Weekly Question Thread Posted: 20 Jan 2020 10:04 AM PST |
Version 0.18.0 Posted: 21 Jan 2020 05:42 AM PST Features - Steam users can now log in automatically through Steam without needing their Factorio account password.
- Steam users without a Factorio account can create one by providing only a username.
- Reworked main menu structure.
- Added a "Continue" button which quickly loads the latest save game.
- Added a "New Game" GUI that shows all the ways to play the game
- Added a setting to the map editor to show/hide the extra entity settings.
- Added a map editor GUI to edit force data modifiers.
- Added a PvP team option to create a moat around the starting area.
Graphics - Added animation to water.
- Added animation to trees.
- Added LUTs and color corrected the game sprites.
- Added sliders to the graphics settings to adjust brightness, contrast, and saturation.
- Added on damaged effects for most entities.
- Added specific dying explosions for most entities.
Sounds - New or updated sound effects include:
- Nuclear reactor, chemical plant, furnace, fire, burner mining drill.
- Tank.
- Mining by hand, chopping wood
- Roboport door, Combat robots
- Player footsteps.
- Biter and Spitter footsteps.
- Worm breathing, Spitters and Biters, idling and attacking.
- New sound features include:
- The ability to fade out sounds instead of a sudden stop, e.g. for the furnace.
- Varying the pitch of sounds to a min/max level, to add more variety.
- A 'Random, no repeat' feature to reduce repetition, especially on sounds that happen frequently, such as player steps.
- The sound for the game has also been rebalanced to highlight certain sounds and make others fade into the distance.
- The default sound settings have also been updated to improve this mix.
Optimizations - Optimized particle logic.
- Improved performance when side-loading transport belts.
- Improved performance of inserters interacting with assembling machines and furnaces.
- Improved performance of inserters when the circuit network turns them off.
- Improved performance of mining drills and inserters in general.
- Improved performance of burner entities.
- Improved performance polluting entities.
- Improved performance of smoke producing entities.
- Improved performance logistic and construction robot performance when they're flying towards their target.
- Improved performance of furnaces and assembling machines that use fluids.
- Improved heat pipe performance by 3x.
- Improved item request proxy performance by turning them off in 99%+ of the cases.
- Improved locomotive, cargo wagon, and fluid wagon performance by turning them off in 99%+ of the cases.
- Electric networks, fluids, and heat pipes are updated in parallel if you have enough cores.
- Improved script rendering performance for text and lines.
- Improved performance of rotated bounding boxes.
Bugfixes - Fixed the recipe tooltip showing negative values for some complex recipes. more
- Fixed graphical glitch when GUI element with blurred background got out of bounds of the screen. more
- Fixed hard coded English string in NPE. more
- Fixed potential crash in NPE when Compilatron is pointing at something that gets deleted. more
- Fixed issue where sometimes you couldn't move to the second area in NPE. more
- Fixed issue where Compilatron would sometimes tell you to build more boilers when that was not the problem. more
- Fixed issue where Compilatron's speech bubbles could block you from interacting with the world behind him. more
- Fixed items with excessively long names squashing the count label in the recipe tooltips. more
- Fixed accumulator charge text in statistics bouncing around because of inconsistent number of digits. more
- Fixed train path finding penalty when there are 2 or more trains in block. more
- Fixed a crash when creating trains during the player moved event that was caused by the player getting ejected from a vehicle because the vehicle died. more
- Fixed a crash when removing mods that had custom GUI elements. more
- Fixed a crash when using Lua event filters when the thing to be filtered becomes invalid. more
- Fixed that some turret sounds could be heard on other surfaces. more
- Fixed that the tooltip for the generator would not show its efficiency correctly. more
- Fixed a crash related to building tiles in multiplayer with some mods. more
- Fixed that turrets would sometimes fail to attack things that are in range. more
- Fixed follower robot lifetime tooltip property not taking into account following_robots_lifetime_modifier. more
- Fixed cliffs sometimes getting marked for deconstruction when they shouldn't have been. more
- Fixed inconsistent rounding in the statistics window. more
- Fixed a desync when setting .active=false on beacons through script. more
- The map will be re-charted when the mod configuration changes. more
- Fixed inserters sometimes not being highlighted when selecting a large modded vehicle. more
- Fixed a crash when entity grid would destroy itself during update. more
- Fixed a crash with rich text tags and dynamic images. more
- Fixed setting the held stack of an inserter didn't update the inserter state correctly. more
- Fixed tooltip alignment in some specific cases. more
- Fixed a crash when lua removes pipe-to-ground between entity revive and deferred pipe connection fix. more
- Fixed a crash when setting infinity chest filters to legacy items. more
- Fixed that splitters could be set to have invalid bounding boxes that would lead to corrupt saves. more
- Fixed word wrapping of rich text containing tag that doesn't fit given width would duplicate the tag on multiple lines. more
- Fixed if migrating old achievement data to Steam Cloud failed, the old file would not be deleted resulting in the same error on every startup. more
- Fixed train pathfinding penalty for circuit network closed rail signal was not applied in some cases. more
- Fixed a crash when mods would define construction robots without some sprites. more
- Fixed that trying to do 0 damage would still trigger the entity-damaged event. more
- Fixed a save corruption issue related to modded loaders with different belt_distance values. more
- Fixed that train would forget amount of ticks waiting at signal when doing repath. more
- Fixed that train pathfinder was not counting penalty of last segment length in path cost. more
- Fixed PvP error on configuration changed. more
- Fixed pump tooltip showing double pumped amount when pumping to fluid wagon. more
- Fixed manual ghost revive of a loader in unload mode would not work in visually matching direction. more
- Fixed calling LuaEntity::order_deconstruction() on item-request-proxy would corrupt the game state leading to crash. more
- Landfill can be placed over shallow water.
- Fixed that LuaEntity::color wouldn't accept "nil" to reset the color. more
- Fixed that train pathfinder was not counting penalty of opposite train stop at last segment.
- Fixed that train pathfinder was counting penalty of whole starting segment instead of only part in front of locomotive. more
- Fixed that train pathfinder would return single segment path even if there are shorter, multi segment ones. more
- Fixed technology screen not showing modifier tooltips when tooltip descriptions are disabled. more
- Fixed belt tooltips sometimes showing their speed in exponent format. more
Modding - Added UnitPrototype::light.
- Removed the "particle" prototype type.
- Added the "optimized-particle" prototype type.
- Added the "burner-generator" prototype type.
- Removed GeneratorPrototype::burner.
- Added the "pass_through_mouse" option to speech bubble styles. This lets mouse interactions fall through to interact with the world behind.
- Added optional "radius_color" property to capsule prototype.
- Removed EntityPrototype::emissions_per_tick, it is replaced by emissions_per_second.
- Removed EnergySourcePrototype::emissions_per_second_per_watt and emissions, they are replaced by emissions_per_minute.
- Removed TilePrototype::ageing, it is replaced by pollution_absorption_per_second.
- Removed ItemPrototype::stackable, primary_place_result_item and can_be_mod_opened, they were replaced by ItemPrototypeFlags "not-stackable", "primary-place-result" and "mod-openable".
- Added "probability" to trigger items and trigger effect items.
- Added "script" trigger effect item. It will call the "on_script_trigger_effect" when triggered.
- Added AttackParameters::rotate_penalty and AttackParameters::health_penalty.
- Added generic support for rendering radius visualisations on entities through radius_visualisation_specification.
- Changed construction robots and logistic robots sprites to be optional.
- Changed the loader prototype type so it has a fixed belt_distance of 0.5.
- Added the prototype type "loader-1x1" that has a fixed belt_distance of 0.
- Changed render layer of belt structures (underground belt, splitter, circuit connector) to object layer. They now have special sorting logic, so they are not rendered over player or cars.
- Horizontal directions of splitter sprites were separated to two sprites (for purposes of the special sorting logic).
- Added AttackParameters::ammo_categories.
- Added optional artillery projectile property "rotatable".
- Scenarios can now contain a description.json file. In the file "order" determines the sorting in the New Game gui; "multiplayer-compatible" determines weather the scenario is shown for multiplayer games.
- Added "multiplayer-compatible" to description.json file of campaigns also.
Scripting - Added on_unit_group_finished_gathering and on_build_base_arrived events.
- Added LuaRendering::bring_to_front().
- Changed LuaGameScript::particle_prototypes to reference the optimized-particle type.
- Added LuaGuiElement::scroll_to_item() function.
- Renamed LuaInventory::hasbar(), getbar() and setbar() to supports_bar(), get_bar() and set_bar().
- Added LuaEquipmentPrototype::attack_parameters read.
- Added on_script_trigger_effect event.
- Set lower limit of zoom parameter of LuaGameScript::take_screenshot to be 0.0315 (1 pixel per tile) instead of allowing any value greater than 0.
- Added LuaPlayer::get_infinity_inventory_filter(), set_infinity_inventory_filter() functions.
- Added LuaPlayer::remove_unfiltered_items, infinity_inventory_filters read/write.
- Added LuaSurface::get_entities_with_force().
- Added optional "dealer" parameter to LuaEntity::damage().
- Added "force" filters to the on_built_entity and on_robot_built_entity event filters.
- LuaSurface::min_brightness doesn't have any effect on rendering as brightness of night depends only on color LUT of night.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. submitted by /u/FactorioTeam [link] [comments] |
TIL that by holding Shift while building rails, the R key switches between various configurations. This. Changes. Everything. Posted: 21 Jan 2020 04:13 AM PST |
Just discovered that players and tanks can cross 1-block water barriers, but biters can't! Posted: 20 Jan 2020 08:14 PM PST |
Hmmmmm Posted: 20 Jan 2020 04:47 PM PST |
Buffered Diamond Core Intersection Posted: 20 Jan 2020 11:56 AM PST |
I know it's blasphemy, but sometimes the factory doesn't have to grow -- rocket in 7hrs 30 min. Posted: 20 Jan 2020 11:17 PM PST |
About a year later, I decided to use solar energy again. Posted: 21 Jan 2020 03:02 AM PST |
The Engineer (aka. the player) fan artwork Posted: 21 Jan 2020 04:17 AM PST |
Wife and I turned off biters for a casual game where we could just focus on making a nice factory. Here's the beginnings of purple science looking very spiffy. Clearly I married the right woman. Posted: 21 Jan 2020 07:56 AM PST |
Found a heart in Factorio <3 Posted: 21 Jan 2020 02:55 AM PST |
I think they're angry. BTW the .18 map view is BEAUTIFUL Posted: 21 Jan 2020 07:31 AM PST |
Just in Time for 0.18: Many-to-Many Decentralized, Decentivizing Train System & Remote-Controlled Player's Depot for Expansion and Outpost Maintenance (more info in the comments). Posted: 21 Jan 2020 06:31 AM PST |
Waiting for the 40th piece of U-235 be like Posted: 21 Jan 2020 01:51 AM PST |
Who Needs Coinstar When You Have Compilatron Posted: 20 Jan 2020 03:27 PM PST |
Balanced Oil Refinery with On-Demand Oil Cracking Posted: 21 Jan 2020 03:10 AM PST |
Is it possible to migrate seablock base from 16.51 to 18.0? Posted: 21 Jan 2020 07:52 AM PST I would love to see how my seablock run performs in the new update. The thing might actually run close-ish to 60 ups. Unfortunately I don't know how to do it, the game typically just crashes. Is there any way to make it work? thanks. submitted by /u/ltjbr [link] [comments] |
49x49 Roboport Substation Rail Grid Posted: 21 Jan 2020 06:40 AM PST |
Factorio's website is wrong! Posted: 20 Jan 2020 07:48 PM PST It's really simple. At the bottom of the Home section of the website it says "Factorio has been in development since the spring of 2012. So far over 1,500,000 people have bought the game." Which is technically the truth, but they are selling themselves short, since over 2,000,000 people have bought the game. The factory has grown, but they neglected to update it. submitted by /u/HellWalker1 [link] [comments] |
A biter swarm just fucking ATE my iron mine, and another one coming up... ffs Posted: 20 Jan 2020 11:37 AM PST |
This frontier MAY have seen some action (Mods - Bob's and Angel's) Posted: 20 Jan 2020 07:18 PM PST |
[Research] Player participation in video game development projects Posted: 21 Jan 2020 04:33 AM PST Hi there, I'm looking for video game players who have participated in game development projects (for example games on Steam's Early Access platform or in Kickstarter platform) to answer a short survey about their experiences and attitudes regarding 'player participation'. Player participation has been a rising trend in game development industry during the last decade. In it players can collaborate together with game creators to develop a game. It has given a chance for game creators to gather feedback straight from players and allowed smaller and independent game studios to finance their projects without necessarily affiliating themselves with major publishers. Many good and probably bad games as well have been developed in this manner, but there has not been much research about player participation yet. My intention is to build a more comprehensive picture of this trend, identify pros and cons, and best practices, and that is where I need your help. If you have participated in game development projects as a video game player, I'd like to ask a little bit of your time to answer this survey. The survey consists of 12 mostly open-ended questions out of which 9 are optional questions, meaning that you may skip them if you cannot or do not want to answer them. However, it would benefit the research most to get as many answers as in-depth as possible. If you have any questions or comments, please leave them below. Also, if you know any other sub-reddits where this survey could be posted, please let me know. Thank you. Link for the survey: https://link.webropolsurveys.com/S/2447C5BDC385AE14 submitted by /u/Nareki [link] [comments] |
Factorio Alphanumeric Digital Display Circuit Network Posted: 20 Jan 2020 07:14 PM PST |
The moment when I finished the game for the first time (also my first run) Posted: 20 Jan 2020 05:53 PM PST |
A new 10 wide 8-8 universal balancer up for review Posted: 21 Jan 2020 08:09 AM PST Here is yet another universal balancer, this time only 10 wide (but 86 tiles long). The forward balancer is throughput unlimited. The feedback balancer has a maximum capacity of 4 belts. This should be sufficient to guarantee full throughput and balanced input and output for all the possible configurations. Image by BlueprintBot Blueprint at pastebin submitted by /u/SirOrangeJuice [link] [comments] |
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