Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.
Bufixes
Fixed strange outer corner rendering for terrains with the same layer. more
Fixed Factorio timing out of a multiplayer game when closed by pressing the X button more
Building things after quitting a multiplayer game is no longer possible and no longer crashes the game. more
Fixed memory leak with special signals in the circuit network.
Fixed crash when killing the player in on_built_entity. more
Fixed crash when making blueprints of ghosts with some now-invalid circuit connections to other ghosts. more
Fixed player's shooting target not updating properly when the target's force became friendly more
Fixed that the ignore_planner field of Command would expect an integer instead of a boolean. more
Starting value of progress bar is now properly set based on the input. more
Fixed crash when destroying entity with empty corpse string. more
Fixed mining drills getting stuck when built pointing at rails and then rotated. more
Fixed remote.call() within the same mod passing invalid data. more
Fixed the typo in the error "mulitplayer.cannot-load-downloaded-map", the cause of the error wasn't displayed because of it. more
Fixed that the server could get desynced and in a state where he has no one to download from. more
Fixed that the train tooltip was showing the current station as the next one when in the station. more
Fixed crash when a Lua function was used as a value in a table in data.raw more
Fixed the tooltip of the inventory limit feature to "Limit the inventory part to be filled by machines.", so it is clear, it limits only input, but not output.
Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily more
Fixed crash when a force other than player, enemy or neutral was used in autoplace specification more
Fixed crash when a network interface is deactivated during multiplayer game more
Fixed white bar on top of the screen was sometimes present in fullscreen on OS X more
Unified the processing of savegame name in --load-game --start-server and --mp-load-game. It can all be supplied with or without the .zip
Fixed that collision with point wasn't working properly for curved rail. more
Modding
Added LuaEntity::unit_group read-only attribute
Proper error message when subgroup specified by empty string. more
Fixed projectiles with negative acceleration would turn around, fly back and break the game. more
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.
Bufixes
Fixed strange outer corner rendering for terrains with the same layer. more
Fixed Factorio timing out of a multiplayer game when closed by pressing the X button more
Building things after quitting a multiplayer game is no longer possible and no longer crashes the game. more
Fixed memory leak with special signals in the circuit network.
Fixed crash when killing the player in on_built_entity. more
Fixed crash when making blueprints of ghosts with some now-invalid circuit connections to other ghosts. more
Fixed player's shooting target not updating properly when the target's force became friendly more
Fixed that the ignore_planner field of Command would expect an integer instead of a boolean. more
Starting value of progress bar is now properly set based on the input. more
Fixed crash when destroying entity with empty corpse string. more
Fixed mining drills getting stuck when built pointing at rails and then rotated. more
Fixed remote.call() within the same mod passing invalid data. more
Fixed the typo in the error "mulitplayer.cannot-load-downloaded-map", the cause of the error wasn't displayed because of it. more
Fixed that the server could get desynced and in a state where he has no one to download from. more
Fixed that the train tooltip was showing the current station as the next one when in the station. more
Fixed crash when a Lua function was used as a value in a table in data.raw more
Fixed the tooltip of the inventory limit feature to "Limit the inventory part to be filled by machines.", so it is clear, it limits only input, but not output.
Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily more
Fixed crash when a force other than player, enemy or neutral was used in autoplace specification more
Fixed crash when a network interface is deactivated during multiplayer game more
Fixed white bar on top of the screen was sometimes present in fullscreen on OS X more
Unified the processing of savegame name in --load-game --start-server and --mp-load-game. It can all be supplied with or without the .zip
Fixed that collision with point wasn't working properly for curved rail. more
Modding
Added LuaEntity::unit_group read-only attribute
Proper error message when subgroup specified by empty string. more
Fixed projectiles with negative acceleration would turn around, fly back and break the game. more
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
We thought that 0.12 was over, but with the influx of new players, there are always more people trying different kinds of ways to crash the game. Like connecting/disconnecting monitors while playing, changing wifi connection while in multiplayer, or changing the system time. Yes, the system time is used on few places and its sudden change can freeze Factorio currently.
I had to spend 2 hours investigating a corrupt save, just to find it to be a hardware issue. This reminded me of the blog post by Patrick Wyatt, where he explains that they did a mem/cpu tests when the game started, so they could ignore bogus crash reports. We might consider this in the future.
Long story short, only half of the dev time is now spent on bugfixing (This is an improvement), and it should become less after next week. Let's hope 0.12.30 will be the last stable of 0.12.
0.13 Roadmap
After some discussions, we decided that our goal of 0.13.0 release date is 1. June, which is 2 months and a week from now. I would like to make clear that it is not a promise but a goal. It seems like a lot of time, but as we already know, things take longer than expected. I had a meeting with our graphics department yeasterday, which is just Albert and Vaclav. We had to make final plans of what we can actually finish and what we can't:
Let me summarize the current state of the 0.13 roadmap:
Things that are done or almost done:
Tech tree
Additional train conditions
Turrets revisit - Minimised to flame thrower turret and fire system.
Better rail building
Achievements
Multiplayer matching server - more about it in future FFF
Better train management possibilities.
Modules in blueprints.
Power switch.
Blueprint book
Search field (recipes, technologies, filters, stations and maybe more)
and a lot of small things
These are to be finished:
Circuit network additions
Redo of the train graphics and fixing the train distances, so they are whole tiles and vertical and horizontal distances are the same.
Graphical gui redesign - one of the big things that just had to be done sooner or later, we will definitely talk about it in detail in the future FFF
Native mod portal integration
Resource generation overhaul.
The loader.
and a lot of small things as well
Stuff that had to be postponed to 0.14, so we can deliver the rest:
Spidertron
Fluid wagon
Artillery turret
Higher tier mining drill
Ease of use
The work on improving the comfort is important and shouldn't be neglected because of features. Some of the changes are really simple, but can help a lot in later stages of the game, like the possibility to put a different module into the slot, without having to clear it first, and the exchanged module goes into the inventory.
The way to upgrade modules using control click also helps a lot:
Thanks to Rseding91, modules can be also part of a blueprint:
Underground pipes and belts can also be built the same way as poles in 0.13:
We need people
It is more than obvious, that we should get more people now. We can afford it, there is practically infinite amount of improvements or additions we could work on, and we feel there isn't enough of us.
So if you know a good C++ programmer or 3D artist, please send him/her our way, specifically to https://www.factorio.com/jobs
Achievements will be finished soon
Albert finished the first pack of icons and I like them a lot. A nice icon can definitely increase the enjoyment of getting an achievement.
As always, let us know what you think on our forums.
We thought that 0.12 was over, but with the influx of new players, there are always more people trying different kinds of ways to crash the game. Like connecting/disconnecting monitors while playing, changing wifi connection while in multiplayer, or changing the system time. Yes, the system time is used on few places and its sudden change can freeze Factorio currently.
I had to spend 2 hours investigating a corrupt save, just to find it to be a hardware issue. This reminded me of the blog post by Patrick Wyatt, where he explains that they did a mem/cpu tests when the game started, so they could ignore bogus crash reports. We might consider this in the future.
Long story short, only half of the dev time is now spent on bugfixing (This is an improvement), and it should become less after next week. Let's hope 0.12.30 will be the last stable of 0.12.
0.13 Roadmap
After some discussions, we decided that our goal of 0.13.0 release date is 1. June, which is 2 months and a week from now. I would like to make clear that it is not a promise but a goal. It seems like a lot of time, but as we already know, things take longer than expected. I had a meeting with our graphics department yeasterday, which is just Albert and Vaclav. We had to make final plans of what we can actually finish and what we can't:
Let me summarize the current state of the 0.13 roadmap:
Things that are done or almost done:
Tech tree
Additional train conditions
Turrets revisit - Minimised to flame thrower turret and fire system.
Better rail building
Achievements
Multiplayer matching server - more about it in future FFF
Better train management possibilities.
Modules in blueprints.
Power switch.
Blueprint book
Search field (recipes, technologies, filters, stations and maybe more)
and a lot of small things
These are to be finished:
Circuit network additions
Redo of the train graphics and fixing the train distances, so they are whole tiles and vertical and horizontal distances are the same.
Graphical gui redesign - one of the big things that just had to be done sooner or later, we will definitely talk about it in detail in the future FFF
Native mod portal integration
Resource generation overhaul.
The loader.
and a lot of small things as well
Stuff that had to be postponed to 0.14, so we can deliver the rest:
Spidertron
Fluid wagon
Artillery turret
Higher tier mining drill
Ease of use
The work on improving the comfort is important and shouldn't be neglected because of features. Some of the changes are really simple, but can help a lot in later stages of the game, like the possibility to put a different module into the slot, without having to clear it first, and the exchanged module goes into the inventory.
The way to upgrade modules using control click also helps a lot:
Thanks to Rseding91, modules can be also part of a blueprint:
Underground pipes and belts can also be built the same way as poles in 0.13:
We need people
It is more than obvious, that we should get more people now. We can afford it, there is practically infinite amount of improvements or additions we could work on, and we feel there isn't enough of us.
So if you know a good C++ programmer or 3D artist, please send him/her our way, specifically to https://www.factorio.com/jobs
Achievements will be finished soon
Albert finished the first pack of icons and I like them a lot. A nice icon can definitely increase the enjoyment of getting an achievement.
As always, let us know what you think on our forums.
Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game. This overrides the port specified in the config file.
Bugfixes
Explosion sounds are now not deafeningly load, when multiple things explode at once.
Fixed LuaForce::clear_chart() would crash game if called while chart was refreshing. more
Fixed crash when refreshing chart while Direct3D device is lost. more
Fixed --config option not complaining about nonexistent file. more
Fixed crash when clicking on electric pole that was still in latency state more
Fixed freeze of server with more than 255 different players in the savegame.
Fixed crash when exiting the map editor while holding power armor on the cursor. more
Fixed map exchange string not using segmentation or water size correctly. more
Fixed Lua game_view_settings::showentityinfo read/write issues. more
Fixed fog-of-war does not work correctly in New Hope level 1. more
Fixed inconsistent Offshore Pump collision when building. more
Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game. This overrides the port specified in the config file.
Bugfixes
Explosion sounds are now not deafeningly load, when multiple things explode at once.
Fixed LuaForce::clear_chart() would crash game if called while chart was refreshing. more
Fixed crash when refreshing chart while Direct3D device is lost. more
Fixed --config option not complaining about nonexistent file. more
Fixed crash when clicking on electric pole that was still in latency state more
Fixed freeze of server with more than 255 different players in the savegame.
Fixed crash when exiting the map editor while holding power armor on the cursor. more
Fixed map exchange string not using segmentation or water size correctly. more
Fixed Lua game_view_settings::showentityinfo read/write issues. more
Fixed fog-of-war does not work correctly in New Hope level 1. more
Fixed inconsistent Offshore Pump collision when building. more
The area of 400X400 tiles is explored when the game starts.
Bufixes
Fixed that merging two electric network didn't merge the statistics. more
Fixed the cyclic/overlaping win/lost sound sample when the game is finished in multiplayer. more
Fixed that extra pipe covers could be drawn on top of connected pipes. more
Fixed misaligned turrets in the 4. New hope mission. more
Fixed some inconsistencies related to zero-signals in circuit networks. more
Fixed inconstency between the way inserters and logistic robots picked items from inventories. Logistic robots now prefer items at the end of the inventory and ignore inventory limit. more
Fixed LuaForce::clear_chart() would crash game. more
The report of different mods when trying to connect to multiplayer game is now scrollable when needed. more
Fixed Cargo Wagon Inserter input output inconsistency. more
Fixed the mod difference reporting when connecting to multiplayer game. more
Found workaround for issue in Visual C++ math library that was causing crashes on unpatched Windows 7. Service Pack 1 for Windows 7 is no longer required.
Fixed that placing a rotated blueprint containing a splitter was not possible in some cases more
Fixed crash after revive by player port when personal roboport is equipped more
Optimised the map bitmap refresh logic 16 times. (the freeze after loading a game or resizing window while playing big saves).
Fixed that the "you joined a paused game" message would display on all peers, rather than just the peer who just joined more
Better message when the server leaves a multiplayer game more
Fixed the bad values of defines.furnace_source, defines.furnace_result and added missing defines.furnace_modules. more
Fixed that modded saves could get unloadable without mods when they have entities removed in the loading transitions that were in more than one network.
Fixed that it was possible to have unlimited range with melee weapon after running out of ammo. more
Fixed that LuaPlayer::remove_item didn't remove from cursor stack when the player was using god controller. This also fixes the bug in the tight spot scenario. more
Fixed black screen after UAC poped up in main menu more
Scripting
Documented extra unit group status return values. more
Modding
Added action_range to mining tool prototype (with the default of 1.5).
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.