2000 i just loaded my game and i now have a 2048 x 2048 (64x64 chunks) circular black boarder around my map this is tiny!


https://gyazo.com/8b6218dbb90cb21f1bda6421e02f461b
Image

daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: Version 0.13.7

Post by daniel34 »

bruteman wrote:is it 2 million tiles or 2000 i just loaded my game and i now have a 2048 x 2048 (64x64 chunks) circular black boarder around my map this is tiny!


https://gyazo.com/8b6218dbb90cb21f1bda6421e02f461b
It should be 2 million.
This bug is known and will be fixed in 0.13.8: viewtopic.php?f=11&t=28760
quick links: log file | graphical issues | wiki

Tyrindor
Long Handed Inserter
Long Handed Inserter
Posts: 91
Joined: Sun Jul 03, 2016 10:06 am
Contact:

Re: Version 0.13.7

Post by Tyrindor »

Please make it so you cant mine tracks if you just mined a train (similiar to tree/ore change you guys did).

I keep picking up my tracks by mistake!
Last edited by Tyrindor on Mon Jul 11, 2016 1:52 pm, edited 1 time in total.

saturn7
Long Handed Inserter
Long Handed Inserter
Posts: 88
Joined: Wed Apr 27, 2016 6:14 pm
Contact:

Re: Version 0.13.7

Post by saturn7 »

To imagine how large 2000km is, taking the train at max speed (~250 km/h) will take you 8 hours real time.

I doubt many players will have a base where you need 8 hours to go from one end to the other.

jeroon
Filter Inserter
Filter Inserter
Posts: 351
Joined: Sun Jan 26, 2014 10:18 am
Contact:

Re: Version 0.13.7

Post by jeroon »

bartekltg wrote:Wrap it around. Toroid is a great shape for a planet ;-)
http://www.theflatearthsociety.org disagrees :mrgreen:

User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: Version 0.13.7

Post by binbinhfr »

I don't need km2, I need km of scrollbars !!! :-)

could you document "Added LuaGuiElement type "scroll-pane"."
because all I see is
vertical_scroll_policy :: string [RW]
horizontal_scroll_policy :: string [RW]

is scroll-pane an empty shell where you can put a flow in it ?
how do you limit its size in number of rows ?
My mods on the Factorio Mod Portal :geek:

Post Reply

Return to “Releases”