Blueprints with labels will now show the label when holding them to-be-built.
Once mining is started over non-resources, resources are ignored until the mine button is released. more
Changes
Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. The 'on_load' event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables. Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances.
When connecting circuit wires, the wire will re-anchor to the last entity clicked. more
Increased collision box of stone walls slightly, to prevent the player getting stuck. more
Bugfixes
Fixed the add-trains list treating stations with the same spelling but different case as the same station. more
Fixed circuit network signals not properly migrating when removing mods. more
When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.
crash when getting killed by a locomotive you currently had the GUI open for (for real this time). more
When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics.
Fixed entity power bars in the electric network statistics gui being sometimes scaled and colored improperly.
Fixed the electric network statistics merging when networks are connected by turning power switch on.
Fixed that the last train inserter didn't grab from the cargo wagon sometimes. more
Fixed crashes related to bad circuit network state caused by old mods. more
Fixed that biters couldn't find a path through a thick wall of trains. more
Fixed that some of the achievements didn't get reported to steam. All the achievements data are reset when migrated to this version, those reported on steam will get reloaded.
Fixed crafting machines using slightly too much energy per recipe crafted. more
Fixed that the drop item doesn't consume the key event when there is nothing in cursor, so it works properly when the same control is used for something else.
Fixed crashes related to bad circuit network state caused by old mods. more
Fixed that enemies would start attacking rails and other nearby structures after the player passed by in a train. more
Fixed chests in circuit network showing double their contents after fast replace. more
Fixed that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. more
Fixed crash when 2 or more people would manipulate train schedules at the same time. more
Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. more
Fixed tile rendering off by half a tile in blueprint previews. more
Fixed non ASCII characters didn't work in train stop names. more
Fixed of the rail signal/train stop visualization planner in specific cases. more
Fixed crash when opening train stops in the map editor. more
Fixed missaligned blueprint entities when editing blueprints and removing rails/roboports. more
Optimizations
Improved performance when there are a large (4000+) amount of alerts going off at the same time. more
Power switch will not show electric sparks in some situations. more
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Blueprints with labels will now show the label when holding them to-be-built.
Once mining is started over non-resources, resources are ignored until the mine button is released. more
Changes
Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. The 'on_load' event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables. Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances.
When connecting circuit wires, the wire will re-anchor to the last entity clicked. more
Increased collision box of stone walls slightly, to prevent the player getting stuck. more
Bugfixes
Fixed the add-trains list treating stations with the same spelling but different case as the same station. more
Fixed circuit network signals not properly migrating when removing mods. more
When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.
crash when getting killed by a locomotive you currently had the GUI open for (for real this time). more
When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics.
Fixed entity power bars in the electric network statistics gui being sometimes scaled and colored improperly.
Fixed the electric network statistics merging when networks are connected by turning power switch on.
Fixed that the last train inserter didn't grab from the cargo wagon sometimes. more
Fixed crashes related to bad circuit network state caused by old mods. more
Fixed that biters couldn't find a path through a thick wall of trains. more
Fixed that some of the achievements didn't get reported to steam. All the achievements data are reset when migrated to this version, those reported on steam will get reloaded.
Fixed crafting machines using slightly too much energy per recipe crafted. more
Fixed that the drop item doesn't consume the key event when there is nothing in cursor, so it works properly when the same control is used for something else.
Fixed crashes related to bad circuit network state caused by old mods. more
Fixed that enemies would start attacking rails and other nearby structures after the player passed by in a train. more
Fixed chests in circuit network showing double their contents after fast replace. more
Fixed that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. more
Fixed crash when 2 or more people would manipulate train schedules at the same time. more
Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. more
Fixed tile rendering off by half a tile in blueprint previews. more
Fixed non ASCII characters didn't work in train stop names. more
Fixed of the rail signal/train stop visualization planner in specific cases. more
Fixed crash when opening train stops in the map editor. more
Fixed missaligned blueprint entities when editing blueprints and removing rails/roboports. more
Optimizations
Improved performance when there are a large (4000+) amount of alerts going off at the same time. more
Power switch will not show electric sparks in some situations. more
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
Player names are now shown in the description pane instead of just "player". more
Bugfixes
Fixed the "No such node (application_version)" error when starting a headless server
Fixed modules could get into assembling machines that didn't allow them for the current recipe. more
Fixed desync when holding most rotatable items for building in the latency state. more
Fixed build-by-moving logic for underground belts and underground pipes. more
Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. more
Fixed killed entities not keeping modules to-be-delivered in some cases. more
Fixed headless server being counted as a player for the player limit. more
Fixed crash when belts would die due in some instances. more
Fixed Lua GUI events getting fired before the actual GUI element was modified. more
Fixed crash when getting killed by a locomotive you currently had the GUI open for. more
Fixed fluid temperature restricted recipes didn't work when fluid flowed in from the left side of the machine.
Fixed server crashing when starting a LAN game with no internet connection. more
Fixed crash when modded walls didn't have a definition for connected gate visualization.
For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
Player names are now shown in the description pane instead of just "player". more
Bugfixes
Fixed the "No such node (application_version)" error when starting a headless server
Fixed modules could get into assembling machines that didn't allow them for the current recipe. more
Fixed desync when holding most rotatable items for building in the latency state. more
Fixed build-by-moving logic for underground belts and underground pipes. more
Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. more
Fixed killed entities not keeping modules to-be-delivered in some cases. more
Fixed headless server being counted as a player for the player limit. more
Fixed crash when belts would die due in some instances. more
Fixed Lua GUI events getting fired before the actual GUI element was modified. more
Fixed crash when getting killed by a locomotive you currently had the GUI open for. more
Fixed fluid temperature restricted recipes didn't work when fluid flowed in from the left side of the machine.
Fixed server crashing when starting a LAN game with no internet connection. more
Fixed crash when modded walls didn't have a definition for connected gate visualization.
Slightly reduced big electric pole collision box to allow squeezing between big pole and accumulator.
Increased the distance between items on the belt from 0.28 to 0.28125. This way the the circuit network pulse for items will be every 9/4.5/3 ticks for normal/fast/express compressed belts. more
Gui
Only games with the same application version are displayed in Browse Games screen.
Removed tabs from Browse Games and Browse Mods screens and tweaked column widths.
Bugfixes
Fixed mods directory not being created when installing mods more
Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. more
Fixed crash related to killed flamethrower turrets in ghost mode. more
Fixed that the game crashed in the user login dialog when the steam connection was not available.
Yet another research window resizing fix.
Fixed desync related to building-while-moving underground belts and pipe-to-ground.
Fixed Steel chest recipe in New hope mission 02. more
Fixed projectiles with negative accelerations 'hitting' at the incorrect position.
Fixed bug related to building/removing poles connected to network with power switch. more
Fixed that some items seemed to be repairable in multiplayer. more
Fixed that modules could get lost when upgrading them. more
Fixed timezone issues with the browse mods gui.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Slightly reduced big electric pole collision box to allow squeezing between big pole and accumulator.
Increased the distance between items on the belt from 0.28 to 0.28125. This way the the circuit network pulse for items will be every 9/4.5/3 ticks for normal/fast/express compressed belts. more
Gui
Only games with the same application version are displayed in Browse Games screen.
Removed tabs from Browse Games and Browse Mods screens and tweaked column widths.
Bugfixes
Fixed mods directory not being created when installing mods more
Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. more
Fixed crash related to killed flamethrower turrets in ghost mode. more
Fixed that the game crashed in the user login dialog when the steam connection was not available.
Yet another research window resizing fix.
Fixed desync related to building-while-moving underground belts and pipe-to-ground.
Fixed Steel chest recipe in New hope mission 02. more
Fixed projectiles with negative accelerations 'hitting' at the incorrect position.
Fixed bug related to building/removing poles connected to network with power switch. more
Fixed that some items seemed to be repairable in multiplayer. more
Fixed that modules could get lost when upgrading them. more
Fixed timezone issues with the browse mods gui.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
We released version 0.12.0 on 17. 07. 2015 so it took us almost a year. We made a lot of changes in that time.The commit count increased from 15967 to 22980, which is more than 40% increase. This means, that we also created a lot of new bugs. We are working as hard as we can to fix the bugs and we'll have 0.13.3 today, which means we've made 4 releases in 5 days just to make sure we'll fix as many bugs for the weekend as we can.
Please be benevolent
This is an early experimental release, so there are a lot of issues we are aware of, and we will do what we can in the future weeks to solve them, if you want to avoid bugs, wait for few weeks until the 0.13 is semi-stable, the stable stable version might take a long time, so we can't really give any estimate.
There have been many complains regarding the terrain generation, we didn't encounter these problems in our games, but we should probably go back to it and tweak it a little.
We are also aware, that the mod portal (both the site and the in-game access) is very simplistic, we just wanted to have it, so the new 0.13 mods are there, so we could move them away from the forum eventually. We will improve the portal continuously (more in the fff 141).
Multiplayer problems
Now, when we can connect to public games on the internet, we found out, there are lot of issues with the multiplayer server that weren't apparent when we were lan-testing it. One of the issues is, that even when we use the one center player (the server) to resend the packages of individual players, the server still sends one packet per player to everyone. This means, that with 10 players, the server sends 10 packets to every player every tick, which results in 6000 packets per second to be processed by every player. The obvious solution will be, that the server will merge the messages from individual players into one package. We also plan to reduce the network transfer by sending only 30 updates per second (once per two ticks) over the multiplayer. This will reduce the network problems related to packet throughput a lot. Apart from this, we found out, there are few bugs in the internal multiplayer state logic. We will look at these problems once the main bug report wave is tamed, so consider the current multiplayer very experimental.
0.14 plans are not set yet
As 0.13 is freshly out and we were already asked about 0.14 plans. We have a lot of things we would like to do in 0.14 but nothing is official yet. In about a month from now, we will sit down and make a specific plan for 0.14, so don't ask us about it until we declare it please :)
The good deals that are not so good.
One of the problems we had in the past months were the credit card frauds, so let me explain how exactly it works.
Someone obtains credit card numbers somehow.
He buys Factorio keys (among other things) with these cards on our site
Then these keys are transferred somehow to these "good deal" sites where they can be bought for cheaper price.
Eventually, the card owner finds out and cancels all the transactions, we get a notice about every faulty transaction
Not only we don't get the money paid, but we have to pay extra $20 fee per every transaction that was cancelled.
As reaction to this, we have to deactivate all keys bought this way, which results in steam key deactivations as well.
So in the end, we are 20$ short and we lost time dealing with it and the buyer doesn't have the game he paid for.
Although it is a giant inconvenience for all parties involved, it is not currently a large financial burden for us, I don't want to guild trip anyone, just to get the message out. The conclusion is, that we strongly advice to buy Factorio, or any other game just from reliable sources. In our case, it is factorio.com, steam, gog, and humble store currently. Pirating the game hurts us less than using these sites.
Community spotlight
I have to share the fantastic video with rube goldberg machine done in Factorio.
We would also like to thank the brunzenstein. He sent us the most luxurious cake I have ever seen, which gave us some extra energy to dig deep into the bugfixing:
As always, let us know what you think on our forums
We released version 0.12.0 on 17. 07. 2015 so it took us almost a year. We made a lot of changes in that time.The commit count increased from 15967 to 22980, which is more than 40% increase. This means, that we also created a lot of new bugs. We are working as hard as we can to fix the bugs and we'll have 0.13.3 today, which means we've made 4 releases in 5 days just to make sure we'll fix as many bugs for the weekend as we can.
Please be benevolent
This is an early experimental release, so there are a lot of issues we are aware of, and we will do what we can in the future weeks to solve them, if you want to avoid bugs, wait for few weeks until the 0.13 is semi-stable, the stable stable version might take a long time, so we can't really give any estimate.
There have been many complains regarding the terrain generation, we didn't encounter these problems in our games, but we should probably go back to it and tweak it a little.
We are also aware, that the mod portal (both the site and the in-game access) is very simplistic, we just wanted to have it, so the new 0.13 mods are there, so we could move them away from the forum eventually. We will improve the portal continuously (more in the fff 141).
Multiplayer problems
Now, when we can connect to public games on the internet, we found out, there are lot of issues with the multiplayer server that weren't apparent when we were lan-testing it. One of the issues is, that even when we use the one center player (the server) to resend the packages of individual players, the server still sends one packet per player to everyone. This means, that with 10 players, the server sends 10 packets to every player every tick, which results in 6000 packets per second to be processed by every player. The obvious solution will be, that the server will merge the messages from individual players into one package. We also plan to reduce the network transfer by sending only 30 updates per second (once per two ticks) over the multiplayer. This will reduce the network problems related to packet throughput a lot. Apart from this, we found out, there are few bugs in the internal multiplayer state logic. We will look at these problems once the main bug report wave is tamed, so consider the current multiplayer very experimental.
0.14 plans are not set yet
As 0.13 is freshly out and we were already asked about 0.14 plans. We have a lot of things we would like to do in 0.14 but nothing is official yet. In about a month from now, we will sit down and make a specific plan for 0.14, so don't ask us about it until we declare it please :)
The good deals that are not so good.
One of the problems we had in the past months were the credit card frauds, so let me explain how exactly it works.
Someone obtains credit card numbers somehow.
He buys Factorio keys (among other things) with these cards on our site
Then these keys are transferred somehow to these "good deal" sites where they can be bought for cheaper price.
Eventually, the card owner finds out and cancels all the transactions, we get a notice about every faulty transaction
Not only we don't get the money paid, but we have to pay extra $20 fee per every transaction that was cancelled.
As reaction to this, we have to deactivate all keys bought this way, which results in steam key deactivations as well.
So in the end, we are 20$ short and we lost time dealing with it and the buyer doesn't have the game he paid for.
Although it is a giant inconvenience for all parties involved, it is not currently a large financial burden for us, I don't want to guild trip anyone, just to get the message out. The conclusion is, that we strongly advice to buy Factorio, or any other game just from reliable sources. In our case, it is factorio.com, steam, gog, and humble store currently. Pirating the game hurts us less than using these sites.
Community spotlight
I have to share the fantastic video with rube goldberg machine done in Factorio.
We would also like to thank the brunzenstein. He sent us the most luxurious cake I have ever seen, which gave us some extra energy to dig deep into the bugfixing:
As always, let us know what you think on our forums