Factorio Demo Changelog

What's new in Factorio Demo 0.16.51

Jun 30, 2018
  • Graphics:
  • Changed the battery item icon to be more consistent with the technology icon.

New in Factorio Demo 0.15.36 (Dec 13, 2017)

  • Bugfixes:
  • Fixed a bug in the fix of electric network from 0.15.35.
  • Fixed a crash when deleting chunks in specific cases. (52598)
  • Fixed a crash when coupling/decoupling trains through the Lua API.
  • Fixed crash when unknown program arguments were passed. (53219)

New in Factorio Demo 0.15.36 Experimental (Oct 11, 2017)

  • Bugfixes:
  • Fixed a bug in the fix of electric network from 0.15.35.
  • Fixed a crash when deleting chunks in specific cases. (52598)
  • Fixed a crash when coupling/decoupling trains through the Lua API.
  • Fixed crash when unknown program arguments were passed. (53219)

New in Factorio Demo 0.15.33 Experimental (Aug 10, 2017)

  • Changes:
  • Mod name in mod info pane will no longer be localised. (51046)
  • Optional mod dependencies now show as orange when invalid. (21008)
  • Bugfixes:
  • Fixed crash when trying to load replay that is not compatible with current version.
  • Fixed ghosts might emit light. (51516)
  • Fixed removing land mines didn't make any sound. (51588)
  • Fixed creating window larger than screen. (51584)
  • Improved performance of rendering uranium ore. (51549)
  • Modding:
  • Bonus UI now shows additional force modifiers (49732)
  • simple-entity-with-owner (and simple-entity-with-force) now supports apply_runtime_tint in sprite definition.
  • Scripting:
  • simple-entity-with-owner exposes color property through LuaEntity::color. Set it to {r=0, g=0, b=0, a=0} to use color of entity's force.
  • Fixed LuaEntityPrototype::distribution_effectivity would return value of supply_area_distance instead. (51568)

New in Factorio Demo 0.15.32 Experimental (Aug 2, 2017)

  • Bugfixes:
  • Fixed compatibility problem with several antivirus programs. (51375)
  • Fixed seed in map-gen-settings.json would be ignored when creating map on headless server. (51254)
  • Fixed that connecting to a multiplayer game with a large blueprint library might be difficult. (50898)
  • Fixed that using capsules would open an Entity's GUI when clicked. (51123)
  • Fixed that --window-size=maximized wouldn't work on Linux. (50977)
  • Fixed that changing reactor consumption(production) values through a mod didn't update its production until rebuilt. (51251)
  • Fixed that blueprints would sometimes stop transferring.
  • Fixed crash when opening item/container and at the same time the controller is set to some that doesn't have inventory. (51349)
  • Fixed 3 possible crashes related to getting malformed network packet over the network.
  • Maybe fixed a biter path cache-related crash. (51183)
  • Fixed that bad_alloc and similar low level erros were catched internally, so we couldn't get proper stack trace of those.
  • Limited the size of a train chart tag when the map is zoomed in. (51401)
  • Possible rare crash fix related to building rails and viewing preview of entities right after that. (51322)
  • Limited technology cost multiplier to maximum of 1000. (51453)
  • Scripting:
  • The log method also specifies the mod that wrote that, not only script file.
  • Added LuaEntityPrototype::distribution_effectivity read.
  • Added LuaEntityPrototype::time_to_live read.
  • Added LuaControl::following_robots read.
  • Added LuaPlayer::pipette_entity().
  • Added LuaEntity::can_be_destroyed().
  • Added script_raised_destroy reserved event ID.
  • Added script_raised_built reserved event ID.
  • Added script_raised_revive reserved event ID.
  • Changed LuaEntity::time_to_live to also work for combat robots.
  • Changed LuaEntityPrototype::fluid_capacity read to also work on fluid-wagon.
  • Changed LuaEntityPrototype::turret_range read returns nil instead of error if not turret.
  • Changed LuaEntity::train to return nil if entity is not rolling stock.
  • Added LuaEntityPrototype::explosion_beam read.
  • Added LuaEntityPrototype::explosion_rotate read

New in Factorio Demo 0.15.31 Experimental (Jul 26, 2017)

  • Small features:
  • Train stop text angle is now configurable in the graphics settings. Default value is 30 degrees.
  • Bugfixes:
  • Fixed that resizing the game window was very slow on Linux. (48023)
  • Fixed rendering of turret ranges on map. (50932)
  • Fixed "Disable listed mods" in minimal mode would disable all mods including Base if mod-list.json didn't exist. (50917)
  • Fixed that pressing escape in the "mods error" GUI would close it and leave the game in a broken state. (50951)
  • Fixed possible crash when loading game. (50955)
  • Car and Tank now make a sound when deconstructed. (50997)
  • Fixed that using the color command with no arguments would set your color to black.
  • Fixed a crash when deleting a blueprint book while the label is being edited in the blueprint library. (50964)
  • Fixed crash when closing the game in the Generate Map GUI. (50924)
  • Fixed that the generate map GUI would show incorrect values for some of the enemy expansion settings in some cases. (51064)
  • Fixed that some blueprints would always have to be reuploaded after connecting to a server, even if they weren't changed. (50878)
  • Fixed that the map seed field wouldn't be used when given in a map-gen-settings.json file through the command line. (51176)
  • Fixed that missing controls in "autoplace_controls" for map gen settings would get filled with default values instead of disabling unlisted controls.
  • Fixed that blueprints would stop transferring if the game was loaded from a map that included some transfers in progress. (51025)
  • Fixed missing font for Thai language.
  • Changed the hazard concrete/concrete tile transition so it behaves predictively.
  • Modding:
  • Fixed layered icons would render incorrectly in some cases. (51059)
  • Scripting:
  • Fixed a crash when using LuaPlayer::disable_all_prototypes() and opening the technology GUI. (51003)
  • Fixed that research bonus could be set to negative. (51114)
  • Fixed that items in the character trash slots would get lost on reducing inventory size instead of spilling the items on the ground. (51181)
  • Fixed validation for pickup_position and drop_position. (51143)
  • Exposed internal buffer of fluid turret to Lua as its last fluidbox.
  • Added LuaEntityPrototype::fluid_capacity read.

New in Factorio Demo 0.15.29 Experimental (Jul 14, 2017)

  • Changes:
  • Underground pipes will no longer connect if there is candidate ghost underground pipe between them.
  • Command line option --window-size can be also used to start the game in maximized mode when used as --window-size=maximized
  • The library no longer shows unavailable blueprints of off-line players, since there is nothing that can be done with them.
  • Bugfixes:
  • Fixed that the edit field of a blueprint book in the shared pane would get reset every time crafting finished. (48771)
  • Fixed that setting visibility to false on modded GUI elements while a text field had focus would keep blocking normal input. (50531)
  • Fixed a performance problem when having the blueprint library GUI open while robots add/remove large amounts of items from the character. (49063)
  • Fixed that walls and pipes built from blueprints could mark trees/rocks for deconstruction by mistake in some instances. (50739)
  • Fixed entities with force color (turrets, gates, ...) would be drawn black in blueprint preview.
  • Fixed false positive in game state corruption detection logic. (50758)
  • Fixed pipette tool would pick diagonal rail with wrong direction. (50736)
  • Fixed migrating save from level 4 of New Hope campaign would disable Plane recipe. (50762)
  • Fixed that the blueprint library wouldn't close when Q is pressed and bound to the Close Window action. (50779)
  • Fixed that blueprints would stop transferring if the game was saved whilst some transfers were in progress and then reloaded from this save. (50767)
  • Fixed error with modal focus related to having blueprint error message and removed content message at the same time.
  • Fixed server wouldn't close and delete a temporary save file made for a client that disconnected before the server finished saving. (50735)
  • Fixed that standing on belts facing each other between two chunks would cause the player actions to run at double speed.
  • Fixed that in an artificial test-case, two blueprints couldn't in the library at the same time. (50709)
  • The Pipette tool will now copy the rotations of vehicles and trains. (50797)
  • Fixed that making blueprints of ghost tiles on top of real tiles would have seemingly "random" results in the blueprint. (50801)
  • Possible fix of the double "Communication with server failed" error. (35698)
  • Fixed entities to be built wouldn't get rendered in some places when hovering over transparent GUI elements in the map editor. (50825)
  • Modding:
  • Added optional "render_not_in_network_icon" for logistic container prototypes defaulting to true.
  • Fixed empty sprite path would cause game to crash instead of entering minimal mode. (50782)
  • Scripting:
  • Added LuaItemStack::swap_stack().
  • Added on_player_removed event

New in Factorio Demo 0.15.25 Experimental (Jul 5, 2017)

  • Bugfixes:
  • Fixed that energy shields would charge faster than normal when the generators couldn't provide full power and there was a bettery with available energy in the grid. (47761)
  • Fixed crash when making blueprint from power switch ghost.
  • Fixed a desync when loading save files from different game versions. (50331)
  • Fixed that the map gen presets listbox wouldn't respond to mouse clicks. (50329)

New in Factorio Demo 0.14.21 (Nov 25, 2016)

  • Bugfixes:
  • Fixed that the game could crash when a game disappeared from the matching server before its details were requested. (35893)
  • Fixed that numpad numbers didn't work for any game controls. (37005)
  • Fixed crash when merging forces while a player in one the force to be removed was crafting something. (37009)
  • Fixed game would be stuck in main menu if Join Game on Steam failed for some reason.
  • Fixed possible save corruption when roboport was destroyed while robot was repairing it. (37647)

New in Factorio Demo 0.14.20 Experimental (Nov 10, 2016)

  • Bugfixes:
  • Fixed LuaSurface::can_place_entity didn't work for tile ghosts. (35651)
  • Fixed curved rails woudln't render correctly as enemy forces.
  • Fixed searching in the technology GUI wouldn't work in some cases. (35825)
  • Fixed that the config option other.use_version_filter_in_browse_games_gui defaulted to false on linux. (35451)
  • Fixed "E" (close GUI) couldn't be used when numeric-input fields were focused. (35807)
  • Fixed that disabling recipe groups in the settings disabled subgroups as well.
  • Fixed that the changelog GUI allowed editing the read-only text. (35788)
  • Fixed (again) that the natural signal direction wasn't picked primarily when 2 way signal and normal signal can be built on the same spot.
  • Fixed that deactivated belts would sometimes still move items if connected to Underground Belts or Loaders. (35839)
  • Fixed that the multiplayer game could crash randomly due to the packet fragmentation implementation issue.
  • Scripting:
  • Added LuaPlayer::disable_recipe_subgroups.

New in Factorio Demo 0.14.19 Experimental (Nov 7, 2016)

  • Bugfixes:
  • Fixed that the demo version couldn't start.
  • Fixed that items (like grenades) could be used also in the map view. (35565)
  • Fixed tutorial level 2 scripting.
  • Fixed weird recipe sorting in the demo.
  • Fixed that the game crashed when it was closed while sound settings were opened.

New in Factorio Demo 0.14.18 Experimental (Nov 3, 2016)

  • Bugfixes:
  • Fixed Supply scenario Gui when playing in multiplayer.
  • Fixed unresearchable gates technology in New hope campaign level 1. (35224)
  • Fixed LAN games getting deselected. (35486)
  • Fixed crash when clearing items robots held through script. (35585)
  • Possibly fixed xrandr related crash on Linux. (35430)
  • Minor features:
  • Added minimum_latency_in_ticks to server settings (for headless server) and into config (for starting game from gui).
  • Enemy players are shown on the map when the chunk is being charted (a radar or player is exposing it).

New in Factorio Demo 0.14.17 Experimental (Oct 28, 2016)

  • Bugfixes:
  • Fixed quickbar clearing wouldn't work when taking part of the stack. (35211)
  • Fixed that mod browser sorting column would be ignored after using the search. (35233)
  • Actually fixed Has Mods filter in browse games GUI (35222).
  • Fixed that the "can't open enemy structures" error would show when it was never possible to open any GUI for the entity. (35220)
  • It's now not possible to switch to the install-mods screen while there are mods pending deletion. (35260)
  • Fix constant combinator ignoring item_slot_count prototype change after creation (35201).
  • Changes:
  • Tweaked map transfer algorithm.

New in Factorio Demo 0.14.16 Experimental (Oct 27, 2016)

  • Bugfixes:
  • Fixed crash related to technology migration. (35161)
  • Fixed item sub groups wouldn't be used in the recipe GUI when item groups were disabled. (35140)
  • Public and LAN game visibility are now separate settings (in GUI and in server-settings.json), and they can be toggled runtime with the /config command. See data/server-settings.example.json for a way to specify the visibility, as the old one will not work anymore.
  • Fixed has password/mods filters not working.
  • Fixed problems with determining external IP address for MP games. (35192)

New in Factorio Demo 0.14.15 Experimental (Oct 27, 2016)

  • Changes:
  • Improved the browse-mods GUI by downloading mods while browsing the mods list.
  • Improved the delete-mod functionality in the installed-mods GUI.
  • Achievements unlocked locally without using steam get unlocked on steam once the game is started in steam mode.
  • Storage tanks connected to the circuit network will output floored fluid values instead of rounding them.
  • Bugfixes:
  • Fixed that biters would sometimes attack non-polluting entities (34339).
  • Added commandline option --bind to select an ip address to host a game at (33731)
  • Fixed that different capitalisation of the same username could be used to: 1. join the game twice 2. evade the ban list 3. evade admin list.
  • Fixed fluid info would get rendered twice when alt-info was on while hovering the mouse over assembling machines. (34388)
  • Fixed that it wasn't possible to connect with too many mods. (33662)
  • Fixed crash when pasting huge strings into mod GUIs. (20856)
  • Changed the clear blueprint icon to the trashcan icon and moved ot on the left of the cancel button, so it is less confusing.
  • Fix of possible leak of information box windows when closing game. (33942)
  • Fix PRINTSCREEN and SCROLLLOCK not working as keybinds. (33222)
  • Fix map download limit not working for speeds under 101KB/s. (35047)
  • Scripting:
  • Added LuaSurface.set_chunk_generated_status().
  • Added defines.chunk_generated_status.

New in Factorio Demo 0.14.14 Experimental (Oct 27, 2016)

  • Changes:
  • Added "Show player names on minimap" option to graphics settings.
  • Added multiplayer server option "Autosave only on server".
  • Deconstructing/canceling deconstruction sets the "last user" on an entity.
  • Optimizations:
  • Further performance improvements to the trains GUI.
  • Improved performance in the browse-mods GUI when filtering/sorting.
  • Bugfixes:
  • Factorio is now per-monitor DPI-aware on Windows 8.1 and Windows 10. (33948)
  • Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games. (33662)
  • Fixed Alt+Tab while holding right mouse button down made the game GUI unresponsive. (33328)
  • Fixed missing localised name definition. (33847)
  • Fixed tightspot level 5 recipes. (33833)
  • Possible fix for crash when initializing mouse-like devices on some Mac OSX computers. (33854) This is followup to bugfix (32515)
  • Fixed problems with "The connection has been broken due to keep-alive activity" (33310)
  • Fixed wrong calculation of resistances for small damage values. (33568)
  • Fixed the trains GUI schedules would force scroll to the current train stop with a large amount of trains.
  • Fixed crash when using LuaGameScript::remove_offline_players. (33599)
  • Fixed crash when setting invalid sprite parameters. (33868)
  • Fixed crash when loading save with removed entities. (33912)
  • Fixed mining drills would keep putting items on belts marked for deconstruction. (33911)
  • Fixed crash when removing rails with signals reserved by the circuit network. (33910)
  • Fixed that ammo wouldn't be placed in the quickbar even when a quickbar filter was set for it. (34020)
  • Fixed very small numbers saved in script state would produce unloadable save. (34029)
  • Fixed stuck key in CMD combinations on Mac (hopefully). (33572)
  • Scripting:
  • Renamed LuaInventory::has_filters to LuaInventory::supports_filters.
  • Added LuaInventory::is_filtered.
  • Removed LuaEntity::has_direction as LuaEntity::supports_direction already exists and does the same thing.

New in Factorio Demo 0.14.13 Experimental (Oct 6, 2016)

  • Changes:
  • The /config command now operates through /config get and /config set.
  • Added additional options to the /config comand: allow-commands, max-upload-speed, autosave-interval, afk-auto-kick, verify-user-identity, only-admins-can-pause, ignore-player-limit-for-returning-players.
  • Added tab-complete parameters logic to the commands: config, color, and help.
  • Updated Team production challenge with 2 new challenge modes and a new map set.
  • Reconnecting to multiplayer game that the player already is in (being dropped probably) instantly closes the previous connection and connects the player.
  • Optimizations:
  • Improved performance when using a lot of vehicles with equipment grids in multiplayer. (33688)
  • Improved performance in the Trains GUI when trains have large schedules. (33421)
  • Bugfixes:
  • Fixed desync loop related to solar panels in more than one electric network.
  • Fixed desyncs related to movement of damaged vehicle.
  • Fixed module requests getting removed if concrete was built under them. (33655)
  • Possibly fixed hang in stopping sounds when exiting Factorio on Windows. (33639)
  • Fixed the small errors of movement in latency hiding.
  • Fixed Gui related script error in team production challenge scenario.
  • Fixed crash when attempting to set belt directions to diagonal directions. (33641)
  • Fixed duplicate grenade damage 5 research. (33606)
  • Fixed car/tank rotation speed was half what it should be. (31815)
  • Fixed map downloader getting stuck and flooding the network after a big timeout.
  • Fixed rotating of placed flamethrower turret. (33700)
  • Fixed that /command would warn about disabling achievements even in situations where achievements weren't possible. (33597)
  • Fixed that custom gui input was processed even when the game was being saved in singleplayer. (33682)
  • Fixed that boiler wouldn't work after being replaced by bots. (33723)
  • Fixed possible desync when boiler would get destroyed and created a ghost.
  • Fixed crash when destroying fire during the entity_died event. (33763)
  • Fixed that error messages of wrong zip files in the mod folder weren't giving error message that would be informative enough. (33790)
  • Scripting:
  • Added read property LuaEntity::has_direction.
  • Added LuaTile::hidden_tile.
  • Added the ability to use LuaSurface::get_tile(0, 0) or LuaSurface::get_tile({0, 0}) when getting tiles.
  • Added LuaGameScript::connected_players read and LuaForce::connected_players read.
  • Modding:
  • Added check that the selection box contains the [0, 0] point.

New in Factorio Demo 0.14.12 Experimental (Oct 3, 2016)

  • Changes:
  • The following settings are now settable only in server-settings: allow_commands - default is "admins-only" autosave_interval - default is 10 autosave_slots - default is 5 afk_autokick_interval - default is 0 auto_pause - default is true
  • Added /toggle-heavy-mode command. It can be used to generate files that help us to investigate server in a state where all new players get a desync loop.
  • Desync reports are now much bigger, but have bigger chance of being useful.
  • Bugfixes:
  • Fixed trains slowly moving forward when stopped on a signal (32733).
  • Hopefully fixed Lua desyncs caused by string formatting functions behaving differently on different platforms.

New in Factorio Demo 0.14.11 Experimental (Sep 30, 2016)

  • Changes:
  • Server started with --start-server-load-scenario will now save to saves/ upon exit.
  • Multiplayer usernames can only consist of letters, numbers and -_. characters.
  • Bugfixes:
  • Possible fix for a server not responding error.

New in Factorio Demo 0.14.10 Experimental (Sep 29, 2016)

  • Changes:
  • Disabled multiplayer support in the 32 bit version of the game.
  • Multiplayer map downloading GUI shows average over the last 2 seconds instead of 20 seconds.
  • Bugfixes:
  • Potential fix of the crash after desync.
  • Fixed desync related to electric network statistics of accumulators.
  • Fixed assertion fail in tightspot level-05 (29724)
  • Removed 2 redundant research prerequisites. (33097)
  • Fixed non even selection boxes of locomotive versus cargo wagon. (33078)
  • Fixed that Factorio would crash when unable to delete a mod. (33228)
  • Fixed that the chart would display user's names from other surfaces. (33226)
  • Fixed blueprint tiles alignment inside preview/editor. (28250)
  • Fixed player limit disallowing connection attempt in public server list. (33377)
  • Fixed mod browser filters and ordering being lost. (33277)
  • Fixed freshly installed mods not being marked in the mod browser. (33277)
  • Fixed signals sometimes not finding their child signals properly. (33148)
  • Fixed up/down keys in schedule gui were not selecting properly. (33227)
  • Additional keys ignored when the console is opened. (33411)
  • Fixed that aliens would ignore very narrow paths they could barely fit through. (33069)
  • Fixed that numbers were sometimes rounded differently on 32 bit systems in lua.
  • Fixed that the game would freeze when game.speed was set to a value less than 0.2. (33317)
  • Fixed cargo wagon air resistance being smaller than that of the locomotive.
  • Fixed of loading "require_user_verification" from server-settings (It was called verify_user_identity at one place and require_user_verification at other).
  • Fixed underground belt fast replace when replacing the same belt multiple times. (33019)
  • Fixed rendering of turret range when construction network area overlay is also being drawn. (33057)
  • Temporary decrease of decorative entities counts.
  • Fixed server max upload speed.
  • Fixed that Factorio wouldn't give an error when --start-server-load-scenario was combined with --start-server or --start-server-load-latest. (33055)
  • Fixed beam would apply one extra damage tick. (32973)

New in Factorio Demo 0.14.9 Experimental (Sep 23, 2016)

  • Changes:
  • Added admin field to server-settings.json, list of case-sensitive usernames that will become admins on connecting.
  • Admins are exempt from player count limit.
  • Bugfixes:
  • Fixed that the server could be running even if it was supposed to be stopped.
  • Fixed Modded key bindings would fire extra times if 2 mods had the same keybinding. (33050)
  • Fixed that parsing players by index in scripts didn't work correctly. (33125)
  • Fixed that Factorio wouldn't release memory back to the OS after unloading a large save on Linux. (33151)
  • Fixed crash when restarting Factorio due to mod change when executable is read-only on Linux. (32991)
  • Game will no longer be capped at 300UPS when using high game.speed and vsync. New cap is FPS*5*game.speed. (33123)
  • Fixed possible crashes when setting combinator parameters.
  • Fixed that clients could send a lot of useless data when recovering after connectiontion problems while playing multiplayer game.
  • Fixed that recipe overload_multiplier wasn't used for furnaces. (33121)

New in Factorio Demo 0.14.8 Experimental (Sep 21, 2016)

  • Optimizations:
  • The crc check cycles between sets of 10 players, reducing the time of it in crowded games.
  • Minor features:
  • Disconnecting wires now updates the "last user" tag.
  • Technology progress is preserved when the research is changed before it is completed.
  • Added ignore_player_limit_for_returning_players option to the server-settings and equivalent when hosting from the game.
  • Added in game command /config password . It allows server admins to change the server password.
  • Added in game command /config max-players . It allows server admins to change the maximum number of players.
  • With more than 10 players in multiplayer game, the server only saves the map for joining players once in a while, so the game isn't interrupted by saving every couple of seconds in bigger games. It goes from 1s with 10 players up to 45s with 450 players (which is the maximum).
  • Added only_admins_can_pause_the_game into the server-settings.
  • Bugfixes:
  • Fixed that you could enter enemy vehicles. (32724)
  • Fixed that zooming the view during pause (via Shift-Space) would teleport the player. (32758)
  • Fixed vehicle machine guns not showing bonuses. (32747)
  • Fixed performance issue on maps with lot of surfaces (for example maps with Factorissimo mod.)
  • Fixed gates not opening for characters soon enough. (32818)
  • Fixed some campaign levels didn't allow interacting with any entities at some places. (32839)
  • Fixed crash when opening the character GUI in the map editor. (32081)
  • Fixed redundant technology requirement. (32886)
  • Fixed server browser playtime column formatting (32942)
  • Fixed crash related to rail-signal connection. (32740)
  • Fixed crash when reconnection attempt is refused. (32937)
  • Fixed that when server quit/dropped, the dialog could be hidden behind menu. (32859)
  • Optimized inserting items to chests with large inventories; this will boost performance for some games with Warehousing mod. (32384)
  • Fixed duplicate mods crashing the game on startup (31790) Instead, a notice box is displayed and the highest (possibly unzipped) version is preferred.
  • Moved the downloading/saving/loading progress bar of other people in a scroll pane so it doesn't cover the whole left part of the screen with a lot of people.
  • Fixed the quickbar selection wouldn't properly update when interacting with other entities in some cases. (32952)
  • Fixed that --benchmark would process its argument differently than all other command-line parameters (32993)
  • Fixed crash when loading game with character in flying vehicle from mod that is over water. (33014)

New in Factorio Demo 0.14.7 Experimental (Sep 16, 2016)

  • Bugfixes:
  • Fixed technology GUI in single player.

New in Factorio Demo 0.14.5 Experimental (Sep 9, 2016)

  • Feature:
  • Added Team Production Challenge scenario to the base game.
  • Minor features:
  • It is possible to /ban players who aren't present in the map.
  • The headless server saves the banlist in banlist.json file, so a server owner can maintain a single banlist across multiple maps.
  • Added /silent-command: Same as /c, but doesn't print the command ran to every player's console. Available only to server admins and over RCON or server console.
  • Added /purge : removes all messages by the given player from chat. Admin only command.
  • Added /clear - clears your chat window.
  • Added /mute and unmute : prevents the given player from talking in chat. Admin only commands.
  • Added /mutes: displays all muted players.
  • Added /ignore and unignore : ignores messages from the given player. Admin and RCON messages are still shown.
  • Added /ignores: displays all players you're ignoring.
  • Command names in the console can be tab-completed.
  • Player names in the console can be tab-completed.
  • Added AFK Auto kick interval to multiplayer host settings (with never as default).
  • Bugfixes:
  • Fixed that the headless server would create a character when run with --no-auto-pause. This prevented people from joining their own servers. (32143)
  • Fixed that the game could desync when LuaForce::players was used, as the order was not in well defined order.
  • Fixed making blueprints wouldn't reset the build rotation. (32251)
  • Fixed that input actions were triggered even though a text box was focused. (32028)
  • Fixed that blueprint/deconstruction would run while on the map view. (32296)
  • Fixed train getting stuck on a yellow signal (28660)
  • Fixed that the notification about changed research was shown even when the other player selected the same research as already in progress. (32278)
  • Fixed that underground belt "teleported" few items when the connection was built. (30716)
  • Fixed that the mod info gui wasn't scrollable, so it didn't fit the screen sometimes. (30158)
  • Fixed that saving scenario to the same directory it was loaded for resulted in deleting all the script and locale files. (29555)
  • Fixed that the menu wasn't accessible when the respawn countdown was there, until the menu was closed and opened again.
  • Fixed inserters sometimes taking items from cargo wagons not in front of it. (32138)
  • Fixed that clicking a mod's GUI during an autosave would crash the game. (32320)
  • Fixed /reply wouldn't work properly when players have names with tags.
  • Fixed shadows being drawn over pipe and storage tank windows.
  • Scripting:
  • Added LuaEntity::supports_direction
  • Changed LuaEntity::direction write to not error if the entity doesn't support directions.
  • Moved the top gui to be above the left gui as in 0.13 (31585)
  • Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.

New in Factorio Demo 0.14.4 Experimental (Sep 6, 2016)

  • Minor features:
  • Included the ghost/god controller movement in the latency hiding.
  • Changes:
  • Research notifications are only printed to players of the same force.
  • Removed the /team command, chat is team only by default, added /shout (/s) command to speak to everyone.
  • Tweaked the /help command, so it prints just the list of commands, and it is required to write /help to get details
  • Don't allow to deconstruct tiles that have nothing under it.
  • Scripting:
  • Added read/write of LuaPlayer::tag. This tag is added to the player username in chat and on map.
  • Added LuaEntityPrototype::logistic_mode read.
  • Added a 4th (optional) parameter to LuaGameScript::write_file to write only for a specific player (or the server).
  • Bugfixes:
  • Fixed crash when entities are migrated across types while in blueprints. (31984)
  • Fixed crash when setting filters in the map editor. (32082)
  • Additional desync fix related to selection of trains. (32102)
  • Fixed crash when canceling deconstruction of tiles of other force.
  • Fixed crash related to reconnecting to a game after 3 desyncs
  • Fixed crash when using quickbar shortcuts in ghost mode in multiplayer. (32144)
  • Fixed crash when changing player's controller in multiplayer while the player opens entity GUI with inventory. (32139)
  • Fixed crash when opening entities that only exist in the latency hiding. (32141)
  • Additional latency state fixes related to lag spikes and latency changes.
  • Fix of one way (hopefully the only one), the ghost player could appear.
  • Fixed freeze with specific modded recipes. (32048)
  • Fixed LuaForce::research_progress could return invalid values in specific cases. (32047)
  • Fixed error when manually calling LuaGameScript::raise_event(). (32039)
  • Added additional inventory defines: car_fuel, car_trunk, car_ammo, and cargo_wagon. (32100)
  • Fixed that the server commands didn't work when there was noone online and the autostop was on (again) (32112)
  • Fixed that LuaUnitGroup::set_command wouldn't update the command of its members.
  • Fixed that mod GUIs would get left behind if the mod was disabled due to an invalid factorio_version. (32196)
  • Fxied that the Lua console would ignore first pressed key if the "toggle console" control was bound to a mouse button. (32093)
  • Fixed wrong fonts used for languages using non-latin characters. (32061)
  • Fixed crash on blueprint placement with rail signals with connected wires. (32002)

New in Factorio Demo 0.14.3 (Sep 5, 2016)

  • Minor features:
  • When selecting anything that uses item/signal filters the filter is automatically set to the item in the cursor if any.
  • When save of scenario is loaded in multiplayer, it's scenario is saved in user scenarios.
  • Added /time command to print the current map age.
  • Added option to host multiplayer game with scenario (it only had new game/load game there).
  • Changes:
  • server-settings.json are automatically used if they are in the write path and not specified on the command line.
  • Fonts specified in a locale configuration now have to specify the mod name in their paths. For example, the default font is now specified as "default=__core__/fonts/TitilliumWeb-Regular.ttf".
  • Bugfixes:
  • Fixed desync related to selection of trains. (31935)
  • Fixed slowdown in recipe tooltips with large amounts of recipes. (31863)
  • Fixed show_gui not working with game.take_screenshot.
  • Fixed accidentally turned on graphics safe mode for all Steam users, which set graphics settings to low values. (31958)
  • Fixed that the game eated all the CPU in headless mode when no player was there. This also fixed that the memory used grew few bytes per tick when being a server.
  • Fixed console commands not working when entered directly on Windows headless server. (31918)
  • Fixed that the server would ignore specified username when given a login token. (31945)
  • Fixed that it wasn't possible for mods to use custom fonts. (31916)
  • Fixed crash when removing mods that had items on transport belts that were connected to the circuit network. (31984)
  • Fixed that right clicking in the craftign menu to craft 5 items wouldn't de-focus the search widget. (31063)
  • Fixed that joining paused game resulted in a black screen that was there until someone else unpaused it. (31763)
  • Fixed that map2scenario errors when loading an edited save file that contained assembling machines connected to inserters. (31706)
  • Fixed that the exit message was wrong when the person just dropped. (saying he couldn't keep up)
  • Fixed that after reconnecting to server using the small save/quit/reconnect window didn't close the window. (32010)
  • Potential desync fix related to locomotives being selected in the same tick they are mined by someone else.
  • Potential fix of crash after a desync.
  • Scripting:
  • Moved LuaControlBehavior::disabled to LuaGenericOnOffControlBehavior::disabled and fixed it to work correctly. (31232)
  • Fixed crash after confirming other settings as a server in multiplayer game. (31612)

New in Factorio Demo 0.14.2 (Aug 31, 2016)

  • Minor features:
  • Notify when someone starts or changes the research in the console.
  • Allowed to specify limit of the upload speed when hosting a multiplayer game. This can be also specified when creating the headless server in the sserver-settings file by setting the max_upload_in_kilobytes_per_second
  • When selecting player logistic requests and auto-trash filters the filter is automatically set to the item in the cursor if any.
  • Changes:
  • Increased the time the text written in the console (chat/commands) stay on the screen fully visible.
  • Increased the distance of rail direction check for signal building from 3 to 5 rail segments. (30235)
  • Bugfixes:
  • Fixed signal to rail connection in junctions when rails are build after signals. (30350)
  • Potential fix of desyncs related to transport belts and circuit network.
  • Experimental attempt to limit server upload speed when it is too high and it causes all other players to have their latency increased. This logic is only used when the "max_upload_in_kilobytes_per_second" is not specified.
  • The download speed starts at higher value and grows faster.
  • Fixed that personal logistics would stop working. (31586)
  • Fixed crash related to removing progress bars when exiting the multiplayer.
  • Fixed constant combinator description not showing negative signals. (31702)
  • Fixed missing "saving-local-variant-of-mp" key.
  • Fixed that rail remnants were not always properly removed when horizontal rails were built over.
  • Fixed that server would crash on second RCON connection. (31704)
  • Fixed that --allow-commands sometimes wouldn't take effect. (31731)
  • Fixed that attacking an enemy spawner with the flamethrower wouldn't aggravate enemies. (31822)
  • Fixed the drag-map control defaulting to shift + mouse button 1. (31819)
  • Fixed achievement layout problems. (28967)
  • Fixed logging in with an email address for mod/server browser wasn't working.
  • Fixed ping in the server browser not working.
  • Don't offer to save after server drop/quit when the map isn't actually loaded. (31602)
  • Fixed trains GUI wouldn't scroll correctly when searching. (31469)
  • Fixed crash when mining a vehicle the character was in while over water. (31404)
  • Fixed that it was possible to put more energy into accumulator than its capacity through the script. (31571)

New in Factorio Demo 0.13.20 (Aug 30, 2016)

  • Bugfixes:
  • Fixed the demo wasn't working.
  • Fixed equipment grid GUI didn't size properly in some cases. (31764)
  • Modding:
  • Fixed "factorio_version" not being checked correctly in some cases. (31607)
  • Scripting:
  • Fixed "unknown" error in some cases when using radio button GUI elements.
  • Fixed crash when a mod custom event event would error. (31779)
  • Added LuaGuiElement::type read.

New in Factorio Demo 0.13.17 Experimental (Aug 18, 2016)

  • Bugfixes:
  • Fixed a crash caused by enemy AI. (31088)
  • Fixed crash due to false-positive detection of a save corruption. (31082)
  • Fixed circuit network controlled signal penalty once more (31116)
  • Fixed crash when removing mod with modded rocket silo. (31093)

New in Factorio Demo 0.13.16 Experimental (Aug 17, 2016)

  • Changes:
  • Changed the personal roboport so it reacts faster to jobs in range.
  • Added graphics option "Enable tree sprite mipmaps" that should reduce GPU load when drawing large forests.
  • Changed default value of "Lights render resolution" graphics option to 0.25. High values of this setting have negative performance impact on drawing lamps.
  • When the first LUA command is used, players are warned that it would disable achievements.
  • Changed default renderer for AMD GPUs back to DirectX.
  • Rewritten sandbox scenario to work in multiplayer.
  • Bugfixes:
  • Fixed rail signals getting sometimes stuck as reserved. (30093)
  • Fixed that the game would crash when trying to load a save that contained unit groups with members in different surfaces. (30541)
  • Fixed combinators not drawing lights for the activity led.
  • Reverted the change from Version: 0.13.12 that would disable and hide vsync in some cases. (30246)
  • Fix that biters wouldn't become aggravated when damaged by the flamethrower. (30689)
  • Fixed game sometimes not being focused properly on OS X. (30436)
  • Fixed that the car could shoot itself. (30782)
  • Fixed desync related to fast-replacing filter inserters with other inserters. (30753)
  • Don't remove a wall's circuit connection when gate is destroyed and ghost is created. (30733)
  • Fixed opened machine sound sometimes being high-pitched. (30702)
  • Fixed that some keybindings wouldn't register properly after a game restart. (30690)
  • Fixed that it would be possible to manually craft items the player does not have enough ingredients for. (30794)
  • Fixed playtime in public game browser being 0 for the first minute the server is up.
  • Fixed train path finding penalty for circuit network disabled signals.
  • Fixed rail planner collision checks for rails in west and south direction. (28638)
  • Fixed requester chest was missing vehicle impact sound. (30925)
  • Fixed that dragging the research button would drag and move the technology tree. (31049)
  • Fixed that the selected slot wouldn't update properly when the quickbar was rotated. (31058)
  • Modding:
  • Fixed crash when mods use tables as key values in prototype data. (30606)
  • Added example definition of an electric energy interface.
  • Fixed copy&paste on modded constant combinator would copy also number of item slots. (30908)
  • Fixed possible desync caused by inserters putting items directly to loaders.
  • Fixed loader wouldn't stop loading to chest marked for deconstruction.
  • Scripting:
  • Fixed LuaEntityPrototype::resource_category crash. (30626)
  • Fixed changing force of construction or logistic robot would cause game state corruption. (30912)
  • Added LuaEntity::get_fuel_inventory().
  • Added event on_player_changed_surface.
  • Added LuaInventory::find_item_stack(...).
  • Added LuaControlBehavior::disabled read.
  • Added LuaVirtualSignalPrototype and LuaGameScript::virtual_signal_prototypes read.
  • Changed LuaEntity::get_filter()/set_filter()/filter_slot_count to work on both inserters and loaders.
  • Added an optional boolean to LuaSurface::spill_item_stack to mark the created items with the to-be-looted flag.
  • Added LuaSurface::get_connected_tiles(...).
  • Added LuaSurface::get_hidden_tile(...).
  • Changed Product::type to string containing "item" or "fluid".

New in Factorio Demo 0.13.15 Experimental (Aug 8, 2016)

  • Bugfixes:
  • Fixed that rotating the quickbar would make the headless server crash. (30535)

New in Factorio Demo 0.13.13 Experimental (Aug 1, 2016)

  • Bugfixes:
  • Fixed OpenSSL launch issues on Linux (30154)
  • Fixed crash on Windows after multiple restarts when installing mods
  • Modding:
  • Added entity prototype flags "not-blueprintable" and "not-deconstructable".
  • Scripting:
  • Changed LuaEntity::order_deconstruction() to return true/false if it did the deconstruction instead of throwing errors.
  • Added LuaPlayer::entity_copy_source - the source entity used during entity settings copy paste.
  • Added LuaEntity::request_slot_count read - the number of request slots on the entity or 0 if none.

New in Factorio Demo 0.13.11 Experimental (Jul 26, 2016)

  • Small changes:
  • Further locale changes and polish.
  • Horizontal mouse wheel scrolling is now translated to vertical scrolling, because of key binding problems on OS X. OS X blueprint book binding is changed back to Shift + Mouse wheel up/down, other custom horizontal mouse wheel bindings are changed to vertical.
  • Bugfixes:
  • Fixed that the Linux binaries would crash after handcrafting finishes. (29614)
  • Fixed offshore pump could be built on top of other offshore pumps. (29705)
  • Fixed pumjack output would show 0.0/s. (29650)
  • Fixed that "show pollution on minimap" didn't work when "show pollution on map" was not enabled. (29651)
  • Fixed scrolling on OS X.
  • Fixed exploit of connecting energy producer to more networks and connecting them by switches. (28249)
  • Fixed long handed inserters couldn't pick up from the ends of cargo wagons. (29343)
  • Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. (29701)
  • Scripting:
  • Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities(). (29727)
  • Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
  • Added LuaGroup::order read.

New in Factorio Demo 0.13.10 Experimental (Jul 25, 2016)

  • Minor Features:
  • Added logistics auto-trash slots: the opposite of logistic request slots.
  • Added --mod-directory: Specifies which mod directory to use
  • Changes:
  • Increased the size of the curved rail bounding boxes slightly so trains won't damage things built next to them.
  • Server stdout messages now contain timestamps and message-type tags
  • Biters and other units won't become aggressive as a result of friendly-fire.
  • Bugfixes:
  • Fixed golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. (29121)
  • Fixed crash related to wire rendering after switching to copper wire while dragging wire. (29216)
  • Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
  • Fixed chat message rainbow when the game tick would go past 2147483648. (29307)
  • Fixed password field not being focused when connecting to a game. (29175)
  • Fixed rocket silo moving slow when using efficiency modules.(29108)
  • Fixed pressing Escape in multiplayer connect password dialog closed all gui windows. (29176)
  • Fixed gates sometimes not opening soon enough. (28593)
  • Fixed side menu buttons being focusable. (27575)
  • Fixed numbers display rounding up when it shouldn't. (29184)
  • Fixed constant combinator GUI slider sometimes showing different value than the number of items. (28637)
  • Fixed assembling machine GUI progress bars not sizing correctly. (28980)
  • Fixed tight-spot scenario missing walls around trees. (26922)
  • Narrower descriptions with more line breaking opportunities (mod list, roboport). (29348)
  • Fixed that cunning cancellation of crafting orders could result in free items. (27459) As a result of this fix, your entire crafting queue will be lost when loading a save from 0.13.9 or earlier. We suggest that you finish or cancel all your crafting before upgrading.
  • Fixed crash related to custom units. (29202)
  • Fixed mod enabling/disabling sometimes didn't restart the game. (28738)
  • Fixed several issues with buildability checks returning false but entities actually being buildable. (28883)
  • Fix that aggroing a huge amount of biters would cause UPS drop for a long time. (29513)
  • Fixed freeze when dragging sound sliders in some instances. (29441)
  • Fixed bullet shooting speed not working properly. (28707)
  • Optimizations:
  • Improved performance when building large electric poles in the latency state by click-and-drag. (29104)
  • The game's main loop has been rewritten. This should increase performance in some cases and fixes some freezes and stability issues. For example game freezing when changing system time.
  • Modding:
  • Starting area is now 1.5x the size in tiles (also affects tier_from_start).
  • Fixed manually defining the localised_name of an item didn't work correctly. (29148)
  • Scripting:
  • Added LuaEntity::copy_settings() - copies settings from one entity to another as if the player did it.
  • Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
  • Fixed crash when trying to set compound command with missing list of commands. (29164)
  • Fixed technology effects are now applied before the research_completed event is fired. (29451)
  • Added LuaGameScript::direction_to_string(...) - converts a defines.direction to the string name.
  • Added LuaPlayer::clean_cursor() - acts as if the player pressed the "clean cursor" key.
  • Added LuaEntity::mining_target read.
  • Added properties to LuaSurface::create_entity to make the creation act as fast-replace building.
  • LuaGameScript::take_screenshot now has an additional field "by_player" that when set will cause the screenshot to only be taken on that players local game.
  • Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network.
  • Added LuaEntity::circuit_connection_definitions - the connection definitions for all wires connected to an entity.

New in Factorio Demo 0.13.9 Experimental (Jul 18, 2016)

  • Changes:
  • Updated demo campaign tips images.
  • Updated/Fixed locale entries.
  • Removed --mp-load-game
  • Default value for "Lights render quality" graphics options was changed to 1.0. If config.ini contains value lower than new minimum (0.25) it will be reset to the default value.
  • Lights are rendered with linear filtering to improve quality for lower "Lights render quality" settings. (28892)
  • Added tips and tricks for pasting wagon slots and cycling in blueprint book.
  • Mods are now sorted alphabetically in the mods list.
  • Bugfixes:
  • Fixed transport belt madness map showing an empty message dialog out of nowhere.
  • Fixed transport belt madness being impossible. (28703)
  • Fixed crash on Linux when stdout was closed after starting Factorio. (28590)
  • Fixed trains of other forces could be seen in the Trains GUI. (28799)
  • Fixed inserters not saving custom pickup/dropoff when exported through the Lua blueprint interface.
  • Fixed robots delivering modules into the recipe input slots instead of the module inventory. (28722)
  • Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled. (28789)
  • Items stop correctly before a belt deactivated using the circuit network. (28766)
  • Fixed another case where a biter could get stuck. (28893)
  • Fixed crash when using --mp-connect to join a game that requires user verification. (28500)
  • Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots. (28855)
  • Buildings with backer names containing non-ASCII charecters are generated properly.
  • Fixed logistic counts when changing stack sizes of items the player was holding.
  • Fixed crash when right-clicking electric pole in Map Editor. (28983)
  • Fixed crash when building tiles would result in you dying. (28948)
  • Fixed disabled belts would still move the player. (28947)
  • Fixed crashes related to changing train conditions in the latency state.
  • Fixed line breaking in description titles. (27128)
  • Fixed typo in description of flooring items. (28704)
  • Fixed blueprint icons not working as desired when paths where part of the selected area. (28884)
  • Fixed that a username change wouldn't save if the game crashed. (17837)
  • Fixed that clicking an alert button could show the wrong alert. (28913)
  • Fixed flooring placement preview rendered on top of turret base. (28894)
  • Fixed numpad home/end/other keys not working when numlock was off. (28934)
  • Fixed that the game password dialog showed the password. (29002)
  • Fixed that inserters at the very front of trains would sometimes not get enabled when a train would stop. (28964)
  • Fixed the difficutly settings for scenarios not working. (27976)
  • Fixed alignment of some pipe covers. (28785)
  • Fixed the watch-your-step achievement not working. (27710)
  • Rocket parts from building rockets in the rocket silo now show in production stats. (29001)
  • Fixed tracked achievements scrolling off screen when un-tracking them. (27922)
  • Fixed inserter sometimes only dropping one item on the ground before going back. (28046#p183886)
  • Fixed LuaGameScript::active_mods not showing the correct list of mods. (29088)
  • Fixed signals letting trains pass when the circuit network changes. (28923)
  • Scripting:
  • Fixed SpritePath to recipe that inherits icon from its result would not be considered valid. (28867)
  • Fixed crash when setting new research in the on_research_completed event. (28968)
  • Fixed error during the research completed event being un-clickable. (27803)
  • Added LuaTile::position read.

New in Factorio Demo 0.13.8 Experimental (Jul 12, 2016)

  • Bugfixes:
  • Fixed craftable unit entities desyncing when held over belts. (28730)
  • Fixed character inventory size was limited at 255 instead of the correct 65536. (28717)
  • Fixed mouse wheel left/right bindings not working. Changed default blueprint book switching shortcut on OS X to Command + Mouse Wheel up/down
  • Fixed aliens getting stuck sometimes. (28653)
  • Fixed inserters not putting fuel in modded burner assemblers in some situations (28196)
  • Fixed headless server would crash when loading save containing sprite-button. (28736)
  • Fixed maps loaded from versions < 0.13.7 not generating any more chunks (28760)
  • Fixed First Steps campaign character death error. (27926)
  • Scripting:
  • Reverted changes related to 0.13.7 fix for (28564). If entity specified in sprite path doesn't have an icon, button will be created anyway, but no sprite will be drawn inside of it.
  • Added LuaGui::is_valid_sprite_path() function
  • Fixed that if a land mine got blown up and replaced by a robot, it wouldn't arm itself. (28761)
  • Added LuaPlayer::admin read - if the player is an admin.

New in Factorio Demo 0.13.7 Experimental (Jul 11, 2016)

  • Minor Features:
  • Holding the "drop item" key will keep dropping items.
  • Rocks can be mined while holding blueprints.
  • Graphics:
  • Updated the stack inserter technology icon.
  • Balancing:
  • Medium and large worms spawn further from the starting area.
  • Bugfixes:
  • Connect game dialog remembers DNS the address as written rather than only IP (27701).
  • Science packs and ammo are now recorded in the items consumed portion of production stats.
  • Fixed the mysterious crash when building rails. (28231)
  • Unified the mass production 3 achievement to 20 M (it was 10M in game and 100M on steam). (28415)
  • Fixed rendering layer of gate wall. (28296)
  • Fixed fullscreen toggle in graphics options. (27688)
  • Fixed mining drills using slightly too much energy per item mined.
  • Fixed that rail signals connectable to two rails at the same time were marked as buildable even when the buildability was valid only for one of the rails. (28235)
  • Fixed burner inserters sometimes getting stuck. (27465)
  • Fixed inserters with stack bonus waiting for stacks indefinitely when there's nothing to take from. (28046)
  • Fixed blueprint previews with tiles and rails vs tiles with no rails. (28250)
  • Fixed crash that could sometimes happen when a biter couldn't reach a target for a long time. (28228)
  • Fixed on_player_placed_equipment was not called when quick transferring equipment into armor. (28419)
  • Fixed map generator problems very far from the start.
  • Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance
  • Fixed clean-cursor with armor not putting it into filtered slots in your quickbar. (28299)
  • Fixed that expansion chunk candidates values weren't updated properly. (27849)
  • Fixed landfills could be included in blueprints. (28471)
  • Fixed multiple instances of walls blocking movement when they shouldn't. (28477)
  • Fixed that the solaris achievement unobtainable.
  • Fixed flamethrower turret would cause blueprint preview move up and down.
  • Fixed crash when the currently-playing folder can't be deleted when exiting game. (28316)
  • Fixed crash when connection to the mod portal fails (27126)
  • Fixed Update Mods button being sometimes disabled (28160)
  • Fixed that LuaGameScript::write_file treated data as null-terminated byte string. (28555)
  • Fixed entities marked with "not-repairable" still being repairable manually. (28554)
  • Attempt to fix "Access is denied" error message during autosaves. (28464)
  • Fixed desync caused by transport belt connected to circuit network reading in pulse mode.
  • Fixed save corruption when driving vehicles on transport belts in some instances. (28457)
  • Fixed copy-paste not waking up inserters when copying filters between different inserter types. (28620)
  • Fixed error when biters tried to expand while evolution factor was 0. (28598)
  • Fixed building paths not refilling the cursor in some instances. (28686)
  • Fixed unlocked achievements blinking too quickly. (27979)
  • Fixed crash when setting the force of a logistic container in ghost form. (28699)
  • Scripting:
  • Fixed label size issues when using different font sizes or resizing the game window. (27722)
  • Fixed crash when trying to create sprite-button with valid SpritePath to sprite that doesn't exist. (28564) LuaGuiElement::add won't create sprite-button and returns nil if invalid SpritePath is passed.
  • Added an option to LuaSurface::set_tiles() to disable the correction logic for total control of what the tiles end up as.
  • Added item-group, fluid, tile, virtual-signal and achievement icons to be accessible by the SpritePath used in the sprite-button element. Added SpriteButton to the scripting documentation.
  • Added "grid" to the on_player_placed_equipment event.
  • Added LuaRecipe::localised_name read.
  • Added LuaGuiElement type "scroll-pane".

New in Factorio Demo 0.13.6 Experimental (Jul 7, 2016)

  • Changes:
  • Stack inserters are unlocked by their own research that is dependent on advanced electronics and logistics 2. This also solves that stack inserters were available but not buildable in the campaign.
  • Deconstructing and cancel deconstruction can be toggled between by using the modifer key. (28092)
  • Better fluid colours.
  • Bugfixes:
  • Fixed desync when inserters would insert things directly onto splitters. (28298)
  • Fixed that manipulating the fuel inventory of locomotives didn't count towards the inactivity condition. (28308)
  • A train with a circuit condition will now always stay at the station if no wire is connected. (28067)
  • Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact. (28346)
  • Fixed the player getting stuck in some instances when using landfills. (27943)
  • Fixed crash when train stop that is in train schedule of some train was opened in the map editor. (28326)
  • Fixed crash when the player would equip power armor they currently had open while in the same tick a robot delivered items to the player which would end up in the new slots added by the power armor. (28318)
  • Fixed crash when mining tiles you're standing on that results in you being killed.
  • Fixed load game GUI size issues when trying to load invalid save files. (27396)
  • Fixed fuel and water from pumps not being counted in the production stats consumed/produced items. (28220)

New in Factorio Demo 0.13.5 Experimental (Jul 6, 2016)

  • Minor Features:
  • Blueprints with labels will now show the label when holding them to-be-built.
  • Once mining is started over non-resources, resources are ignored until the mine button is released. (3995)
  • Changes:
  • Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. The 'on_load' event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables. Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances.
  • When connecting circuit wires, the wire will re-anchor to the last entity clicked. (28096)
  • Increased collision box of stone walls slightly, to prevent the player getting stuck. (28226)
  • Bugfixes:
  • Fixed the add-trains list treating stations with the same spelling but different case as the same station. (28063)
  • Fixed circuit network signals not properly migrating when removing mods. (28117)
  • Fixed incorrect pollution rendering. (27970)
  • When showing the count of entities in the network, it is now showing all entities connected in the network including sub-networks connected to power switches.
  • crash when getting killed by a locomotive you currently had the GUI open for (for real this time). (27895)
  • When splitting electric networks because switch was turned off, the network with more entities is considered the "master one" which keeps the statistics.
  • Fixed entity power bars in the electric network statistics gui being sometimes scaled and colored improperly.
  • Fixed the electric network statistics merging when networks are connected by turning power switch on.
  • Fixed that the last train inserter didn't grab from the cargo wagon sometimes. (28028)
  • Fixed crashes related to bad circuit network state caused by old mods. (27523)
  • Fixed that biters couldn't find a path through a thick wall of trains. (28068)
  • Fixed that some of the achievements didn't get reported to steam. All the achievements data are reset when migrated to this version, those reported on steam will get reloaded.
  • Fixed crafting machines using slightly too much energy per recipe crafted. (28128)
  • Fixed that the drop item doesn't consume the key event when there is nothing in cursor, so it works properly when the same control is used for something else.
  • Fixed crashes related to bad circuit network state caused by old mods. (27523)
  • Fixed that enemies would start attacking rails and other nearby structures after the player passed by in a train. (27371)
  • Fixed chests in circuit network showing double their contents after fast replace. (27847)
  • Fixed that changing rails while trains where waiting on circuit conditions would cause the train to leave the station. (28042)
  • Fixed crash when 2 or more people would manipulate train schedules at the same time. (27750)
  • Fixed on_marked_for_deconstruction with tiles not including the player that marked the tile for deconstruction. (28251)
  • Fixed tile rendering off by half a tile in blueprint previews. (28250)
  • Fixed non ASCII characters didn't work in train stop names. (27619)
  • Fixed of the rail signal/train stop visualization planner in specific cases. (27980)
  • Fixed crash when opening train stops in the map editor. (27903)
  • Fixed missaligned blueprint entities when editing blueprints and removing rails/roboports. (28288)
  • Optimizations:
  • Improved performance when there are a large (4000+) amount of alerts going off at the same time. (28169)
  • Power switch will not show electric sparks in some situations. (28026)

New in Factorio Demo 0.12.35 (Jun 13, 2016)

  • Bugfixes:
  • Fixed the missing title in character logistics window.

New in Factorio Demo 0.12.34 Experimental (May 27, 2016)

  • Changes:
  • Polished/Updated the New hope campaign maps
  • LuaGameScript::server_save silently does nothing if used on a single player game instead of giving an error.
  • Bugfixes:
  • Fixed the fuel inventory of the car in the New Hope campaign missions. (24923)
  • Fixed crash when exiting from an error during the on_robot_built_entity event. (24837)
  • Fixed crash when removing and re-creating forces. (25111)
  • Fixed crash after changing the type of a style currently applied to a custom GUI element when loading a save. (23969)
  • Fixed crash when calling LuaPlayer::teleport on a disconnected player. (25203)
  • Fixed crash after running LuaGameScript::server_save from a mod. (25443)
  • Fixed crash when changing the force of an offline player with personal roboport equipment. (25417)
  • Fixed crash when trying to merge a force into its self. (25518)
  • Fixed underground belt position in blueprint preview. (24970)
  • Fixed map transfer speed dropping to zero (25178)
  • Fixed logistic description counts with the same counts getting displayed in random order (25670)

New in Factorio Demo 0.12.33 Experimental (May 4, 2016)

  • Bugfixes:
  • Fixed tiles in blueprints. (24676)
  • Fixed the duplicated message on load error in multiplayer. (24561)
  • Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network. (24558)
  • Fixed that switching brush shape in the map editor didn't update the selected icon highlight. (24688)
  • Fixed that label/checkbox padding was applied twice, moving the rendered text to be out of place. (24102)
  • Fixed that map (chart) wasn't properly updated when existing map was edited in the map editor. (23861)
  • Fixed crash when the character would die from mining something. (24566)
  • Fixed crash when robot can't find charging spot when stationing. (24768)
  • Fixed crash in multiplayer that could happen when 2 people are editing the same train schedule. (24781)
  • Unified the electric network statistics production/consumption values to be avarage of the shown timeframe. (24807)
  • Solved small numerical text box editing issue. (24809)
  • Scripting:
  • Added LuaStyle::cell_padding/horizontal_spacing/vertical_spacing.

New in Factorio Demo 0.12.32 Experimental (Apr 29, 2016)

  • Bugfixes:
  • Fixed loading of electric network of pre 0.12 saves.
  • Fixed blueprint building. Blueprints are migrated as long as you load the version 0.12.30 or earlier, existing bluepritns might be off if you resaved in 0.12.31 already.
  • Scripting:
  • Lua interface to create blueprint now expects the entity positions to be relative to center exactly, so in rail-less blueprints, the position 0.0 translates to center of the tile when the blueprint is built.

New in Factorio Demo 0.12.31 Experimental (Apr 27, 2016)

  • Bugfixes:
  • Fixed crash when script errors occurs while loading game while in game. (23222)
  • Fixed that attempting to connect to Factorio 0.12.30 with an old client wouldn't produce the correct error message. (23177)
  • Fixed that modded roboports with no charging slots were still considering as charging candidates. (23289)
  • Fixed that item icon variant for dark background was not used when showing cargo of logistic robots. (23286)
  • Fixed crash with "Unblock sendto failed: The operation completed successfully." (23206)
  • Human readable error notice when multiplayer connection wasn't successful. (23132)
  • Fixed that headless server wouldn't save the map after Control-C. (23342)
  • Fixed that attacking biters with a mining tool wouldn't aggro them.
  • Improved map download speed when connecting to multiplayer game. (20532)
  • Fixed that assigning units to a unit group of a different force would corrupt the save. (23699)
  • Fixed crash when using can_insert on the quickbar from the Lua APi.
  • Fixed tight spot scenario crash. (23731)
  • Fixed sort order for recipes in the recipe display.
  • Fixed incorrect error message, when setting the number of filters on an inserter. (23496)
  • Fixed flame from rafineries that are marked for deconstruction was frozen in mid air. (23733)
  • Fixed that odd sized blueprints were shifted when rotated. (24036)
  • Fixed crash when clearing modded blueprint that doesn't need item to be cleared. (24035)
  • Fixed crash in arithmetic combinator when calculating -2147483648/-1. (23551)
  • Fixed crash when assigning a character as a passenger of a vehicle when that character already is a passenger of another vehicle. (24142)
  • Fixed dealing damage could sometimes corrupt game state and saves. (23965)
  • Fixed modded save could not be loaded when a modded inserter gained abilities of smart inserter. (23698)
  • Fixed unknown-key message on the third level of first-steps. (23362)
  • Fixed cursor-split transfer (right click) not working when putting items into assembling machine stacks over normal stack size. (23771)
  • Fixed remote.call() from within the same mod. (23587)
  • Fixed inconsistent inserter behaviour when inserting into a splitter from the side. (23669)
  • Fixed train trying to turn around on a single rail. (23371)
  • Fixed internal electric network problems when mod specified irregular number as supply reach of power pole. (23524)
  • Fixed crash when lua script appears in specific state in multiplayer. (23568)
  • Fixed another crash than can happen when train destroys itself. (23416)
  • Fixed rare multiplayer crash "server is missing in the crcs". (23376)
  • Fixed several GUI problems on high DPI displays (23593)
  • Optimisations:
  • Improved performance when using landmines. (23267)
  • Scripting:
  • LuaUnitGroup::add_member now requires that the new member's force be the same as the UnitGroup's.
  • Added LuaUnitGroup::force read-only attribute.

New in Factorio Demo 0.12.30 Experimental (Apr 12, 2016)

  • Changes:
  • Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.
  • Bugfixes:
  • Fixed strange outer corner rendering for terrains with the same layer. (22159)
  • Fixed Factorio timing out of a multiplayer game when closed by pressing the X button (22106).
  • Building things after quitting a multiplayer game is no longer possible and no longer crashes the game. (21743)
  • Fixed memory leak with special signals in the circuit network.
  • Fixed crash when killing the player in on_built_entity. (22228)
  • Fixed crash when making blueprints of ghosts with some now-invalid circuit connections to other ghosts. (22272)
  • Fixed player's shooting target not updating properly when the target's force became friendly (22319)
  • Fixed the documentation of CircuitCondition (22230)
  • Fixed that the ignore_planner field of Command would expect an integer instead of a boolean. (22332)
  • Starting value of progress bar is now properly set based on the input. (22434)
  • Fixed crash when destroying entity with empty corpse string. (22254)
  • Fixed mining drills getting stuck when built pointing at rails and then rotated. (22764)
  • Fixed remote.call() within the same mod passing invalid data. (22459)
  • Fixed the typo in the error "mulitplayer.cannot-load-downloaded-map", the cause of the error wasn't displayed because of it. (22169)
  • Fixed that the server could get desynced and in a state where he has no one to download from. (22206)
  • Fixed that the train tooltip was showing the current station as the next one when in the station. (22280)
  • Fixed crash when a Lua function was used as a value in a table in data.raw (22992).
  • Fixed the tooltip of the inventory limit feature to "Limit the inventory part to be filled by machines.", so it is clear, it limits only input, but not output.
  • Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily (22823).
  • Fixed crash when a force other than player, enemy or neutral was used in autoplace specification (22935).
  • Fixed crash when a network interface is deactivated during multiplayer game (20078)
  • Fixed white bar on top of the screen was sometimes present in fullscreen on OS X (16720).
  • Unified the processing of savegame name in --load-game --start-server and --mp-load-game. It can all be supplied with or without the .zip
  • Fixed that collision with point wasn't working properly for curved rail. (22997)
  • Modding:
  • Added LuaEntity::unit_group read-only attribute
  • Proper error message when subgroup specified by empty string. (22216)
  • Fixed projectiles with negative acceleration would turn around, fly back and break the game. (23127)

New in Factorio Demo 0.12.29 Experimental (Mar 24, 2016)

  • Changes:
  • When the game starts with the base mod disabled, it asks you, if you want to enable it.
  • Bugfixes:
  • Fixed construction robot crash. (22026)
  • Fixed that multiplayer progress bar windows were blocked by currently opened window. (21529)
  • Fixed another inconsistency with zero signals in combinators (21892)
  • Fixed crash when Steam API intialization failed. (21805)
  • Fixed random crashes when mining/closing and autosave happens at the same tick.

New in Factorio Demo 0.12.28 (Mar 23, 2016)

  • Changes:
  • Added --port to specify which network port the game should use, when hosting with --start-server or --mp-load-game. This overrides the port specified in the config file.
  • Bugfixes:
  • Explosion sounds are now not deafeningly loud, when multiple things explode at once.
  • Fixed LuaForce::clear_chart() would crash game if called while chart was refreshing. (21834)
  • Fixed crash when refreshing chart while Direct3D device is lost. (21942)
  • Fixed --config option not complaining about nonexistent file. (21777)
  • Fixed crash when clicking on electric pole that was still in latency state (21786)
  • Fixed freeze of server with more than 255 different players in the savegame.
  • Fixed crash when exiting the map editor while holding power armor on the cursor. (21762)
  • Fixed map exchange string not using segmentation or water size correctly. (21918)
  • Fixed Lua game_view_settings::showentityinfo read/write issues. (21969)
  • Fixed fog-of-war does not work correctly in New Hope level 1. (21971)
  • Fixed inconsistent Offshore Pump collision when building. (21801)
  • Fixed desync reports were not generated. (21951)
  • Fixed that non destructible entities get attacked, so biters could get stuck while trying to attack rails under train. (21985)
  • Control settings window is now scrollable when it can't fit the window. (21553)
  • Fixed Factorio hanging on exit on Linux after copying or pasting (21832).

New in Factorio Demo 0.12.27 Experimental (Mar 21, 2016)

  • Changes:
  • The area of 400X400 tiles is explored when the game starts.
  • Bufixes:
  • Fixed that merging two electric network didn't merge the statistics.
  • Fixed the cyclic/overlaping win/lost sound sample when the game is finished in multiplayer.
  • Fixed that extra pipe covers could be drawn on top of connected pipes. (20843)
  • Fixed misaligned turrets in the 4. New hope mission. (20998)
  • Fixed some inconsistencies related to zero-signals in circuit networks. (20991)
  • Fixed inconstency between the way inserters and logistic robots picked items from inventories. Logistic robots now prefer items at the end of the inventory and ignore inventory limit. (21002)
  • Fixed LuaForce::clear_chart() would crash game. (20975)
  • The report of different mods when trying to connect to multiplayer game is now scrollable when needed. (20915)
  • Fixed Cargo Wagon Inserter input output inconsistency. (19604)
  • Fixed the mod difference reporting when connecting to multiplayer game. (21035)
  • Found workaround for issue in Visual C++ math library that was causing crashes on unpatched Windows 7. Service Pack 1 for Windows 7 is no longer required.
  • Fixed that placing a rotated blueprint containing a splitter was not possible in some cases (21243).
  • Fixed crash after revive by player port when personal roboport is equipped (21130).
  • Optimised the map bitmap refresh logic 16 times. (the freeze after loading a game or resizing window while playing big saves).
  • Fixed that the "you joined a paused game" message would display on all peers, rather than just the peer who just joined (21259).
  • Fixed slow sprite loading on Direct3D (21343).
  • Fixed the documentation of LuaGameScript::show_message_dialog (21394).
  • Fixed the order of parameters of some functions in the documentation (21404).
  • Fixed that the research screen would pre-select Automation even though it was disabled (21421).
  • Fixed rare crash that could happen when assembling machine recipe was reset the same tick as autosave started. (21441)
  • Fixed the laser/discharge defense names in the set filter dialog. (21445)
  • Better error when wrong bounding box definition is given. (21444)
  • Creating message dialog with non existent image doesn't crash the game anymore. (21395)
  • Localisation errors will no longer stop the game, the result string will just contain the error. (21426)
  • Fixed that the stone wall research was disabled in the New hope campaign level 4, so gates weren't researchable. (21318)
  • The starting value of text property of textfield is properly set based on the input. (21372)
  • Fixed that changing request slots of opened entity through script didn't update the ui. (17196)
  • Fixed map exchange string problems with mods (21397).
  • Fixed freezes on exit with recent NVidia drivers on Gentoo and Arch Linux (20583)
  • Proper notification when quick bar slot can't be selected as there is no place to put the item in the cursor.
  • Fixed crash on Linux after running xrandr --off (21532).
  • Fixed Rocket Silo GUI skipping 53%. (21548)
  • Another attempt at fixing X11 copy/paste (18956).
  • Better message when the server leaves a multiplayer game (21521).
  • Fixed the bad values of defines.furnace_source, defines.furnace_result and added missing defines.furnace_modules. (21627)
  • Fixed that modded saves could get unloadable without mods when they have entities removed in the loading transitions that were in more than one network.
  • Fixed that it was possible to have unlimited range with melee weapon after running out of ammo. (21750)
  • Fixed that LuaPlayer::remove_item didn't remove from cursor stack when the player was using god controller. This also fixes the bug in the tight spot scenario. (21737)
  • Fixed black screen after UAC poped up in main menu (16792)
  • Scripting:
  • Documented extra unit group status return values. (21723)
  • Modding:
  • Added action_range to mining tool prototype (with the default of 1.5).

New in Factorio Demo 0.12.26 (Mar 7, 2016)

  • Bugfixes:
  • Fixed the corrupted level 2 of the New hope campaign, that was producing corrupted saves. If you are already playing this level, you have to start it over, I'm sorry for the trouble.
  • Fixed the performance issue in the same level after train transport is researched.
  • Fixed that the game reported the error to be related to overlay always when it crashed.
  • Fixed rare crash related to splitting item in entity that is just about to be destroyed.
  • Sending random packets to factorio port can still crash the server eventually, the probability will just be lower.
  • Running biters over with a car or tank will make them aggressive in peaceful mode

New in Factorio Demo 0.12.25 Experimental (Mar 4, 2016)

  • Bugfixes:
  • Fixed quickbar selection handling when accepting blueprint with item in cursor.
  • Train stations in the new hope level 2 had neutral force, so they weren't selectable as part of the schedule.
  • Fixed that wall graphics variations were not randomized when built by robots.
  • Fixed that rail signals were not visible under remnants. They are drawn above now.
  • Fixed that the multiplayer menu would allow one to resume the game as the game was already being disconnected, which would inevitably lead to a crash
  • Possible fix of rare lua garbage collector error.
  • Fixed Combinator special signals not summing the inputs correctly(again).
  • Fixed green circuit network signals icons in power pole tooltip.
  • Fixed that multiplayer-specific options were available in the demo build of Factorio (such as --start-server)
  • Fixed crash when using screens connected to both AMD and Intel graphics cards
  • Fixed very rare chance of a bug when window is closed at the same moment when autosave starts.
  • Fixed two sources of rounding errors related to research.
  • Fixed that replaying multiplayer game ended once any player died.
  • Fixed the ungraceful error message when version/mods don't match in multiplayer.
  • Fixed game not restarting when mods were changed
  • Fixed headless server not working with the Steam version
  • Fixed that destroying a chain signal in the same tick as it was created crashed the game
  • Fixed fullscreen issues on multimonitor configurations
  • Fixed crash when canceling crafting of a recipe who's ingredients have changed in the meantime
  • Fixed update of stand-alone ZIP package should not require elevated rights on Windows
  • Fixed specific crash in replay viewing.
  • Fixed game ignoring local changes in config when using Steam Cloud.
  • Fixed double key in smart inserter definition, causing it to be slower than fast inserter.

New in Factorio Demo 0.12.24 Experimental (Feb 25, 2016)

  • Changes:
  • Updated sountrack.
  • Bugfixes:
  • Fixed corrupted player-data.json message on startup.
  • Fixed unnecessary game restart when no mods were changed.
  • Fixed crash due to electric network migration during load of some more complex games. (http://www.factorioforums.com/forum/vie ... hp?t=20347)
  • Fixed very long belt lines would crash game (http://www.factorioforums.com/forum/vie ... hp?t=20392)

New in Factorio Demo 0.12.23 Experimental (Feb 23, 2016)

  • Changes:
  • Scenario pack was moved to the base game package.
  • Bugfixes:
  • Any changes in the mods settings will automatically trigger the game to be restarted.
  • The alerts are disabled when player or combat robots get hurt/destroyed. (It was especially annoying in multiplayer).
  • Underground belt connection visualisation in the "to build preview" wasn't proper.
  • Fixed that picked up item event wasn't fired when picking items from the belt.
  • Fixed that technology list and preview weren't updated when technology was researched in multiplayer.
  • Fixed a crash after merging forces when the destroyed force's labs were researching
  • Fixed that it looked like it was possible to repair a tree in multiplayer.
  • Fixed that the max health instead of current health was used for crash calculations.
  • Fixed that the game could desync when someone joined while someone else was shooting.
  • Fixed that trains were signalling No Path after update
  • Fixed that accumulators kept their energy when destroyed and retuilt by robots.
  • Fixed the occasional 1pixel gap between vertical steam engine and a pipe.
  • Fixed beacon would not re-activate when its deconstruction order was canceled.
  • Fixed various desynchronisations in multiplayer caused by beacon.
  • Fixed Combinator "each" special signal not summing the inputs correctly
  • Fixed players in multiplayer game would not see progress of new player downloading a map in server/client configuration.
  • Fixed crash when checksum error was detected while connecting to multiplayer game.
  • Fixed that the full mod change info for recipes wouldn't display if only the counts were modified on the recipe.
  • Fixed crash when car collided with decorative entity in object layer.
  • Scripting:
  • Fixed that game.load (inner load) crashed the game in multiplayer. It still causes disconnect though.
  • Removed the screen2realposition and real2screenposition methods from lua api.
  • Sound:
  • Extended the soundtrack.

New in Factorio Demo 0.12.22 (Jan 25, 2016)

  • Bugfixes:
  • Fixed that save is not loadable when mod changes type of entity.
  • Fixed that enemy train stops were visible in the rename station gui.
  • Fixed freeze when there is no place to put character when he exits the vehicle and there is no exit point.
  • Fixed internally inconsistent data state after cancelling deconstrution from script in a certain way.
  • Fixed that map/minimap wasn't updated when settiles was used.
  • Fixed the graphics inconsistencies related to belt versus inserter drawing.
  • Files starting with dot are ignored when opening locale files to ignore garbage files that mac is leaving around.
  • Fixed the line trigger target specification.
  • Fixed that neutral entities were shown red on the map. (Applies mainly in the campaign)
  • Fixed sorting of item groups in the crafting window.

New in Factorio Demo 0.12.21 (Jan 7, 2016)

  • Changes:
  • Dropped support for OS X 10.6 Snow Leopard.
  • Bugfixes:
  • Fixed random crash with "Trying to make chunk at unreasonable position"
  • Fixed crash when calling the set_tiles with non existent terrain parameter.
  • Fixed that label could go out of the window in other settings.
  • Fixed that the energy progress bar was missing on personal roboport equipment.
  • Cannon shells will not have plural in the item name to be consistent with other items.
  • Fixed slight direction bias with the flamethrower
  • Fixed items in logistic GUI sometimes disappearing or reappearing.
  • Fixed copy&paste on linux, again
  • Fixed controls settings gui bad alignment in some situations
  • Fixed the scripting error in the 3rd level of the transport belt madness.
  • Fixed various scripting errors in the tight-spot scenario.
  • Fixed that enemy train stations were selectable when setting train destination.
  • Fixed crash that could happen when logistic networks are disconnected.
  • Fixed invalid gui pointing messages (visible namely in the first demo level).
  • Fixed that entities could overlap wrongly in blueprint preview.
  • Fixed that roboport sound continued even when it was out of power.
  • Fixed that train could crash a gate by accelerating too fast.
  • Fixed construction robots would lose their charging destination when roboport is activated/deactivated
  • Fixed that entities marked for deconstruction would be instead rebuilt if they were destroyed before the actual deconstruction
  • Fixed undefined behaviour (crashes) when manually (from script) deactivated entity was killed and rebuilt by construction robot.
  • Fixed the scripting bug in the first tutorial level.
  • Scripting:
  • Fixed the defines.circuitconditionindex.inserter_logistic value (should be 2 not 1).
  • Fixed crash when accessing item on the ground inserted into belt.
  • When attacking a player in a tank, the tank will be attacked instead of the player direction
  • Modding:
  • Better error message when specifying list of filenames instead of one in rotated sprite.

New in Factorio Demo 0.12.20 Experimental (Dec 7, 2015)

  • Bugfixes:
  • Fixed crash when attempting to set font color on styles that don't support it.
  • Fixed Lua stack overflow when data.raw got too big
  • Fixed units sometimes getting stuck at the end of their paths
  • Fixed clicking on mod GUI in replay would crash the game
  • Fixed inventory slots with filters did not have hover and click style
  • Fixed the inconsitance between personal/normal roboport power consumption description.
  • The right part of the research window is also scrollable when it doesn't fit the screen.
  • Fixed that the west/east rotation graphics of chemical was reversed.
  • Fixed crash when merging a force with disconnected player
  • Fixed Production/Electric network statistics windows resetting position every few seconds.
  • Fixed the preview drawing boxes of some entities.
  • Fixed chain signal not preventing crash when a train passed twice through one block
  • Fixed crash when loading a game saved by the server with only one player that is currently disconnected.
  • Modding:
  • Technology prototypes now have optional integer property "icon_size". Default value for non-base mods is 64 (and 128 for base mod).

New in Factorio Demo 0.12.19 Experimental (Dec 1, 2015)

  • Bugfixes:
  • Fixed Optics technology icon was corrupted sometimes on OSX.
  • Fixed crash in GroupBehavior
  • Ingame changelog only shows changes since the last stable release.
  • Fixed beam weapon and turret issues
  • Fixed rocket silo inserters sometimes getting stuck
  • Fixed ghost trains appearing on minimap.
  • Fixed manual crafting bug that could be exploited to get resources

New in Factorio Demo 0.12.17 Experimental (Nov 13, 2015)

  • Graphics:
  • New technology Icons!
  • New item group icons.
  • Updated the icons of rocket silo, beacon, sulfur, armors, stone brick and radar.
  • Bugfixes:
  • Fixed that assembling machines/furnaces could get stuck after changing mod configuration that affects their recipe.
  • Fixed that the window title was "Allegro" on mac os.
  • Fixed crash on exit with Steam overlay.
  • Fixed displaying of update unavailable message with disabled experimental updates.
  • Added workaround for problem with AMD drivers that could cause missing or corrupted textures on some systems.
  • Fixed that making a blueprint of a ghost was not saving circuit connections.
  • Fixed occasional crash during update after UAC dialog pops-up.
  • Fixed that the value of the checkbox in tips and tricks wasn't set up properly.
  • Fixed that rocket silo electric energy drain was applied twice.
  • Fixed chain signals getting stuck on red
  • Fixed crash while rotating locomotives that crashed into something
  • Fixed an issue causing desync
  • Fixed crash when loading save with lua tables that are nested more than expected.
  • Fixed that rotating an unpaired underground transport belt wouldn't make its items go back
  • Scripting
  • Added global log method that can be used to debug script problems.
  • Added LuaFluidPrototype::localised_name property.
  • Fixed that LuaInventory::insert didn't follow the slot restrictions

New in Factorio Demo 0.12.16 Experimental (Nov 2, 2015)

  • Fixed chain signal state propagation
  • Added "markers" that will be recognized by nVidia and AMD drivers as hints to run Factorio on high performance GPU if switchable graphics technology is present.
  • Improved burner inserter's fuel searching logic; it will now search both transport belt lines for fuel
  • Fixed crash when building locomotive on the junction.
  • Fixed crash when the first lab is built by construction robots.
  • Fixed crash related to train stopping for auto control.
  • Removed the limit of 800 pixels height of the recipe gui.
  • Fixed problems with too big character windows with too big inventory (modded) on screens that can't hold it, by making it scrollable.
  • Fixed problem with night vision effect on some PC configurations.

New in Factorio Demo 0.12.15 Experimental (Oct 29, 2015)

  • Bugfixes:
  • Fixed that it wasn't possible to execute ui actions while the game was stopped (research, tips and trikcs etc.)
  • Fix of fix of loading of game containing lua objects.

New in Factorio Demo 0.12.14 Experimental (Oct 27, 2015)

  • Graphics:
  • Added new smoke graphics
  • Bugfixes:
  • Fixed loading of game containing duplicate lua tables.
  • Fixed flickering light intensity at the edge of the screen when moving.
  • Fixed crash when pasting from empty clipboard into console on OS X.
  • Fixed crash when reviving train stop that was connected to rail while destroyed while the rail no longer exists.
  • Some ui actions made while the game was being saved were actually not executed altough it looked like it.

New in Factorio Demo 0.12.13 Experimental (Oct 23, 2015)

  • Bugfixes:
  • Fixed that blueprint gates were colliding with ghost gates with same type and direction.
  • Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update the logistics GUI if it happened to be opened at the same time. This time it's fixed for logistic chests as well.
  • Fixed crash when trying to open car GUIs in the map editor.
  • Fixed the desync issues related to converting floating point numbers to string in lua.
  • Note: until 0.13 other special values like nan, inf etc. are not solved properly, so they shouldn't be used.
  • Fixed crash when loading a savegame with self recursive table elements
  • Fixed that furnaces deactivated improperly when switching products.
  • Fixed crashes on linux (when download failed, after Lua error, ...)

New in Factorio Demo 0.12.12 Experimental (Oct 20, 2015)

  • Bugfixes:
  • Fixed another solar panel counting error.
  • Fixed that locale values in zip packages weren't loaded.
  • Fixed pushing of compound localised strings into lua.
  • Tweaked train path finding values for trains waiting on signals
  • Scripting:
  • game.get_localised_entity_name is replaced by LuaEntityPrototype::localised_name read property. The same for technology and item.

New in Factorio Demo 0.12.11 Experimental (Oct 19, 2015)

  • Features:
  • Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.
  • Optimisations:
  • Optimised the particle performance. Helps during heavy fights.
  • Changes:
  • Showing the log file location when the game crashes, so it is eaiser to find when reporting the bug.
  • The "graphics.force-opengl" option default value is true when AMD graphics card is present.
  • Bugfixes:
  • Fixed that multiple electric networks connected to a solar panel could be exploited to generate more energy. (viewtopic.php?t=16778) The energy of the solar panel is now fractioned between all the networks it is connected to.
  • Fixed character entities disconnected from players not working correctly when in vehicles. (viewtopic.php?t=16812)
  • Fixed small-pump and offshore-pump not saving/restoring circuit conditions in LuaItemStack::get_blueprint_entities/set_blueprint_entities. (viewtopic.php?t=16715)
  • Fixed threading issue when loading games. (viewtopic.php?t=16808)
  • Fixed OS X Finder argument crashing the game on startup (viewtopic.php?t=16719).
  • Burner inserter now grabs fuel for itself even if the target doesn't need it (viewtopic.php?p=111765).
  • Fixed active sound playing on machines without power (viewtopic.php?t=16754).
  • Fixed empty unit groups crashing the game (viewtopic.php?t=16371).
  • Fixed crash when building locomotives in latency hiding.
  • Fixed cannot load save with modded rails when a rail mod is disabled (will work only on 0.12.11+ saves) (viewtopic.php?t=16834).
  • Fixed crash when setting filters in the tank/car while riding in them. (viewtopic.php?t=16910)
  • Fixed crash when migrating/removing entities marked for deconstruction. (viewtopic.php?&t=16726)
  • Removed one possible logical deadlock in the tutorial. (viewtopic.php?t=16980)
  • Fixed that remove_item didn't remove from player ammo, gun, tool and armor slots. (viewtopic.php?t=16960)
  • Scripting:
  • Changed LuaSurface::set_multi_command signature. Now the function takes a table with following keys: command(required), unit_count(required), force(optional), unit_search_distance(optional) This solves issue with not finding any enemies to attack: viewtopic.php?f=7&t=16541
  • Removed game.on_save function. There should be no need for it and it was causing too many problems.
  • Lua on_load function is not called when saving the game anymore. It is called only on actual load now.
  • Lua API calls on_load, on_init, on_configuration_changed, on_event and generate_event_name have been moved to a new namespace called script (so from now use script.on_load(...)). This will break many mods! The callback registered in on_load function doesn't have access to the game API. This is to avoid common desyncs. The on_init and on_configuration_changed still retain the access to the game API.
  • on_configuration_changed is fired when the map version changes, a mod version changes, a mod is added, or a mod is removed and passes "data": Pushes old_version="x.x.x", new_version="x.x.x" when loading map versions other than the current version When a mod version is changed it appears as a table of mod changes: {["Mod name"] = {old_version="x.x.x", new_version="x.x.x"}, ...} When a mod is added it appears as: ["Mod name"] = {old_version=nil, new_version="x.x.x"} When a mod is removed it appears as: ["Mod name"] = {old_version="x.x.x", new_version=nil}
  • Changed LuaGameScript::makefile to LuaGameScript::write_file and added an optional third parameter bool to append.
  • Modding:
  • Replaced entity type "rail" with types "straight-rail" and "curved-rail". Property "bending_type" is optional for rail entities, but is still mandatory for rail remnants.

New in Factorio Demo 0.12.10 Experimental (Oct 5, 2015)

  • Changes:
  • Script created beam entities will now destroy themselves when the source or target entity becomes invalid.
  • Bugfixes:
  • Fixed crash when research completed in the same tick as inserting equipment into power armor.
  • Fixed hand not refilling with repair packs after a repair pack was consumed
  • Fixed small pump not saving its condition in a blueprint
  • Fixed rocket silo GUI bug.
  • Fixed "failed to create display" error on systems with multiple graphics devices
  • Fixed the blinking problem in the multiplayer.

New in Factorio Demo 0.12.9 Experimental (Oct 1, 2015)

  • Features:
  • Added reset button to the control settings dialog. It will set the controls back to the default.
  • Graphics:
  • Destroyer electric beams now use soft additive blend mode.
  • Changes:
  • Added --load-game: Will automatically load a save after initialising Factorio and go straight to the game, skipping main menu.
  • Moved MP / autosave information dialogs to the top half (better visibility of what is happening in the game) and added screen fading.
  • Implemented time-to-live for deconstruction order, if an order is not assigned for 1 hour, it is removed.
  • game.print_entity_statistics() has been moved to player.print_entity_statistics(). (http://www.factorioforums.com/forum/vie ... hp?t=16520)
  • Updated the tips and tricks pictures. (+added copy paste)
  • Smoothed map scrolling speed on different zoom levels.
  • Added Resume button to multiplayer game menu.
  • Optimisations:
  • Dramatic speedup of loading packages (mods) from the zip files. It is recommended to used only zipped mods from now on, as on non ssd discs, it might even speed up the startup time.
  • Added FPS limiter to main menu screen.
  • Bugfixes:
  • Fixed the shotgun shooting. (http://www.factorioforums.com/forum/vie ... hp?t=16321)
  • Fixed the game could get stuck during start on systems with multiple display adapters.
  • Fixed train GUI closing immediately after opening in multiplayer when the player is riding on the train.
  • Fixed train GUI not containing the wait time slider until a station was explicitly selected (http://www.factorioforums.com/forum/vie ... hp?t=16360).
  • Fixed production GUI jumping to undesirable places when resized (http://www.factorioforums.com/forum/vie ... hp?t=16356).
  • Construction robots will be transferred to appropriate network when a logistic network splits (http://www.factorioforums.com/forum/vie ... hp?t=16147).
  • Fixed crash when auto-re-filling ammo in tanks/cars (http://www.factorioforums.com/forum/vie ... hp?t=16375).
  • Fixed wait slider in train GUI editing after deleting a station (http://www.factorioforums.com/forum/vie ... hp?t=16471).
  • Fixed that negative emissions of power source (air filtering mod) could result into negative evolution factor.
  • Fixed the game could hang when writing a message to log (http://www.factorioforums.com/forum/vie ... =7&t=16342).
  • Fixed next save not being selected properly after clicking the Delete Save button (http://www.factorioforums.com/forum/vie ... hp?t=16498).
  • Fixed module icons not showing in alt-view on rocket silos (http://www.factorioforums.com/forum/vie ... hp?t=16381).
  • Fixed mining progress bar staying on screen when not mining in certain situations (http://www.factorioforums.com/forum/vie ... hp?t=16448).
  • Fixed crash when loading 0.10 or older saves (http://www.factorioforums.com/forum/vie ... hp?t=16442).
  • Fixed crash when loading pre-12.7 scenarios with redefined spawn location (http://www.factorioforums.com/forum/vie ... hp?t=16569).
  • Fixed trains sometimes stopping on signals they reserved.
  • Fixed personal roboport taking forever to deconstruct when there are a lot of deconstruction orders.
  • Fixed a crash where the Lua stack would overflow and corrupt Factorio memory (http://www.factorioforums.com/forum/vie ... hp?t=16578).
  • Fixed crash when using player.inventory.clear(). (http://www.factorioforums.com/forum/vie ... hp?t=16579)
  • Fixed that --create wouldn't create a control.lua, causing the victory dialog not being shown after launching the rocket, or creating new players without giving them the initial inventory (http://www.factorioforums.com/forum/vie ... hp?t=16619).
  • Player entity transfer now ignores modules only when the entity has module inventory.
  • Fixed beacons affected steel furnaces (http://www.factorioforums.com/forum/vie ... hp?t=16634).
  • Fixed car starting sound playing when opening it's gui.
  • Fixed crash when fast replacing a beacon (modded game only) (http://www.factorioforums.com/forum/vie ... hp?t=16677).
  • Fixed train station names appearing on minimap with certain GUI scale settings.
  • Fixed crash when zooming in the map all the way with the keyboard (http://www.factorioforums.com/forum/vie ... hp?t=16643).
  • Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update the logistics GUI if it happened to be opened at the same time (http://www.factorioforums.com/forum/vie ... hp?t=16660).
  • Fixed width of some progress bars did not respect UI scale configuration (http://www.factorioforums.com/forum/vie ... hp?t=16518).
  • Modding:
  • Fixed projectiles with direction_only = false didn't respect direction_deviation configuration.
  • Fixed entity dying explosion with "rotated = true" caused crash (http://www.factorioforums.com/forum/vie ... hp?t=16652).
  • Scripting:
  • Added LuaEntity::get_connected_rail. It takes a table with rail_direction (0 front, 1 back) and rail_connection_direction (0 left, 1 straight, 2 right) and returns a new rail (or nil) following that specification from the given rail entity.
  • LuaTrain::front_rail, LuaTrain::back_rail, LuaTrain::rail_direction_from_front_rail and LuaTrain::rail_direction_from_back_rail None of the methods takes any parameters.
  • LuaEntity::get_output_inventory now returns nil when the inventory doesn't exist (doesn't raise an exception as before).

New in Factorio Demo 0.12.8 Experimental (Sep 17, 2015)

  • Graphics:
  • New graphics of the steel furnaces.
  • Bugfixes:
  • Fixed that it was possible to spawn inside an entity in multiplayer
  • Fixed that the amount of slots shown in the right panel didn't depend on its with. (Which is indirectly dependent on resolution and ui scale.)
  • Fixed desync issue related to mod event registration and saving/loading.
  • Fixed enemy units getting stuck on transport belts
  • Fixed a crash caused by icon = "" in a prototype definition
  • Fixed a crash related to assembling machine not being re-setup when recipe changes due to mod changes.
  • Fixed LuaItemStack::set_blueprint_entities(nil) erasing tiles in blueprints.
  • Fixed crash when fast-transferring ammo while in vehicles.
  • Fixed trains stopping on green signals
  • Fixed crash when changing the force of a player who is currently not connected
  • Fixed another problem with the missing maximise button after fullscreen.
  • Fixed desync problem related to duplicite order string in inventory groups leading to non-deterministic inventory sorting.
  • Fixed putting a blueprint on transport belt could corrupt game save
  • Fixed CTD that could happen when removing focused widget (rarely).
  • Fixed that the tank tower rotation center wasn't aligned with the visible rotation center.
  • Fixed wrong coordination of the tank cannon direction and shooting direction when aiming on near the tank.
  • Scripting:
  • Beams can now be created via create_entity. You need to specify source/source_position and target/target_position, you can also specify duration (ticks), max_length and source_offset (vector). Position of the created entity does not matter.
  • Added LuaItemStack::set_blueprint_tiles/get_blueprint_tiles - the counterpart to get/set_blueprint_entities.
  • LuaEntity::insert/remove_item and LuaInventory::insert/remove now return counts of inserted/removed items.
  • Added LuaTrain::insert, remove_item, get_contents, clear_items_inside, get_item_count methods which interact on the cargo wagons of the train.
  • Added LuaItemStack::cost_to_build - the cost in items to build a given blueprint.
  • Modding:
  • The minimal energy_required for a recipe is 0.001 to avoid wrong behavior with values close to 0.

New in Factorio Demo 0.12.7 Experimental (Sep 10, 2015)

  • Changes:
  • Added 5th level of character logistic slots research.
  • New command line options for the headless server: --disallow-commands and --peer-to-peer
  • Entries in the mod list GUI are highlighted in red only when enabled and invalid at the same time.
  • Added natural case-insensitive string ordering for the mod list GUI.
  • There is now only one spawn position per each force and per each surface. This means that only one spawn position can be defined in the map editor as it currently supports only the default surface and the "player" force.
  • Added force-opengl value in config (under graphics). When set to true, it forces to use opengl on windows instead of D3D.
  • Map scrolling speed now changes with zoom level.
  • Bugfixes:
  • Inserters take items from correct line when the input transport belt is rotated
  • Solved the "A blocking operation was interrupted by a call to WSACancelBlockingCall" error (hopefully as we can't reproduce it).
  • Scrolling using the scroll wheel now works much more predictibly (not only when the cursor is over scroll bar or the root scrollable element).
  • Fixed crash when a script attempted to access a previously-destroyed GUI element
  • Fixed that the graphics.max-texture-size property in the config was removed after Factorio restart.
  • Fixed the tree bounding boxes.
  • Another attempt to fix map transfer problems.
  • Fixed disappearing fonts.
  • Fixed destroying a rail under a train would corrupt future save files. Rail can't be destroyed or die if a train is on it.
  • Robots can charge from closer roboport when heading to distant roboport for stationing (2.0)
  • Fixed problems with IPv6 on linux when only IPv4 is enabled in kernel.
  • Fixed crash when loading save with modded personal roboport in vanilla game.
  • Fixed opening power armour inside a chest with latency hiding enabled crashing the game
  • Fixed that distractor robots slowly drivted east.
  • Fixed that that the high overload factor in assembling machines (the effect, that they allow to store more items when they are working very fast) wasn't taken in to consideration when calculating the slot limit.
  • Fixed desync issue related to inventory sorting and blueprints.
  • Fixed that amount_max in recipe specification actually worked as amount_max -1.
  • Fixed that mining tiles did actually create mining particles+sound on the lastly mined entity.
  • Fixed that the maximize button was disabled when Full screen was turned of in the settings.
  • Fixed accessing the game menu was not possible when some other player paused the game in MP
  • Fixed a graphical bug where the boiler would still glow after running out of water
  • Fixed mergable items (repair packs, bullet magazines, ...) could sometimes confuse personal robots.
  • Fixed the inserter sound related crashes.
  • Blind fix of some of the transport belt gap issues.
  • Scripting:
  • The LuaEntity::logistic_network now returns also primary logistic network of other entities than roboport. (Inserter, Character, logistic chests)
  • Placing stone or concrete floors will now remove most of the bushes
  • Fixed crash on exit when config file can't be written
  • Fixed player changing direction when the game is paused
  • LuaEntity::belt_to_ground_type also works on a ghost.
  • Increased precision of floating point in save files to prevent some desyncs in multiplayer
  • Added LuaEntity::revive() - usable on ghost entities to revive them back to normal.
  • Fixed that that the resource amount while creating the entity accepted non-positive values.
  • Added LuaForce::set_spawn_position(surface, position) and LuaForce::get_spawn_position(surface)
  • Fixed that the event queue was never cleared when scripting error occurs while processing it. This lead to processing the same event every update once the game was stopped when error happened.
  • Fixed inserting or removing items from player's inventory through LuaInventory object didn't update logistic supply properly.

New in Factorio Demo 0.12.5 Experimental (Aug 28, 2015)

  • Features:
  • The armor window opening is included in the latency hiding.
  • Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.
  • Added some new ambient sounds (wind, slow tunes).
  • Combinators blinking emit light.
  • Changes:
  • Pasting newlines and tabs into Factorio console now no longer strips them. Instead they are replaced by spaces.
  • Continuous zoom is much slower in the chart mode. Only applicable when the zoom is setup to keys rather then scroll wheel.
  • Changed open/save dialog and the rail station list to use case insensitive natural ordering.
  • Inserter stack size bonus is added to the assembling machine stack limit, to avoid inserters being stuck in certain situations.
  • Robots can charge from closer roboport when heading to distant roboport for stationing.
  • Optimizations:
  • Further optimizations in size of the Multiplayer heartbeat (message sent every tick).
  • Bugfixes:
  • Fixed that editing tiles in the map editor on the edge of currently generated map could result in a corrupted scenario.
  • Fixed potential stability problems when fast-replacing roboports (mod related).
  • Fixed non-deterministic armor sorting which could cause desyncs.
  • Fixed crash related to changing recipe prototypes used by entities in inactive chunks.
  • Fixed circuit network contents sometimes being reset when removing connections or merging networks.
  • Fixed crash when Ctrl-clicking items to the player's main inventory when no character is attached
  • LatencyState is suspended when player is killed (and waiting for respawn) in the Multiplayer.
  • Fixed crash after finishing the game in MP with headless server
  • Fixed crash related to displaying alerts from other surfaces
  • Continuous zoom speed is independent of the game speed
  • Fixed that it was possible to stack blueprints by inserting them into an assembling machine
  • Fixed enemy expansion chunks not being updated properly
  • Fixed trains changing state unnecessarily when reserving a signal when arriving to a station
  • Fixed smart inserter not waking up when its filter was set from a script
  • Fixed signal placement problems with diagonal rails
  • Fixed last wagon of long train did not wake up inserter at its end
  • Additional fix of the puff smoke appering on different surface.
  • Fixed portions of previous surface visible after respawn when the player died on a different surface than is their spawn surface
  • Fixed internal roboport connection inconsistency that could happen when migrating from 0.11 version.
  • Fixed train still having path while being in NO_SCHEDULE state
  • Fixed disconnecting roboport from roboport network caused all construction robots in the network to cancel orders
  • Fixed that the game could crash when some mod tried to modify the gui in the on_save event. The game now disallows these kind of modifications while processing the on_save event.
  • Fixed crash when changing recipes (mod related).
  • Fixed solar energy source was not included in electric demand satisfaction.
  • Finishing research should no longer interrupt GUI when "Singleplayer game stops when research is completed" is turned off
  • Fixed Underground Belts graphics not tiling correctly.
  • Fixed recipes not displaying in the correct sort order when adding and removing mods from an existing game.
  • Fixed pathfinding penalty for trains with 1 stop in their schedule
  • Fixed electric furnace still glowing with no power.
  • Fix of loading a map that contains mod with tiles, while the mod is no longer present.
  • Fixed that it was not possible to use fast-replace when player was very close to the building.
  • Right side selection info GUI has fixed size. Description and text properties properly wrap.
  • Scripting:
  • LuaForce::chart now creates a new chart if one doesn't exist yet, instead of erroring out
  • Items now have a new optional attribute "stackable": When set to false, assembling machines won't be allowed to create stacks of the item. Currently only used with blueprints, to fix the "crafting machine stacks blueprints" bug.
  • Added LuaEntity::rocket_parts read/write, usable on Rocket Silo.
  • Added LuaEntity::launch_rocket(), usable on Rocket Silo.
  • Added LuaLogisticNetwork - an interface to logistic networks.
  • Added LuaLogisticCell - an interface to logistic cells (roboport/player logistic information).
  • Added LuaTransportLine::get_contents().
  • Added LuaPlayer::connected read - true/false if the player is currently connected to the game.
  • Added LuaForce::kill_counts read, set_kill_count/get_kill_count methods to access and manipulate kill counts per force.
  • Constant combinators now export their wire connections in LuaItemStack::get_blueprint_entities.
  • Added Prototype::order/group/subgroup read + LuaTechnology::order read.
  • Added LuaRecipe::force read - the force that owns recipe reference.
  • Added LuaEntity::chain_signal_state read - the chain state of chain signals.
  • Added LuaEntity::speed read/write - the speed of a car/tank.

New in Factorio Demo 0.12.4 Experimental (Aug 25, 2015)

  • Features:
  • Simple mechanism for multiplayer relaying via the server.
  • Changes:
  • Renamed "multisampling" to "multisampling-level" in the config file.
  • This will reset everyone's multisampling setting to 0.
  • Construction robots take things primary from the main inventory, then quickbar.
  • Reverted the order of inserter slot selection.
  • Added Alt-mode (showing entity info) to the latency hiding.
  • Trains now try to recalculate their path, when waiting over 5 seconds on a signal (only if needed).
  • The recalculation is forced when waiting over 30 seconds.
  • Construction robots will check if their target is still in the network area when they return to personal roboport for charging.
  • Tweaked the stuck resolve mechanism.
  • Bugfixes:
  • Less annoying glitches when running and shooting in multiplayer with latency hiding.
  • Fixed that the loot wasn't always properly put on transport belts.
  • Fixed force building specific blueprints.
  • Fixed setting player character to other player's character crashing the game.
  • Fixed failed --apply-update returning success even when it failed
  • Fixed the latency hiding inconsistency in the entity transfer action, entity rotation, blueprint selection deconstruction selection and others.
  • Fixed ghost inserter arrows being displayed incorrectly
  • Zooming works comfortably also when mapped on buttons, as holding the button continuously zooms in/out instead of doing just one small zoom step.
  • Proper direction filtering (8 way versus 4 way) when building ghosts from script. The direction is now dependent on the ghost inner entity limitation.
  • Fixed that the new lamp entity was off-center.
  • Fixed behemoth biter resistance specification.
  • Fixed that the game could crash when connecting train in a junction.
  • Fixed construction robots could cause desync when they used up all repair packs.
  • Rocket silo behaves correctly when out of electricity.
  • Fixed tank cannon shell tooltips.
  • Fixed error message on campaign mission 4
  • Fixed crash when exiting the game in the map editor with the menu open.
  • Fixed trains not alarming inserters when switched to manual mode when already stopped.
  • Fixed connection failures on windows without IPv6 enabled
  • Solved stuttering while building when max_expansion_distance was set to high values by a mod.
  • Fixed robots getting stuck when trying to store damaged items.
  • Fixed that lot of output in the output console could slow down the game a lot.
  • Fixed that damage to be taken wasn't cleared when entity was rebuild by robots, so the entity was partially unkillable.
  • Fixed that train stop rebuilt by robots wasn't working properly.
  • Fixed crashes with invalid locale on linux
  • Fixed that Save scenario + Save as wasn't translatable.
  • Changed the default style of custom text field to have not only minimal_width but also maximal_width 150.
  • So all of the textfields will not get larger on load, until the maximal_width is specified to be larger.
  • Fixed that replay didn't work on the campaign levels.
  • Fixed determinism issue in logistic network causing desync.
  • Two trains never collide as long as they don't share a train block, this solves some problematic situations, where the end of the train collided with different track a little, while it was technically on different block already.
  • Fixed copy&pasting filters between cars
  • Fixed crash in replay of game which was save and then loaded
  • Fixed problems with RTL scripts ... again
  • Fixed the crash when radar was created on a surface that didn't have chart initialised on the surface for the specific force.
  • Scripting:
  • Fixed that inserter didn't return drop_position.
  • Fixed crash when calling set_command on empty unit groups

New in Factorio Demo 0.12.0 Experimental (Jul 21, 2015)

  • Features:
  • The game is now finished by launching the rocket with satellite.
  • Added chain signals, they can be used to make more complicated junctions and stations without deadlocks.
  • Added personal roboport as modular armor equipment.
  • Once it is active, it uses the materials and robots in the players inventory.
  • It supports all the tasks construction robots can do like building blueprints, repairing structures, deconstruction etc.
  • Added logistic trash fields to the character gui.
  • They supply items into the logistic system in the same way active provider chests do.
  • Added combinators (Arithmetic Combinator, Decider Combinator and Constant combinator).
  • These allow more advanced manipulation with the circuit network logic (https://www.factorio.com/blog/post/fff-88)
  • The Lamp, Storage Tank, Small Pump and Offshore Pump can be connected to the circuit network.
  • Multiplayer latency hiding (gives impression that some common tasks are performed immediately)
  • Applies to character movement, mining buildings, building, fast replacing, opening guis, etc.
  • Stone brick can be used to build stone path. (30% walking speed increase).
  • Concrete can be created.
  • The concrete can be used to build concrete floors (40% walking speed increase).
  • Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8).
  • Trees degenerate slowly when there high pollution levels.
  • Lab research is now continuous. Science packs have progress bars of usage.
  • This means that 20 labs doing research with 10 units will still be faster than 10
  • labs and the science packs aren't wasted.
  • Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it (3 X recipe demand).
  • Example: The rocket silo requires 1000 steel, while the stack size is 100, but the input stack can hold enough.
  • Added / updated sounds for biters, spitters, worm, spawner, flamethrower, tank, lasers, etc.
  • New ambient soundtrack added.
  • Added mechanism that prevents playing track that was played recently.
  • The ambient player alternates between neutral wind/environment sounds and soundtrack songs.
  • Mousing over a train will show you its current path and blocks it can't enter.
  • Locomotives now show the contents of attached cargo wagons in their tooltip.
  • Trees regenerate health slowly.
  • Added support for transferring contents/settings when fast-replacing all entity types.
  • Added modules to the alt-view for entities that support modules.
  • Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/inde ... ess_server).
  • Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces
  • IPv6 support for multiplayer.
  • DNS names can be used when connecting to multiplayer game.
  • Enabled mining trees/ghosts while holding blueprints to be built.
  • Added explosive cannon shells.
  • Building blueprints over existing ghosts restores the ghost time to live to full.
  • Changes:
  • Disabled loading of saves before 0.9.0 version (You can use 0.9.8 to load older saves and re-save them).
  • Removed rocket defense entity.
  • Items on transport belts don't go off the belt at the end, so the transport belt has to go directly in front of the required inserter.
  • Reduced number of rendered Roboport connections.
  • The trade in the marketplace only happens if the player can accept the trade items.
  • Inserters can now extract from Roboports and Beacons.
  • Inserters now take items from right behind them, not from the center of the pickup target entity.
  • Copy entity settings mechanism now remembers only the last entity copied from. Also mechanism allows copy/paste across different entities of the same type (i.e. assembling machine 1 -> assembling machine 2) and from assembling machines to requester chests (sets filters to 2 x requirements of the assembling machine).
  • Trees have generally smaller bounding boxes, so it is easier to walk through forest.
  • Power armor modules generate and consume 100 times more power in order to be able to charge construction robots.
  • The construction robots don't build gate in the gap between the rolling stock vehicles. They wait for the train to get away.
  • Player's logistic filters are now remembered after respawn in multiplayer
  • All turrets are now 4x4; laser turrets are 4x more expensive and powerful, gun turrets are 2x more expensive
  • Roboport tooltip now shows correct numbers of contruction and logistic robots separately.
  • When a train loses a path and cannot find a new one, it stops immediately. This prevents it from riding into parts of the rail network, from where it can't find a path.
  • Improvements to circuit network wire connection. You can connect multiple wires of the same color to the same entity.
  • The autosave dialog no longer cancels an active blueprint or deconstruction planner selection if the mouse button is still held after the autosave finishes
  • Number of autosave slots is now configurable through config.ini (no GUI).
  • Optimisations:
  • Overall optimisation of train + belt heavy factories is roughly 66% compared to 0.11, this means that the game runs 3 times faster.
  • Optimised the transport belt movement.
  • Optimised the rotated bounding box collisions checks (trains).
  • Optimised the smoke update.
  • Optimised the solar panel, all the solar panel input is merged, so the count doesn't matter.
  • Optimised the accumulators by merging then into groups, where typical factory has 1 group per network.
  • Optimised the land mine activation mechanism.
  • Smaller multiplayer heartbeat packet size.
  • Optimised adding/removing of roboport, robots keep their tasks if they can.
  • Path finder will terminate when search is too long. This avoids save explosions (see viewtopic.php?f=7&t=12580).
  • Optimised rendering for large logistic networks.
  • Fixed that the graphics were saved twice in the RAM memory.
  • Graphics:
  • New graphics of the combat robots.
  • New graphics of the laser/gun turrets, their color is now player/force dependent.
  • New graphics of muzzle flash for player, car, tank and turrets.
  • New tree graphics. Trees have 4 levels of leafes and the leafs are colorable.
  • Trees emit leaves (based on the tree color) when being mined and destroyed.
  • Trees emit branches when mined or destroyed.
  • Storage tank has a small window showing the liquid inside.
  • Combat robots attack beam (https://www.factorio.com/blog/post/fff-84)
  • New GUI icons: Weapons, ammo, status icons such as out-of-ammo or out-of-electricity
  • Bugfixes:
  • Fixed wrong item count in the logistic system when handling partially-filled magazines, repair packs or other items with durability
  • Fixed the choppy (not smooth) movement when using the exoskeleton equipment.
  • item-description localization now displays correctly when previewing recipes.
  • entity-description localization now displays on entities.
  • Proper blueprint centering. It is based on the included entities rather then the selection rectangle when the blueprint is created.
  • Very big entities no longer disappear at the edge of the screen
  • When putting things on ground, the first item was never put exactly under the cursor even when the place was empty.
  • Fixed that it wasn't possible to swap stacks of the same items with different health.
  • Fixed strange behavior of tank/car entering sound.
  • Fixed LuaFluidBox crashing the game when attempting to read fluid from an entity that previously had fluidboxes.
  • Car / Tank ammo inventory is refilled from the trunk / player inventory when exhausted.
  • Fixed writing invalid LuaEntity::selected_gun_index crashing the game.
  • Fixed the power armor battery level indicator getting drawn on top of everything else (viewtopic.php?f=48&t=8206).
  • Fixed that following robots created through trigger crashed the game.
  • Fixed the train pathfinding issue when the train crashes to something while stopping for signal or station in front of a junction.
  • Fixed that crashing to something while in manual mode in train could switch it to automatic mode.
  • Fixed crashing when setting modded GUI styles in Multiplayer.
  • Fixed crash when trying to read LuaPlayer::opened on a dead player.
  • Fixed crash when canceling deconstruction of a logistic container that was marked for deconstruction after the logistic network it was in lost power and then regained power (viewtopic.php?f=7&t=10143).
  • Fixed LuaSurface::can_place_entity returning true when checking item-on-ground against item-on-ground (viewtopic.php?f=7&t=9247).
  • Turrets can now be modded to use shotgun (and other not guided) ammo.
  • Fixed research window appearing behind the selection/minimap pane when shown from research completion (viewtopic.php?f=7&t=13235).
  • Fix inability to bind some OEM keys on Windows. Added the ability to bind more keys including multimedia keys. (viewtopic.php?t=10027)
  • Fixed marking a ton of entities for deconstruction outside the construction range of roboports slowing down normal deconstruction rates.
  • Fixed crash when removing electric poles from electric networks or circuit networks with large amounts of poles (viewtopic.php?f=7&t=13368).
  • Fixed video-memory-usage option on Windows. It is possible to run Factorio on configurations with low VRAM (less then 512MB). Other platforms don't have this issue.
  • Fixed that control-clicking entire inventory into a machine installed modules.
  • Fixed another instance of the "Trying to make chunk at unreasonable position" bug (viewtopic.php?f=7&t=13399).
  • Requester chests no longer request more than they can store. E.g. if a requester chest only has one free slot and the requester slider is set to request 20000 iron ore, the chest will only request one stack from the network (viewtopic.php?f=30&t=4604)
  • Console no longer loses focus after an autosave (viewtopic.php?f=30&t=10025)
  • Fixed wrong highlight when crafting ammo in vehicles (viewtopic.php?f=30&t=9620)
  • Modding:
  • Ambient sounds are specified as prototypes so they can be extended and modified by mods.
  • Scripting:
  • Changed all the identifiers/methods/events/parameters. Underscores are used as word delimiter (findentities -> find_entities).
  • Changed glob to global.
  • New object LuaSurface, accessible from player/entity as read property surface.
  • Some commands moved from LuaGame to LuaSurface: get_pollution, can_place_entity, find_entity, find_entities, find_entities_filtered, find_non_colliding_position, find_enemy_units, find_nearest_enemy, set_multi_command, create_entity, create_unit_group, build_enemy_base, get_tile, get_tileproperties, set_tiles, pollute, get_chunks, is_chunk_generated
  • Added LuaGame::local_player console command: when entered through the console it will reference the local player doing the console command. Only works when run through the console.
  • Added LuaFluidPrototype - similar to LuaItemPrototype but for fluids.
  • math.random can now accept negative values for ranges eg x + math.random(-10, 10)
  • Added LuaRecipe::hidden and energy read.
  • New object LuaGroup, accessible from LuaEntityPrototype as read property group/subgroup. LuaGroup contains: name, type, inventory_order, group, subgroups
  • Added several new options to LuaEntityPrototype: mineable_properties, items_to_place_this, collision_box, selection_box, order, group, subgroup, healing_per_tick, emissions_per_tick, corpses, selectable_in_game, weight, resistances, fast_replaceable_group, loot, repair_speed_modifier
  • LuaItemPrototype::group now returns the new LuaGroup object.
  • Added LuaEntity::is_crafting() - returns true/false if the assembling machine or furnace is currently crafting a recipe.
  • Added LuaEntity::crafting_progress/bonus_progress - a percent of 1: the current crafting progress or bonus progress.
  • Added the ability to compare LuaObjects using "==" as in: "if game.player == game.players[1]" for all LuaObjects.
  • Removed all LuaObject::equals(): the == operator can be used in its place.
  • Added new blend modes for sprites using "blend_mode" property. Possible values: "normal", "additive", "multiplicative".
  • Added on_player_driving_changed_state event - passes the player_index who's driving state changed.
  • Added LuaEntity::belt_to_ground_type - returns the type "input"/"output" of the transport-belt-to-ground.
  • Added several methods for manipulating gates: is_opened, is_opening, is_closed, is_closing, request_to_open, request_to_close.
  • Changed LuaEntity::neighbours:
  • For electric poles: the wire connections: {copper={}, red={}, green={}}
  • For transport-belt-to-ground: the input/output entity it's connected to (or none)
  • For entities with fluid - the entities the fluid connections connect to indexed by the fluid connection
  • #entity.fluidbox can now be read from any entity and will return the number of fluidboxes the entity has (0 for non-fluid handling entities).
  • Added the ability to specify map colors for all entities: map_color, friendly_map_color, and enemy_map_color
  • Added the ability to disable drawing the station name for train-stop type entities: chart_name = "false" in the prototype.
  • LuaEntity::backer_name can now be read/written for all entities that support backer names (furnace, assembling machine, lab, locomotive, radar, roboport, trainstop).
  • LuaEntity::recipe can now be set to nil to remove the recipe from an assembling machine.
  • Added LuaItemPrototype default_request_amount, resistances, item_to_clear.
  • Added LuaChart::chart_all (charts all the generated parts of the map).
  • Expanded LuaEntity::get_item_count and LuaEntity::clear to work with all transport belt entities.
  • New object LuaTransportLine, accessible from entity as read method get_transport_line(index) - an interface to the items on transport belts.
  • Added LuaSurface::count_entities_filtered - the same as find_entities_filtered but simply returns a count. The benefits being: it's much faster than find_entities_filtered when the entity references aren't desired.
  • Added LuaForce::enable_research() - enables research for the force if it was disabled.
  • Added LuaSurface::spill_item_stack() - takes a item_stack and position and drops the items on the ground item bomb style.
  • Changed LuaEntity::stack, LuaEntity::held_stack and LuaPlayer::cursor_stack to return LuaItemStack objects.
  • Changed LuaItemStack to allow reading any inventory slot even when the item in the slot is invalid. LuaItemStack::valid_for_read should be used before accessing the normal properties/methods for a given LuaItemStack.
  • Removed LuaEntity::clear_circuit_condition() - LuaEntity::set_circuit_condition(index, nil) can be used instead.
  • Added "force" option to LuaSurface::find_entities_filtered/count_entities_filtered.
  • ItemStack counts can be excluded and defaults to 1, ItemStacks can be strings and default to a full stack.
  • Added LuaItemStack::count write support.
  • Added LuaItemStack::can_set_stack(), set_stack(), clear() - write support to a specific item stack.
  • Removed LuaEntity::stack, held_stack write support - LuaItemStack::set_stack() can be used.
  • Removed LuaPlayer::cursor_stack write support - LuaItemStack::set_stack() can be used.
  • Added LuaTrain::cargo_wagons read - returns only the cargo wagons for the given train.
  • Added LuaEntity::remove_market_item - takes an index to remove from a Market entity offer list.
  • Added LuaEntity::get_market_items - returns a table of offers the Market entity offers.
  • Added LuaForce::research_progress read/write - a percent of 1 - the current research progress (0 if no research).
  • Added LuaEntityPrototype::turret_range read - the range of a given turret entity prototype.
  • Added player_index to the on_put_item event.
  • Added ghosts from manual building and blueprints to the on_built_entity event.
  • Added LuaPlayer::enable_flashlight() - counterpart to disable_flashlight().
  • Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
  • Changed on_researched events to return the relaed LuaTechnology object.
  • Added LuaTechnology::force read - the LuaForce the technology belongs to.
  • Added LuaGame::create_surface - takes a string name and optionally a table of map gen settings and creates a new surface.
  • Changed LuaPlayer::teleport to allow optionally a surface name, index or object to teleport the player to. The surface must exist.
  • Added LuaSurface::request_to_generate_chunks - takes a position and radius and requests to generate those chunks - will not generate chunks outside the map bounds.
  • Added LuaSurface::map_gen_settings - the current map gen settings for the surface.
  • Added LuaGame::server_save - in a multiplayer game with a server, this will make the server save the game. Only works with a headless server, i.e. one launched through the --start-server option.
  • Added LuaGuiElement::parent read - the parent of the LuaGuiElement if any else nil.
  • Added LuaPlayer::index read - the numeric index of the LuaPlayer object.

New in Factorio Demo 0.12.0 Demo (Jul 21, 2015)

  • Features:
  • The game is now finished by launching the rocket with satellite.
  • Added chain signals, they can be used to make more complicated junctions and stations without deadlocks.
  • Added personal roboport as modular armor equipment.
  • Once it is active, it uses the materials and robots in the players inventory.
  • It supports all the tasks construction robots can do like building blueprints, repairing structures, deconstruction etc.
  • Added logistic trash fields to the character gui.
  • They supply items into the logistic system in the same way active provider chests do.
  • Added combinators (Arithmetic Combinator, Decider Combinator and Constant combinator).
  • These allow more advanced manipulation with the circuit network logic (https://www.factorio.com/blog/post/fff-88)
  • The Lamp, Storage Tank, Small Pump and Offshore Pump can be connected to the circuit network.
  • Multiplayer latency hiding (gives impression that some common tasks are performed immediately)
  • Applies to character movement, mining buildings, building, fast replacing, opening guis, etc.
  • Stone brick can be used to build stone path. (30% walking speed increase).
  • Concrete can be created.
  • The concrete can be used to build concrete floors (40% walking speed increase).
  • Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8).
  • Trees degenerate slowly when there high pollution levels.
  • Lab research is now continuous. Science packs have progress bars of usage.
  • This means that 20 labs doing research with 10 units will still be faster than 10
  • labs and the science packs aren't wasted.
  • Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it (3 X recipe demand).
  • Example: The rocket silo requires 1000 steel, while the stack size is 100, but the input stack can hold enough.
  • Added / updated sounds for biters, spitters, worm, spawner, flamethrower, tank, lasers, etc.
  • New ambient soundtrack added.
  • Added mechanism that prevents playing track that was played recently.
  • The ambient player alternates between neutral wind/environment sounds and soundtrack songs.
  • Mousing over a train will show you its current path and blocks it can't enter.
  • Locomotives now show the contents of attached cargo wagons in their tooltip.
  • Trees regenerate health slowly.
  • Added support for transferring contents/settings when fast-replacing all entity types.
  • Added modules to the alt-view for entities that support modules.
  • Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/inde ... ess_server).
  • Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces
  • IPv6 support for multiplayer.
  • DNS names can be used when connecting to multiplayer game.
  • Enabled mining trees/ghosts while holding blueprints to be built.
  • Added explosive cannon shells.
  • Building blueprints over existing ghosts restores the ghost time to live to full.
  • Changes:
  • Disabled loading of saves before 0.9.0 version (You can use 0.9.8 to load older saves and re-save them).
  • Removed rocket defense entity.
  • Items on transport belts don't go off the belt at the end, so the transport belt has to go directly in front of the required inserter.
  • Reduced number of rendered Roboport connections.
  • The trade in the marketplace only happens if the player can accept the trade items.
  • Inserters can now extract from Roboports and Beacons.
  • Inserters now take items from right behind them, not from the center of the pickup target entity.
  • Copy entity settings mechanism now remembers only the last entity copied from. Also mechanism allows copy/paste across different entities of the same type (i.e. assembling machine 1 -> assembling machine 2) and from assembling machines to requester chests (sets filters to 2 x requirements of the assembling machine).
  • Trees have generally smaller bounding boxes, so it is easier to walk through forest.
  • Power armor modules generate and consume 100 times more power in order to be able to charge construction robots.
  • The construction robots don't build gate in the gap between the rolling stock vehicles. They wait for the train to get away.
  • Player's logistic filters are now remembered after respawn in multiplayer
  • All turrets are now 4x4; laser turrets are 4x more expensive and powerful, gun turrets are 2x more expensive
  • Roboport tooltip now shows correct numbers of contruction and logistic robots separately.
  • When a train loses a path and cannot find a new one, it stops immediately. This prevents it from riding into parts of the rail network, from where it can't find a path.
  • Improvements to circuit network wire connection. You can connect multiple wires of the same color to the same entity.
  • The autosave dialog no longer cancels an active blueprint or deconstruction planner selection if the mouse button is still held after the autosave finishes
  • Number of autosave slots is now configurable through config.ini (no GUI).
  • Optimisations:
  • Overall optimisation of train + belt heavy factories is roughly 66% compared to 0.11, this means that the game runs 3 times faster.
  • Optimised the transport belt movement.
  • Optimised the rotated bounding box collisions checks (trains).
  • Optimised the smoke update.
  • Optimised the solar panel, all the solar panel input is merged, so the count doesn't matter.
  • Optimised the accumulators by merging then into groups, where typical factory has 1 group per network.
  • Optimised the land mine activation mechanism.
  • Smaller multiplayer heartbeat packet size.
  • Optimised adding/removing of roboport, robots keep their tasks if they can.
  • Path finder will terminate when search is too long. This avoids save explosions (see viewtopic.php?f=7&t=12580).
  • Optimised rendering for large logistic networks.
  • Fixed that the graphics were saved twice in the RAM memory.
  • Graphics:
  • New graphics of the combat robots.
  • New graphics of the laser/gun turrets, their color is now player/force dependent.
  • New graphics of muzzle flash for player, car, tank and turrets.
  • New tree graphics. Trees have 4 levels of leafes and the leafs are colorable.
  • Trees emit leaves (based on the tree color) when being mined and destroyed.
  • Trees emit branches when mined or destroyed.
  • Storage tank has a small window showing the liquid inside.
  • Combat robots attack beam (https://www.factorio.com/blog/post/fff-84)
  • New GUI icons: Weapons, ammo, status icons such as out-of-ammo or out-of-electricity
  • Bugfixes:
  • Fixed wrong item count in the logistic system when handling partially-filled magazines, repair packs or other items with durability
  • Fixed the choppy (not smooth) movement when using the exoskeleton equipment.
  • item-description localization now displays correctly when previewing recipes.
  • entity-description localization now displays on entities.
  • Proper blueprint centering. It is based on the included entities rather then the selection rectangle when the blueprint is created.
  • Very big entities no longer disappear at the edge of the screen
  • When putting things on ground, the first item was never put exactly under the cursor even when the place was empty.
  • Fixed that it wasn't possible to swap stacks of the same items with different health.
  • Fixed strange behavior of tank/car entering sound.
  • Fixed LuaFluidBox crashing the game when attempting to read fluid from an entity that previously had fluidboxes.
  • Car / Tank ammo inventory is refilled from the trunk / player inventory when exhausted.
  • Fixed writing invalid LuaEntity::selected_gun_index crashing the game.
  • Fixed the power armor battery level indicator getting drawn on top of everything else (viewtopic.php?f=48&t=8206).
  • Fixed that following robots created through trigger crashed the game.
  • Fixed the train pathfinding issue when the train crashes to something while stopping for signal or station in front of a junction.
  • Fixed that crashing to something while in manual mode in train could switch it to automatic mode.
  • Fixed crashing when setting modded GUI styles in Multiplayer.
  • Fixed crash when trying to read LuaPlayer::opened on a dead player.
  • Fixed crash when canceling deconstruction of a logistic container that was marked for deconstruction after the logistic network it was in lost power and then regained power (viewtopic.php?f=7&t=10143).
  • Fixed LuaSurface::can_place_entity returning true when checking item-on-ground against item-on-ground (viewtopic.php?f=7&t=9247).
  • Turrets can now be modded to use shotgun (and other not guided) ammo.
  • Fixed research window appearing behind the selection/minimap pane when shown from research completion (viewtopic.php?f=7&t=13235).
  • Fix inability to bind some OEM keys on Windows. Added the ability to bind more keys including multimedia keys. (viewtopic.php?t=10027)
  • Fixed marking a ton of entities for deconstruction outside the construction range of roboports slowing down normal deconstruction rates.
  • Fixed crash when removing electric poles from electric networks or circuit networks with large amounts of poles (viewtopic.php?f=7&t=13368).
  • Fixed video-memory-usage option on Windows. It is possible to run Factorio on configurations with low VRAM (less then 512MB). Other platforms don't have this issue.
  • Fixed that control-clicking entire inventory into a machine installed modules.
  • Fixed another instance of the "Trying to make chunk at unreasonable position" bug (viewtopic.php?f=7&t=13399).
  • Requester chests no longer request more than they can store. E.g. if a requester chest only has one free slot and the requester slider is set to request 20000 iron ore, the chest will only request one stack from the network (viewtopic.php?f=30&t=4604)
  • Console no longer loses focus after an autosave (viewtopic.php?f=30&t=10025)
  • Fixed wrong highlight when crafting ammo in vehicles (viewtopic.php?f=30&t=9620)
  • Modding:
  • Ambient sounds are specified as prototypes so they can be extended and modified by mods.
  • Scripting:
  • Changed all the identifiers/methods/events/parameters. Underscores are used as word delimiter (findentities -> find_entities).
  • Changed glob to global.
  • New object LuaSurface, accessible from player/entity as read property surface.
  • Some commands moved from LuaGame to LuaSurface: get_pollution, can_place_entity, find_entity, find_entities, find_entities_filtered, find_non_colliding_position, find_enemy_units, find_nearest_enemy, set_multi_command, create_entity, create_unit_group, build_enemy_base, get_tile, get_tileproperties, set_tiles, pollute, get_chunks, is_chunk_generated
  • Added LuaGame::local_player console command: when entered through the console it will reference the local player doing the console command. Only works when run through the console.
  • Added LuaFluidPrototype - similar to LuaItemPrototype but for fluids.
  • math.random can now accept negative values for ranges eg x + math.random(-10, 10)
  • Added LuaRecipe::hidden and energy read.
  • New object LuaGroup, accessible from LuaEntityPrototype as read property group/subgroup. LuaGroup contains: name, type, inventory_order, group, subgroups
  • Added several new options to LuaEntityPrototype: mineable_properties, items_to_place_this, collision_box, selection_box, order, group, subgroup, healing_per_tick, emissions_per_tick, corpses, selectable_in_game, weight, resistances, fast_replaceable_group, loot, repair_speed_modifier
  • LuaItemPrototype::group now returns the new LuaGroup object.
  • Added LuaEntity::is_crafting() - returns true/false if the assembling machine or furnace is currently crafting a recipe.
  • Added LuaEntity::crafting_progress/bonus_progress - a percent of 1: the current crafting progress or bonus progress.
  • Added the ability to compare LuaObjects using "==" as in: "if game.player == game.players[1]" for all LuaObjects.
  • Removed all LuaObject::equals(): the == operator can be used in its place.
  • Added new blend modes for sprites using "blend_mode" property. Possible values: "normal", "additive", "multiplicative".
  • Added on_player_driving_changed_state event - passes the player_index who's driving state changed.
  • Added LuaEntity::belt_to_ground_type - returns the type "input"/"output" of the transport-belt-to-ground.
  • Added several methods for manipulating gates: is_opened, is_opening, is_closed, is_closing, request_to_open, request_to_close.
  • Changed LuaEntity::neighbours:
  • For electric poles: the wire connections: {copper={}, red={}, green={}}
  • For transport-belt-to-ground: the input/output entity it's connected to (or none)
  • For entities with fluid - the entities the fluid connections connect to indexed by the fluid connection
  • #entity.fluidbox can now be read from any entity and will return the number of fluidboxes the entity has (0 for non-fluid handling entities).
  • Added the ability to specify map colors for all entities: map_color, friendly_map_color, and enemy_map_color
  • Added the ability to disable drawing the station name for train-stop type entities: chart_name = "false" in the prototype.
  • LuaEntity::backer_name can now be read/written for all entities that support backer names (furnace, assembling machine, lab, locomotive, radar, roboport, trainstop).
  • LuaEntity::recipe can now be set to nil to remove the recipe from an assembling machine.
  • Added LuaItemPrototype default_request_amount, resistances, item_to_clear.
  • Added LuaChart::chart_all (charts all the generated parts of the map).
  • Expanded LuaEntity::get_item_count and LuaEntity::clear to work with all transport belt entities.
  • New object LuaTransportLine, accessible from entity as read method get_transport_line(index) - an interface to the items on transport belts.
  • Added LuaSurface::count_entities_filtered - the same as find_entities_filtered but simply returns a count. The benefits being: it's much faster than find_entities_filtered when the entity references aren't desired.
  • Added LuaForce::enable_research() - enables research for the force if it was disabled.
  • Added LuaSurface::spill_item_stack() - takes a item_stack and position and drops the items on the ground item bomb style.
  • Changed LuaEntity::stack, LuaEntity::held_stack and LuaPlayer::cursor_stack to return LuaItemStack objects.
  • Changed LuaItemStack to allow reading any inventory slot even when the item in the slot is invalid. LuaItemStack::valid_for_read should be used before accessing the normal properties/methods for a given LuaItemStack.
  • Removed LuaEntity::clear_circuit_condition() - LuaEntity::set_circuit_condition(index, nil) can be used instead.
  • Added "force" option to LuaSurface::find_entities_filtered/count_entities_filtered.
  • ItemStack counts can be excluded and defaults to 1, ItemStacks can be strings and default to a full stack.
  • Added LuaItemStack::count write support.
  • Added LuaItemStack::can_set_stack(), set_stack(), clear() - write support to a specific item stack.
  • Removed LuaEntity::stack, held_stack write support - LuaItemStack::set_stack() can be used.
  • Removed LuaPlayer::cursor_stack write support - LuaItemStack::set_stack() can be used.
  • Added LuaTrain::cargo_wagons read - returns only the cargo wagons for the given train.
  • Added LuaEntity::remove_market_item - takes an index to remove from a Market entity offer list.
  • Added LuaEntity::get_market_items - returns a table of offers the Market entity offers.
  • Added LuaForce::research_progress read/write - a percent of 1 - the current research progress (0 if no research).
  • Added LuaEntityPrototype::turret_range read - the range of a given turret entity prototype.
  • Added player_index to the on_put_item event.
  • Added ghosts from manual building and blueprints to the on_built_entity event.
  • Added LuaPlayer::enable_flashlight() - counterpart to disable_flashlight().
  • Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
  • Changed on_researched events to return the relaed LuaTechnology object.
  • Added LuaTechnology::force read - the LuaForce the technology belongs to.
  • Added LuaGame::create_surface - takes a string name and optionally a table of map gen settings and creates a new surface.
  • Changed LuaPlayer::teleport to allow optionally a surface name, index or object to teleport the player to. The surface must exist.
  • Added LuaSurface::request_to_generate_chunks - takes a position and radius and requests to generate those chunks - will not generate chunks outside the map bounds.
  • Added LuaSurface::map_gen_settings - the current map gen settings for the surface.
  • Added LuaGame::server_save - in a multiplayer game with a server, this will make the server save the game. Only works with a headless server, i.e. one launched through the --start-server option.
  • Added LuaGuiElement::parent read - the parent of the LuaGuiElement if any else nil.
  • Added LuaPlayer::index read - the numeric index of the LuaPlayer object.

New in Factorio Demo 0.11.22 Demo (Apr 25, 2015)

  • Bugfixes:
  • Fixed the possibility to break the scripting of the 3rd New hope campaign by fast replacing the boilers with pipe.
  • Fixed parsing of localised string in lua commands when the string is concatenation. (viewtopic.php?t=9896)
  • Fixed (once again) the inserter connection to rail in junctions. (viewtopic.php?t=10078)
  • Fixed that the combat robots ignored the vehicle of the player and damaged directly the player. (viewtopic.php?t=9607)
  • Fixed crash when character disconnected from player is crafting. (posting.php?t=10000)

New in Factorio Demo 0.11.21 Demo (Apr 16, 2015)

  • Notice: There was a bug in the windows updater when using the zip version. The error is now fixed (the update package has been fixed and reuploaded).
  • Bugfixes:
  • Fixed potential save corruption if the game was saved while mousing over a mining drill.
  • Fixed that the red/green wires weren't properly revived when rebuilding entities after destruction. (viewtopic.php?t=9272)
  • Proper error message when the game can't handle too big amount of prototypes due to big amount of mods loaded at the same time.
  • Fixed broken map when the player resizes the window while the map is being loaded. (viewtopic.php?t=9267)
  • Fixed that market gave items always to to the first player in the given force, rather than the buyer. (viewtopic.php?t=9443)
  • Fixed the freezes and wrong behaviour when manually crafting recipes with probabilities. (posting.php?t=9354)
  • Fixed that it wasn't possible to use the for message confirmation for something else at the same time. (viewtopic.php?t=9403)
  • Fixed the squishy map preview image when moving the loading dialog halfway offscreen. (viewtopic.php?t=9311)
  • Fixed wrong probability calculation of bonus production of mining drill. (viewtopic.php?t=9378).
  • Fixed that writing text in the map editor save/load dialog interfered the map. (viewtopic.php?t=9309)
  • Fixed that error messages of malformed parsing ini/json files didn't contain the file name. (viewtopic.php?t=9505)
  • Modding:
  • Increased the maximum amount of item subgroups. (255 -> 65535)
  • Storage slots of mining drill is moddable now. This affects the internal inventory size, so when resource with more different results
  • is mined, no items are lost (as long as the size is big enough). Default value is 1.

New in Factorio Demo 0.9.8 (Apr 17, 2014)

  • Bugfixes:
  • Fixed crash when starting the game on MacOSX with less than 512MB video memory. Instead low-graphics is set on and a dialog appears with information (same behavior as on win and linux).
  • Fixed crash when using fast transfer (control click) in the demo levels 1 and 2.
  • Removed 0 iron ore resource fields in demo level 1.
  • Fixed bug in the map editor that created resources with 0 amount.
  • Fixed that mouse button action set to close gui didn't work over the gui (same for similar actions). Mouse actions that interact with the map, like mining shooting etc still work only outside of the gui.
  • Slightly better allocation of count of construction robots to deconstruct entity with items inside.
  • Fixed the allocation of construction robots to targets in some cases, mainly for containers built using blueprints.
  • Fixed twitching of animation of some entities in special cases.
  • Scripting:
  • Fixed gettile/gettileproperties method not fetching correct tile for floating point negative numbers.
  • Graphics:
  • New small electric pole graphics.

New in Factorio Demo 0.9.2 Experimental (Mar 8, 2014)

  • Bugfixes:
  • Fixed crash when train stop is built in blueprint before rails.
  • Fixed bug when crude oil barrels couldn't be unloaded.
  • Added missing recipes for productivity module.
  • Fixed bug when belts to ground could be built on top of each other.
  • Fixed bug with items not going into fast / express belt to ground.
  • Barrel filling was affectable by the production module.
  • Fixed segfault at research screen after researching tool belt
  • Fixed missing translation after loading game in campaigns.
  • Fixed bug with mining drill getting stuck on low yield resource.
  • Fixed overflowing effects in the technology preview gui.
  • Displaying car rotations when building it.
  • Unified the smelting recipes time to mean seconds in the stone furnace.
  • Train stop and Lab built from the blueprint have proper dedicated to names.
  • Fixed stucked items on transport belt in special case.
  • Enabled inserter to take fuel out of the boiler.
  • Fixed drawing of equipment and some of the icons in low-graphics mod.
  • Fix of some of the icons scale in low graphics mode
  • Fixed bug with chemical plant draining the fluid from the pipes.
  • Tweaked what "size" setting does for resources.
  • Fixed that repair sound ignored sound volume settings.
  • Fixed that inserter couldn't (inconsistently regards to logistic robots) take out of the red (limited) part of the inventory. The limitation is now just for input.
  • Fixed clouds drawing in low-graphics mode.
  • Fixed that trying to build trains as ghost did create corrupted rails.
  • Crafting gui has the size that fits all groups, so it don't change size when switching groups.
  • Right gui container doesn't change size when certain entities selected.
  • Fixed bounding box + connectability of underground belt build by blueprint.
  • Items in the selection guis (quickbar filter, logistic filter, etc.) are ordered into subgroups.
  • Fixed offshore direction when building using blueprint.
  • Changes:
  • Assembling Machine Recipe Gui shows all the recipes, but those that are not craftable are show in red (consistent with character recipe gui).
  • Assembling Machines 2 and 3 have an input and output pipe. Electric engine unit, processing unit, filling and emptying barrels is done here.
  • Locomotive can be fed by fuel even off station when not moving (on signal, out of fuel etc.)
  • Balancing:
  • Poison capsules hurt worms as well.
  • Engine unit doesn't need lubricant (so car and trains don't require the oil industry).
  • Fixed: Replacing underground belt's end unearthes items
  • Pipe to ground is up to 10 tiles long.
  • Disabled enemy spawn shift (but this might not be the cause for big biters in the beginning).
  • Express belts require lubricant (because they need to run extra smooth).
  • Changed the amount of wood in dry tree from 1 -> 4
  • Graphics:
  • New assembling machines.
  • New inserters.
  • New copper wire.
  • New light cone.
  • New dark entity info background (the old one can be still switched in graphics settings).
  • Scripting:
  • Added clearchart method to luaForce.
  • Destroying/adding custom gui element will correctly update the size and position of parent elements holding it.
  • Modding:
  • Offshore pump can specify the fluid it will produce.
  • Max on row/resize row to width in flow style can be specified.
  • Pipe to ground can have multiple underground connections.
  • Inserters can have arbitrary pickup and insert positions (this allows 90 degrees inserters).
  • Transport belt to ground max distance is now moddable (max_distance)

New in Factorio Demo 0.8.8 (Jan 14, 2014)

  • Script fixes in the first demo level.
  • Fixed wrong item counts in circuit network when rebuilding non-empty chest connected to the network.

New in Factorio Demo 0.7.5 (Nov 4, 2013)

  • Bugfixes:
  • Fixed that the train didn't stop in front of red signal in special circumstances.
  • Fixed the resistance->damage calculation for damage amount near the resistance.
  • Fixed bug causing crash with one specific rail setup.
  • Fix of loading save with non empty modular armor in secondary quickbar.
  • Fixed loading game with the armor gui opened.
  • Fixed that logistic robots brought wrong item to requester chest occasionally.
  • Fixed bug when enemies would attack neutral objects after distraction (rails, poles, buildings, etc.)
  • Enemies will now attack neutral objects only after pollution attack or close to their spawner.
  • Resources no longer disappear when enemy bases are built on top of them.
  • Fixed rail collision boxes, tight double rail turns don't act as single block.
  • Fixed some missing prerequisites in the technology tree.
  • Fixed crash when setting recipe of assembling machine in map editor.
  • Fixed too high select item list in game with lot of items (added by mods).
  • Added Inserters/Assembling machines/Furnaces to player placeable in map editor. When placed as neutral, upgrades/technologies of player will not affect these machines when placed as neutral.
  • Graphics:
  • Removed reference dots in rail pictures.
  • Balancing:
  • Slightly larger resource deposits.
  • Halved the price of rails (Rails are crafted in pairs now).
  • Increased stack sizes of walls (32->64) and logistic robots (16->32).
  • Increased character inventory size (56->60).
  • Moved big electric pole from electric energy distribution 2->1 (no blue science packs needed).
  • Removed the iron working research
  • Decreased the unit count for automation research (15->10).
  • Scripting:
  • Deactivated beacon will stop giving bonuses.
  • Fixed crash in train destructor when there is an syntactic error in the lua script.
  • Fixed crash when reading held stack of inserter with an empty hand.
  • Fixed error when parsing the compound command for unit / group.

New in Factorio Demo 0.6.4 (Aug 24, 2013)

  • BugFixes:
  • Fixed WinXP compatibility.
  • Fixed updater problem when updating over multiple versions of packages on Linux and mac.
  • Fixed reversed positions of red/green cable on small electric pole

New in Factorio Demo 0.6.0 Experimental (Jul 27, 2013)

  • Features:
  • World map (opened by the M key). The map is refreshed around the player and radars.
  • Small version of the world map acting as persistent minimap.
  • Player can request things directly from the logistic robots.
  • Added steel and electric furnace.
  • Added modules, these can be inserted into assembling machines and furnaces to upgrade their properties.
  • Added beacons, can broadcast module bonuses to nearby structures (for now use old lab graphics).
  • Improved terrain generator (trees now follow the fractal generation as well).
  • More feedback in updater.
  • Show list of content (entities/items) removed from the map when it is loaded. This can happen when some mods are missing, or some prototypes were removed.
  • Light around cursor in god controller.
  • Additional information shown when loading game (map version, list of mods, etc.)
  • Slot icons hinting on some slot functionality (like tool / armor / etc.)
  • Alert when objects are being damaged / turrets are firing.
  • Game can be paused anytime (by default SHIFT + SPACE).
  • Changelog is shown after update and accessible in About->changelog.
  • Graphics:
  • New lab graphics.
  • New chests graphics.
  • New terrain graphics.
  • New stone furnace graphics.
  • New logistic robots graphics.
  • New car graphics.
  • New fish graphics.
  • BugFixes:
  • Fixed bug with incorrect sum in the flying text.
  • Fixed bug of switching of order of internal gui elements (typically in the electric network gui after dragging)
  • Transport belt doesn't pull player out of the edge of it (like items), so player won't be almost trapped on faster transport belts.
  • Fixed crafting queue overlaying the quickbar.
  • Updater protocol should now behave slightly better with firewalls.
  • Fixed bug with rail path planning on cycle rail.
  • Optimisations:
  • Game render and update can run in different threads.
  • Optimisation of the game render.
  • Parallelisation of the render preparation (number of threads is configurable).
  • Transport belt simulation optimisations
  • Changes:
  • Assembling machine and furnace use the ingredients when they start creating the product.
  • Rotated tool equip gui. Gives more space to right side block.
  • Updates and tweaks in the demo scenario.
  • Labs are dedicated to backers (displayed in entity info).
  • Simplified burner logic (burner inserter, miner, car, locomotive), it shows the power consumption now.
  • Use relevant energy values as fuel value (coal fuel value = 8KJ etc)
  • Scripting:
  • Added textfield gui type with text property.
  • Adjust the maximum cover distance of electric pole dynamically depending on the pole with biggest reach.
  • New field "stack" (contains name, count) for entities on the ground
  • Known issues:
  • Minimap can look little bit funny when walking around sometimes without multisampling.
  • Problems with rails, we just made the game report it sooner, to find the cause
  • Replay button was disabled (until we synchronise replays again)

New in Factorio Demo 0.5.3 (Jul 27, 2013)

  • Bugfixes:
  • Fixed bug in saving script state (actual save happened only the very 1st time).
  • Fixed bugs in scenario pack.
  • Fix of loading of custom gui styles
  • Mining cargo wagon gives back items inside.
  • Fixed crash in map editor when opening furnace / boiler / etc.
  • Wire dragging in god mode.
  • During tight spot simulation the camera can move around.
  • Minor fix with arrow in demo level 01.
  • Scripting:
  • Fix of rail not providing direction.
  • Fix of setactive method (set always to active), this fixes the scenario pack as well.
  • Method getEnergy works on assembling machine.
  • Other:
  • Dropped linux deb packages (tar packages remain)
  • Translations:
  • Merged changes in FR translation
  • Added Dutch translation.

New in Factorio Demo 0.5.2 (Jul 1, 2013)

  • Bugfixes:
  • Fixed map editor segfaults caused by entities staged for update.
  • Fixed double translation in czech translation.
  • Added player entity to the locale file.
  • Fixed restart button in finished game gui.
  • Fixed crashes in map editor when building belts to ground on top of each other.
  • Fixed the crafting speed description in the assembling machine.
  • Fixed straight lines in the newly generated maps.
  • Fixed crashes when loading maps with missing tile or resource definitions.
  • Fixed setting of sizes of custom gui elements in scripts (took effect after save, but not immediately).
  • Fixed some of the line wrapping problems in tool tips.
  • Fixed bug when starting chest buttons appeared when loading sandbox game.
  • Fixed attacking with tool when there is no ammo.
  • Limit the frequency of the message sound.
  • Changes:
  • The assembling machine 2 speed is now slightly faster (from 1.5 to 2).
  • Optimisations:
  • The game doesn't play (and encode) the ambient when ambien volume is 0.
  • The game doesn't simulate fish (and other stuff in the future) that are far away.