Research overhaul. 4 new science packs: Military, Production, High-tech and space. > Space science packs are generating by launching a rocket. > Added infinite researches.
Nuclear power.
Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.
Features
Map Interaction improvements: > Selectable map overlays: logistics networks, pollution, electric network, turret range, etc. > Train stations and trains can be opened by clicking them while in the map view. > Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though. > Custom map markers can be added by the players.
Added wagon for transporting fluids. > One side of pump can connect to the fluid wagon, the other side has to be connected to something else.
When dying in multiplayer you leave behind a body with your items that slowly degrades.
Added infinite mining productivity research, each tier increases mining productivity by 2%.
Fuel type now affects vehicle acceleration and top speed.
Added coal liquefaction oil processing recipe.
Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.
Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.
New scenarios: PvP and Wave defense.
Graphics
Added high graphics quality option. In this settings the following list of things will have double resolution: Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources
New ore graphics that makes the ore patches look less tiled.
Tweaked the GUI graphics.
Decreased the size of the recipe icons on assembling machine by 23%.
Minor features
Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.
Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.
Fast replacing input piece of underground belt will also fast replace ouput piece if possible.
Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}
Added warning for situation when robots don't have storage place to put items in the logistics network.
Pumps show their direction in the detailed view.
Belts and pipes show correct connections when building a bluprint.
Technologies show the required science packs below the icons in the technology GUI list.
Technologies are sorted by the science packs needed.
Added /screenshot command - takes a screenshot of your current game screen.
Added support for equipment grids in the map editor.
The build rotation of each blueprint is remembered independently of the general item build rotation.
Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.
Added optional filters to the deconstruction planner.
Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.
Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.
Added reverse-rotate.
Offshore pump and generator show pumping speed/fluid usage.
Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
Mining rails is disabled if mining starts with trains or gates.
Toggle fullscreen using Alt + Enter.
Added "f"/"force" option to the /players command
Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).
Added /open command - opens another players inventory if you're an admin.
Added /alerts command - configures alerts for your player.
Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.
Added /seed command - prints the map seed.
Added fluids to the production GUI.
Added kill statistics GUI.
Added enable/disable all mods button to the mod manager GUI.
Added automatic barreling support for all fluids.
Cargo wagons can have settings copied from any distance like Locomotives.
Added the ability to auto-launch the rocket.
Train stops can be colored like trains.
Fish can be collected by robots.
Extended map generator settings to include an advanced section.
Added map generator presets.
Show fog-of-war and radar radius when holding radar in cursor.
Seed for map creation on the headless server can be specified via map-gen-settings.json
Damaged items merge into one stack, the health of the stack will be the average of the items.
Added server whitelist support -- see the /whitelist console command.
Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.
Added "favourite" feature in public games list: Keep your favourite servers at the top of the list.
Added /permissions command for managing permissions in a multiplayer game.
Added ability to change individual inserter stack size bonuses through GUI or the circuit network.
Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
Server console will print JOIN and LEAVE messages for players joining or leaving.
Server console messages that aren't a part of the main log can be logged separately by running the server with the --console-log option.
Translatable energy units and SI prefixes (eg. "100 ГВт").
Furnaces and assembling machines show the amount of products finished.
Balancing
Increased the rate at which resources grow with distance from the center by 50%.
Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn't working for crude oil.
Increased module inventory size of Chemical plant and oil refinery from 2 to 3.
Increased logistic slot/trash slot count from 5 per level to 6 per level.
Removed processing unit from the modular armor and portable solar panel recipe.
Increased the pump pumping speed 4 times.
Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20
Reduced the electric engine recipe requirement of lubricant 20 -> 15
Reduced the electric furnace recipe requirement of steel 15 -> 10
Reduced the steel furnace recipe requirement of steel 8 -> 6
Reduced the pumpjack recipe requirement of steel 10 -> 5
Increased stack size of stone wall pipe and belts 50 -> 100
Increased the maximum power production of steam engine from 510kW to 900kW
Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.
Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).
Combat Balancing
Player regains health at a much higher rate, but only after being out of combat for 10 seconds.
Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.
Decreased the size of Discharge defense equipment from 3x3 to 2x2.
Greatly increased the damage of Personal Laser Defense Equipment.
Flamthrower gun has a minimum range of 3.
The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.
Increased fire resistance of biter bases.
Increased the health of player non-combat buildings.
Increased player health from 100 to 250.
Increased collected amount and effectiveness of Fish.
Increased the damage, range and health of biters worms.
Decreased health and resistance of Behemoth biters.
Doubled the stack size of all ammos.
Tweaked the cost and crafting time of some ammos.
Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.
Increased the collision box of Cannon Shells.
Increased Tank health and resistances.
Added research for Tank Cannon Shells damage and shooting speed.
Tweaked research bonuses and added more end-game research for military upgrades.
Greatly increased the damage of Mines. They also stun nearby enemies when they explode.
Added uranium rounds magazine and uranium cannon shells.
Added flamethrower to the tank.
Other minor changes.
Optimizations
Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.
Improved performance when tiles are changed due to migration/mod removal.
Significantly improved GUI performance for inventories that required scroll bars.
Improved GUI performance in general.
Improved performance of radars scanning chunks.
Improved map generation speed and generation algorithm.
Improved game load performance when a large amount of mod data exists in the save.
Optimized graph rendering in production statistics window.
Improved regenerate entity performance.
Improved network map transfer performance.
Improved train performance when building/mining rail related entities.
Optimized memory requirements for storing tiles under concrete.
Circuit Network
Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
Train Stop can output the contents of the stopped train's cargo.
Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
Added >=, <=, != to the Decider Combinator and Circuit Conditions.
Changes
Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.
Removed support of 32 bit systems.
Removed alien artifacts and alien science packs from the game completely.
Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.
Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).
Changed "small pump" to "pump". Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.
Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
The map seed is used to generate unique maps instead of just shifting the starting position.
The "decorative" entity type has been deprecated and replaced with the prototype type "optimized-decorative".
Multiplied all fluid amounts by 10.
All default map editor actions are now on left click.
Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.
When the active train stop is removed trains will immediately leave the station if they're waiting at the station.
Changed the default comparison type for train conditions to "or".
Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
Research started/changed notifications are only shown when in multiplayer.
Crafting is now paused when the results can't be given to the player instead of spilling them on the ground.
Changed evolution from global to per force.
Disabled mining of vehicles other players are driving.
Decreased biter sounds volumes
Laser turret projectiles move much faster
Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.
Restart button now uses map generation settings from currently loaded save.
New rocket silo GUI and visbility button for freeplay and sandbox scenarios.
Unified internal name of the 'flame-thrower' to 'flamethrower'.
Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.
Trains are now always visible on the map, not only on chunks observed by radars or players.
Renamed "armor-making-2" to "heavy-armor".
Renamed "armor-making-3" to "power-armor".
Renamed "diesel-locomotive" to "locomotive".
Increased blueprint book size to hold 1000 blueprints
Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
Added combinator working, wire hold and wire place sounds.
Single player can be continued when you die.
Modding
Fast cropping of sprite boundaries - it's no longer necessary to delete crop-cache.dat when existing sprites are modified.
Utility sprites are now defined fully in the core mod prototypes.
Added support for burner type generator-equipment.
Added "simple-entity-with-force" and "simple-entity-with-owner" entity types.
Boiler has now dynamically specified energy source (as inserter and similar).
Added support for mod settings: startup, runtime, and runtime-per-user.
Added a "nothing" technology modifier type with an "effect_key" property for script-based-effect research.
Redundant technology prerequisites are logged when verbose logging is enabled.
Changed technology prototype icon_size to default to 32 instead of 64.
In any instance an icon isn't 32x32 the icon_size property must be set to the actual size of the (square) icon.
Added the ability to have "friend" forces. Friend forces are given unrestricted access to buildings and won't be attacked.
Changed container entities to not scale info icons by default + added the optional prototype property "scale_info_icons" to enable scaling.
Added property "turret_base_has_direction" to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.
Added support for different recipe and technology complexity definitions.
Added "item-with-tags" item type that can store any basic arbitrary Lua data.
Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).
"animation_speed" property of animation definitions has to be greater than 0.
Renamed smoke-with-trigger "action_frequency" property to "action_cooldown".
Scripting
Added "by_script" to on_research_finished.
Added "cause" to on_entity_died - the entity that did the killing if available.
Added "recipe" to on_player_crafted_item.
Added "rocket_silo" to the rocket launched event.
Added 4th custom gui root position "goal", which is used in the objectives.
Added column_alignments settings in table style.
Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.
Added LuaCircuitNetwork::network_id read.
Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.
Added LuaSurface::get_trains() and LuaForce::get_trains().
Added LuaSurface::regenerate_decorative().
Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().
Added LuaTransportLine::operator[] and operator#.
Added Mod gui script for easy consistent styling of mod buttons and frames within the game.
Added mouse info to the gui clicked event.
Added on_biter_base_built - fires when biters build bases during migration.
Added on_entity_renamed - fires when an entity is renamed either by the player or through script.
Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.
Added on_market_item_purchased - fires when a player purchases something from a market entity.
Added on_player_changed_force - fires when a players force is changed.
Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.
Added on_player_mined_entity and on_robot_mined_entity events.
Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.
Added on_selected_entity_changed - fires when the selected entity for a player changes.
Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.
Added on_train_created event.
Added optional "surface" to LuaForce::chart_all().
Added optional fields "durability" and "ammo" when using SimpleItemStack definitions.
Added optional parameter "return_item_request_proxy" to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.
Added player_index to the entity settings pasted events.
Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui
Added remote interface to freeplay and sandbox scripts.
Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.
Added support for LuaFlowStatistics read on electric poles.
Added support for specifying the "max_range" of a projectile when created through create_entity.
Added support for turret orientation read/write through LuaEntity::orientation.
Added the ability for mods to register commands.
Added the ability to read item_requests from item request proxy entities as well as ghosts.
Added the ability to read reach distances off the player or character entity.
Changed less_then to less_than in lua GUI progress bar style specification. more
Changed LuaEntity::item_requests to match the docs format.
Changed LuaEntity::passenger to work with both character entities and players.
Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.
Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.
Changed LuaSurface::create_entity{name="item-on-ground", stack=...} to accept the same format for item stacks as the rest of the Lua API.
Changed the player built event to include the item name used to do the building if possible and include the tags from the "item-with-tags" item if possible.
Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.
Expanded LuaStyle read/write property support.
Fixed LuaSurface::spill_item_stack didn't interpret "enable_looted" parameter properly. more
LuaForce::reset() now resets everything about the force to the default state.
Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.
Moved game.get_event_handler and game.raise_event to "script".
Removed Lua.coroutine due to potential exploits.
Removed LuaGameScript::evolution_factor.
Removed LuaGameScript::save/load.
Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren't replay/MP safe.
Removed LuaSurface::get_tileproperties.
Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they've been merged into the production versions.
The goal and left gui element has default direction vertical.
Utility sprites can be used in the sprite button.
Command line interface
Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.
Added preset option when creating map.
Bugfixes
Fixed that setting LuaForce::ai_controllable to false wouldn't prevent pollution-based unit group formation. more
Fixed graphics settings UI scale would change just by opening the GUI. more
Fixed UAC prompt would cause error and application termination during sprite loading on Windows. more
Fixed map generation could in some instances not correctly generate entities.
Fixed crash when regenerating entities that are disabled by map generator settings more
Attempt to fix an ocasional crash when DNS lookup fails more
Fixed crash when ammo was consumed fully by script during shooting. more
The Equipment Grid GUI is now scaled with the rest of the UI. more
Fixed possible crash caused by improper primary display detection. more
Fixed occasional broadcast related crashes on OSX more
Fixed building train vehicle in a way, that it connects on both sides. more
Fixed entities with efficiency modules wouldn't consume the correct amount of energy in some cases. more
Fixed problems when clicking connect button in server list too fast more
Fixed crash when removing large-tiles from a tile prototype definition. more
Fixed crash when mod created exoskeleton equipment with zero energy consumption. more
Fixed electric pole would draw wires to invisible ghost of enemy force. more
Fixed crash when refreshing in the browse mods GUI in some instances. more
Fixed crash when clicking the same tick the map is loaded. more
Fixed LuaGameScript::get_event_handler not working. more
Fixed desync when demoting every player on a server. more
Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. more
Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. more
Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. more
Fixed extremely slow deleting of selection in text fields. more
Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
Fixed rail integrity error when train crashes into itself. more
Fixed virtual signals wouldn't be sorted correctly by subgroup. more
Fixed typing in the save-replay GUI could move your player around. more
Fixed that manually created unit groups wouldn't be automatically removed when all their members died. more
Fixed crash when trying to make an entity ghost of an invalid entity through script. more
Fixed rail signals not reconnect after removing rails in some setups. more
Fixed trains switched to manual mode wouldn't trigger inserters when they coasted to a stop. more
Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. more
Underground belt connects only to underground belt of the same force.
Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn't be built due to missing item. more
Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. more
Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Research overhaul. 4 new science packs: Military, Production, High-tech and space. > Space science packs are generating by launching a rocket. > Added infinite researches.
Nuclear power.
Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.
Features
Map Interaction improvements: > Selectable map overlays: logistics networks, pollution, electric network, turret range, etc. > Train stations and trains can be opened by clicking them while in the map view. > Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though. > Custom map markers can be added by the players.
Added wagon for transporting fluids. > One side of pump can connect to the fluid wagon, the other side has to be connected to something else.
When dying in multiplayer you leave behind a body with your items that slowly degrades.
Added infinite mining productivity research, each tier increases mining productivity by 2%.
Fuel type now affects vehicle acceleration and top speed.
Added coal liquefaction oil processing recipe.
Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.
Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.
New scenarios: PvP and Wave defense.
Graphics
Added high graphics quality option. In this settings the following list of things will have double resolution: Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant, Mining drill, Furnaces, Resources
New ore graphics that makes the ore patches look less tiled.
Tweaked the GUI graphics.
Decreased the size of the recipe icons on assembling machine by 23%.
Minor features
Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.
Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.
Fast replacing input piece of underground belt will also fast replace ouput piece if possible.
Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}
Added warning for situation when robots don't have storage place to put items in the logistics network.
Pumps show their direction in the detailed view.
Belts and pipes show correct connections when building a bluprint.
Technologies show the required science packs below the icons in the technology GUI list.
Technologies are sorted by the science packs needed.
Added /screenshot command - takes a screenshot of your current game screen.
Added support for equipment grids in the map editor.
The build rotation of each blueprint is remembered independently of the general item build rotation.
Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.
Added optional filters to the deconstruction planner.
Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.
Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.
Added reverse-rotate.
Offshore pump and generator show pumping speed/fluid usage.
Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
Mining rails is disabled if mining starts with trains or gates.
Toggle fullscreen using Alt + Enter.
Added "f"/"force" option to the /players command
Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).
Added /open command - opens another players inventory if you're an admin.
Added /alerts command - configures alerts for your player.
Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.
Added /seed command - prints the map seed.
Added fluids to the production GUI.
Added kill statistics GUI.
Added enable/disable all mods button to the mod manager GUI.
Added automatic barreling support for all fluids.
Cargo wagons can have settings copied from any distance like Locomotives.
Added the ability to auto-launch the rocket.
Train stops can be colored like trains.
Fish can be collected by robots.
Extended map generator settings to include an advanced section.
Added map generator presets.
Show fog-of-war and radar radius when holding radar in cursor.
Seed for map creation on the headless server can be specified via map-gen-settings.json
Damaged items merge into one stack, the health of the stack will be the average of the items.
Added server whitelist support -- see the /whitelist console command.
Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.
Added "favourite" feature in public games list: Keep your favourite servers at the top of the list.
Added /permissions command for managing permissions in a multiplayer game.
Added ability to change individual inserter stack size bonuses through GUI or the circuit network.
Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
Server console will print JOIN and LEAVE messages for players joining or leaving.
Server console messages that aren't a part of the main log can be logged separately by running the server with the --console-log option.
Translatable energy units and SI prefixes (eg. "100 ГВт").
Furnaces and assembling machines show the amount of products finished.
Balancing
Increased the rate at which resources grow with distance from the center by 50%.
Crude oil balancing: Halved the resource amount on the map Increased the minimum yield from 10% to 20% Halved the rate of depletion. Doubled the starting yield. Fixed that the mechanics of increasing richness with distance from start wasn't working for crude oil.
Increased module inventory size of Chemical plant and oil refinery from 2 to 3.
Increased logistic slot/trash slot count from 5 per level to 6 per level.
Removed processing unit from the modular armor and portable solar panel recipe.
Increased the pump pumping speed 4 times.
Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20
Reduced the electric engine recipe requirement of lubricant 20 -> 15
Reduced the electric furnace recipe requirement of steel 15 -> 10
Reduced the steel furnace recipe requirement of steel 8 -> 6
Reduced the pumpjack recipe requirement of steel 10 -> 5
Increased stack size of stone wall pipe and belts 50 -> 100
Increased the maximum power production of steam engine from 510kW to 900kW
Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.
Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).
Combat Balancing
Player regains health at a much higher rate, but only after being out of combat for 10 seconds.
Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.
Decreased the size of Discharge defense equipment from 3x3 to 2x2.
Greatly increased the damage of Personal Laser Defense Equipment.
Flamthrower gun has a minimum range of 3.
The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.
Increased fire resistance of biter bases.
Increased the health of player non-combat buildings.
Increased player health from 100 to 250.
Increased collected amount and effectiveness of Fish.
Increased the damage, range and health of biters worms.
Decreased health and resistance of Behemoth biters.
Doubled the stack size of all ammos.
Tweaked the cost and crafting time of some ammos.
Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.
Increased the collision box of Cannon Shells.
Increased Tank health and resistances.
Added research for Tank Cannon Shells damage and shooting speed.
Tweaked research bonuses and added more end-game research for military upgrades.
Greatly increased the damage of Mines. They also stun nearby enemies when they explode.
Added uranium rounds magazine and uranium cannon shells.
Added flamethrower to the tank.
Other minor changes.
Optimizations
Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.
Improved performance when tiles are changed due to migration/mod removal.
Significantly improved GUI performance for inventories that required scroll bars.
Improved GUI performance in general.
Improved performance of radars scanning chunks.
Improved map generation speed and generation algorithm.
Improved game load performance when a large amount of mod data exists in the save.
Optimized graph rendering in production statistics window.
Improved regenerate entity performance.
Improved network map transfer performance.
Improved train performance when building/mining rail related entities.
Optimized memory requirements for storing tiles under concrete.
Circuit Network
Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
Train Stop can output the contents of the stopped train's cargo.
Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
Added >=, <=, != to the Decider Combinator and Circuit Conditions.
Changes
Boilers are more powerful and bigger and have dedicated output for the steam. Default boilers output steam at the fixed temperature 165.
Removed support of 32 bit systems.
Removed alien artifacts and alien science packs from the game completely.
Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.
Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).
Changed "small pump" to "pump". Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.
Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
The map seed is used to generate unique maps instead of just shifting the starting position.
The "decorative" entity type has been deprecated and replaced with the prototype type "optimized-decorative".
Multiplied all fluid amounts by 10.
All default map editor actions are now on left click.
Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.
When the active train stop is removed trains will immediately leave the station if they're waiting at the station.
Changed the default comparison type for train conditions to "or".
Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
Research started/changed notifications are only shown when in multiplayer.
Crafting is now paused when the results can't be given to the player instead of spilling them on the ground.
Changed evolution from global to per force.
Disabled mining of vehicles other players are driving.
Decreased biter sounds volumes
Laser turret projectiles move much faster
Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.
Restart button now uses map generation settings from currently loaded save.
New rocket silo GUI and visbility button for freeplay and sandbox scenarios.
Unified internal name of the 'flame-thrower' to 'flamethrower'.
Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.
Trains are now always visible on the map, not only on chunks observed by radars or players.
Renamed "armor-making-2" to "heavy-armor".
Renamed "armor-making-3" to "power-armor".
Renamed "diesel-locomotive" to "locomotive".
Increased blueprint book size to hold 1000 blueprints
Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
Added combinator working, wire hold and wire place sounds.
Single player can be continued when you die.
Modding
Fast cropping of sprite boundaries - it's no longer necessary to delete crop-cache.dat when existing sprites are modified.
Utility sprites are now defined fully in the core mod prototypes.
Added support for burner type generator-equipment.
Added "simple-entity-with-force" and "simple-entity-with-owner" entity types.
Boiler has now dynamically specified energy source (as inserter and similar).
Added support for mod settings: startup, runtime, and runtime-per-user.
Added a "nothing" technology modifier type with an "effect_key" property for script-based-effect research.
Redundant technology prerequisites are logged when verbose logging is enabled.
Changed technology prototype icon_size to default to 32 instead of 64.
In any instance an icon isn't 32x32 the icon_size property must be set to the actual size of the (square) icon.
Added the ability to have "friend" forces. Friend forces are given unrestricted access to buildings and won't be attacked.
Changed container entities to not scale info icons by default + added the optional prototype property "scale_info_icons" to enable scaling.
Added property "turret_base_has_direction" to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters. This property has to be true for any fluid-turret, because of pipe connections.
Added support for different recipe and technology complexity definitions.
Added "item-with-tags" item type that can store any basic arbitrary Lua data.
Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).
"animation_speed" property of animation definitions has to be greater than 0.
Renamed smoke-with-trigger "action_frequency" property to "action_cooldown".
Scripting
Added "by_script" to on_research_finished.
Added "cause" to on_entity_died - the entity that did the killing if available.
Added "recipe" to on_player_crafted_item.
Added "rocket_silo" to the rocket launched event.
Added 4th custom gui root position "goal", which is used in the objectives.
Added column_alignments settings in table style.
Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.
Added LuaCircuitNetwork::network_id read.
Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.
Added LuaSurface::get_trains() and LuaForce::get_trains().
Added LuaSurface::regenerate_decorative().
Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().
Added LuaTransportLine::operator[] and operator#.
Added Mod gui script for easy consistent styling of mod buttons and frames within the game.
Added mouse info to the gui clicked event.
Added on_biter_base_built - fires when biters build bases during migration.
Added on_entity_renamed - fires when an entity is renamed either by the player or through script.
Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.
Added on_market_item_purchased - fires when a player purchases something from a market entity.
Added on_player_changed_force - fires when a players force is changed.
Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.
Added on_player_mined_entity and on_robot_mined_entity events.
Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.
Added on_selected_entity_changed - fires when the selected entity for a player changes.
Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.
Added on_train_created event.
Added optional "surface" to LuaForce::chart_all().
Added optional fields "durability" and "ammo" when using SimpleItemStack definitions.
Added optional parameter "return_item_request_proxy" to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.
Added player_index to the entity settings pasted events.
Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui
Added remote interface to freeplay and sandbox scripts.
Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.
Added support for LuaFlowStatistics read on electric poles.
Added support for specifying the "max_range" of a projectile when created through create_entity.
Added support for turret orientation read/write through LuaEntity::orientation.
Added the ability for mods to register commands.
Added the ability to read item_requests from item request proxy entities as well as ghosts.
Added the ability to read reach distances off the player or character entity.
Changed less_then to less_than in lua GUI progress bar style specification. more
Changed LuaEntity::item_requests to match the docs format.
Changed LuaEntity::passenger to work with both character entities and players.
Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.
Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.
Changed LuaSurface::create_entity{name="item-on-ground", stack=...} to accept the same format for item stacks as the rest of the Lua API.
Changed the player built event to include the item name used to do the building if possible and include the tags from the "item-with-tags" item if possible.
Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.
Expanded LuaStyle read/write property support.
Fixed LuaSurface::spill_item_stack didn't interpret "enable_looted" parameter properly. more
LuaForce::reset() now resets everything about the force to the default state.
Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.
Moved game.get_event_handler and game.raise_event to "script".
Removed Lua.coroutine due to potential exploits.
Removed LuaGameScript::evolution_factor.
Removed LuaGameScript::save/load.
Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren't replay/MP safe.
Removed LuaSurface::get_tileproperties.
Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they've been merged into the production versions.
The goal and left gui element has default direction vertical.
Utility sprites can be used in the sprite button.
Command line interface
Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.
Added preset option when creating map.
Bugfixes
Fixed that setting LuaForce::ai_controllable to false wouldn't prevent pollution-based unit group formation. more
Fixed graphics settings UI scale would change just by opening the GUI. more
Fixed UAC prompt would cause error and application termination during sprite loading on Windows. more
Fixed map generation could in some instances not correctly generate entities.
Fixed crash when regenerating entities that are disabled by map generator settings more
Attempt to fix an ocasional crash when DNS lookup fails more
Fixed crash when ammo was consumed fully by script during shooting. more
The Equipment Grid GUI is now scaled with the rest of the UI. more
Fixed possible crash caused by improper primary display detection. more
Fixed occasional broadcast related crashes on OSX more
Fixed building train vehicle in a way, that it connects on both sides. more
Fixed entities with efficiency modules wouldn't consume the correct amount of energy in some cases. more
Fixed problems when clicking connect button in server list too fast more
Fixed crash when removing large-tiles from a tile prototype definition. more
Fixed crash when mod created exoskeleton equipment with zero energy consumption. more
Fixed electric pole would draw wires to invisible ghost of enemy force. more
Fixed crash when refreshing in the browse mods GUI in some instances. more
Fixed crash when clicking the same tick the map is loaded. more
Fixed LuaGameScript::get_event_handler not working. more
Fixed desync when demoting every player on a server. more
Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. more
Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. more
Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances. more
Fixed extremely slow deleting of selection in text fields. more
Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
Fixed rail integrity error when train crashes into itself. more
Fixed virtual signals wouldn't be sorted correctly by subgroup. more
Fixed typing in the save-replay GUI could move your player around. more
Fixed that manually created unit groups wouldn't be automatically removed when all their members died. more
Fixed crash when trying to make an entity ghost of an invalid entity through script. more
Fixed rail signals not reconnect after removing rails in some setups. more
Fixed trains switched to manual mode wouldn't trigger inserters when they coasted to a stop. more
Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. more
Underground belt connects only to underground belt of the same force.
Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn't be built due to missing item. more
Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. more
Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
As you already know, in 0.15 we have reworked the science packs and added infinite science. Moreand different science packs make the game a lot more interesting. It reduces the complexity ofblue science (which is great for newer players) while adding complexity later, and you now haveto decide what to research first, especially with the more expensive game modes (which isinteresting for advanced players), and infinite science adds something to do forever in the game.
However, one of my biggest complaints about Factorio always was that the rocket has nopurpose, even though it is being propagated at all the points as the final step of the game. It issaid at the trailer, at the introduction of freeplay, and by being the most advanced research,everything seems like it’s the thing to desire, but when I launched it for the first time and seeingthe victory screen, I was feeling like "And now what...".
For me there is one main reason why Factorio is so awesome and why I can forget myselfplaying until 4 a.m., and that reason is the infinite loop of 'there is always a bottleneck', youalways need to fix something, you have not enough power, or your production of a particularproduct is insufficient etc.
When you launch the rocket, you escape from this loop because it doesn’t lead anywhere. Aswe can see, we have learned to take the rocket as a measurable resource sink to quantify thesize of our factories, which is great, but I think it makes sense to us only because we got usedto it, not because it made sense in the first place, or at least it didn’t to me.
Now when 0.15 adds infinite research, I started to ask myself why would I launch the rocket atall, and I have seen many of you ask similar questions.
To compare the two, the infinite science is also quantifiable as I can see the amount I producedin the production screen, it also has an interesting crafting recipe (rocket parts vs. all sciencepacks together), and it is also an infinite resource sink. The main difference is, the infiniteresearch is actually useful.
This is where the space science comes into play. We now have a space science pack,obtained by launching a rocket. You get 1000 of these science packs per rocket, and everyinfinite research requires these science packs. Such a simple feature, but it closes the infinitegame loop again. But of course in case you want to just launch rockets without worrying aboutscience, you can still do that, just like previously.
We have also added more infinite researches, so now apart from worker robot speed, combatrobot follower count and mining productivity bonus researches, we also have all of thecombative damage upgrades infinite (not shooting speed as that would get ridiculous sooner orlater), however their prices increase exponentially to prevent it from getting too extreme.
The rocket has to have a satellite in order to get the science packs (the rocket has to be ablesend back the discoveries, right?). The rocket silo now has an auto-launch checkbox so you canlaunch them automatically, and the launch is only going to happen when you insert satellite. Soyou can control the inserter with satellite to only launch rockets when you need the sciencepacks automatically through circuit network.
Of course we also added support for mods, so you can define what do you get from sending arocket, and depending on what you put in the rocket - say, if you put a tank into the rocket, youreceive 100 raw fish, because that would make perfect sense.
We can build up on this concept in the future, but for now this already brings a lot of sense tothe game as it is.
As a bonus, here is a album of my factory where I tested the infinite science concept.
Nuclear power
There is a great amount of new graphics and high resolution translations of old ones. Thebiggest news is obviously the nuclear power, so let’s have a look at that.
As you can see, the whole process starts with a mining drill and new uranium ore graphics (itglows at night by the way). Since mining uranium requires sulfuric acid, we needed to add anew patch for pipe connection. The acid flows between neighbouring miners, so you only needto bring pipes to the edge ones.
The first step of uranium processing happens at the centrifuge, which creates U-238 and U-235in certain percentages. Most of the time you get a U-238, but sometimes you get a U-235.When you get a U-235, you can turn it into uranium fuel cell which goes to the nuclear reactor.The nuclear reactor heats up and transfers the heat to heat exchangers, optionally via heatpipes when the setup gets bigger. The heat exchanger accepts water and outputs steam whichthen goes to the steam turbines which generate power.
The centrifuge can do a few other processes which are useful for getting more U-235 andre-utilizing burnt out fuel cells into more U-238. Even though it’s one of the most expectedthings, we probably didn’t mention before that you can make uranium ammo and tank shellsfrom U-238, and U-235 can be used to create warheads for rocket launcher missiles whicherase about 50 tile area per shot of anything in the way, including you if you don’t run fastenough.
The steam comes out of the heat exchangers at 500 degrees, which is the maximum a steam turbine canutilize. A steam engine in comparison can only make use of steam up to 165 degrees - which iswhat a normal boiler produces. So if you use a steam turbine with normal boiler, it will work, butthe turbine will have a poor efficiency. And if you use steam engine with heat exchangers, it willwork, but a lot of the heat will be lost for no benefit.
As you already know from earlier, we have also changed the boiler to be 2x3 tiles instead of 1x1which required new graphics. We also added high resolution steam engine to make them gotogether nicely. This also allows for some new designs which is very nice. The ratio of boilers tosteam engines is exactly 1 boiler to 2 steam engines now.
High resolution graphics
As you already see with the nuclear graphics, they all have their high resolution versions, butwhat else is there?
Currently in early versions of 0.15 you can look forward to the following in high resolution:
Everything in the following picture except inserters is in high resolution. The high resolution terrain integration is still in progress, so it won't make it to 0.15 right away.
During 0.15 stabilization we will be adding more high resolution graphics, with the aim to doeverything. Let’s see how that goes, but seeing what we already have, we are confident we canget it done sooner or later.
GUI reskin & new icons
For a long time we have been keeping some placeholder icons and we wanted to replace theskin of the GUI in 0.13 already. Here is how it looks like now.
The changes aren’t massive, but it has a big impact on everything. Because of that, some of ouricons needed changing so that they don’t become less visible. There are also many new iconreplacements for the old awful things like mining drill, laser turret, rail signals, and more. We willlikely tweak it further, but this is what we have for now. The technology tree looks like this.
New map colors
We have reworked the map colors to make them look nicer and give a little bit more info whatis what.
As you can probably see, it has been a lot of work, and we are very proud of it.The best part is that you will all be able to help us play and test 0.15 this coming Tuesday, so let us know what you think on our forums or I personally am also active on reddit.
As you already know, in 0.15 we have reworked the science packs and added infinite science. Moreand different science packs make the game a lot more interesting. It reduces the complexity ofblue science (which is great for newer players) while adding complexity later, and you now haveto decide what to research first, especially with the more expensive game modes (which isinteresting for advanced players), and infinite science adds something to do forever in the game.
However, one of my biggest complaints about Factorio always was that the rocket has nopurpose, even though it is being propagated at all the points as the final step of the game. It issaid at the trailer, at the introduction of freeplay, and by being the most advanced research,everything seems like it’s the thing to desire, but when I launched it for the first time and seeingthe victory screen, I was feeling like "And now what...".
For me there is one main reason why Factorio is so awesome and why I can forget myselfplaying until 4 a.m., and that reason is the infinite loop of 'there is always a bottleneck', youalways need to fix something, you have not enough power, or your production of a particularproduct is insufficient etc.
When you launch the rocket, you escape from this loop because it doesn’t lead anywhere. Aswe can see, we have learned to take the rocket as a measurable resource sink to quantify thesize of our factories, which is great, but I think it makes sense to us only because we got usedto it, not because it made sense in the first place, or at least it didn’t to me.
Now when 0.15 adds infinite research, I started to ask myself why would I launch the rocket atall, and I have seen many of you ask similar questions.
To compare the two, the infinite science is also quantifiable as I can see the amount I producedin the production screen, it also has an interesting crafting recipe (rocket parts vs. all sciencepacks together), and it is also an infinite resource sink. The main difference is, the infiniteresearch is actually useful.
This is where the space science comes into play. We now have a space science pack,obtained by launching a rocket. You get 1000 of these science packs per rocket, and everyinfinite research requires these science packs. Such a simple feature, but it closes the infinitegame loop again. But of course in case you want to just launch rockets without worrying aboutscience, you can still do that, just like previously.
We have also added more infinite researches, so now apart from worker robot speed, combatrobot follower count and mining productivity bonus researches, we also have all of thecombative damage upgrades infinite (not shooting speed as that would get ridiculous sooner orlater), however their prices increase exponentially to prevent it from getting too extreme.
The rocket has to have a satellite in order to get the science packs (the rocket has to be ablesend back the discoveries, right?). The rocket silo now has an auto-launch checkbox so you canlaunch them automatically, and the launch is only going to happen when you insert satellite. Soyou can control the inserter with satellite to only launch rockets when you need the sciencepacks automatically through circuit network.
Of course we also added support for mods, so you can define what do you get from sending arocket, and depending on what you put in the rocket - say, if you put a tank into the rocket, youreceive 100 raw fish, because that would make perfect sense.
We can build up on this concept in the future, but for now this already brings a lot of sense tothe game as it is.
As a bonus, here is a album of my factory where I tested the infinite science concept.
Nuclear power
There is a great amount of new graphics and high resolution translations of old ones. Thebiggest news is obviously the nuclear power, so let’s have a look at that.
As you can see, the whole process starts with a mining drill and new uranium ore graphics (itglows at night by the way). Since mining uranium requires sulfuric acid, we needed to add anew patch for pipe connection. The acid flows between neighbouring miners, so you only needto bring pipes to the edge ones.
The first step of uranium processing happens at the centrifuge, which creates U-238 and U-235in certain percentages. Most of the time you get a U-238, but sometimes you get a U-235.When you get a U-235, you can turn it into uranium fuel cell which goes to the nuclear reactor.The nuclear reactor heats up and transfers the heat to heat exchangers, optionally via heatpipes when the setup gets bigger. The heat exchanger accepts water and outputs steam whichthen goes to the steam turbines which generate power.
The centrifuge can do a few other processes which are useful for getting more U-235 andre-utilizing burnt out fuel cells into more U-238. Even though it’s one of the most expectedthings, we probably didn’t mention before that you can make uranium ammo and tank shellsfrom U-238, and U-235 can be used to create warheads for rocket launcher missiles whicherase about 50 tile area per shot of anything in the way, including you if you don’t run fastenough.
The steam comes out of the heat exchangers at 500 degrees, which is the maximum a steam turbine canutilize. A steam engine in comparison can only make use of steam up to 165 degrees - which iswhat a normal boiler produces. So if you use a steam turbine with normal boiler, it will work, butthe turbine will have a poor efficiency. And if you use steam engine with heat exchangers, it willwork, but a lot of the heat will be lost for no benefit.
As you already know from earlier, we have also changed the boiler to be 2x3 tiles instead of 1x1which required new graphics. We also added high resolution steam engine to make them gotogether nicely. This also allows for some new designs which is very nice. The ratio of boilers tosteam engines is exactly 1 boiler to 2 steam engines now.
High resolution graphics
As you already see with the nuclear graphics, they all have their high resolution versions, butwhat else is there?
Currently in early versions of 0.15 you can look forward to the following in high resolution:
Everything in the following picture except inserters is in high resolution. The high resolution terrain integration is still in progress, so it won't make it to 0.15 right away.
During 0.15 stabilization we will be adding more high resolution graphics, with the aim to doeverything. Let’s see how that goes, but seeing what we already have, we are confident we canget it done sooner or later.
GUI reskin & new icons
For a long time we have been keeping some placeholder icons and we wanted to replace theskin of the GUI in 0.13 already. Here is how it looks like now.
The changes aren’t massive, but it has a big impact on everything. Because of that, some of ouricons needed changing so that they don’t become less visible. There are also many new iconreplacements for the old awful things like mining drill, laser turret, rail signals, and more. We willlikely tweak it further, but this is what we have for now. The technology tree looks like this.
New map colors
We have reworked the map colors to make them look nicer and give a little bit more info whatis what.
As you can probably see, it has been a lot of work, and we are very proud of it.The best part is that you will all be able to help us play and test 0.15 this coming Tuesday, so let us know what you think on our forums or I personally am also active on reddit.
Hello, another week of tepid weather here, but the work on the final necessities to 0.15.0 continues with full force.
More playtesting
We started a new map on Monday, we wanted to see how the game feels with our new 'marathon' map preset, which (among other things) makes many recipes more expensive.
What may seem like blasphemy to some, the expensive setting also changes a few of the normal recipe ratios, so new designs had to be thought up:
Automated testing 2
A long time ago we talked about our automated testing in FFF-62, and over the last 2 years and 4 major versions, we've added quite significantly to our suite of tests.
We have our server constantly running all these tests 24/7, and when something breaks it sends our a sterny worded email to the developers who made the latest commits to the repository. Its sometimes surprisingly how some innocent change can break some wholly unrelated test, but it certainly helps us catch these issues before they make it out the door.
This might be quite a short Friday facts, but we are trying to spend as much time getting things ready for release. If you have any thoughts or feedback, please let us know on our forum
Hello, another week of tepid weather here, but the work on the final necessities to 0.15.0 continues with full force.
More playtesting
We started a new map on Monday, we wanted to see how the game feels with our new 'marathon' map preset, which (among other things) makes many recipes more expensive.
What may seem like blasphemy to some, the expensive setting also changes a few of the normal recipe ratios, so new designs had to be thought up:
Automated testing 2
A long time ago we talked about our automated testing in FFF-62, and over the last 2 years and 4 major versions, we've added quite significantly to our suite of tests.
We have our server constantly running all these tests 24/7, and when something breaks it sends our a sterny worded email to the developers who made the latest commits to the repository. Its sometimes surprisingly how some innocent change can break some wholly unrelated test, but it certainly helps us catch these issues before they make it out the door.
This might be quite a short Friday facts, but we are trying to spend as much time getting things ready for release. If you have any thoughts or feedback, please let us know on our forum