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Factorio - a factory building game

Blaine

Cis-Het Oppressor
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Grab the Codex by the pussy
You'd be surprised. Right up until launching my rocket (at which point I retired), I'd kept my pollution levels pretty damned low compared to what I've seen from other people's factories. I took my time getting there, though, and had a tendency to rip stuff up and iterate a lot when I thought of a new or more efficient layout, so I suspect my progress was more staggered than most people's. I'd often focus on just a couple of high-tech things at a time while off shattering shitters, rather than pumping everything out at the same time in one mega-factory (although I sometimes did that, too).
 

Ironmonk

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Mordor
Thanks guys! I focused so far on major research but since getting attacked I now have a big solar power plant and batteries instead of just making more coal things. I also have lasers and rocket launchers so can defend now. But I guess I am gonna have to go clearing more enemies while I grow.

I think from now on I am just going to make huge solar farms to keep the pollution under control.

I am wondering how long I will find the motivation to play, usually with these games I lose motivation really fast but this game definitely has a big sprinkling of crack.

If you like and tolerate min/maxing, then the game is almost endless... I'm already at 268h and I'm not playing a lot anymore because I'm trying to hold till they release 0.15 to build my new factory. But when 0.15 hit, I expect that time to double in a few weeks.

In the mean time I load the game to try and come up with nice and efficient setups for blueprinting in order to export later when 0.15 is released.

Currently I'm trying to come up with a big and expansive setup for the entire chain of Oil Processing and byproducts all controlled by the circuit network + beacons... and this takes a lot of time.
 

anvi

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I don't think I could last that long, but I have already spent more time in this game than any other similar game. I played 10 hours today alone, and 10 hours yesterday, the addiction is real. I really love my game world and my factories. I have done about 75% of research already, only a few things left before researching the sci fi alien stuff. Nothing is attacking me anymore and my pollution is pretty low because I am almost entirely solar powered. My pollution just comes from the electric mining machines but it seems to stay in the same place and no enemies ever spawn nearby.

I also have 50 laser towers and walls guarding almost my entire empire so I am pretty safe. There were some enemy camps I didn't like being so close so I went and killed some camps. It was quite easy, I just built towards them with power lines, and then used 8 laser towers to whoop everything. I would build 4 to defend myself, then expand a bit and build another 4 on the expanded part. Everything charges at them and dies. And I keep bringing the back 4 further forward until they are inside the enemy camp and kill all the building things.

I have been so focused on spamming out research components as fast as possible and I think it has really paid off, especially after getting the improved research upgrades first. It was hard to mass produce those blue flasks. I had a huge production line with something like 30 buildings just to make those blue things. And even then it wasn't very steady. So I have been growing it to make them faster and faster. The thing I am most proud of is that my first production line plopped out about 1 blue flask a minute or something, maybe 1 every 30 seconds, and lots of reds and greens. It was ok but not that great. But I learned from my mistakes because I was manufacturing little shit like springs and circuit boards, and using the loader to just move them directly to the next building which needed them. But I realised this wasn't a good idea because they could have been making extras while the building is processing something. So I made a whole new factory that learned from the first one, and this time I manufactured enough of every single item that it would spam out blue flasks but with enough of all the items left over that I can start hoarding them. I have these huge long conveyors with every item on each conveyor and you can see the factories taking stuff off as they need it. When the supply is low, the factories take everything, but if I kept increasing the production, eventually it would produce more than the factories needed, and it would start reaching the end of the conveyors. So I am now producing the blue research thing quickly, but also entire crates full of steel bars, copper coils, green circuit boards, etc.. So I have lots of everything, so whenever I want to build something I can just throw it together fast.

I also recently got drones working, I have 30 of them so I can set them to clear a whole forest in no time. Not sure what else I will use them for. I kinda ran out of goals now. I have power armor and lots of every item. I will probably just have some fun expanding before I build the rocket to space. It is a hell of a game.
 

Juggie

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Sep 22, 2010
Messages
105
Anyone tried playing multiplayer? I'm considering playing 0.15 with a friend of mine who's got p. crappy bandwidth and I wonder if it will make the game unplayable before getting to at least the first rocket launch.
 

Norfleet

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Jun 3, 2005
Messages
12,250
RSO itself changes the resource distribution so that the further from your starting point you travel, the richer the resource spots get. The idea is to have enough locally to get a decent base going, but then once you've got the tech, you can go further afield to start collecting from richer places and really start expanding. E.g. a starting patch of copper might have 250 per square, but 20 screens over it's up to 1500 per square. The longer you go, the hungrier your base will get, so without RSO you'll end up spending all of your time setting up mining outposts on patches of resources that are just as good/bad as the ones in your starting area. With RSO you can concentrate on expanding your base instead of expanding your mines.
Yes, this was a proposal I had ages ago, but there's no need to use RSO for that, as of 0.14, it's already part of vanilla.

I think from now on I am just going to make huge solar farms to keep the pollution under control.
Solar farming isn't just about pollution control. It's about the fact that generating enough jiggawatts by burnination involves so many moving entities that the game chokes on them.
 
Last edited:

Blaine

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Grab the Codex by the pussy
Anyone tried playing multiplayer? I'm considering playing 0.15 with a friend of mine who's got p. crappy bandwidth and I wonder if it will make the game unplayable before getting to at least the first rocket launch.

That's exactly what I'm planning to do with my Steam friend. I've never played Factorio with other people before, but your friend's crappy connection shouldn't affect the server's performance or connectivity if the server itself is hosted elsewhere, say on your computer or on a remote dedicated server.
 

Norfleet

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Factorio doesn't use that much bandwidth in gameplay, since all machine behavior is deterministic and therefore re-simulated locally rather than sent from the server. The horrid latency will severely detract from playability, though.
 

Juggie

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Messages
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Thanks. I was hoping this is the case. Latency between us is around 20 ms in most cases and my bandwidth is good enough for anything reasonable so I suppose it should be no problem if I host the game.

Some games which do a lot of client syncing tend to clog the guy's upload. I wasn't sure how much syncing Factorio does.
 

Norfleet

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There's an initial syncing download, but you do not play at that time, and it mostly just chews up server uplink rather than client upload. Once synced, relatively little data is transmitted as all the machine elements behave deterministically and thus do not need retransmitting.
 

anvi

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Are there any fun goals I should try to achieve before I get bored and rush the rocket?
 

anvi

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Got bored of it today :( I played another many hours today, almost got the rocket launched. But I have run out of stuff to do and lost interest. Building up my factories was the most fun I've had in gaming for a LONG time! But once I am mass producing research components and unlocked everything from research, I lost interest. There isn't anything left for me to do, I could expand more but don't feel any motivation to. I can kill enemy bases in about a minute, I can just run in there with power armor and survive, plant a power pylon and place a bunch of laser towers and everything dies. I also killed some bases with a tank. But I don't have anything left to motivate me :/

It reminds me of all the space games like the X series etc. I can trade and trade and trade some more, kill some pirates, setup trade routes, make millions, but I always get bored with nothing to struggle against. But I had a good run, I think I spent more hours on this than any other similar game. I might check it out again if they add more significant stuff.
 

Mark.L.Joy

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anvi I have set objectives like "I want to outproduce earth's entire industrial output in a second" but I agree that once research is done or approaching the end you get that sinking feeling of "What's the point?" or "I'm done here" it may need some end game stuff but even 20 to 40 hours of fun autistic gameplay already surpassed most games out there.

I haven't played since 0.12 and I'm waiting for 0.15 to see nuclear power and whatever other features it has now you should wait a year or so before coming to it again and maybe give bob's mod a go and resource spawner overhaul if it's still needed to build more railways and play around with trains and robots more.
 

anvi

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Yep I am happy about 20-40 hours, and was huge fun for that time too, this game is amazing. It is more hours than I ever spent in a SimCity game or Theme Park/Hospital/Hotel/Etc. I have not tried any mods though and I looked them up and there are some that would give me another 20 hours of fun, maybe more. There is a mod that adds planes and even bombers so killing all the enemies would not be as much of a chore, and I think at that point I might be able to enjoy producing more stuff, especially if I find a mod that adds more good gear to research. But I am gonna wait for .15 to play it again, I will get that, install some mods.

In the meantime, checking out RimWorld.
 

Shackleton

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture
Yes, I know it was in the other thread, and yes I know it's old now, but I have to put this is as it's just about the most incredible thing I've seen in the realms of 'wot u can do in a strategy game':



I kinda think people who aren't following the Factorio thread in the Strategy forum are going to have missed this and frankly, it deserves better. Just amazing.
 

Data4

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Over there.
As I may have mentioned before, my big fuckup was watching too many videos. It started off as just wanting to get an idea of the interface and quick how-to's, and then I found that watching these guys go through the motions was addictive. After about 15 hours of video stretched over a week or so, I discovered that once I started getting the main components of my bus together, I lost the drive to continue.
 

anvi

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I am kinda annoyed at these games getting hyped before their time. The factory building in this game is not bad but it isn't enough to play it for a long time. They added combat, but the combat is shit, it has zero depth or challenge to it. There is also no endgame, they put in a stupid space ship which they say is just a placeholder, but they refuse to say what it is a placeholder for, and when they will create the real endgame. They have a roadmap showing the next update and then the final update they say will be release version, and neither of those have any sort of endgame or update to the combat either.

So the "i LiEk tO buiLd thIngS cuZ iM cReaTif" crowd will be happy with any old shit, but anyone who wants some depth, challenge and longevity from their games, will not find it here. Yet it is a great concept. I think if you didn't play this game until a year from now, you would probably get a masterpiece that you could play every day for weeks or months without losing motivation. But currently I can build a factory and launch the spaceship in a few days. There is so much they could do stretch this out without it being grindy, but they haven't done it yet and wont do it for a long time. Mods help, but can only go so far.
 

anvi

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Wow you guys have got to check out "FortressCraft: Evolved"! It is basically Factorio but with more stuff to do and make, and in first person... I put in a lot of hours but I'm still new to it, but so far it just seems like the same kind of experience but bigger and better. Crazy how addictive these types of games are.
 

Perkel

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Dude try bobs mod and you will be looking at 100h+ trying to get to last items.
Also enemies get a lot harder thus more defense and research thus more stuff to do.

I am like 20 hours in and i got production of green and red science packs.

edit:

will try game you mentioned.
 

anvi

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Yeah I plan to get Bobs mods and some others once 0.15 finally shows up. I am mostly done with FortressCraft now, I put in about 90 hours which is huge for me. Mostly it was fun but it got a bit grindy and boring nearer the end, but maybe that's just me. I guess anything can lose its appeal after 90 hours.
 

Lazing Dirk

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Shooting up your ride
The latest blog post has a whole bunch of cool stuff, such as the completed nuclear power tech

fff-187-05-nuclear-power.jpg

And it seems some sort of open beta for 0.15 will start on tuesday. No solid word yet on when the proper 0.15 release is. The week after perhaps. The high-res preview looks pretty impressive as well, more like promotional artwork than actual in-game graphics. Get that turbo-autism ready!
 

Lazing Dirk

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So what is in 0.15 ?

nuclear and ?

  • Nuclear power
  • Blueprint preservation (Export/import blueprints)
  • Update optimizations (belts, pipes, trains, etc)
  • Research Revolution (infinite research + space science)
  • Combat balance
  • Liquid wagon + universal barreling
  • New 3x2 boiler
  • Map interaction improvements, map tags and 'zoom to map', logistics coverage, networks, weapon range, tags, resource patch inspection
  • High res graphics
  • Circuit network additions, improvements and optimizations
  • New terrain
  • Scenario pack extension - Wave defense and PvP scenario
  • First set of interactive mini tutorials
  • Multiplayer bug-fixes, improvements, and permission system
  • New nightvision
  • More advanced map settings + presets
  • Programmable speaker
And probably some more stuff I forgot/didn't see in the FFFs
 

anvi

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I just wish they would add RTS combat. Building gets boring after you made everything.
 

Ironmonk

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Sep 29, 2014
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Mordor
So, apparently Klonan have released the changelog for 0.15 to some people.

There is a video on youtube with a guy reading through it and I found the changelog in text as well. ( https://pastebin.com/7grqL5kq )
-
Major features
-

- Research overhaul. 4 new science packs: Military, Production, High-tech and space.
Space science packs are generating by launching a rocket.
Added infinite researches.
- Nuclear power.
- Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing
blueprints in multiplayer games.

-
Features
-

- Map Interaction improvements:
Selectable map overlays: logistics networks, pollution, electric network, turret range, etc.
Train stations and trains can be opened by clicking them while in the map view.
Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though.
Custom map markers can be added by the players.
- Added wagon for transporting fluids.
One side of pump can connect to the fluid wagon, the other side has to be connected to something else.
- When dying in multiplayer you leave behind a body with your items that slowly degrades.
- Added infinite mining productivity research, each tier increases mining productivity by 2%.
- Fuel type now affects vehicle acceleration and top speed.
- Added coal liquefaction oil processing recipe.
- Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.
- Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.
- New scenarios: PvP and Wave defense.

-
Graphics
-

- Added high graphics quality option. In this settings the following list of things will have double resolution:
Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant,
Mining drill, Furnaces, Resources
- New ore graphics that makes the ore patches look less tiled.
- Tweaked the GUI graphics.
- Decreased the size of the recipe icons on assembling machine by 23%.

-
Minor features
-

- Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging
instead of having to click one at a time.
- Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.
- Fast replacing input piece of underground belt will also fast replace ouput piece if possible.
- Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}
- Added warning for situation when robots don't have storage place to put items in the logistics network.
- Pumps show their direction in the detailed view.
- Belts and pipes show correct connections when building a bluprint.
- Technologies show the required science packs below the icons in the technology GUI list.
- Technologies are sorted by the science packs needed.
- Added /screenshot command - takes a screenshot of your current game screen.
- Added support for equipment grids in the map editor.
- The build rotation of each blueprint is remembered independently of the general item build rotation.
- Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.
- Added optional filters to the deconstruction planner.
- Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.
- Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.
- Added reverse-rotate.
- Offshore pump and generator show pumping speed/fluid usage.
- Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
- Mining rails is disabled if mining starts with trains or gates.
- Toggle fullscreen using Alt + Enter.
- Added "f"/"force" option to the /players command
- Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).
- Added /open command - opens another players inventory if you're an admin.
- Added /alerts command - configures alerts for your player.
- Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.
- Added /seed command - prints the map seed.
- Added fluids to the production GUI.
- Added kill statistics GUI.
- Added enable/disable all mods button to the mod manager GUI.
- Added automatic barreling support for all fluids.
- Cargo wagons can have settings copied from any distance like Locomotives.
- Added the ability to auto-launch the rocket.
- Train stops can be colored like trains.
- Fish can be collected by robots.
- Extended map generator settings to include an advanced section.
- Added map generator presets.
- Show fog-of-war and radar radius when holding radar in cursor.
- Seed for map creation on the headless server can be specified via map-gen-settings.json
- Damaged items merge into one stack, the health of the stack will be the average of the items.
- Added server whitelist support -- see the /whitelist console command.
- Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.
- Added "favourite" feature in public games list: Keep your favourite servers at the top of the list.
- Added /permissions command for managing permissions in a multiplayer game.
- Added ability to change individual inserter stack size bonuses through GUI or the circuit network.
- Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
- Server console will print JOIN and LEAVE messages for players joining or leaving.
- Server console messages that aren't a part of the main log can be logged separately by running the server with the --console-log option.
- Translatable energy units and SI prefixes (eg. "100 ГВт").
- Furnaces and assembling machines show the amount of products finished.

-
Balancing
-

- Increased the rate at which resources grow with distance from the center by 50%.
- Crude oil balancing: Halved the resource amount on the map
Increased the minimum yield from 10% to 20%
Halved the rate of depletion.
Doubled the starting yield.
Fixed that the mechanics of increasing richness with distance from start wasn't working for crude oil.
- Increased module inventory size of Chemical plant and oil refinery from 2 to 3.
- Increased logistic slot/trash slot count from 5 per level to 6 per level.
- Removed processing unit from the modular armor and portable solar panel recipe.
- Increased the pump pumping speed 4 times.
- Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20
- Reduced the electric engine recipe requirement of lubricant 20 -> 15
- Reduced the electric furnace recipe requirement of steel 15 -> 10
- Reduced the steel furnace recipe requirement of steel 8 -> 6
- Reduced the pumpjack recipe requirement of steel 10 -> 5
- Reduced crafting time:
Engine unit + electric engine unit: 20 -> 10
Pumpjack 10 -> 8
Advanced circuit 8 -> 6
Processing unit 15 -> 10
Cracking recipes 5 -> 3
- Increased stack size of stone wall pipe and belts 50 -> 100
- Increased the maximum power production of steam engine from 510kW to 900kW
- Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.
- Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).

-
Combat Balancing
-

- Player regains health at a much higher rate, but only after being out of combat for 10 seconds.
- Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.
- Decreased the size of Discharge defense equipment from 3x3 to 2x2.
- Greatly increased the damage of Personal Laser Defense Equipment.
- Flamthrower gun has a minimum range of 3.
- The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.
- Increased fire resistance of biter bases.
- Increased the health of player non-combat buildings.
- Increased player health from 100 to 250.
- Increased collected amount and effectiveness of Fish.
- Increased the damage, range and health of biters worms.
- Decreased health and resistance of Behemoth biters.
- Doubled the stack size of all ammos.
- Tweaked the cost and crafting time of some ammos.
- Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.
- Increased the collision box of Cannon Shells.
- Increased Tank health and resistances.
- Added research for Tank Cannon Shells damage and shooting speed.
- Tweaked research bonuses and added more end-game research for military upgrades.
- Greatly increased the damage of Mines. They also stun nearby enemies when they explode.
- Added uranium rounds magazine and uranium cannon shells.
- Added flamethrower to the tank.
- Other minor changes.

-
Optimizations
-

- Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.
- Improved performance when tiles are changed due to migration/mod removal.
- Significantly improved GUI performance for inventories that required scroll bars.
- Improved GUI performance in general.
- Improved performance of radars scanning chunks.
- Improved map generation speed and generation algorithm.
- Improved game load performance when a large amount of mod data exists in the save.
- Optimized graph rendering in production statistics window.
- Improved regenerate entity performance.
- Improved network map transfer performance.
- Improved train performance when building/mining rail related entities.
- Optimized memory requirements for storing tiles under concrete.

-
Circuit Network
-

- Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
- Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
- Train Stop can output the contents of the stopped train's cargo.
- Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
- Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
- Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
- Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
- Added >=, <=, != to the Decider Combinator and Circuit Conditions.

-
Changes
-

- Boilers are more powerful and bigger and have dedicated output for the steam.
Default boilers output steam at the fixed temperature 165.
- Removed support of 32 bit systems.
- Removed alien artifacts and alien science packs from the game completely.
- Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.
- Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).
- Changed "small pump" to "pump". Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.
- Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
- The map seed is used to generate unique maps instead of just shifting the starting position.
- The "decorative" entity type has been deprecated and replaced with the prototype type "optimized-decorative".
- Multiplied all fluid amounts by 10.
- All default map editor actions are now on left click.
- Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.
- When the active train stop is removed trains will immediately leave the station if they're waiting at the station.
- Changed the default comparison type for train conditions to "or".
- Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
- Research started/changed notifications are only shown when in multiplayer.
- Crafting is now paused when the results can't be given to the player instead of spilling them on the ground.
- Changed evolution from global to per force.
- Disabled mining of vehicles other players are driving.
- Decreased biter sounds volumes
- Laser turret projectiles move much faster
- Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.
- Restart button now uses map generation settings from currently loaded save.
- New rocket silo GUI and visbility button for freeplay and sandbox scenarios.
- Unified internal name of the 'flame-thrower' to 'flamethrower'.
- Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.
- Trains are now always visible on the map, not only on chunks observed by radars or players.
- Renamed "armor-making-2" to "heavy-armor".
- Renamed "armor-making-3" to "power-armor".
- Renamed "diesel-locomotive" to "locomotive".
- Increased blueprint book size to hold 1000 blueprints
- Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
- Added combinator working, wire hold and wire place sounds.

-
Modding
-

- Fast cropping of sprite boundaries - it's no longer necessary to delete crop-cache.dat when existing sprites are modified.
- Utility sprites are now defined fully in the core mod prototypes.
- Added support for burner type generator-equipment.
- Added "simple-entity-with-force" and "simple-entity-with-owner" entity types.
- Boiler has now dynamically specified energy source (as inserter and similar).
- Added support for mod settings: startup, runtime, and runtime-per-user.
- Added commandline option --check-unused-prototype-data
- Added a "nothing" technology modifier type with an "effect_key" property for script-based-effect research.
- Redundant technology prerequisites are logged when verbose logging is enabled.
- Changed technology prototype icon_size to default to 32 instead of 64.
- In any instance an icon isn't 32x32 the icon_size property must be set to the actual size of the (square) icon.
- Added the ability to have "friend" forces. Friend forces are given unrestricted access to buildings and won't be attacked.
- Changed container entities to not scale info icons by default + added the optional prototype property "scale_info_icons" to enable scaling.
- Added property "turret_base_has_direction" to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters.
This property has to be true for any fluid-turret, because of pipe connections.
- Added support for different recipe and technology complexity definitions.
- Added "item-with-tags" item type that can store any basic arbitrary Lua data.
- Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).
- "animation_speed" property of animation definitions has to be greater than 0.
- Renamed smoke-with-trigger "action_frequency" property to "action_cooldown".

-
Scripting
-

- Added "by_script" to on_research_finished.
- Added "cause" to on_entity_died - the entity that did the killing if available.
- Added "recipe" to on_player_crafted_item.
- Added "rocket_silo" to the rocket launched event.
- Added 4th custom gui root position "goal", which is used in the objectives.
- Added column_alignments settings in table style.
- Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.
- Added LuaCircuitNetwork::network_id read.
- Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.
- Added LuaControl::shooting_state, repair_state, picking_state read/write.
- Added LuaCustomChartTag + LuaForce API to add/find them.
- Added LuaDecorativePrototype.
- Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.
- Added LuaEntity::get_logistic_point().
- Added LuaEntity::graphics_variation read/write for simple entities and trees.
- Added LuaEntity::shooting_target read/write for turrets.
- Added LuaEntity::stickers read. The stickers attached to a given entity.
- Added LuaEntityPrototype::crafting_speed read.
- Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste,
shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.
- Added LuaEntityPrototype::get_inventory_size().
- Added LuaEntityPrototype::ingredient_count read.
- Added LuaEntityPrototype::module_inventory_size read.
- Added LuaEquipmentGrid::get_contents, shield, and max_shield.
- Added LuaFluidBox::owner read + get_capacity and get_connections methods.
- Added LuaForce::evolution_factor.
- Added LuaForce::is_chunk_visible().
- Added LuaForce::set_friend/get_friend.
- Added LuaGui::children read.
- Added LuaGuiElement drop-down type.
- Added LuaGuiElement type "camera".
- Added LuaGuiElement type "choose-elem-button".
- Added LuaGuiElement::children read.
- Added LuaGuiElement::clear to remove all the contents of the element.
- Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.
- Added LuaInventory::entity_owner, player_owner, and equipment_owner read.
- Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.
- Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.
- Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.
- Added LuaPlayer::add_alert, remove_alert, and get_alerts.
- Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.
- Added LuaPlayer::opened write.
- Added LuaPlayer::opened_gui_type read.
- Added LuaRandomGenerator.
- Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.
- Added LuaSurface::find_logistic_networks_by_construction_area(..).
- Added LuaSurface::get_trains() and LuaForce::get_trains().
- Added LuaSurface::regenerate_decorative().
- Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().
- Added LuaTransportLine::operator[] and operator#.
- Added Mod gui script for easy consistent styling of mod buttons and frames within the game.
- Added mouse info to the gui clicked event.
- Added on_biter_base_built - fires when biters build bases during migration.
- Added on_entity_renamed - fires when an entity is renamed either by the player or through script.
- Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.
- Added on_market_item_purchased - fires when a player purchases something from a market entity.
- Added on_player_changed_force - fires when a players force is changed.
- Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.
- Added on_player_mined_entity and on_robot_mined_entity events.
- Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.
- Added on_selected_entity_changed - fires when the selected entity for a player changes.
- Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.
- Added on_train_created event.
- Added optional "surface" to LuaForce::chart_all().
- Added optional fields "durability" and "ammo" when using SimpleItemStack definitions.
- Added optional parameter "return_item_request_proxy" to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.
- Added player_index to the entity settings pasted events.
- Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui
- Added remote interface to freeplay and sandbox scripts.
- Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.
- Added support for LuaFlowStatistics read on electric poles.
- Added support for specifying the "max_range" of a projectile when created through create_entity.
- Added support for turret orientation read/write through LuaEntity::orientation.
- Added the ability for mods to register commands.
- Added the ability to read item_requests from item request proxy entities as well as ghosts.
- Added the ability to read reach distances off the player or character entity.
- Changed less_then to less_than in lua GUI progress bar style specification. (https://forums.factorio.com/33196)
- Changed LuaEntity::item_requests to match the docs format.
- Changed LuaEntity::passenger to work with both character entities and players.
- Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.
- Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.
- Changed LuaSurface::create_entity{name="item-on-ground", stack=...} to accept the same format for item stacks as the rest of the Lua API.
- Changed the player built event to include the item name used to do the building if possible and include the tags from the "item-with-tags" item if possible.
- Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.
- Expanded LuaStyle read/write property support.
- Fixed LuaSurface::spill_item_stack didn't interpret "enable_looted" parameter properly. (https://forums.factorio.com/38717)
- LuaForce::reset() now resets everything about the force to the default state.
- Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.
- Moved game.get_event_handler and game.raise_event to "script".
- Removed Lua.coroutine due to potential exploits.
- Removed LuaGameScript::evolution_factor.
- Removed LuaGameScript::save/load.
- Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren't replay/MP safe.
- Removed LuaSurface::get_tileproperties.
- Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics - they've been merged into the production versions.
- The goal and left gui element has default direction vertical.
- Utility sprites can be used in the sprite button.

-
Command line interface
-

- Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.
- Added preset option when creating map.

Its really exciting! One feature that is simple but I really liked it's that the tank have a flamethrower now.
 

Lazing Dirk

Arcane
Joined
Dec 12, 2016
Messages
1,865,452
Location
Shooting up your ride
Holy shit, that is one hell of a changelog. Looks like oil should be far less annoying, even before taking the cool new fluid tankers into account.

  • Changed evolution from global to per force.
If that means what I think it means, that is a massive change to how expansion will work. I assume it means each biter base will have their own evolution level, so expanding out to new areas should mean you only encounter the tiny biters, which should make it a lot safer when setting up mining outposts and such, not to mention clearing outlying areas. I wonder if that means destroying all the nests around your base will reset them to 0 evolution.
 

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