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  1. Last week
  2. Here it is! (beep boop) https://factorio.com/blog/post/fff-354 Statistics: Posted by FactorioBot — Fri Jul 03, 2020 10:31 am — Replies 0 — Views 84 View the full article
  3. Earlier
  4. Here it is! (beep boop) https://factorio.com/blog/post/fff-353 Statistics: Posted by FactorioBot — Fri Jun 26, 2020 12:13 pm — Replies 0 — Views 25 View the full article
  5. Bugfixes Fixed desync related to non-deterministic transport belt merging order when multiple merges happen in the same tick. (79617) Fixed alignment of number input entries. Fixed that undo didn't remove deconstruction task to remove things in the way. (75923) Fixed stray tooltip bug in the map generator window. (76640) Fixed of saving control inputs related to mouse buttons 4+. (86285) Fixed minor clipping issue. (86286) Fixed that train fuel request were unreliable. (77805) Gui Windows with item and count to be selected have count/confirm buttons disabled when item is not yet selected. Logistic request related item and count windows now have notched sliders for 0 to 10 stacks selection. Different numbers that are not multiplies of stacks can be still written into the textboxes. Added an interface option to show both crafting and logistic windows in the character screen. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Fri Jun 26, 2020 11:04 am — Replies 0 — Views 37 View the full article
  6. Changes Full English text proofreading and corrections. Bugfixes Fixed Trains gui listbox labels not being readable when hovered. (68302) Fixed a crash when using LuaChunkIterator. (86089) Fixed a desync related to placing blueprint with assembling machine with not yet researched recipe. (86134) Gui Windows with item and count to be selected are now merged into single window and double click on the item auto-confirms the window with the default count. Windows affected are logistic request, signal selection and (debug tool)infinity count selections. Modding All mining results of resources are forced to be unlocked in the selection lists, even when recipe to create them exists as well. (86021) Added ItemPrototypeFlags::always_show, which forces the prototype to be always visible in the selection lists regardless of related recipes. Added RecipePrototype::unlock_results bool (true by default). When set to false, the recipe doesn't unlock the item to be shown in selection lists. Added RotatedSprite::counterclockwise bool (false by default). Set to true to indicate sprites in the spritesheet are in counterclockwise order. Added CharacterPrototype::has_belt_immunity bool (false by default). Entities no longer require the order string be set when there's no item-to-place them. Added EntityPrototype::remove_decoratives. "true", "false", or "automatic". Defaults to "automatic". Added TurretPrototype::attack_target_mask and ignore_target_mask. (86164) Changed roboport tooltip to not show robot recharge rate when the roboport has no charging slots. (86202) Scripting Added LuaRecipePrototype::unlock_results read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Wed Jun 24, 2020 12:22 pm — Replies 0 — Views 250 View the full article
  7. Here it is! (beep boop) https://factorio.com/blog/post/fff-352 Statistics: Posted by FactorioBot — Fri Jun 19, 2020 10:41 am — Replies 2 — Views 115 View the full article
  8. Graphics New beacon graphics. Features Changed fluid mixing to a simpler version that only checks when manually building most things. Added a flush fluids button to the pipe, underground pipe, and storage tank entity GUIs. Gui Show only unlocked items in filter selection (inventory and quickbar) and logistic/trash requests. Other selections like signal selection/upgrade selection are not affected. New interface settings (off by default) bypasses this and allows the player to see all items as before. When selecting an element from a slot that has already value, the selected value is now going to be highlighted with the related tab (if applicable) selected. Bugfixes Fixed a few weird pixels in heat exchanger East sprites. (85069) Fixed player mining animation had the backpack affected by the color mask. (85830) Fixed mining drill status after disconnecting it from logistic network. (85836) Fixed massive script time usage in Wave defense scenario after configuration changes. (85841) Fixed that infinity GUI filters didn't list all items. Fixed issue with upgrading ghost of assembler with pipes. (85905) Fixed new electric mining drill was missing integration layer. (85923) Fixed crash when unit group is destroyed while its goto behavior is being updated. (85883) Modding Changed beacon graphics definitions. Graphics are now defined in graphics_set prototype property. If graphics_set is not defined, old animation and base_picture properties will be loaded instead for limited backwards compatibility. Scripting Added LuaFluidBox::flush(). Added LuaPlayer::auto_sort_main_inventory read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue Jun 16, 2020 9:31 am — Replies 0 — Views 174 View the full article
  9. Here it is! (beep boop) https://factorio.com/blog/post/fff-351 Statistics: Posted by FactorioBot — Fri Jun 12, 2020 11:06 am — Replies 1 — Views 55 View the full article
  10. Graphics New electric mining drill graphics. Tweaked electric mining drill icon to be a bit more colorful. Minor Features Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents. Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players. The debug setting "show-time-usage" now 'line wraps' if it doesn't fit on screen vertically. Bugfixes Fixed crash when merging force that contained unit groups. (85549) Fixed character preview being empty when the character is in a vehicle. Fixed script error when trying to load old PvP save games. (85713) Fixed setting vehicle driver/passenger to an offline player would crash the game. (85572) Fixed 4th parameter of noise.terrace function was parsed as literal number but was used as noise program register index. (85710) Fixed an issue with modded entities having an electric output flow limit of 0. (84963) Fixed that furnace recipe auto-selection didn't work correctly with temperature ranges. (85561) Fixed that LuaUnitGroup could be used while in an invalid destroyed state. Fixed button for selecting signal or number would not switch from number to signal with left click. (85766) Modding Changed mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited backwards compatibility, but other old graphics properties will be ignored. Mods can now be loaded from directories with the name of the mod but no version number. Added color_filters to utility-constants. Input fluid box with connection set to output or input-output will not have volume forced down by recipe fluid ingredient amount. Scripting Added LuaSurface::show_clouds read/write. Added LuaPlayer::stashed_controller_type read. Added LuaBootstrap::register_on_entity_destroyed(). Added on_entity_destroyed event fired after an entity registered with LuaBootstrap::register_on_entity_destroyed() is destroyed. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Wed Jun 10, 2020 11:01 am — Replies 0 — Views 131 View the full article
  11. Here it is! (beep boop) https://factorio.com/blog/post/fff-350 Statistics: Posted by FactorioBot — Fri Jun 05, 2020 11:56 am — Replies 1 — Views 141 View the full article
  12. Graphics Improved 8px versions of circuits so they look better on belts when zooming out. Improved 8px versions of inserters so they retain their color better. Tweaked Steel plate and Plastic bar icons to improve contrast between them. Changes Constant combinator and infinity chest filters can now be confirmed using Enter. (85314) Bugfixes Made grey virtual signal a bit darker to have more contrast with white virtual signal. (85330) Fixed building entity seemingly colliding with rolling stock ghost would delete the ghost. (81419) Fixed Tutorial campaign level 05 had non-translated train stop names. (85457) Fixed tiny maps hanging in PvP. (85370) Fixed Wave defense bonuses being lost when technology effects were reset. (82583) Fixed progression block in Tutorial level 01 if you don't close the furnace GUI while smelting the iron plate. (85510) Fixed redundant title in modded Container gui. (85420) Fixed changelog gui not reacting properly to window resize. (85433) Fixed premature goal completed notifications in Tutorial level 03. (85523) Fixed transport belt madness script error when trying to handle highlight-box entities. (82695) Fixed tightspot output chest deleting items when starting the level. (84475) Fixed tutorial level 01 start cutscene could be zoomed with the scroll wheel causing glitchy rendering. (85521) Fixed can_insert logic related to ammo and guns on the character entity. (85192) Fixed crash when clearing infinity pipe filter. (85551) Modding Added 'tank_count' to fluid wagon prototype. Allowed values are 1, 2 or 3. Default value is 3. (84978) Scripting Added start_position and start_zoom to cutscene controller initialisation. Made final_transition_time of cutscene controller optional. If not given, the cutscene won't loop back to the start position. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Wed Jun 03, 2020 1:55 pm — Replies 0 — Views 17 View the full article
  13. Graphics Reworked Engine unit icon. Tweaked the color of Sulfur icon. Changes Updates to mini-tutorials. New descriptions for mini-tutorial list. Features Added support to manually set several paths through the config.ini [path] file. 'saves', 'scenarios', 'mods', 'archive', and 'script-output' Bugfixes Fixed choose-elem-button filters not being respected when clicking the button with an item in hand. Scripting Added LuaEntityPrototype::grid_prototype read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Mon Jun 01, 2020 2:19 pm — Replies 1 — Views 372 View the full article
  14. Here it is! (beep boop) https://factorio.com/blog/post/fff-349 Statistics: Posted by FactorioBot — Fri May 29, 2020 1:02 pm — Replies 0 — Views 42 View the full article
  15. Gui Minor visual changes and fixes to achievement and tutorial related guis. Bugfixes Fixed that changing script areas and positions through the map editor in multiplayer as the client didn't work correctly. (85308) Fixed a crash when clearing logistic requests. (85323) Fixed some styles being defined twice in style.lua. (85337) Fixed follower robot count alert not showing correctly. (85313) Fixed container gui not showing logistics filters properly in large containers. (85338) Fixed wrong open/close sound for chemical plant. (85315) Modding Added support to play a sound when opening dropdowns through opened_sound. Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side. Improved save/load performance of mod script data. Scripting Lua functions are now explicitly disallowed in the script 'global' table. Added LuaSurface::generate_with_lab_tiles read/write Added LuaEntity::mine(). Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Thu May 28, 2020 4:13 pm — Replies 3 — Views 278 View the full article
  16. Graphics New high resolution icons for all items. New sprites for some equipment grid items. Gui Logistic chests have a different layout. Visual improvements to the equipment grid. Minor visual improvements to most of the game GUIs. Minor layout changes to GUI of Combinators, Programmable speaker, Circuit and logistic connection windows, Rocket silo. Added a close button to most game windows. Sounds New sounds for GUI interactions. New sounds for game interactions, such as pipette, rotate entity, build ghost, mine ghost, switching gun. Updating working sounds for many entities, such as substation, roboport, combinator. New working sound for rocket silo. New sound for night vision equipment, discharge defense equipment. New tile build sounds for landfill, concrete, stone bricks and refined concrete. Changes Increased logistic filter count for requester and buffer chests from 12 to 30. Scripting Changed script.raise_event() to only allow mod-created events and specific game events. Changed script.raise_event() to validate all required fields are provided for the given event being raised. Added event filters for script raised revive, destroy, and created events. Changed event erroring so errors during raise_event are properly blamed on the mod erroring. Changed raise_event ordering to match standard event ordering. All game events that support filters now filter correctly regardless of how they're raised (raise_event or actual game event). Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue May 26, 2020 3:11 pm — Replies 45 — Views 4546 View the full article
  17. Here it is! (beep boop) https://factorio.com/blog/post/fff-348 Statistics: Posted by FactorioBot — Fri May 22, 2020 4:03 pm — Replies 93 — Views 6557 View the full article
  18. Changes Crafting machines will now refund item ingredients when crafting is cancelled before finishing. Disallowed saving over autosave files or making saves that begin with '_autosave'. Bugfixes Fix tutorial description only mentioning 3 levels instead of the full 5. (85126) Modding Changed default value of return_ingredients_on_change property of furnaces, assembling machines and rocket silo to 'true'. Added script_raised_set_tiles. Added by_player to LuaEntity::copy_settings() Added by_player to LuaEquipmentGrid::take, take_all, clear, and put. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Thu May 21, 2020 1:34 pm — Replies 45 — Views 6451 View the full article
  19. Features Added new tutorial campaign levels 04 and 05. (https://www.factorio.com/blog/post/fff-347) Changes Added a search bar to the mod settings GUI. Bugfixes Fixed a crash when building entity ghosts that immediately get invalidated through script. Fixed that the choose-elem-button elem_type "signal" didn't show special signals. (84877) Fixed that furnaces required module slots to be effected by beacons. (84337) Fixed that some select-a-thing GUIs didn't have search bars. (84907) Fixed that LuaEntity::revive({raise_revive=false}) would still raise the revive event. Fixed a crash when trying to iterate game.forces with the maximum number of forces created. (85053) Fixed a desync related to fast-replacing modded beacons. (85037) Fixed performance issue with initializing huge Lua arrays, that could cause loading of some modded saves take forever. (84794) Modding Added item prototype flag "draw-logistic-overlay". Added support to play a sound when a robot deconstructs something through utility-constants "deconstruct_robot". Scripting Added on_force_reset event called when LuaForce::reset() is run. Added remove_colliding_entities and remove_colliding_decoratives parameters to LuaSurface::set_tiles(). Added LuaSurface::get_script_area, edit_script_area, add_script_area, remove_script_area, get_script_position, edit_script_position, add_script_position, remove_script_position. Added 'elem_filters' onto choose-elem-button LuaGuiElements to control what options appear in the picker GUI. Added 'crafting-category' filter to EntityPrototypeFilters. Added 'has-ingredient-fluid', 'has-ingredient-item', 'has-product-fluid', 'has-product-item' filters to RecipePrototypeFilters which can accept a nested set of FluidPrototypeFilters or ItemPrototypeFilters. Added 'place-result', 'burnt-result', 'place-as-tile', 'placed-as-equipment-result' filters to EntityPrototypeFilters which can each accept a nested set filters. Added 'name' filter to EntityPrototypeFilters, FluidPrototypeFilters, and ItemPrototypeFilters which accepts either a single name or a list of names to accept, similar to LuaSurface::find_entities_filtered. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue May 19, 2020 11:40 am — Replies 7 — Views 4378 View the full article
  20. Here it is! (beep boop) https://factorio.com/blog/post/fff-347 Statistics: Posted by FactorioBot — Fri May 15, 2020 1:41 pm — Replies 1 — Views 56 View the full article
  21. Bugfixes Fixed version 0.18.23 Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue May 12, 2020 1:42 pm — Replies 0 — Views 166 View the full article
  22. Graphics Added player footprints and footstep visual effects. Added car and tank dust and particle trail visual effects. Changes Construction robots throw cliff explosives from afar the same as players do, instead of dropping them at the cliff. Changed rail segment visualisation colors to be more different from rail signal colors (red/green). Clicking a GUI now brings it to the front. Most noticeable when using the map editor or debug GUIs where they overlap. Bugfixes Fixed that Fast splitters were missing a piece visually in East rotation top_patch (84573) Fixed that inserters could insert modules for recipes into module slots in some rare cases. (84224) Fixed that robots blowing up cliffs was different than manually blowing up cliffs. (83568) Fixed limiting cargo wagon to 0 slots would break progress visualization for full cargo and empty cargo train conditions. (84631) Fixed teleporting player between surfaces while the player was in a map view would not invalidate tile renderer cache. (84633) Fixed that the "use different settings per save" setting didn't work for single player games. (84301) Fixed crash due to use-after-delete when single unit builds a base in position that does not collide with the unit. (84649) Modding Added the Prototypes GUI (ctrl + shift + E). Added the Prototype Explorer GUI (mouse over most anything + ctrl + shift + F). Added support to play different sounds for entity ghosts depending on the size of the entity in the ghost through build_sound (for small), medium_build_sound and large_build_sound on the entity ghost prototype. Added support to play a sound when switching weapons defined through utility-sounds 'switch_gun'. Added support to play a sound when picking up items (F key) through utility-sounds 'picked_up_item'. Added optional 'turn_speed' to projectile prototypes. Scripting Added "include_fuel" field to LuaItemStack::create_blueprint. Changed LuaSurface::create_entity so it places resource entities to center of a tile as map generator would. This can be overridden by optional snap_to_tile_center parameter. (83891) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Tue May 12, 2020 12:09 pm — Replies 2 — Views 260 View the full article
  23. Here it is! (beep boop) https://factorio.com/blog/post/fff-346 Statistics: Posted by FactorioBot — Fri May 08, 2020 1:49 pm — Replies 0 — Views 3 View the full article
  24. Here it is! (beep boop) https://factorio.com/blog/post/fff-345 Statistics: Posted by FactorioBot — Fri May 01, 2020 10:47 am — Replies 0 — Views 10 View the full article
  25. Graphics Added shell particle effect for the artillery shooting. Added tinted scorch marks for explosion effects. Explosions on different tile types will result in scorch marks of different colors. Changes Pressing escape/close GUI when a search field is focused only closes the search field instead of the entire GUI. Updated GUI styles for PvP configuration GUI. Unit groups will determine their collision mask based on the collision masks of their members. (84204) Bugfixes Fixed landfill spawning under player when building landfill elsewhere. (84170) Fixed a crash when a train recalculating path during movement is unable to reserve rail signal within movement distance. (84216) Fixed production statistics corruption when recipe returns some but not all catalyst. (83881) Fixed a pathfinding crash related to changing tiles in a way that affected neighbouring tiles' transitions. (84181) Fixed that malformed data in data.raw wouldn't show the minimal-mode failure GUI. (84412) Modding Fixed that writing to mod settings would silently ignore bad values. Added "allowed_effects" support to the lab. Added "creation_distance_orientation", "use_source_position", "height" and "vertical_speed" to particle creation parameters (related to shooting effect shell particles). Added "scorch_mark_color" to TilePrototype. Added util.remove_tile_references for easier compatibility maintenance with future game updates when removing base game tiles. Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Thu Apr 30, 2020 12:01 pm — Replies 1 — Views 244 View the full article
  26. Here it is! (beep boop) https://factorio.com/blog/post/fff-344 Statistics: Posted by FactorioBot — Fri Apr 24, 2020 5:35 pm — Replies 2 — Views 89 View the full article
  27. Bugfixes Fixed that the mod settings GUI was only showing hidden settings. (84141) Fixed crash in mod updater. (84139) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.Statistics: Posted by FactorioBot — Fri Apr 24, 2020 9:29 am — Replies 0 — Views 191 View the full article
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