Version 0.5.0

Information about releases and roadmap.

Version 0.5.0

Postby kovarex » Fri Jun 07, 2013 7:53 pm

we just released the version 0.5.0 (experimental)

For those who are using the scenario pack, it would good if you could test the updater, just delete your current scenario pack, and let the updater download it.
Username / password are the same as on the web page.

  • Features:
    • Crafting recipes categorized into groups.
    • Gui styles (changeable by mods).
    • Auto updater for new versions.
    • Train path finding takes two way signals into account.
    • Train Schedule merging when connecting trains.
    • Show what is connected to the electric pole when selected.
    • Train can find the path backward when it has locomotives in the back
    • Choose direction for some entities automatically (semaphore, train statin, pump), when more than one direction is suitable. The R key rotates just between those.
    • Alt info for the cargo wagon contents.
    • Train stop building position is rounded to 2x2 grid to fix the rail grid.
    • Visualisation of guarded rail area by rail signal when building/selecting it.
    • Blinking unplugged icon for generator/solar panel when it is not connected to any machine that can use the electricity, same icon for consumer when not connected to source.
    • Multiple Train Stops for the Train Station (Train stop has gui to change the station it belongs to)
    • Updated recipe tooltip for assembling machine output and technology window.
    • Inserter can pick up to 5 items when moving from inventory to inventory (when researched), this is useful for faster loading/unloading of cargo in train stations.
    • Electric network statistics, accessible by opening the electric pole of the electric network, shows statistics and graphs for different intervals (5s - 50h).
    • God controller (mode without a player)
    • Added sandbox custom scenario (no goal, just building factories).
    • Enemy base generation settings can be set in the map generation gui.
    • Load game gui automatically selects latest save when opened.
    • Added fast and express splitters.
    • Crop Cache for atlas (requires less video memory to run, first load when crop cache is initialized can be slower)
    • Faster loading times (sounds are loaded when needed, faster images loading)
  • Graphics:
    • New gui look.
    • New locomotive graphics.
    • New graphics for mining drills (burner and electric)
    • Use shooting particles when player is shooting.
    • New splitter graphics.
    • New small lamp graphics.
    • Rendering light sources behind the border of the screen (To the maximum distance of 15 tiles).
  • Bugfixes:
    • Fixed bug in internal rail segment structure creation on circular rails. This could have made the save games unusable
    • Fixed speed of logistic robots manager (slowdowns in games with lots of logistic chest + robots)
    • Fixed slow update with big counts of smart chests connected to the circuit network (now instant).
    • Fixed bug in logistic chest unregistration when the "ghost" entity to be built was held above it.
    • Reload fonts when the display is found, this should solve issues of black fonts after switching from different mode/game.
    • Don't allow to do quick transfer (ctrl+click) on entities that are not operable.
    • Rails are not minable when there is train on them.
    • Player selection controller works when player dies (and is respowned by the player port).
    • Correct saving of max updates per frame to the config
    • number instead of true/false.
    • Fix of alt info for chests cleared by the script.
    • Fix of loading saved games with mod items in crafting queue, that are not already present (mod with that item is not present, or the item was removed).
    • Fixed bug of not loadable games due to different mod settings causing to have assembling machines set to recipes with more ingredients than the number of slots of the assembling machine.
    • Fixed object creation in the lua scripts (faster and no memory leaks).
    • Fixed clearing temporary script data (faster).
    • Fixed bug with flickering entity info.
    • Character not connected to player dying doesn't lose the game..
    • Fixed ordering of commands on entity die to allow clone mod.
    • Confirm exit from map editor when map is not saved.
    • Fixed bug of not loadable saves with entities on the edge of the region in some cases.
    • Fixed automatic resizing of script-based gui when text is element or child items are removed.
  • Changes:
    • Larger scale of terrain features.
    • Better movement on transport belts in turns and crossings.
    • Rails recipe changed (made from steel, needs also stone)
    • Locomotive + wagon + rails are more expensive.
    • More random looking enemy base generation.
    • Machines using electricity can have limited maximum input/output flow per second, so accumulators don't recharge/give energy instantly and laser turrets take energy, more continuously.
    • Ambient (music) isn't loaded all at start, but instead streaming realtime while playing, this reduces game starting time and memory requirements.
    • Removed the limit to pickup 1 item per tick when player is picking items.
    • Player picks all items in range when picking items on ground (not just 1 per tick as it was until now)
  • Scripting:
    • Changed the 'orientation' parameter to 'direction' to be consistent, the direction is used for the 4/8 base direction of the entity. Orientation is used for 360° orientation of something.
    • LuaEntity::clearitemsinside and getitemcount works on all entities (hopefully)
    • Added LuaGame::findentitiesfiltered, to find entities of certain type/name faster.
    • Added LuaGame::findnoncollidingposition(name, position, maxperimeter, precision) to quickly find building space.
    • Saving and Loading game from the script (game.load(name) and Used in tight-spot and transport-belt-maddness.
  • Modding:
    • Mods can modify the gui style of the game.
    • Configurable car trunk size in the entity definition.
    • Measure time spent in scripts divided in individual mods and show in time statistics info (F5).
    • force.resettechnologies now loads new versions of technologies (like before), but it preserves the research and enabled state of technologies, so it is usable in migrations to reload existing technologies that changed.
    • Enabled to have recipe with no prerequisities (just energy). In the crafting gui, it shows Inifnite count craftable of that item (and all items dependent on recipes that are for free).

downloadable at as always
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Re: Version 0.5.0

Postby Finnboghi » Fri Jun 07, 2013 7:55 pm

Kovarex, slpwnd and co., you are all gentlemen and scholars.

Looking forward to playing when I get home from work. :D
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Re: Version 0.5.0

Postby wrtlprnft » Fri Jun 07, 2013 8:51 pm

The linux .tar.gz is broken:
Code: Select all
$ bin/i386/factorio
/usr/share/factorio/core/backers.json: cannot open file

After linking data/ to /usr/share/factorio the game starts, but this wasn't required before. I guess the archive just contains the wrong variant of the executable.

Otherwise, thanks for the release!

Edit: the updater crashed when trying to download the scenario pack, I'll post a bug report about that.
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Re: Version 0.5.0

Postby Hi-Torque » Fri Jun 07, 2013 9:54 pm

Thank you guys for all of your hard work! It is very much appreciated!
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Re: Version 0.5.0

Postby tonberrytoby » Fri Jun 07, 2013 11:03 pm

That changelog looks pretty much like the forum's wish list. Cool.

The submenues for the crafting should get tooltips.
Also the objects that are almost always used only as intermediate products, like circuits, should get their own submenu.

wrtlprnft wrote:The linux .tar.gz is broken:
Code: Select all
$ bin/i386/factorio
/usr/share/factorio/core/backers.json: cannot open file

After linking data/ to /usr/share/factorio the game starts, but this wasn't required before. I guess the archive just contains the wrong variant of the executable.

Otherwise, thanks for the release!

Edit: the updater crashed when trying to download the scenario pack, I'll post a bug report about that.

I had the same problem with having to link.
The updater didn't crash for me. Except for the old crash that gets avoided by using aoss.

I was annoyed that you can use no cut and paste to enter your password. Also, the webpage allows login with your email while the updater doesn't, also can be annoying.
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Re: Version 0.5.0

Postby Aza-Industries » Sat Jun 08, 2013 2:32 am

Time to start a new factory. =)

Awesome work guys!

My 4.2 saves are unloadable, lucky I reached my goal of a production line of everything.

I'm loving the new menu and bigger fonts.

EDIT: Loaded up an old 4.1 backup save and wow! The new GUI is amazing, Watching the energy consumption/production page is hypnotising me.
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Re: Version 0.5.0

Postby FlamingNx9 » Sat Jun 08, 2013 6:14 am

I have been waiting man!Thanks!
Now for phase 2...muhahahaha
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Re: Version 0.5.0

Postby MF- » Sat Jun 08, 2013 8:04 am

For the upside..
The 2nd half of loading is really faster, almost instant.
The first half is still the same, though.
It seems the the SIGBUS on start decreased in probability (0 out of 2 so far)

For the downside.. (unfortunately large, I hope I am the only one)
I dislike the menus and the background (when too much of it is visible during the "sign up with us" dialogue)
Spilled menu buttons without spacing remind me of too many crappy java programs.
The "Factorio" logo in the corner of the background looks wrong. It looks stretched/compressed. Do I need AntiAliasing support for proper displaying?

The accumulator-relay trick that made the network prefer accumulator solar power to coal power does not work anymore (thanks to the in/out limits I guess)
Is there any other way how I could wire my coal power plant as a fail-safe-only power production?

EDIT: Some might be the usual reaction when any website updates it's theme. (The majority always wants the old one back for a while.)
EDIT2: I am getting hurt when I jump off a car while it's in motion :( :D (I actually almost reported that as a bug)

----- cut here (stuff that now has separate threads follows) ------

viewtopic.php?f=7&t=931 Manual crafting progress is almost invisible.
viewtopic.php?f=7&t=932 Faster splitters lack english translation.
viewtopic.php?t=247&f=7 "My" SIGBUS now appears while terminating -> settings are NOT saved -> I have to dismiss updates again and again...
viewtopic.php?f=7&t=876 got worse, now it crashes on load dialog init, not when selecting the directory
viewtopic.php?f=7&t=927 Extreme font size disproportion in the load dialog (world info (tiny) text v.s. world name text(giant))
viewtopic.php?f=6&t=930 I am not a fan of transparency. I am pretty sure it should be easy to expose the alpha value for configuration.
viewtopic.php?f=7&t=928 Electricity info UI does not fit in the screen when windowed.
viewtopic.php?f=7&t=929 The -fffast-math issue in the steam engine's UI is still there, more visible, because it's not just "broken lamp in an indicator light"
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Re: Version 0.5.0

Postby MF- » Sat Jun 08, 2013 9:22 am

Creepers seem to always come at dusk, is that a new feature, or just a coincidence?
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Re: Version 0.5.0

Postby gr0mpel » Sat Jun 08, 2013 10:10 am

awesome new GUI!!
wasnt able to play more than 10 minutes yet, but the first impression is really great :)
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