Posts by FactorioTeam

Bugfixes

  • Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more
  • Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
  • Fixed a crash when a mining drill is destroyed during the resource-depleted event.
  • Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
  • Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
  • Fixed crash when undoing manual removal of entity marked for deconstruction. more
  • Fixed that the technology GUI would show 100% researched for near-100% values. more
  • Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled.
  • Fixed that action bar link to blueprint in the inventory had tooltip size limited too much. more
  • Fixed that blueprint cost table width wasn't correct for UI scale different than 100%.

Scripting

  • Added surface_index to the on_robot_mined_tile e...
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Changes

  • Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.

Bugfixes

  • Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. more
  • Fixed that it was possible to rotate entities whilst the technology GUI was open. more
  • Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated. more
  • Fixed that LuaSurface::get_closest() did not check the type of the second parameter. more
  • Fixed that LuaEntity::revive() raise_revive parameter sometimes did not work. more
  • Fixed that script render objects sometimes did not render in screenshots.
  • Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients.
  • Fixed research queue and technology tooltip for long technology names. more
  • Fixed sprites would render as corrupted on some GPUs with texture streaming enabled. more
  • Fixed layouting of filters of deconstruction planner in a...
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Changes

  • The Mods GUI will now always include a link to the mod portal for the selected mod.

Bugfixes

  • Fixed roboport area rendering for players. more
  • Fixed a crash when trying to print invalid values through the Lua API. more
  • Fixed that the rail world preset didn't allow to get some achievements due to smaller base size. more
  • Fixed that the technology GUI technology cost wouldn't show numbers > 232 correctly. more
  • Fixed that custom checkboxes didn't render correctly in some cases. more
  • Fixed opening nested items in items so the same item isn't opened multiple times. more
  • Fixed a crash when trying to filter standalone character ammo slots. more
  • Disallowed building train stops in intersections.
  • Fixed that cloning fluid turrets with fluid would crash the game.
  • Fixed that cloning transport belts could crash when cloning fails.
  • Fixed personal roboport would render its construction area even when toggled off. more
  • Fixed train stop names were rendered without rotation. more
  • Fixed Russia...
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Bugfixes

  • Fixed modded multiplayer games would incorrectly show a mod-mismatch error (again). more
  • Fixed queued GUIs didn't work correctly. more
  • Fixed that terrain selectors other than 'elevation' messed with the water/island controls more
  • Fixed PvP running on_init when it was already initialised. more
  • Fixed that replacing an underground pipe by a pipe could cause fluid mixing in a special situation. more
  • Fixed that upgrading entities with the upgrade planner would erase the last-user. more
  • Fixed a crash in the update mods GUI.
  • Fixed incorrect styling in the update mods GUI in some cases.
  • Fixed crash when loading a save during a cutscene when following a unit. more

We're having problems with our automatic updater at the moment, so please use Steam, or download the full installation at http://www.factorio.com/download/experimental.

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Changes

  • Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being forced to departure when the stop is disabled. more
  • Changed expensive version of assembling machine 2 recipe to match the normal version better. more

Minor Features

  • Added map editor support to delete items.

Bugfixes

  • Fixed pipette making error sound in latency state even though you have enough items. more
  • Fixed that technologies would sometimes disappear from the technology list when added to the research queue. more
  • Fixed problems related to circuit network connection inconsistency related to undo. more
  • Fixed NPE issue where Compilatron could destroy essential buildings. more
  • Fixed NPE crash when Compilatron tells you to pick up scrap. more
  • Fixed that he bonus GUI wouldn't show per...
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Changes

  • Terrain generator options are preserved by the map generator GUI unless explicitly changed.
  • Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. (https://forums.factorio.com/67282) Existing blueprints containing "grass-1" will be migrated to the "landfill" tile.
  • The game will load without an error when non-essential shaders fail to compile. more
  • When a player dies in the Wave defense, the free equipment will be removed from the corpse.

Minor Features

  • "Make Blueprint", "Make Blueprint Book", "Make Deconstruction Planner", "Make Upgrade Planner", "Toggle Personal Roboport", and "Toggle Exoskeleton" functions are now accessible via keyboard shortcuts.

Bugfixes

  • Fixed references to nonexistent noise expressions in map gen settings would crash the game.
  • Fixed a crash when trying to read Lua drop-down font style names. more
  • Fi...
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Bugfixes

  • Fixed that the process name was set to "Main" on Linux. more
  • Fixed a crash when closing GUIs with escape in some cases. more
  • Fixed a crash when mods set repair pack speeds or entity repair speed modifiers to negative values.
  • Fixed that focus-search wouldn't work in the Recipe GUI or Map Editor. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Changes

  • Modified NPE quest structure to give the player more notice of impending attacks
  • Added missing Steel plate recipe to NPE tech tree more
  • Removed unneeded Iron stick recipe from NPE
  • Fast replacing between rail signal and rail chain signal will preserve circuit wire connection and relevant settings. more

Bugfixes

  • Fixed that the evolution pollution factor wasn't migrated properly. (pollution was increasing evolution 16.6 times faster than it should for existing saves).
  • Fixed a crash when trying to assign invalid things to LuaPlayer::game_view_settings. more
  • Fixed that replays could trigger autosaves and take screenshots. more
  • Fixed that changing mod settings through Lua commands wouldn't trigger the settings-changed event. more
  • Fixed that /config didn't support name, description, or tags. more
  • Fixed a crash when using temporary stations. more
  • Fixed that drop-item into vehicles didn't work. more
  • Fixed that resizing the window while loading on 4k screens would cause the progre...
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Bugfixes

  • Fixed that research queue setting in the New Map GUI wouldn't remember its value. more
  • Fixed a crash when hand replacing an assembler ghost with fluid mixing. more
  • Fixed migration of fluid-using modded mining drill.
  • Fixed ten_minutes modifier bug in NPE.
  • Fixed broken resetting of scenario context.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Changes

  • Fixed that trains wouldn't depart for temporary stops when waiting at a station. more
  • Fixed that two headed train running out of fuel didn't trigger the out of fuel alert in one of the directions. more
  • Improved Compilatron's ability to select a free space when indicating structures by a factor of 16.6.
  • The player must now wait for Compilatron to follow before being allowed to evacuate the first area of the NPE.
  • The player must collect at least some of their structures before evacuating the first area of the NPE.
  • Updated the player spawn after big biter attack in case the player wants to check how aggressive the biters are.
  • Compilatron now has its own icon.
  • Biters and worms in the NPE will now be aggressive except in special situations.

Gui

  • It is now possible to scroll horizontally with a touch pad in the tech tree view. more

Bugfixes

  • Fixed bugged Compilatron speech in NPE when showing blocked miner.
  • Turrets placed in the starting area will now be detected during the ...
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Changes

  • Disabled vanilla pollution attacks in the NPE until after the final wave.
  • Changing teams in PvP will try to preserve the current character. more

Bugfixes

  • Fixed alerts showing for trees and rocks in the NPE more
  • Fixed solid fuel not triggering "fuel furnace" quest item more
  • Potentially fixed scrap metal crash bug again more
  • Fixed that a fluid furnace revived from a ghost would not work. more
  • Fixed that launching tutorials could leave the running game in a broken state. more
  • Fixed that clearing the ghost cursor did not clear the hand in the quickbar. more
  • Fixed Compilatron blocking placement of burner inserter in NPE more
  • Fixing a bug from last version that allowed fluid mixing by setting a recipe in assembler. more
  • Different alert when unable to revive ghost due to fluid mixing by hand vs. by robot. more
  • Fixed spitters would not properly target construction robots that are blocked from fulfilling their task. more
  • Fixed a crash when joining Steam game invites while a multi...
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Changes

  • Fast replacing power poles will keep existing connections but also try to connect to further away power poles if possible. more
  • 0-255 numbers are now allowed in [color] tags. The game will detect if you want to use floats or 0-255, just like the /color command. more

Bugfixes

  • Solved transport line compression related to splitters for various corner cases. more
  • Fixed texture-compression config values that were valid in 0.17.15 but are not valid since 0.17.16 would cause error on startup. more
  • Fixed that reverse/forward speed limits of the train movements were mixed up. more
  • Fixed that reverse locomotive power was the same as forward.
  • Fixed item transfers tutorial giving combinators instead of wood. more
  • Fixed tutorials showing migrations dialog.
  • Fixed slow inserters on transport belt madness level 3. more
  • Fixed massive biter clumps in Wave defense. more
  • Fixed a crash when importing save files into saves with different technology levels researched.
  • Fixed that swapping Comma...
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Features

  • Added pollution tab to the production statistics.

Minor Features

  • Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.
  • Added attack modifier setting into the pollution section in the map generator. This modifies how much pollution is consumed by biters attacking. (default is 50% for deathworld presets)

Changes

  • Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.
  • All statistics graphs apart from electricity use smoothing now.
  • The Install Mods GUI will now automatically install required dependencies.
  • Added graphics option "Render in native screen resolution" on macOS to workaround performance issues due to rendering on Retina displays. more

Bugfixes

  • Added another fixing migration of consistency related to undo.
  • Fixed that inserters wouldn't copy the white list/black list setting during fast-replace. more
  • Fixed that building...
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Changes

  • Dragging power poles over ghosts of the same type will revive them. more
  • Replaced the hand graphic in the quickbar with a selected graphic, so blueprint books are visible.

Bugfixes

  • Solved train positioning when being built by robots. more
  • Fixed that playing Factorio in full-screen mode on macOS would hide all notifications. more
  • Allow commas with spaces after in color tags. more
  • Fixed the mechanic of saving a scenario locally when joining a multiplayer game that uses a scenario you don't have didn't work correctly. more
  • Fixed that the burner light would still glow even when the entity is sleeping. more
  • Assembler copy/paste now works correctly when pasting both recipe and direction with fluid mixing around. more
  • Tool shortcut bar selection list can be closed with ESC. more
  • Fixed that some technologies wouldn't show in the technology list if they were fully researched. more
  • Fixed incorrect zooming speeds when using keyboard to zoom. more
  • Blank property expression names in ...
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Bugfixes

  • Fixed various layouting problems related to tables.
  • Fixed upgrading underground belt ghosts would not recalculate underground connections resulting in desyncs. more
  • Fixed construction robot tutorial when spamming ghost radars. more
  • Fixed that some entities didn't show the not enough power icon. more
  • Fixed possible crash when editing font names in rich text. more
  • Fix of previous fix of certain situations of assembler settings copy/paste. more
  • Fixed that toolbar buttons stayed pressed down. more
  • Fixed crash when an inventory gui was shown with 0 slots. more

Scripting

  • Added LuaGuiElement::scroll_to_top(), scroll_to_bottom(), scroll_to_left() and scroll_to_right().
  • Added LuaGuiElement::scroll_to_element().
  • Added LuaEntityPrototype::has_belt_immunity, pollution_to_join_attack, min_pursue_time, max_pursue_distance, radar_range, move_while_shooting, can_open_gates, affected_by_tiles, distraction_cooldown and spawning_time_modifier read.
  • Added LuaEntityPrototype::inserter_exten...
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Changes

  • Removed RTL language translations (Hebrew, Arabic). more

Bugfixes

  • Fixed crash when opening technology tree.
  • Fixed blueprint loading related to trains and temporary stations. more
  • Fixed that the quick bar and shortcut bar weren't aligned on UI scales other than 100% and 200%, making the game literally unplayable. more
  • Fixed fuzzy search in the select-a-filter GUI could show empty groups. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Bugfixes

  • Fixed gates sometimes not closing when next to cliffs. more
  • Fixed crashes related to GUI tables. more

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Bugfixes

  • Fixed vertical squashing of listbox. more
  • Fixed in-game updater would not work on Windows if Factorio path or write data path would contain non-ASCII characters. more
  • Undoing action of building entity that removed ghosts also restores the ghosts. The same with removal of ghosts by cancelling deconstruction. more
  • Fixed that building power poles when moving very fast did not have consistent spacing. more
  • Fixed undo of train deconstruction. more
  • Fixed undo of circuit conditions of entities in the ghost state. more
  • Fixed train pathing inconsistency between normal station departure and waypoint. more
  • Fixed problems related to rail path waypoints and station removal.
  • Fixed logarithmic sliders not showing value of 1. more
  • Fixed logarithmic sliders showing the same value for some positions.
  • Fixed logarithmic sliders not showing correct initial position.
  • Fixed Rich text icons not working in rotated text. more
  • Fixed a crash when loading saves converted to scenarios in the map editor ...
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Bugfixes

  • Fixed that merging two electric networks didn't merge the statistics which was introduced by the power switch addition in 0.13. more
  • Fixed light not turning off properly when using fluid energy source on an entity. more
  • Fixed a crash when building large electric poles. more

Modding

  • The game now checks that technology levels are contiguous.
  • Non-upgrade technologies are now considered to be level 1; previously they were level 0.
  • Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Balancing

  • Changed god controller inventory size to be the same as the character inventory size.

Bugfixes

  • Fixed rendering of targeting range visualization for turrets with limited turn range. more
  • Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. more
  • Fixed that power poles would sometimes build automatically when they shouldn't. more
  • Fixed that editing map gen settings for the non-default surface using the map editor didn't work. more
  • Fixed that LuaSurface::spill_item_stack would ignore belts by default. more
  • Fixed that LuaEntity::set_request_slot() wouldn't allow filters with a count of 0. more
  • Fixed that copying assembler settings would copy direction as well. more
  • Fixed that automation and logistics technologies were marked as upgrades.
  • Fixed that non-upgrade technologies didn't show the level properly. more
  • Fixed default key bindings for in-game copy, paste and undo shortcuts on Russian keyboard layout. more
  • Fixed that remote.call() with small strin...
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