Factorio - HanziQ
Changes
  • Added alarm sounds to programmable speaker.
  • Fullscreen is on by default.
  • Locomotive snaps to a train stop when placing the first locomotive next to the train stop.
  • Changed automation and fluid wagon research so it doesn't have multiples of science packs per unit. more
  • --start-server-load-scenario can load scenarios provided by a mod. For example, --start-server-load-scenario base/wave-defense will load the wave-defense scenario from the base mod.

Graphics
  • Changed the icon of the automation research, so it is not confused with the logistics research.

Bugfixes
  • Fixed that destroyed transport belt could leave zombified items in nearby tile more
  • Fixed inserter zombification at rail junctions more
  • Fixed visual seams on map/minimap more
  • Fixed that gate over rail could be rotated
  • Fixed GUI size problems with the logistic networks GUI. more
  • Fixed that the headless server didn't close when it failed. (Most typically because of script error) more
  • Fixed misaligned force color mask on capsule projectiles. more
  • Fixed crash when changing player's controller, when player was controlling a vehicle with god controller. more
  • Fixed a crash caused by manually deactivated units. more
  • Fixed that exporting blueprints wouldn't respect the current filter options in the setup GUI. more
  • Fixed that selection-by-typing in listboxes would also trigger normal game actions. more
  • Fixed that adding stops to a train could change the current station. more
  • Fixed that the search text didn't reset after leaving the browse-mods GUI. more
  • Fixed that the mods-load-error GUI could end up too large to fit on screen. more
  • Fixed a crash when interacting with the "save/quit/reconnect" window after losing connection with a server. more
  • Fixed crashes when locking bitmap fails. more
  • Fixed rail preview was rendered under entities. more
  • Fixed message box in main menu being not clickable more
  • Fixed trains stuttering on extremely short paths. more
  • Fixed flamethrower stream would destroy trees directly. more
  • Fixed that some information was missing from generator entities. more
  • Fixed that Factorio would hang on Linux after trying to paste a string when the clipboard was empty. more
  • Fixed generating unwinnible research tasks in team production scenario. more
  • Fixed that clicking escape while connecting to the game could lead to weird situations as the normal menu was opened. Pressing escape while connecting will abort the connection instead. more
  • Fixed the productivity bar in the mining drill wouldn't show in some cases. more
  • Fixed that the blueprint book gui didn't stretch vertically when possible. more
  • Fixed inconsistent hovered font color on buttons and dropdowns. more
  • Fixed train stuttering with only disabled stations in their schedule more
  • Fixed that you could disconnect wires at any distance. more
  • Fixed the icon used when rendering coal being held by construction robots. more
  • Fixed headless server on macOS getting stuck when in background more
  • Fixed that attempting to edit a blueprint label for the second time would show the original label before any edits were made. more
  • Fixed that --start-server-load-scenario wouldn't give an error when the specified scenario couldn't be found. more
  • Fixed that robots would leave items on the ground when building ghosts in some cases. more
  • Fixed train GUI size problems when the fuel tab is removed due to it going out of reach. more
  • Fixed that blacklisting tile ghosts in the deconstruction planner didn't work. more

Modding
  • Fixed that the fluid wagon wouldn't show the equipment grid when one was added through mods. more
  • Fixed loading the item-with-tags item type. more

Scripting
  • Fixed set_command with an empty list of commands would crash the game. more
  • Fixed LuaRandomGenerator docs. more
  • Added LuaTechnology::level write support for level-based technology. more


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - HanziQ
Changes
  • Added alarm sounds to programmable speaker.
  • Fullscreen is on by default.
  • Locomotive snaps to a train stop when placing the first locomotive next to the train stop.
  • Changed automation and fluid wagon research so it doesn't have multiples of science packs per unit. more
  • --start-server-load-scenario can load scenarios provided by a mod. For example, --start-server-load-scenario base/wave-defense will load the wave-defense scenario from the base mod.

Graphics
  • Changed the icon of the automation research, so it is not confused with the logistics research.

Bugfixes
  • Fixed that destroyed transport belt could leave zombified items in nearby tile more
  • Fixed inserter zombification at rail junctions more
  • Fixed visual seams on map/minimap more
  • Fixed that gate over rail could be rotated
  • Fixed GUI size problems with the logistic networks GUI. more
  • Fixed that the headless server didn't close when it failed. (Most typically because of script error) more
  • Fixed misaligned force color mask on capsule projectiles. more
  • Fixed crash when changing player's controller, when player was controlling a vehicle with god controller. more
  • Fixed a crash caused by manually deactivated units. more
  • Fixed that exporting blueprints wouldn't respect the current filter options in the setup GUI. more
  • Fixed that selection-by-typing in listboxes would also trigger normal game actions. more
  • Fixed that adding stops to a train could change the current station. more
  • Fixed that the search text didn't reset after leaving the browse-mods GUI. more
  • Fixed that the mods-load-error GUI could end up too large to fit on screen. more
  • Fixed a crash when interacting with the "save/quit/reconnect" window after losing connection with a server. more
  • Fixed crashes when locking bitmap fails. more
  • Fixed rail preview was rendered under entities. more
  • Fixed message box in main menu being not clickable more
  • Fixed trains stuttering on extremely short paths. more
  • Fixed flamethrower stream would destroy trees directly. more
  • Fixed that some information was missing from generator entities. more
  • Fixed that Factorio would hang on Linux after trying to paste a string when the clipboard was empty. more
  • Fixed generating unwinnible research tasks in team production scenario. more
  • Fixed that clicking escape while connecting to the game could lead to weird situations as the normal menu was opened. Pressing escape while connecting will abort the connection instead. more
  • Fixed the productivity bar in the mining drill wouldn't show in some cases. more
  • Fixed that the blueprint book gui didn't stretch vertically when possible. more
  • Fixed inconsistent hovered font color on buttons and dropdowns. more
  • Fixed train stuttering with only disabled stations in their schedule more
  • Fixed that you could disconnect wires at any distance. more
  • Fixed the icon used when rendering coal being held by construction robots. more
  • Fixed headless server on macOS getting stuck when in background more
  • Fixed that attempting to edit a blueprint label for the second time would show the original label before any edits were made. more
  • Fixed that --start-server-load-scenario wouldn't give an error when the specified scenario couldn't be found. more
  • Fixed that robots would leave items on the ground when building ghosts in some cases. more
  • Fixed train GUI size problems when the fuel tab is removed due to it going out of reach. more
  • Fixed that blacklisting tile ghosts in the deconstruction planner didn't work. more

Modding
  • Fixed that the fluid wagon wouldn't show the equipment grid when one was added through mods. more
  • Fixed loading the item-with-tags item type. more

Scripting
  • Fixed set_command with an empty list of commands would crash the game. more
  • Fixed LuaRandomGenerator docs. more
  • Added LuaTechnology::level write support for level-based technology. more


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - Klonan
Hello, it has been a pretty hot week here in Prague, and we have finally wheeled-out and hooked-up our little air-conditioning unit, which has been making a valiant effort to keep the office cool.

Summer team reinforcement
We have had a Linux developer join us this past week as a trial, and he has been tasked with several train related UX features. For instance a small indicator over a pump when it cannot connect to a fluid wagon for some reason, and automatic snapping to position when placing locomotives at train stops.

While not the most glamorous or highest priority tasks, these are the sort of polishing and general improvements we are looking at for 0.16, and has involved quite some exploration of our code-base. We are happy to say that Tom's work has been really excellent, and he will be joining us full-time later this summer.

Party party party
Albert, Jitka and I (Klonan) have spent the first half of this week organizing and planning more and more party related topics. This is the first large event we are setting up, so there is quite some learning we have had to do, but it is no doubt good experience for a potential 'FactorioCon' or 1.0 release party in the future. We now have a set of party related graphical assets, as well as designs for party merchandise.



We have sent out a specially designed party invitation to the local developers and games media here in the Czech Republic, and all the fan tickets are now sold out, so our outlook is optimistic that the celebration will be quite successful. Jitka has been handling most of the communication with the venue, figuring out the more mundane details such as what food and music will be there.

High-resolution Inserters
We released 0.15.17 this week, which included a new set of high-resolution sprites for the inserters. It was a natural choice to choose Inserters as the next entity to upgrade, mainly because they are everywhere, we knew it will take some time, and the solution might not be the final one, so we wanted to know what are we dealing with as soon as possible.

The base platforms were quite straight forward, just like any of the other entities we brought to high resolution. However the hands and arms are special. Since they stretch all the time, we thought it fitting to make them in an even greater resolution - 4 times the normal resolution on each axis. This lead to some difference in the painting, as the normal level of detail we are used to is suddenly scaled in various ways. So I (V453000) set up some automated system for rendering and putting them in the game as always, and just iterated on the painting, sometimes changing just a few pixels here and there.



For now we are happy with the result and we will be prioritizing other tasks before revisiting the inserters. In general the biggest issue is that inserters can reach and grab in all crazy directions, so the hands must look kind of flat otherwise they would look wrong in about half of the orientations. The other family of entities we are currently working on are the wire-connected things - electric poles and combinators, which you can look forward to seeing very soon.

Terrain plans
We are also working on a total terrain rework including high resolution. With making the red desert last year we realized what we need to do with the other terrains as well. New decoratives, rocks, and many other things, all of which make the terrain look nicer, in additional to new water, and transitions from water to any other terrain. We are also working on new algorithms and processes for map generation, so it will also be more than just a cosmetic improvement.

This is a very large and complex topic, so the plan is to release it in 0.16 as a smaller release, soon after 0.15 is stable.‎ We just wanted to make this clear as there has been some confusion about the terrain among players, mostly because we haven't mentioned it much. Hopefully we will have a larger update on the topic to show soon, to build on the small preview that was shown in FFF 187.

So let us know if you have any thoughts and opinions you'd like to share over on our forum.
Factorio - Klonan
Hello, it has been a pretty hot week here in Prague, and we have finally wheeled-out and hooked-up our little air-conditioning unit, which has been making a valiant effort to keep the office cool.

Summer team reinforcement
We have had a Linux developer join us this past week as a trial, and he has been tasked with several train related UX features. For instance a small indicator over a pump when it cannot connect to a fluid wagon for some reason, and automatic snapping to position when placing locomotives at train stops.

While not the most glamorous or highest priority tasks, these are the sort of polishing and general improvements we are looking at for 0.16, and has involved quite some exploration of our code-base. We are happy to say that Tom's work has been really excellent, and he will be joining us full-time later this summer.

Party party party
Albert, Jitka and I (Klonan) have spent the first half of this week organizing and planning more and more party related topics. This is the first large event we are setting up, so there is quite some learning we have had to do, but it is no doubt good experience for a potential 'FactorioCon' or 1.0 release party in the future. We now have a set of party related graphical assets, as well as designs for party merchandise.



We have sent out a specially designed party invitation to the local developers and games media here in the Czech Republic, and all the fan tickets are now sold out, so our outlook is optimistic that the celebration will be quite successful. Jitka has been handling most of the communication with the venue, figuring out the more mundane details such as what food and music will be there.

High-resolution Inserters
We released 0.15.17 this week, which included a new set of high-resolution sprites for the inserters. It was a natural choice to choose Inserters as the next entity to upgrade, mainly because they are everywhere, we knew it will take some time, and the solution might not be the final one, so we wanted to know what are we dealing with as soon as possible.

The base platforms were quite straight forward, just like any of the other entities we brought to high resolution. However the hands and arms are special. Since they stretch all the time, we thought it fitting to make them in an even greater resolution - 4 times the normal resolution on each axis. This lead to some difference in the painting, as the normal level of detail we are used to is suddenly scaled in various ways. So I (V453000) set up some automated system for rendering and putting them in the game as always, and just iterated on the painting, sometimes changing just a few pixels here and there.



For now we are happy with the result and we will be prioritizing other tasks before revisiting the inserters. In general the biggest issue is that inserters can reach and grab in all crazy directions, so the hands must look kind of flat otherwise they would look wrong in about half of the orientations. The other family of entities we are currently working on are the wire-connected things - electric poles and combinators, which you can look forward to seeing very soon.

Terrain plans
We are also working on a total terrain rework including high resolution. With making the red desert last year we realized what we need to do with the other terrains as well. New decoratives, rocks, and many other things, all of which make the terrain look nicer, in additional to new water, and transitions from water to any other terrain. We are also working on new algorithms and processes for map generation, so it will also be more than just a cosmetic improvement.

This is a very large and complex topic, so the plan is to release it in 0.16 as a smaller release, soon after 0.15 is stable.‎ We just wanted to make this clear as there has been some confusion about the terrain among players, mostly because we haven't mentioned it much. Hopefully we will have a larger update on the topic to show soon, to build on the small preview that was shown in FFF 187.

So let us know if you have any thoughts and opinions you'd like to share over on our forum.
Factorio - HanziQ
Bugfixes
  • Fixed that wire connections were not preserved in tightspot campaign. more
  • Fixed various crashes on macOS related to logistic counts. more

Modding
  • Changed default value of "allow_custom_vectors" in inserter prototype to true, vanilla inserters set it to false explicitly.


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - HanziQ
Bugfixes
  • Fixed that wire connections were not preserved in tightspot campaign. more
  • Fixed various crashes on macOS related to logistic counts. more

Modding
  • Changed default value of "allow_custom_vectors" in inserter prototype to true, vanilla inserters set it to false explicitly.


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - HanziQ
Graphics
  • Inserters in high resolution; normal resolution inserters are unchanged.

Bugfixes
  • Fixed some inconsistencies in programmable speaker gui more
  • Fixed that headless mode wiped out controls section of config file more
  • Fixed that detached roboports (e.g. after blackout) would not reset circuit network readings on number of robots more
  • Fixed that active blueprint/deconstruction-planner selection did not reset when switching between game and map more
  • Fixed AltGr behavior with special characters more
  • Fixed that mining bar would steal mouse focus more
  • Fixed the /evolution command would underflow when showing negative pollution values. more
  • Fixed crash when mod-list failed to save when exiting the game. more
  • Fixed game would not save at all if generating preview picture failed. more
  • Fixed desync related to driving vehicles. more
  • Fixed unnecessary quotes in programmable speaker note translations more
  • Fixed that the bonus GUI wouldn't fit on screen with a large amount of modded content. more
  • Fixed crash when closing public server. more
  • Fixed that filter inserters lost their filter in tightspot campaign. more
  • Fixed empty space would be rendered if glyph was missing in current font. more
  • Fixed that resizing the game window while catching up after joining a multiplayer game would leave the map blank. more
  • Fixed issue and desync when disconnecting one wire color of an entity connected to 2 wire colors. more
  • Fixed a multiplayer crash that would happen when a player left whilst uploading their blueprint library and then rejoined the same server. more
  • Fixed another issue that prevented spawners from spawning. more
  • Fixed game would fail to load if max-texture-size was too low. more

Modding
  • Moved the "mod-settings.json" file so it now resides in the "mods" subfolder allowing it to work with the mod-directory command line option.
  • Added support for virtual-signal migrations.
  • Inserters now require the inserter prototype property "allow_custom_vectors" to be true before they allow setting custom pickup/drop locations.
  • Font paths were moved from locale cfg to locale info.json (see core/en/info.json).
  • Changed default value of hand_length in inserter prototype to 0.75, to make inserter shadow look nicer.

Scripting
  • Fixed crash when teleporting character entities while in vehicles. more
  • Fixed that character.character_maximum_following_robot_count_bonus didn't work. more
  • Fixed that /help for lua commands wouldn't do parameter substitution correctly. more
  • Added LuaEntityPrototype::resource_categories, fluid, and pumping_speed read.
  • Added LuaEntity::previous_recipe read.
  • Added LuaEntityPrototype::stack/allow_custom_vectors read.
  • Changed LuaEntityPrototype::speed to also work for rolling stocks.


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - HanziQ
Graphics
  • Inserters in high resolution; normal resolution inserters are unchanged.

Bugfixes
  • Fixed some inconsistencies in programmable speaker gui more
  • Fixed that headless mode wiped out controls section of config file more
  • Fixed that detached roboports (e.g. after blackout) would not reset circuit network readings on number of robots more
  • Fixed that active blueprint/deconstruction-planner selection did not reset when switching between game and map more
  • Fixed AltGr behavior with special characters more
  • Fixed that mining bar would steal mouse focus more
  • Fixed the /evolution command would underflow when showing negative pollution values. more
  • Fixed crash when mod-list failed to save when exiting the game. more
  • Fixed game would not save at all if generating preview picture failed. more
  • Fixed desync related to driving vehicles. more
  • Fixed unnecessary quotes in programmable speaker note translations more
  • Fixed that the bonus GUI wouldn't fit on screen with a large amount of modded content. more
  • Fixed crash when closing public server. more
  • Fixed that filter inserters lost their filter in tightspot campaign. more
  • Fixed empty space would be rendered if glyph was missing in current font. more
  • Fixed that resizing the game window while catching up after joining a multiplayer game would leave the map blank. more
  • Fixed issue and desync when disconnecting one wire color of an entity connected to 2 wire colors. more
  • Fixed a multiplayer crash that would happen when a player left whilst uploading their blueprint library and then rejoined the same server. more
  • Fixed another issue that prevented spawners from spawning. more
  • Fixed game would fail to load if max-texture-size was too low. more

Modding
  • Moved the "mod-settings.json" file so it now resides in the "mods" subfolder allowing it to work with the mod-directory command line option.
  • Added support for virtual-signal migrations.
  • Inserters now require the inserter prototype property "allow_custom_vectors" to be true before they allow setting custom pickup/drop locations.
  • Font paths were moved from locale cfg to locale info.json (see core/en/info.json).
  • Changed default value of hand_length in inserter prototype to 0.75, to make inserter shadow look nicer.

Scripting
  • Fixed crash when teleporting character entities while in vehicles. more
  • Fixed that character.character_maximum_following_robot_count_bonus didn't work. more
  • Fixed that /help for lua commands wouldn't do parameter substitution correctly. more
  • Added LuaEntityPrototype::resource_categories, fluid, and pumping_speed read.
  • Added LuaEntity::previous_recipe read.
  • Added LuaEntityPrototype::stack/allow_custom_vectors read.
  • Changed LuaEntityPrototype::speed to also work for rolling stocks.


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - posila87
Changes
  • Temporarily reverted GUI interaction changes (some GUI elements responding only to left mouse button, buttons clicked on mouse up instead of mouse down) introduced in 0.15.13 and 0.15.14.

Bugfixes
  • Fixed the "back" button wouldn't work in the save-game GUI. more
  • Fixed the "cancel" button wouldn't work in the user-login GUI. more
  • Fixed that the map editor item/inventory buttons didn't work. more
  • Fixed beacons would "wobble" in blueprints. more
  • Fixed crashes related to clicking different buttons.
  • As a one-time migration, enemy spawners will reset their absorbed pollution to zero when a save from a previous version of 0.15 is loaded. more
    This is to avoid an extreme temporary spike in difficulty that would happen after loading a save with many spawners that were affected by a bug in the previous versions.
  • Fixed the market GUI didn't work. more
  • Fixed crash when pollution reaches unreasonably far chunk. more
  • Fixed power bars glitch in electric network statistics dialog. more

Scripting
  • Fixed setting LuaGuiElement::elem_value would always expect the elem_type to be "item". more


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Factorio - posila87
Changes
  • Temporarily reverted GUI interaction changes (some GUI elements responding only to left mouse button, buttons clicked on mouse up instead of mouse down) introduced in 0.15.13 and 0.15.14.

Bugfixes
  • Fixed the "back" button wouldn't work in the save-game GUI. more
  • Fixed the "cancel" button wouldn't work in the user-login GUI. more
  • Fixed that the map editor item/inventory buttons didn't work. more
  • Fixed beacons would "wobble" in blueprints. more
  • Fixed crashes related to clicking different buttons.
  • As a one-time migration, enemy spawners will reset their absorbed pollution to zero when a save from a previous version of 0.15 is loaded. more
    This is to avoid an extreme temporary spike in difficulty that would happen after loading a save with many spawners that were affected by a bug in the previous versions.
  • Fixed the market GUI didn't work. more
  • Fixed crash when pollution reaches unreasonably far chunk. more
  • Fixed power bars glitch in electric network statistics dialog. more

Scripting
  • Fixed setting LuaGuiElement::elem_value would always expect the elem_type to be "item". more


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
...