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Version 0.13.10
Posted: Fri Jul 22, 2016 10:30 pm
by FactorioBot
- Minor Features
- Added logistics auto-trash slots: the opposite of logistic request slots.
- Added --mod-directory: Specifies which mod directory to use
- Changes
- Increased the size of the curved rail bounding boxes slightly so trains won't damage things built next to them.
- Server stdout messages now contain timestamps and message-type tags
- Biters and other units won't become aggressive as a result of friendly-fire.
- Bugfixes
- Fixed golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. (29121)
- Fixed crash related to wire rendering after switching to copper wire while dragging wire. (29216)
- Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
- Fixed chat message rainbow when the game tick would go past 2147483648. (29307)
- Fixed password field not being focused when connecting to a game. (29175)
- Fixed rocket silo moving slow when using efficiency modules.(29108)
- Fixed pressing Escape in multiplayer connect password dialog closed all gui windows. (29176)
- Fixed gates sometimes not opening soon enough. (28593)
- Fixed side menu buttons being focusable. (27575)
- Fixed numbers display rounding up when it shouldn't. (29184)
- Fixed constant combinator GUI slider sometimes showing different value than the number of items. (28637)
- Fixed assembling machine GUI progress bars not sizing correctly. (28980)
- Fixed tight-spot scenario missing walls around trees. (26922)
- Narrower descriptions with more line breaking opportunities (mod list, roboport). (29348)
- Fixed that cunning cancellation of crafting orders could result in free items. (27459) As a result of this fix, your entire crafting queue will be lost when loading a save from 0.13.9 or earlier. We suggest that you finish or cancel all your crafting before upgrading.
- Fixed crash related to custom units. (29202)
- Fixed mod enabling/disabling sometimes didn't restart the game. (28738)
- Fixed several issues with buildability checks returning false but entities actually being buildable. (28883)
- Fix that aggroing a huge amount of biters would cause UPS drop for a long time. (29513)
- Fixed freeze when dragging sound sliders in some instances. (29441)
- Fixed bullet shooting speed not working properly. (28707)
- Optimizations
- Improved performance when building large electric poles in the latency state by click-and-drag. (29104)
- The game's main loop has been rewritten. This should increase performance in some cases and fixes some freezes and stability issues. For example game freezing when changing system time.
- Modding
- Starting area is now 1.5x the size in tiles (also affects tier_from_start).
- Fixed manually defining the localised_name of an item didn't work correctly. (29148)
- Scripting
- Added LuaEntity::copy_settings() - copies settings from one entity to another as if the player did it.
- Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
- Fixed crash when trying to set compound command with missing list of commands. (29164)
- Fixed technology effects are now applied before the research_completed event is fired. (29451)
- Added LuaGameScript::direction_to_string(...) - converts a defines.direction to the string name.
- Added LuaPlayer::clean_cursor() - acts as if the player pressed the "clean cursor" key.
- Added LuaEntity::mining_target read.
- Added properties to LuaSurface::create_entity to make the creation act as fast-replace building.
- LuaGameScript::take_screenshot now has an additional field "by_player" that when set will cause the screenshot to only be taken on that players local game.
- Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network.
- Added LuaEntity::circuit_connection_definitions - the connection definitions for all wires connected to an entity.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at
http://www.factorio.com/download/experimental.
Re: Version 0.13.10
Posted: Fri Jul 22, 2016 10:32 pm
by ytsejam
Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
Yes! Can't wait to test this
Re: Version 0.13.10
Posted: Fri Jul 22, 2016 10:34 pm
by kiba
Added --mod-directory: Specifies which mod directory to use
YESSSSS! I can remove the drudgery and error prone process of switching from development directory to actual mod directory I am using.
Re: Version 0.13.10
Posted: Fri Jul 22, 2016 11:22 pm
by Kryzeth
Ooooh, just noticed it states the name of the mod currently being loaded on the loading screen now
Was that change from a previous version that I just now noticed, or an untracked new minor change? Either way, I liiike~
Re: Version 0.13.10
Posted: Fri Jul 22, 2016 11:24 pm
by bobingabout
FactorioBot wrote:
[*]Biters and other units won't become aggressive as a result of friendly-fire.
Awww, but it was fun!
seriously though, my enemies mod was a huge culprit for doing this, the subject came up quite often.
FactorioBot wrote:
[*]Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
This one was one of my suggestions!
FactorioBot wrote:
[*]Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network.
Another useful one.
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 1:24 am
by Bearnaise
Love all the changes. However, I'm getting periodic and heavy UPS slowdowns. I haven't tested reproducibility yet.
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 1:26 am
by DaveMcW
FactorioBot wrote:
- Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
Any mod that runs find_entities on a single tile is broken and causes huge slowdowns.
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 1:31 am
by Pyrii
bobingabout wrote:FactorioBot wrote:
[*]Biters and other units won't become aggressive as a result of friendly-fire.
Awww, but it was fun!
seriously though, my enemies mod was a huge culprit for doing this, the subject came up quite often.
Me and a friend have just been doing a couple of achievement runs and we were scratching our heads at what the hell the enemies were doing. "Are they eating eachother? Ewww."
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 2:50 am
by cpw
Sadly, unplayable here because of
viewtopic.php?f=30&t=29614 - seems to be a linux specific(?) CTD on any form of hand crafting. *sigh*
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 2:56 am
by markw
After getting a crash in my 0.13.9 game (and posting the bug), I tried a brand new game with this version. As soon as I tried to craft a pick axe, boom, game closed.
- _autosave1.zip
- auto save of beginning of game
- (2.78 MiB) Downloaded 257 times
Forgot to mention, I was running this game from Steam client on Linux
There
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 3:51 am
by OvermindDL1
Instead of a `--mod-directory` switch, have you thought about replacing the mods directory with a set of subfolders? Say, any mod in `./mods/` is loaded always, any mods in `./mods/someOtherDir` gets loaded by selecting the `someOtherDir` mod 'pack' in-game, where it then re-loads using that mod subdirectory as a 'pack' of a sort (perhaps even support a `modpack.json` file or so for a modpack description file, could then load such a directory up as a zip even?).
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 5:47 am
by Nsomnia
I'm loving how richness affects variation now however I'm having the HARDEST time getting a desert, kindve missing the segmentation setting now haha. But its a step in the right direction resource distribution wise I'd say near perfect. I dont mind grass, I mind trees. Nice work guys! The crop circles are a litte odd though. Although I think ill revert to .9 for now I simply cannot roll a map to my likings, but I'll play with the mapgen settings some more they are verrrry different now.
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 8:19 am
by brunzenstein
All lights green for this build!
It feels snappier then the last version and is running overall smoothly
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 9:21 am
by Pe334
Hi,
how does --mod-directory work?
I have a steam-version of factorio.
THX
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 9:37 am
by torham
I am out of the country atm, so mobile internet for me now. After I saw there was some map gen changes I couldn't resist, so I paid £2 for the update data. Loving it so far. Thumbs up!
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 11:42 am
by steinio
Kryzeth wrote:Ooooh, just noticed it states the name of the mod currently being loaded on the loading screen now
Was that change from a previous version that I just now noticed, or an untracked new minor change? Either way, I liiike~
Yes it's not mentioned in the changelog. Was surprised too.
The downside is, the mod names are shown twice or three times because of data, data-updates and data-final-fixes i guess.
This could lead to distortion for average users.
Maybe the state can be shown before mod name: "Loading mods: [data] base" ...
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 12:01 pm
by supagu
0.13.10 is crashing on linux
both the client and server headless are crashing moments after loading into the game
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 12:06 pm
by daniel34
supagu wrote:0.13.10 is crashing on linux
both the client and server headless are crashing moments after loading into the game
This will be fixed in 0.13.11:
viewtopic.php?f=30&t=29614
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 12:14 pm
by illmaren
When should this fix be released? cause its quite the major bug ;$
Re: Version 0.13.10
Posted: Sat Jul 23, 2016 12:59 pm
by dratone
markw wrote:After getting a crash in my 0.13.9 game (and posting the bug), I tried a brand new game with this version. As soon as I tried to craft a pick axe, boom, game closed.
factorio-current.log
_autosave1.zip
Forgot to mention, I was running this game from Steam client on Linux
There
I'm having the same problem. Version 0.13.10 (haven't tried 0.13.9) on steam and ubuntu. Game closes the moment I craft a pick axe.
Edit: Only just saw that its going to be fixxed in 0.13.11
Can't wait. Thanks for the good work guys!