Version 0.18.0 released
Author: wheybags,
published 4 years ago,
[h1][b]Features[/b][/h1]
[list]
[*]Steam users can now log in automatically through Steam without needing their Factorio account password.
[*]Steam users without a Factorio account can create one by providing only a username.
[*]Reworked main menu structure.
[*]Added a "Continue" button which quickly loads the latest save game.
[*]Added a "New Game" GUI that shows all the ways to play the game
[*]Added a setting to the map editor to show/hide the extra entity settings.
[*]Added a map editor GUI to edit force data modifiers.
[*]Added a PvP team option to create a moat around the starting area.
[/list]
[h1][b]Graphics[/b][/h1]
[list]
[*]Added animation to water.
[*]Added animation to trees.
[*]Added LUTs and color corrected the game sprites.
[*]Added sliders to the graphics settings to adjust brightness, contrast, and saturation.
[*]Added on damaged effects for most entities.
[*]Added specific dying explosions for most entities.
[/list]
[h1][b]Sounds[/b][/h1]
[list]
[*]New or updated sound effects include:
[*]Nuclear reactor, chemical plant, furnace, fire, burner mining drill.
[*]Tank.
[*]Mining by hand, chopping wood
[*]Roboport door, Combat robots
[*]Player footsteps.
[*]Biter and Spitter footsteps.
[*]Worm breathing, Spitters and Biters, idling and attacking.
[*]New sound features include:
[*]The ability to fade out sounds instead of a sudden stop, e.g. for the furnace.
[*]Varying the pitch of sounds to a min/max level, to add more variety.
[*]A 'Random, no repeat' feature to reduce repetition, especially on sounds that happen frequently, such as player steps.
[*]The sound for the game has also been rebalanced to highlight certain sounds and make others fade into the distance.
[*]The default sound settings have also been updated to improve this mix.
[/list]
[h1][b]Optimizations[/b][/h1]
[list]
[*]Optimized particle logic.
[*]Improved performance when side-loading transport belts.
[*]Improved performance of inserters interacting with assembling machines and furnaces.
[*]Improved performance of inserters when the circuit network turns them off.
[*]Improved performance of mining drills and inserters in general.
[*]Improved performance of burner entities.
[*]Improved performance polluting entities.
[*]Improved performance of smoke producing entities.
[*]Improved performance logistic and construction robot performance when they're flying towards their target.
[*]Improved performance of furnaces and assembling machines that use fluids.
[*]Improved heat pipe performance by 3x.
[*]Improved item request proxy performance by turning them off in 99%+ of the cases.
[*]Improved locomotive, cargo wagon, and fluid wagon performance by turning them off in 99%+ of the cases.
[*]Electric networks, fluids, and heat pipes are updated in parallel if you have enough cores.
[*]Improved script rendering performance for text and lines.
[*]Improved performance of rotated bounding boxes.
[/list]
[h1][b]Bugfixes[/b][/h1]
[list]
[*]Fixed the recipe tooltip showing negative values for some complex recipes. [url=https://forums.factorio.com/77512]more[/url]
[*]Fixed graphical glitch when GUI element with blurred background got out of bounds of the screen. [url=https://forums.factorio.com/78278]more[/url]
[*]Fixed hard coded English string in NPE. [url=https://forums.factorio.com/78203]more[/url]
[*]Fixed potential crash in NPE when Compilatron is pointing at something that gets deleted. [url=https://forums.factorio.com/77669]more[/url]
[*]Fixed issue where sometimes you couldn't move to the second area in NPE. [url=https://forums.factorio.com/77763]more[/url]
[*]Fixed issue where Compilatron would sometimes tell you to build more boilers when that was not the problem. [url=https://forums.factorio.com/77931]more[/url]
[*]Fixed issue where Compilatron's speech bubbles could block you from interacting with the world behind him. [url=https://forums.factorio.com/77616]more[/url]
[*]Fixed items with excessively long names squashing the count label in the recipe tooltips. [url=https://forums.factorio.com/78274]more[/url]
[*]Fixed accumulator charge text in statistics bouncing around because of inconsistent number of digits. [url=https://forums.factorio.com/78274]more[/url]
[*]Fixed train path finding penalty when there are 2 or more trains in block. [url=https://forums.factorio.com/78336]more[/url]
[*]Fixed a crash when creating trains during the player moved event that was caused by the player getting ejected from a vehicle because the vehicle died. [url=https://forums.factorio.com/78620]more[/url]
[*]Fixed a crash when removing mods that had custom GUI elements. [url=https://forums.factorio.com/78550]more[/url]
[*]Fixed a crash when using Lua event filters when the thing to be filtered becomes invalid. [url=https://forums.factorio.com/78559]more[/url]
[*]Fixed that some turret sounds could be heard on other surfaces. [url=https://forums.factorio.com/78503]more[/url]
[*]Fixed that the tooltip for the generator would not show its efficiency correctly. [url=https://forums.factorio.com/78226]more[/url]
[*]Fixed a crash related to building tiles in multiplayer with some mods. [url=https://forums.factorio.com/78552]more[/url]
[*]Fixed that turrets would sometimes fail to attack things that are in range. [url=https://forums.factorio.com/78789]more[/url]
[*]Fixed follower robot lifetime tooltip property not taking into account following_robots_lifetime_modifier. [url=https://forums.factorio.com/78842]more[/url]
[*]Fixed cliffs sometimes getting marked for deconstruction when they shouldn't have been. [url=https://forums.factorio.com/78504]more[/url]
[*]Fixed inconsistent rounding in the statistics window. [url=https://forums.factorio.com/78370]more[/url]
[*]Fixed a desync when setting .active=false on beacons through script. [url=https://forums.factorio.com/78469]more[/url]
[*]The map will be re-charted when the mod configuration changes. [url=https://forums.factorio.com/78868]more[/url]
[*]Fixed inserters sometimes not being highlighted when selecting a large modded vehicle. [url=https://forums.factorio.com/78633]more[/url]
[*]Fixed a crash when entity grid would destroy itself during update. [url=https://forums.factorio.com/78887]more[/url]
[*]Fixed a crash with rich text tags and dynamic images. [url=https://forums.factorio.com/78980]more[/url]
[*]Fixed setting the held stack of an inserter didn't update the inserter state correctly. [url=https://forums.factorio.com/79031]more[/url]
[*]Fixed tooltip alignment in some specific cases. [url=https://forums.factorio.com/77904]more[/url]
[*]Fixed a crash when lua removes pipe-to-ground between entity revive and deferred pipe connection fix. [url=https://forums.factorio.com/79113]more[/url]
[*]Fixed a crash when setting infinity chest filters to legacy items. [url=https://forums.factorio.com/79453]more[/url]
[*]Fixed that splitters could be set to have invalid bounding boxes that would lead to corrupt saves. [url=https://forums.factorio.com/78225]more[/url]
[*]Fixed word wrapping of rich text containing tag that doesn't fit given width would duplicate the tag on multiple lines. [url=https://forums.factorio.com/79174]more[/url]
[*]Fixed if migrating old achievement data to Steam Cloud failed, the old file would not be deleted resulting in the same error on every startup. [url=https://forums.factorio.com/79644]more[/url]
[*]Fixed train pathfinding penalty for circuit network closed rail signal was not applied in some cases. [url=https://forums.factorio.com/79640]more[/url]
[*]Fixed a crash when mods would define construction robots without some sprites. [url=https://forums.factorio.com/79697]more[/url]
[*]Fixed that trying to do 0 damage would still trigger the entity-damaged event. [url=https://forums.factorio.com/79579]more[/url]
[*]Fixed a save corruption issue related to modded loaders with different belt_distance values. [url=https://forums.factorio.com/79200]more[/url]
[*]Fixed that train would forget amount of ticks waiting at signal when doing repath. [url=https://forums.factorio.com/79640]more[/url]
[*]Fixed that train pathfinder was not counting penalty of last segment length in path cost. [url=https://forums.factorio.com/78821]more[/url]
[*]Fixed PvP error on configuration changed. [url=https://forums.factorio.com/79296]more[/url]
[*]Fixed pump tooltip showing double pumped amount when pumping to fluid wagon. [url=https://forums.factorio.com/79942]more[/url]
[*]Fixed manual ghost revive of a loader in unload mode would not work in visually matching direction. [url=https://forums.factorio.com/79124]more[/url]
[*]Fixed calling LuaEntity::order_deconstruction() on item-request-proxy would corrupt the game state leading to crash. [url=https://forums.factorio.com/80096]more[/url]
[*]Landfill can be placed over shallow water.
[*]Fixed that LuaEntity::color wouldn't accept "nil" to reset the color. [url=https://forums.factorio.com/80172]more[/url]
[*]Fixed that train pathfinder was not counting penalty of opposite train stop at last segment.
[*]Fixed that train pathfinder was counting penalty of whole starting segment instead of only part in front of locomotive. [url=https://forums.factorio.com/79951]more[/url]
[*]Fixed that train pathfinder would return single segment path even if there are shorter, multi segment ones. [url=https://forums.factorio.com/79951]more[/url]
[*]Fixed technology screen not showing modifier tooltips when tooltip descriptions are disabled. [url=https://forums.factorio.com/79499]more[/url]
[*]Fixed belt tooltips sometimes showing their speed in exponent format. [url=https://forums.factorio.com/79100]more[/url]
[/list]
[h1][b]Modding[/b][/h1]
[list]
[*]Added UnitPrototype::light.
[*]Removed the "particle" prototype type.
[*]Added the "optimized-particle" prototype type.
[*]Added the "burner-generator" prototype type.
[*]Removed GeneratorPrototype::burner.
[*]Added the "pass_through_mouse" option to speech bubble styles. This lets mouse interactions fall through to interact with the world behind.
[*]Added optional "radius_color" property to capsule prototype.
[*]Removed EntityPrototype::emissions_per_tick, it is replaced by emissions_per_second.
[*]Removed EnergySourcePrototype::emissions_per_second_per_watt and emissions, they are replaced by emissions_per_minute.
[*]Removed TilePrototype::ageing, it is replaced by pollution_absorption_per_second.
[*]Removed ItemPrototype::stackable, primary_place_result_item and can_be_mod_opened, they were replaced by ItemPrototypeFlags "not-stackable", "primary-place-result" and "mod-openable".
[*]Added "probability" to trigger items and trigger effect items.
[*]Added "script" trigger effect item. It will call the "on_script_trigger_effect" when triggered.
[*]Added AttackParameters::rotate_penalty and AttackParameters::health_penalty.
[*]Added generic support for rendering radius visualisations on entities through radius_visualisation_specification.
[*]Changed construction robots and logistic robots sprites to be optional.
[*]Changed the loader prototype type so it has a fixed belt_distance of 0.5.
[*]Added the prototype type "loader-1x1" that has a fixed belt_distance of 0.
[*]Changed render layer of belt structures (underground belt, splitter, circuit connector) to object layer. They now have special sorting logic, so they are not rendered over player or cars.
[*]Horizontal directions of splitter sprites were separated to two sprites (for purposes of the special sorting logic).
[*]Added AttackParameters::ammo_categories.
[*]Added optional artillery projectile property "rotatable".
[*]Scenarios can now contain a description.json file. In the file "order" determines the sorting in the New Game gui; "multiplayer-compatible" determines weather the scenario is shown for multiplayer games.
[*]Added "multiplayer-compatible" to description.json file of campaigns also.
[/list]
[h1][b]Scripting[/b][/h1]
[list]
[*]Added on_unit_group_finished_gathering and on_build_base_arrived events.
[*]Added LuaRendering::bring_to_front().
[*]Changed LuaGameScript::particle_prototypes to reference the optimized-particle type.
[*]Added LuaGuiElement::scroll_to_item() function.
[*]Renamed LuaInventory::hasbar(), getbar() and setbar() to supports_bar(), get_bar() and set_bar().
[*]Added LuaEquipmentPrototype::attack_parameters read.
[*]Added on_script_trigger_effect event.
[*]Set lower limit of zoom parameter of LuaGameScript::take_screenshot to be 0.0315 (1 pixel per tile) instead of allowing any value greater than 0.
[*]Added LuaPlayer::get_infinity_inventory_filter(), set_infinity_inventory_filter() functions.
[*]Added LuaPlayer::remove_unfiltered_items, infinity_inventory_filters read/write.
[*]Added LuaSurface::get_entities_with_force().
[*]Added optional "dealer" parameter to LuaEntity::damage().
[*]Added "force" filters to the on_built_entity and on_robot_built_entity event filters.
[*]LuaSurface::min_brightness doesn't have any effect on rendering as brightness of night depends only on color LUT of night.
[/list]
You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.