Fixed that the game would crash trying to load some old saves. more
Fixed train top speed calculation when not all locomotives used the same fuel type. more
Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. more
Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. more
Fixed a crash when loading saves without specific mods. more
Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. more
Fixed multiple issues with enemy force interaction. more
Changes
Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.
Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force. This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.
Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. more
Scripting
Added direction, created_by_moving, and shift_build event parameters to on_put_item event.
Replaced ScrollPane::dont_scroll_horizontally by horizontal_scroll_policy and vertical_scroll_policy.
Added LuaGameScript::backer_names read.
Added LuaStyle::want_ellipsis read/write.
Minor Features
Added /version command.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Fixed that the game would crash trying to load some old saves. more
Fixed train top speed calculation when not all locomotives used the same fuel type. more
Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. more
Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. more
Fixed a crash when loading saves without specific mods. more
Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. more
Fixed multiple issues with enemy force interaction. more
Changes
Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.
Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force. This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.
Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. more
Scripting
Added direction, created_by_moving, and shift_build event parameters to on_put_item event.
Replaced ScrollPane::dont_scroll_horizontally by horizontal_scroll_policy and vertical_scroll_policy.
Added LuaGameScript::backer_names read.
Added LuaStyle::want_ellipsis read/write.
Minor Features
Added /version command.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Fixed a crash when trying to filter the main inventory in the god-controller. more
Fixed various crashes caused by mining or otherwise changing power poles. more
Fixed a desync when using bad values in the /color command. more
Better handling of the case where we mine our own car but our inventory's full. more
Fixed placing blueprint over existing Rail Signals does not build wires. more
Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity." It proved to create too big problems with readability while building and running.
Fixed that rolling stocks in cursor had no icon when there was no valid location for them.
Fixed a crash when trying to filter the main inventory in the god-controller. more
Fixed various crashes caused by mining or otherwise changing power poles. more
Fixed a desync when using bad values in the /color command. more
Better handling of the case where we mine our own car but our inventory's full. more
Fixed placing blueprint over existing Rail Signals does not build wires. more
Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity." It proved to create too big problems with readability while building and running.
Fixed that rolling stocks in cursor had no icon when there was no valid location for them.
Fixed that blueprint books couldn't be built from the zoomed-to-world view. more
Fixed a crash when loading saves with modded blueprint entities migrated multiple times. more
Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. more
Fixed that forced ghost building (shift + click) didn't work correctly.
Fixed destroying an entity powered from two electric networks would corrupt future saves. more
Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. more
Fixed beacon would not highlight labs that are in range of its effects. more
Fixed disappearing sprites with Low VRAM Mode option enabled. more
Fixed glitch in one of the stone path transition sprites. more
Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.
Improved very poor performance with video memory usage set to low. more
Modding
Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. more
Fixed icon_size scaled also icon's dark background in alt mode. more
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Fixed that blueprint books couldn't be built from the zoomed-to-world view. more
Fixed a crash when loading saves with modded blueprint entities migrated multiple times. more
Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. more
Fixed that forced ghost building (shift + click) didn't work correctly.
Fixed destroying an entity powered from two electric networks would corrupt future saves. more
Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. more
Fixed beacon would not highlight labs that are in range of its effects. more
Fixed disappearing sprites with Low VRAM Mode option enabled. more
Fixed glitch in one of the stone path transition sprites. more
Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.
Improved very poor performance with video memory usage set to low. more
Modding
Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. more
Fixed icon_size scaled also icon's dark background in alt mode. more
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Fixed that the server could crash if it received invalid data. more
Fixed crash on startup when texture compression was enabled. more
Fixed that roboport connections wouldn't render as cleanly as 0.15. more
Fixed that using the /ban command with no parameters would crash the game. more
Fixed brwose mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.
Fixed the game would not enter minimal mode if there was an error in migration script. more
Fixed the delete-achievements tooltip wouldn't be removed. more
Fixed the use-recipe-groups config option was ignored in the select-signal GUI. more
Scripting
Fixed that LuaPlayer::admin write didn't work. more
Added 2 optional parameters to LuaSurface::create_entity when creating resource entities: enable_tree_removal and enable_cliff_removal.
Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Fixed that the server could crash if it received invalid data. more
Fixed crash on startup when texture compression was enabled. more
Fixed that roboport connections wouldn't render as cleanly as 0.15. more
Fixed that using the /ban command with no parameters would crash the game. more
Fixed brwose mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.
Fixed the game would not enter minimal mode if there was an error in migration script. more
Fixed the delete-achievements tooltip wouldn't be removed. more
Fixed the use-recipe-groups config option was ignored in the select-signal GUI. more
Scripting
Fixed that LuaPlayer::admin write didn't work. more
Added 2 optional parameters to LuaSurface::create_entity when creating resource entities: enable_tree_removal and enable_cliff_removal.
Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.
Hello there. As you probably know, we released the experimental version of 0.16 this week. As usual after such a big release, we are working as best as we can to fix the bugs to make the game reasonably playable as soon as possible. Our current goal is to have semi-stable version before Christmas.
Temporary buffer chest simplification
Buffer chests, that were introduced in fff-203 are now in the game, but they are now usable only for personal logistics and construction, but not for requester chests. We changed it before the release, as we noticed during the play-testing, that a lot of the the items are moved to buffer chests which could be on the other part of the factory, just to be immediately moved to requester chests, which could be all the way on the other side. It was basically broken and we did not foresee it.
We have some different things in mind to solve the problem. If it works out, we would like to enable buffer chests for requesters during the stabilisation of 0.16
Give requester chests priority over buffer chests. This means, that nothing would go to buffer chest request unless that item is already satisfied for all requester chests
We were also considering, that the player could have a checkbox in the requester, that could allow to specify whether the requester should get things from buffer chest or not. We prefer if the game doesn't have too many settings like this to get lost in, but it might be useful to give the player more options.
Part of the testing revealed to us, that buffer chests are not fully replacing the possible feature of having dedicated storage chests. As this feature seems to be easy to do, we might do it as well. It always seems easy to do, until we actually make it :)
Belt compression mechanics
The belt internal mechanics have been changed a lot in this release, as a side effect of the belt optimisations. Some of the things don't work as before. Some of the changes are intentional, such as using underground belts to compress belts, no longer works. Some of the side-loading tricks were not intentional, and some of the usages of side-loading were tricks that I didn't even know about.
We are going to have some discussions in the office about how should the belt compressing work, and what techniques should work and what shouldn't. I would personally prefer, to make the only way to compress two uncompressed belts by using a splitter, as all the other tricks are kind of unintuitive usages of bugs in the previous belt internals. Others think differently, as they want to make inserters and side-loading to compress automatically. I think that it would actually remove part of the emergent-gameplay and something for the player to learn as he/she explores the mechanics of the game, but I have to agree, that the game would be more comfortable to play. You are free to say your opinions in the comments :)
Bug hunting
These is only a single place we handle bug reports, the bug report forum. If you make a post somewhere else, or PM one of the developers, we might not see it, and these reports can get lost. So if you find an issue, crash, glitch etc. go to the forum first.
Okay hold up, don't just make a topic just yet, first search or browse around to see if someone has reported it already. If you don't see anything similar in the main bug report section, please use the forum search to see if a report was moved to one of the subforums (Assigned, pending, resolved etc.). As a bonus, this is like a sneak peek into the bug fixing process, and you will be able to directly talk with the team and help us make the game better.
Some things however, are not bugs. We don't want to be ungrateful, but reporting things you dislike as a bug doesn't help us. We are happy to receive this feedback in the Ideas & Suggestions forum.
Some things though, are bugs. But we can't fix everything instantly, they need some deeper work, or maybe they just aren't a priority. Game crashes, corruptions and similar issues are the most important things to fix. We are sorry we cannot get to the things that are bugging you right away, but with a little patience we will have everything sorted out before you know it. We don't ignore things in bug reports, but we do leave them alone sometimes. Don't worry if it seems we have overlooked your report, there are just other things to do right now.
T-shirts shipped
So Monday afternoon we received 28 boxes of T-shirts.
Soon after, we opened our store to orders. Frankly we were not expecting this many orders... but only 24 hours later, we had received over 700 orders. So then begins the process of packaging and shipping these.
It took 3 of us (Jitka, HanziQ, and myself) over 12 hours to pack all of them, but we did it.
The first shipment of 786 packages was sent Wednesday morning, which included all the orders places before midnight on Tuesday. As of this morning, we only have 800 T-shirts left, we ordered a batch of 3,000 more, but they wont' arrive till the new year.
As you can expect, this week has been quite hectic for us, but nonetheless, we are looking forward to reading your thoughts and comments on our forum.
Hello there. As you probably know, we released the experimental version of 0.16 this week. As usual after such a big release, we are working as best as we can to fix the bugs to make the game reasonably playable as soon as possible. Our current goal is to have semi-stable version before Christmas.
Temporary buffer chest simplification
Buffer chests, that were introduced in fff-203 are now in the game, but they are now usable only for personal logistics and construction, but not for requester chests. We changed it before the release, as we noticed during the play-testing, that a lot of the the items are moved to buffer chests which could be on the other part of the factory, just to be immediately moved to requester chests, which could be all the way on the other side. It was basically broken and we did not foresee it.
We have some different things in mind to solve the problem. If it works out, we would like to enable buffer chests for requesters during the stabilisation of 0.16
Give requester chests priority over buffer chests. This means, that nothing would go to buffer chest request unless that item is already satisfied for all requester chests
We were also considering, that the player could have a checkbox in the requester, that could allow to specify whether the requester should get things from buffer chest or not. We prefer if the game doesn't have too many settings like this to get lost in, but it might be useful to give the player more options.
Part of the testing revealed to us, that buffer chests are not fully replacing the possible feature of having dedicated storage chests. As this feature seems to be easy to do, we might do it as well. It always seems easy to do, until we actually make it :)
Belt compression mechanics
The belt internal mechanics have been changed a lot in this release, as a side effect of the belt optimisations. Some of the things don't work as before. Some of the changes are intentional, such as using underground belts to compress belts, no longer works. Some of the side-loading tricks were not intentional, and some of the usages of side-loading were tricks that I didn't even know about.
We are going to have some discussions in the office about how should the belt compressing work, and what techniques should work and what shouldn't. I would personally prefer, to make the only way to compress two uncompressed belts by using a splitter, as all the other tricks are kind of unintuitive usages of bugs in the previous belt internals. Others think differently, as they want to make inserters and side-loading to compress automatically. I think that it would actually remove part of the emergent-gameplay and something for the player to learn as he/she explores the mechanics of the game, but I have to agree, that the game would be more comfortable to play. You are free to say your opinions in the comments :)
Bug hunting
These is only a single place we handle bug reports, the bug report forum. If you make a post somewhere else, or PM one of the developers, we might not see it, and these reports can get lost. So if you find an issue, crash, glitch etc. go to the forum first.
Okay hold up, don't just make a topic just yet, first search or browse around to see if someone has reported it already. If you don't see anything similar in the main bug report section, please use the forum search to see if a report was moved to one of the subforums (Assigned, pending, resolved etc.). As a bonus, this is like a sneak peek into the bug fixing process, and you will be able to directly talk with the team and help us make the game better.
Some things however, are not bugs. We don't want to be ungrateful, but reporting things you dislike as a bug doesn't help us. We are happy to receive this feedback in the Ideas & Suggestions forum.
Some things though, are bugs. But we can't fix everything instantly, they need some deeper work, or maybe they just aren't a priority. Game crashes, corruptions and similar issues are the most important things to fix. We are sorry we cannot get to the things that are bugging you right away, but with a little patience we will have everything sorted out before you know it. We don't ignore things in bug reports, but we do leave them alone sometimes. Don't worry if it seems we have overlooked your report, there are just other things to do right now.
T-shirts shipped
So Monday afternoon we received 28 boxes of T-shirts.
Soon after, we opened our store to orders. Frankly we were not expecting this many orders... but only 24 hours later, we had received over 700 orders. So then begins the process of packaging and shipping these.
It took 3 of us (Jitka, HanziQ, and myself) over 12 hours to pack all of them, but we did it.
The first shipment of 786 packages was sent Wednesday morning, which included all the orders places before midnight on Tuesday. As of this morning, we only have 800 T-shirts left, we ordered a batch of 3,000 more, but they wont' arrive till the new year.
As you can expect, this week has been quite hectic for us, but nonetheless, we are looking forward to reading your thoughts and comments on our forum.