[В разработке] Factorio [L] [RUS + ENG] (2012) (0.17.47)

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berkut2123

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berkut2123 · 31-Мар-19 20:22 (2 месяца 25 дней назад, ред. 08-Июн-19 21:48)

Factorio
Год выпуска: 2012
Жанр: Симулятор строительства и управления, Стратегия в реальном времени, Симулятор выживания
Разработчик: Wube Software LTD
Издатель: Wube Software LTD
Платформа: Windows (x64)
Версия: 0.17.47
Тип издания: Лицензия
Язык интерфейса: русский, английский
Язык озвучки: отсутствует
Таблэтка: Не требуется
Системные требования:
ОС: Windows 10, 8, 7 (only 64 Bit)
Процессор: Dual core 3Ghz+
Оперативная память: 4 GB ОЗУ
Видеокарта: 1GB Video memory
Место на диске: 1,5 GB
Описание:
Factorio — это экономический симулятор, в котором вам предстоит строить и обслуживаеть фабрики, добывать ресурсы, развивать технологии, автоматизировать производство и сражаться с врагами. В начале развития вам придётся валить лес, рыть шахты, строить конвейеры и роботов вручную, но вскоре фабрика превратится в мощный индустриальный комплекс с солнечными батареями и нефтеперерабатывающим оборудованием, у вас будут роботы для строительства и любые ресурсы. Однако такая эксплуатация планеты вряд ли понравится её обитателям, так что готовьтесь защищаться. Объединяйтесь с другими игроками в сетевой игре, создавайте огромные фабрики, сотрудничайте и делитесь заданиями. Мощная поддержка модулей, от мелких изменений до глобальной перестройки игры, позволила игрокам со всего мира добавлять в игру множество интересных и неожиданных возможностей. Если вы не найдёте карт и сценариев, которые бы вам понравились, то создавайте собственные во встроенном редакторе, размещая объекты, врагов и элементы ландшафта так, как вам захочется или напишите собственный сценарий.
Дополнительная информация:
Постоянно обновляемая раздача. Не содержит вирусов так как установочный файл взят с сайта разработчиков.
Единственное отличие от наличия лицензии. Вы не сможете скачивать моды с сайта mods.factorio.com
Добавлены хеш суммы файла.
Наличие/отсутствие рекламы:
Отстутствует
Порядок установки
1) запустить Установщик
2) Установить
3) Играть
Хеш сумма
MD5 = 3760B55CB417D4100727FC0BAA93489A
SHA-1 = 87F466D0DF6401EB174F2AC331D6658B6682C8D6
SHA-256 = 1C026FA207C98BC8C21FAA51398283B6C90BF3D1FADB8AD48436D607D9E71878
https://i110.fastpic.ru/big/2019/0608/26/ccf95d3d5e08b8d7a01396fe512e1326.png
Скриншоты
Список изменений
0.17.47
Bugfixes:
- Fixed that the game crashed when passing train signal while driving train in manual mode.
- Fixed that 'station name' and 'player name' map toggles would seemingly randomly toggle on when turning on some options. (https://forums.factorio.com/71620)
- Disabled check that prevented loading of some mods. (https://forums.factorio.com/71664)
- Fixed crash when saving speech bubbles that had been migrated from old saves. (https://forums.factorio.com/71660)
- Fixed NPE crash when Compilatron is boxed while building. (https://forums.factorio.com/71665)
0.17.46
Minor Features:
- Added an option to filter by has-players in the browse games GUI.
Changes:
- Tank no longer takes damage from hitting rocks.
- Increased tank acid resistance from 50% to 70%.
- Defender robots no longer require flying robot frames in their recipe.
- Defender robotics technology only has Military science pack technology as a pre-requisite.
- Defender robot damage increased from 5 to 8.
- The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor.
Graphics:
- Added new higher resolution icons for resource ores with randomized variations when drawn on belts.
Bugfixes:
- Fixed that global programmable speaker volume depended on the zoom level. (https://forums.factorio.com/68119)
- Fixed a crash related to changing biter forces. (https://forums.factorio.com/71494)
- Fixed that 'signal-check', 'signal-info' and 'signal-dot' were in the 'virtual-signal-color' item subgroup.
- Fixed a new case of inserters behaving differently when rotated.
- Fixed unexpected behaviour when it comes to dividing rail segments in some special cases. (https://forums.factorio.com/70981)
- Extended straight rail collision box, so there is not an empty space between individual rail entities.
- Fixed Arithmetic Combinator sometimes outputting wrong number when setting a constant in the first field. (https://forums.factorio.com/71492)
- Fixed wording on the Lua Product documentation + fixed reading probability/amount_min/amount_max from Products. (https://forums.factorio.com/71529)
- Fixed that modded tiles in blueprints stored in the blueprint library wouldn't persist through mod enable/disable. (https://forums.factorio.com/67917)
- Fixed that quickbar pick item shortcut would sometimes select the wrong item when rotating quickbars in multiplayer. (https://forums.factorio.com/71547)
- Fixed that widget under the point of (0,0) got always hovered when mouse left the window. (https://forums.factorio.com/71296)
- Fixed that leaving the window while entity is selected didn't de-select the entity.
- Fixed that a fresh stack of wires was not added back to cursor when the cursor stack was depleted. (https://forums.factorio.com/71457)
- Fixed that train stopped moving without a schedule. (https://forums.factorio.com/71466)
- Possibly worked around the game extremely flickering on some computers when rendering scenes with lot of draw calls. (https://forums.factorio.com/69022)
- Possibly worked around "Unknown D3D Error (0x8876017c)" preventing the game to start on some computers. (https://forums.factorio.com/71521)
- Fixed crash when dragging station while temporary stop being removed. (https://forums.factorio.com/71262)
- Fixed that train entering block that is reserved more than once by it cancelled all the reservations and opened the block for other
trains after leaving (and still having another invalid reservation to it) it which could lead to train collisions and desyncs. (https://forums.factorio.com/71409)
- Laser turret and robot beams now render properly in the dark. (https://forums.factorio.com/65114)
- Fixed that in certain translations, there would be a gap between the shortcut bar and alerts if the shortcut selector was open. (https://forums.factorio.com/71392)
- Fixed that failed mod downloads would be incorrectly marked as successful. (https://forums.factorio.com/71451)
- Fixed that modded choose-elem-buttons would behave strangely when locked. (https://forums.factorio.com/70550)
- Fixed that the candidate_spot_count argument to the spot-noise function was ignored.
- Fixed spitter and worm acid splashes would deal continuous damage to closed gates and trains. (https://forums.factorio.com/71177)
- Fixed that you could set some invalid signal combinations in combinators using lua. (https://forums.factorio.com/71613)
- Fixed a desync related to how Lua formatted negative zero. (https://forums.factorio.com/67983)
Modding:
- Moved the train wait condition default times into utility-constants.
- Fixed that it was possible to specify max_level of technology to be lower then level and crash the game by it. (https://forums.factorio.com/71431)
- Fixed that the game would allow invalid heat-pipe connections that would end up crashing the game. (https://forums.factorio.com/69267)
- The update mods GUI will now attempt to install new required dependencies. (https://forums.factorio.com/70993)
- Added "trigger_target_mask" to entity prototype definition and triggers as more flexible system for filtering entities in triggers.
- Added "trigger-target-type" prototype type to define custom values for use in "trigger_target_mask". Current limit for total count of trigger-target-types is 56.
Scripting:
- Added LuaGameScript::evaluate_expression(), which can be used to calculate the technology unit cost formula at any level.
- Added LuaProfiler::divide() to allow printing average duration.
- Added optional snap_to_train_stop parameter to LuaGameScript::create_entity.
- Added LuaEntity::ghost_unit_number read.
- Added "source_index" to on_forces_merged event.
- Added LuaStyle::padding, margin write.
- Added LuaEntity::selected_gun_index read/write for cars.
- Fixed that LuaForce::index was 1 larger than it was supposed to be.
- LuaGameScript::forces can now be indexed with the name and the LuaForce::index.
0.17.45
Bugfixes:
- Changed the go-to-mod buttons in the manage and update tabs of the Mods GUI to switch to the install tab if needed. (https://forums.factorio.com/65902)
- Fixed that it was possible to open the command console while inside the technology GUI. (https://forums.factorio.com/66458)
- Fixed that it was not possible to build ghosts in normally visible area which is in fog of war in map view. (https://forums.factorio.com/71411)
- Fixed a crash when removing modded recipes while hand-crafting those recipes. (https://forums.factorio.com/70247)
- Fixed that nested CustomGuiStyle changes didn't work correctly. (https://forums.factorio.com/71419)
- Fixed that inserter would sometimes put items on the wrong side of the belt.
Scripting:
- Added only_in_alt_mode to LuaRendering draw functions.
- Changed LuaEntity::copy_settings() to also copy settings from ghosts.
0.17.44
Changes:
- The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches. (https://forums.factorio.com/70520)
- Inserters with stack bonus are now smarter when picking up items, and thus slightly faster. (https://forums.factorio.com/66973)
Bugfixes:
- Fixed that researching the appropriate technology would re-add shortcut buttons to the shortcut toolbar even if the player explicitly removed them earlier. (https://forums.factorio.com/71152)
- Fixed that some saves that contained multiple surfaces would cause the game to crash on load. (https://forums.factorio.com/71199)
- Fixed that auto-barreling opt-out didn't work if the fluid has icons defined. (https://forums.factorio.com/71202)
- Fixed that auto-barreling recipes would use the wrong fluid name if the fluid had a custom localised name defined. (https://forums.factorio.com/71193)
- Fixed that the entity damaged event original_damage value wouldn't be accurate if the entity had shields or resistances. (https://forums.factorio.com/71218)
- Fixed a performance problem related to the undo logic and large blueprints. (https://forums.factorio.com/70855)
- Fixed that trying to join Steam networking enabled games with Steam networking disabled didn't work correctly. (https://forums.factorio.com/71250)
- Fixed that trains built part of a blueprint was snapping to train stop which could prevent some specific blueprints from being built.
- Fixed smoke for generators without animation. (https://forums.factorio.com/68757)
- Fixed train circuit conditions not working properly sometimes when arriving at disabled station. (https://forums.factorio.com/70867)
- Fixed transparency of tables. (https://forums.factorio.com/70093)
- Fixed reintroduction of blueprint train building problems. (https://forums.factorio.com/71215)
- Fixed that the game could freeze on exit on Linux after clicking a link. (https://forums.factorio.com/70110)
- Fixed statistics windows showing strange totals in some situations. (https://forums.factorio.com/71170)
- Fixed statistics windows not showing the first few values (e.g. when an items is produced for the first time). (https://forums.factorio.com/71353)
- Fixed that belt immunity equipment would drain energy in armor when not equipped. (https://forums.factorio.com/70090)
- Using the NO_SCHEDULE train state more consistently (for train in automatic mode with empty schedule. (https://forums.factorio.com/71312)
- Fixed inserters behaving differently when rotated. (https://forums.factorio.com/69592)
- Fixed that the control key would be ignored by Factorio on Linux if the "Press Ctrl to highlight the pointer" (or equivalent) option was enabled. (https://forums.factorio.com/69319)
- Fixed that cloning tiles in the map editor wouldn't always clone transitions correctly. (https://forums.factorio.com/70956)
- Fixed that the supply mission finished game GUI was too small. (https://forums.factorio.com/71333)
Modding:
- Added optional assembling machine gui_title_key property.
- Changed belt immunity equipment to consume energy through "energy_consumption" instead of "energy_source.drain".
Scripting:
- Added LuaGuiElement::vertical_centering read/write.
- Added LuaEntity::auto_launch read/write.
- Added LuaTransportLine::line_equals().
0.17.43
Changes:
- The argument to --generate-map-preview is treated as a directory only if it ends with a '/' or '\'.
- Car/tank color keeps the color of the last user.
Bugfixes:
- Fixed that the technology GUI could freeze on certain technologies. (https://forums.factorio.com/70997)
- Fixed a crash when trying to build train ghosts not on rails. (https://forums.factorio.com/71118)
- Fixed a crash related to changing the logistic mode on an infinity-chest type entity through mods. (https://forums.factorio.com/70911)
- Fixed low readability tag color highlighting in textboxes. (https://forums.factorio.com/67469)
- Fixed Korean IME still did not work (Windows only). (https://forums.factorio.com/71123)
- Fixed statistics graphs X axis labels showing wrong values for 250h and 1000h time frames. (https://forums.factorio.com/71091)
- Fixed that the wrong entry could be highlighted in the electric network graph. (https://forums.factorio.com/67361)
- Fixed that picking up an item from quickbar wouldn't reserve the slot with an inventory hand when the inventory was full. (https://forums.factorio.com/70974)
- Fixed robot energy consumption when using very high speed bonuses. (https://forums.factorio.com/70951)
- Fixed a false-positive changed message in the mods GUI under specific situations. (https://forums.factorio.com/69772)
- Fixed icons inside blueprint book items not being scaled properly.
- Fixed that delimit-procedure noise expressions at the root of an expression tree would crash the compiler.
Modding:
- Added util.combine_icons(icons1, icons2, inputs) function to aid in combining icons tables.
- Changed the auto_barrel recipe icon generation to account for fluids with an icon_size not set to 32, or fluids with an icons table. (https://forums.factorio.com/71158)
Scripting:
- Added LuaNamedNoiseExpression and LuaGameScript::named_noise_expressions read.
- Added LuaEntity::tree_stage_index read/write.
- Added LuaEntity::tree_stage_index_max and tree_color_index_max read.
- Added "player_index" to the on_rocket_launch_ordered and on_rocket_launched events.
0.17.42
- Tweaked default graphics settings. The game should choose better default graphics settings for computers with integrated GPUs or less than 6 GB of RAM.
Bugfixes:
- Fixed that GUI element size wasn't updated in inactive tabs when ui scaled changed. (https://forums.factorio.com/70649)
- Fixed "Confirm Message" conflicting with some key-bindings. "Confirm Message" can no longer be bound to mouse input. (https://forums.factorio.com/70910)
- Fixed possible crash when rendering GUI element with dynamically loaded sprite. (https://forums.factorio.com/66507)
- Fixed recipe window showing wrong item count or not enough ingredients in some situations. (https://forums.factorio.com/67592)
- Fixed a crash when deleting the force of a car with an active logistic network through vehicle equipment grid. (https://forums.factorio.com/70734)
- Mod names are no longer allowed to contain rich text. (https://forums.factorio.com/70895)
- Fixed IME (Input Method Editors) did not work (Windows only). (https://forums.factorio.com/65358)
- Fixed placement of oil and uranium patches back to that of 0.17.40. (https://forums.factorio.com/70967)
- Fixed that roboports with a request_to_open_door_timeout of 0 wouldn't work correctly. (https://forums.factorio.com/70973)
- Fixed that products wouldn't allow amount_min of 0 for items. (https://forums.factorio.com/71014)
- Fixed that migrated/removed fuel items could leave the game in an invalid state. (https://forums.factorio.com/71029)
- Fixed a crash when building combat robots after resetting the achievements in-game. (https://forums.factorio.com/71041)
- Fixed that assembler ghosts would carry over the unresearched blueprint bug from 0.17.38. (https://forums.factorio.com/708990)
- Fixed crash related to clearing a blueprint book from the cursor. (https://forums.factorio.com/70955)
- Fixed that the rotation of blueprint was not saved to the blueprint library in some situations.
- Fixed bad icon in pollution statistics. (https://forums.factorio.com/71011)
- Fixed hand icon not disappearing when you grab a blueprint from chat. (https://forums.factorio.com/70971)
- Fixed that reviving modded tile ghost entities could destroy other entities in some situations. (https://forums.factorio.com/70606)
- Fixed car tooltip showing it's moving when it's not actually moving.
- Fixed car rotating in place when the speed is very low. (https://forums.factorio.com/71076)
- Fixed that fluid wagons could not carry fluids with sub-zero temperatures. (https://forums.factorio.com/71013)
- Fixed that rolling stock "must be build on rails" error was not using the name of the rolling stock. (https://forums.factorio.com/71087)
- Possibly handled fullscreen window being moved to screen of different size on Windows. (https://forums.factorio.com/63292)
- Fixed a crash when using table_size() without any argument. (https://forums.factorio.com/71090)
- Fixed players getting a new player character when they connect after disconnecting, connecting and disconnecting again from a paused game. (https://forums.factorio.com/71017)
Modding:
- Added map-gen-seed-max command line parameter.
- Added generate-map-preview-random command line parameter.
- Changed generate-map-preview command line parameter to need PATH instead of PNGFILE, the file name is now always the seed.
- Made "apply_recipe_tint" be applied also to "light" working visualization effects of crafting machines.
- Added "use_fuel_glow_color" property to reactor prototype.
0.17.41
Bugfixes:
- Fixed that some noise expression types used by some mods (literal map positions, offset-points, and
distance-from-nearest-point) were unimplemented.
- Fixed that blueprint rotation was not saved for blueprint books in the blueprint library. (https://forums.factorio.com/68382)
- Fixed that the focus-search shortcut could be used to bring up the search field when it was disabled. (https://forums.factorio.com/70903)
- Fixed that game.reload_script() could break LuaRecipe/LuaPrototype references.
- Fixed a PvP script error on configuration changed. (https://forums.factorio.com/70914)
Scripting:
- Added LuaEntityPrototype::item_slot_count read.
- Added LuaEntity::get_stopped_train().
- Added "surface_index" to the on_post_entity_died event.
0.17.40
Changes:
- Improved efficiency of noise program compilation and quality of error messages.
Bugfixes:
- Fixed a crash that would sometimes happen after deleting a blueprint from the library. (https://forums.factorio.com/70158)
- Fixed crash related to train schedule containing only temporary stations. (https://forums.factorio.com/69576)
- Fixed GUI inspector vertical align value inconsistency (middle instead of center). (https://forums.factorio.com/70677)
- Fixed LuaInventory::sort_and_merge when used on cargo wagons with inventory limits set. (https://forums.factorio.com/68307)
- Fixed that distractor robots would show in the bonus GUI under the follower robots section. (https://forums.factorio.com/69532)
- Fixed that reading invalid chain signals wouldn't work correctly. (https://forums.factorio.com/67496)
- Fixed yet another ghost connection error related to consistency checks. (https://forums.factorio.com/70275)
- Fixed some cases of multi-layered icons not being scaled correctly. (https://forums.factorio.com/67210)
- Fixed power switch connection consistency problem. (https://forums.factorio.com/70856)
- Fixed "Confirm Message" key-binding not working when bound to some mouse buttons. (https://forums.factorio.com/67182)
- Fixed backwards/forwards max speed fuel modifier related to two-headed trains. (https://forums.factorio.com/70758)
- Fixed interactions of assemblers and underground pipe connections blocked by induced fluid mixing. (https://forums.factorio.com/70596)
- Fixed setting entity ghosts to minable=false didn't work. (https://forums.factorio.com/69306)
- Fixed that the statistics GUI would show count values < 0.5 as "no count". (https://forums.factorio.com/70865)
- Fixed a performance problem with high speed idling trains on circular rail networks. (https://forums.factorio.com/70797)
- Fixed signal placement visualisation for special cases related to straight diagonal rail. (https://forums.factorio.com/69591)
- Fixed that items supposed to be removed on clearing cursor (copy, cut, paste, blueprints from blueprint library etc.) were put into character corpse. (https://forums.factorio.com/70850)
- Fixed uranium cannon shells shooting backwards when aimed closed to the tank.(https://forums.factorio.com/70877)
- Fixed Programmable Speaker alert textbox not losing focus when pressing ENTER. (https://forums.factorio.com/70891)
- Fixed desync caused by setting font colors on buttons. (https://forums.factorio.com/70893)
0.17.39
Bugfixes:
- Fixed that hand crafting wouldn't respect the hide_from_flow_statistics property. (https://forums.factorio.com/70655)
- Fixed that modded GUI tables did not display borders that were set in their style.
- Fixed the game would fail on startup if control settings were reset during migration of 0.16 config file. (https://forums.factorio.com/70769)
- Fixed that train stop "must be build next to rails" error was not using the name of the train stop. (https://forums.factorio.com/70710)
- Fixed that beam damage interval was sometimes not respected properly.
- Fixed that beams would be immediately created and destroyed when standing very close to max range.
- Fixed that beams would not show any animation if the target was killed in one hit. (https://forums.factorio.com/67020)
- Fixed that laser beams would always aim at player character's feet.
- Fixed entity hit_visualization_box not working properly.
- Fixed running out of memory during sprite loading was not handled gracefully. (https://forums.factorio.com/70667)
- Fixed a map corruption problem when creating games from scenarios that used difficulties per-entity. (https://forums.factorio.com/69838)
- Fixed that some Lua errors wouldn't show proper lua stack traces. (https://forums.factorio.com/70653)
- Fixed a crash related to reading pollution statistic values through Lua. (https://forums.factorio.com/70801)
- Fixed a crash resulting from building a blueprint of an assembler with a fluid recipe that is not researched yet. (https://forums.factorio.com/70765)
- Fixed that temporary blueprints (e.g. from the copy tool) would sometimes go to inventory instead of being destroyed. (https://forums.factorio.com/70806)
- Added fluid mixing check to infinity pipe. (https://forums.factorio.com/70737)
- Fixed that you could build rail ghosts in the basic rail tutorial. (https://forums.factorio.com/69503)
- Fixed special case of dragging station/condition order in the train configure GUI. (https://forums.factorio.com/68544)
- Fixed tightspot script error starting the round with flying text on the map. (https://forums.factorio.com/70162)
Changes:
- Changed the mods GUI so it lists mod settings by mod alphabetically using natural ordering.
0.17.38
Changes:
- When a train performs path finding while in a chain signal sequence, the pathfinding will have a constraint
to not go through reserved block before exiting the chain sequence.
This solves a problem of train intersections being possible to be deadlocked even with proper chain signals usage in cases of using temporary stops or
when path is changed because of station is being enabled/disabled by a circuit network. (https://forums.factorio.com/68681)
This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now.
- When a temporary blueprint(e.g. blueprint from copy) is placed in the quickbar, the blueprint won't be destroyed when clearing the cursor and instead moved to the inventory. (https://forums.factorio.com/65332)
- Separated incompatible mods from dependencies in browse mods GUI.
Bugfixes:
- Fixed a crash when trying to build locomotives near water/edges of the map. (https://forums.factorio.com/66407)
- Fixed players getting a new player character when they connect twice to a paused game. (https://forums.factorio.com/62555)
- Fixed that entity tooltips did not show negative emissions. (https://forums.factorio.com/68016)
- Fluid assembler ghosts now show correct pipe connections.
- Fixed a crash when trying to write auto trash filters with not-a-table.
- Fixed possible fluid mixing from reviving fluid assembler ghost by higher version. (https://forums.factorio.com/70266)
- Disabled areas of new map GUI are set correctly on exchange string import. (https://forums.factorio.com/70355)
- Fixed that script rendering sprites loaded from files would disappear on save/load. (https://forums.factorio.com/70318)
- Fixed that LuaForce::reset_technology_effects() wouldn't preserve things in the research queue. (https://forums.factorio.com/70543)
- Fixed that using an upgrade planner on a blueprint wouldn't upgrade configured modules. (https://forums.factorio.com/70565)
- Fixed cross-platform issues related to the Lua bit library. (https://forums.factorio.com/70571)
- Fixed crash when changing controller in multiplayer and changing your selection at the same time.
- Fixed that blueprint shortcuts in action bar would become magically available when they are destroyed, if they originated from the blueprint library. (https://forums.factorio.com/66002)
- Fixed that technology tooltips could sometimes end up behind the technology screen. (https://forums.factorio.com/66413)
- Fixed that target leading would not take into account any slowdown modifiers on units. (https://forums.factorio.com/70584)
- Fixed that the favorite button for servers wouldn't work correctly if the server was already selected. (https://forums.factorio.com/70616)
- Fixed that rocket silos would show an unhelpful status in the tooltip. (https://forums.factorio.com/68251)
- Fixed PvP crash when loading save games before "player" -> "character" rename. (https://forums.factorio.com/70633)
- Fixed PvP crash when importing old configs. (https://forums.factorio.com/70633)
- Fixed that only some parts of the current research info panel would open the technology tree when clicked. (https://forums.factorio.com/67092)
Scripting:
- Added LuaTechnology::visible_when_disabled read/write.
0.17.37
Bugfixes:
- Fixed acid splashes were blocking placement of buildings. (https://forums.factorio.com/70317)
- Fixed that acid splashes would have a burning sound effect.
- Fixed typo in font name that would cause crash in Cyrillic locales on Linux. (https://forums.factorio.com/70337)
- Fixed that script changing train path as a reaction to train created event could break the rolling-stock connection process. (https://forums.factorio.com/69749)
- Fixed that scroll panes empty areas of the mod GUI was blocking the mouse interaction with the map. (https://forums.factorio.com/70383)
- Fixed that ghost rail building didn't avoid ghost buildings properly. (https://forums.factorio.com/70349)
- All unused control inputs are saved in the config file, to preserve mod key bindings even when the mod is disabled and enabled again. (https://forums.factorio.com/70332)
- Fixed that zooming in the train preview window didn't respect the zooming key binding settings. (https://forums.factorio.com/69338)
- Fixed that train with no path changed from NO_PATH to PATH_LOST and back to NO_PATH every few seconds. (https://forums.factorio.com/69722)
- Fixed that train waiting at the signal changed from WAIT_SIGNAL to ARRIVE_SIGNAL and back to WAIT_SIGNAL every few seconds. (https://forums.factorio.com/67576)
- Fixed a crash that would sometimes happen when two players were connecting to a server at the same time and one of them quit before the map finished saving. (https://forums.factorio.com/69783)
- Fixed a crash related to modded deconstruction item filters. (https://forums.factorio.com/70470)
- Fixed performance issues in mipmap generation routines causing the game to freeze or crash at 95% of sprite loading. (https://forums.factorio.com/67723)
- Fixed traditional Chinese font being used for simplified Chinese. (https://forums.factorio.com/70429)
- Fixed that pollution would not be shown in entity tooltip when using a void energy source. (https://forums.factorio.com/70498)
- Fixed PvP re-roll round button not generating a different map with only a single team.
- Fixed PvP state when playing Last silo standing with only a single team.
- Fixed PvP DEFCON mode interaction with research queue.
- Fixed screenshot rendering could crash when using LuaScriptRendering API to draw a sprite from file. (https://forums.factorio.com/70322)
Modding:
- Added CraftingMachinePrototype::entity_info_icon_shift.
- Added CraftingMachinePrototype::draw_entity_info_icon_background.
Scripting:
- Included "item" in on_built_entity event when ghost cursor building.
0.17.36
Graphics:
- Added new specific remnants for various entities. (Work in progress)
Bugfixes:
- Fixed that ghosts could be built in fog of war.
- Fixed a stack overflow when merging large electric networks (149'000+ electric poles). (https://forums.factorio.com/70244)
- Fixed some achievements not counting their requirements properly. (https://forums.factorio.com/70276)
- Changed worm and spitter acid attack so they do not create acid splashes on water. (https://forums.factorio.com/70069)
- Changed fonts for Asian languages (Chinese, Japanese, Korean).
- Fixed that power switch connections weren't restored by undo. (https://forums.factorio.com/70240)
Modding:
- Added "check_buildability" to "create-fire" trigger effect definition.
- Added "tile_collision_mask" to "create-entity" and "create-fire" trigger effect definitions as faster alternative to full buildability check.
- Added "trigger_created_entity" to "create-fire" and "create-sticker" trigger effect definitions.
Scripting:
- Added "item" to the on_built_entity event.
0.17.35
Changes:
- Increased the maximal length of station name to 1024, mainly to allow wider usage of multiple tags in the name. (https://forums.factorio.com/68219)
Bugfixes:
- Fixed that making blueprints of locomotive ghosts wouldn't include the schedules. (https://forums.factorio.com/69856)
- Fixed that worms and spitters didn't show attack parameters in description.
- Fixed that the game would crash if it was closed when Sound Settings was opened. (https://forums.factorio.com/69977)
- Limited the manual rail building distance to 3 times the normal building distance.
- Fixed dangling tooltip bug related to widget reorganization in map generator GUI and possibly other places. (https://forums.factorio.com/69471)
- Fixed that the train time condition label wasn't properly set to squashable resulting in wrong layouting in certain languages. (https://forums.factorio.com/69583)
- Fixed truncation of labels containing rich text. (https://forums.factorio.com/69917)
- Fixed PvP and Wave defense starting base entities wouldn't spawn if a mod added a tile with a certain collision mask and a name which sorted alphabetically above dirt.
- Fixed PvP production score error when a mod or script adds another force during a round.
- Fixed PvP error when using DEFCON mode.
- Fixed that the shortcut bar selection list wasn't scrollable until the window was resized. (https://forums.factorio.com/68804)
- Making disabling of features in map generator more clear by adding checkboxes for it. (https://forums.factorio.com/65841)
- The wagon door opening animation (that is only available for horizontal/vertical direction) is now chosen based on the drawing sprite of the wagon selected instead of the orientation of the wagon.
This means, that orientations really close to horizontal/vertical still use the animation. (https://forums.factorio.com/68768)
- Fixed that changing map size didn't mark the map preset as modified. (https://forums.factorio.com/67261)
- Fixed label text not updating correctly when cleared and had non-zero minimal width and height. (https://forums.factorio.com/69763)
- Improved handling of whitespace characters in technology count formula parsing.
- Checking that only the l (or L) variable used in the technology formula on startup, to avoid errors later on. (https://forums.factorio.com/69870)
- Fixed NPE error at startup that could occur when using mods. (https://forums.factorio.com/69439)
- Fixed GUI window of an entity not updating when pasting settings to that entity. (https://forums.factorio.com/69102)
- Fixed error in consistency check of ghost connections related to multiple connections to entities only in the undo queue. (https://forums.factorio.com/70126)
- Fixed train condition fulfilling indication for artillery wagon. (https://forums.factorio.com/69677)
- IDXGIOutput::FindClosestMatchingMode returning an error is not treated as critical failure anymore. (https://forums.factorio.com/70152)
- Fixed that the Mods GUI go-to-dependency buttons wouldn't work in some scenarios. (https://forums.factorio.com/69545)
- Fixed that ghost building mode works the same as ghost building (with shift) when it comes to rail building. (https://forums.factorio.com/69761)
- Fixed that upgrading entities in would leave invalid module requests. (https://forums.factorio.com/70040)
- Fixed, that sorting changes were moving the scrolled position in the browse game gui. It is now consistent with the mods gui. (https://forums.factorio.com/70128)
- Fixed some achievements being given to players while the save game is loading, not respecting player online time. (https://forums.factorio.com/64214)
- Fixed LuaTransportLine::output_line read for right-hand output lines of a lonely splitter. (https://forums.factorio.com/70207)
- Fixes to make tabbed pane work properly when it comes to squashing in different situations. (https://forums.factorio.com/69488)
- Tweaked the algorithm that is putting trains on rails to work properly in junctions when constrained by the direction caused by blueprint/ghost train building. (https://forums.factorio.com/69457)
Modding:
- Renamed the character entity type and name from "player" to "character" to make it consistent with how we call/access it in all other places.
- Renamed the technology personal-roboport-equipment-2 to personal-roboport-mk2-equipment and gave it corresponding icon to be consistent with other technologies of this kind.
- Renamed the technology power-armor-2 to power-armor-mk2 to be consistent with other technologies of this kind.
- Added optional storage tank prototype property "scale_info_icons".
- Added "manual_rail_building_reach_modifier" to the utility-constants.
- MapGenPresets' advanced_settings.difficulty_settings.research_queue_setting now works. (https://forums.factorio.com/69546)
Scripting:
- Mod GUI root elements (top/left/center/goal) are now contained in scroll panes, so when there is not enough space, it will become scrollable instead of being cut off.
With enough space, it looks the same as before, the only change is, that the mod GUI contents can now not expect to be squashed by the screen, as it will just make a scroll bar instead.
- Added LuaCircuitNetwork::connected_circuit_count read.
- Added LuaEntity::time_to_live read/write for highlight box entities.
- Added LuaEntity::allow_dispatching_robots read/write.
- Added LuaEntity::toggle_equipment_movement_bonus().
- Added LuaEquipmentGrid::inhibit_movement_bonus read/write.
- Added optional 'radius' to LuaSurface 'find_xyz' functions.
- Added defines.inventory.editor_main, editor_guns, editor_ammo, editor_armor.
- AutoplaceSpecification::control is always included in property tree, even for non-peak-based autoplace specifications. (https://forums.factorio.com/69286)
- Fixed a save corruption problem when using LuaSurface::clone_area(). (https://forums.factorio.com/67207)
- Renamed defines.inventory.player_main, player_guns, player_ammo, player_armor, player_vehicle and player_trash to
defines.inventory.character_main, character_guns, character_ammo, character_armor, character_vehicle and character_trash.
- Removed LuaStyle::title_top_padding, title_right_padding, title_bottom_padding and title_left_padding.
0.17.34
Changes:
- Improved fluid simulation threading. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged.
Bugfixes:
- Fixed a crash when importing blueprint strings with power switch wires.
- Fixed fluid mixing for fixed recipe assemblers. (https://forums.factorio.com/69676)
- Fixed "Not enough rails" message after successful track placement. (https://forums.factorio.com/69930)
- Fixed a crash when destroying entities during the on_pre_ghost_deconstructed event. (https://forums.factorio.com/69965)
- Fixed that trains with "logistics while moving" disabled would not deploy robots when switched into automatic mode while waiting at a station (https://forums.factorio.com/69914)
0.17.33
Changes:
- Added out of fuel alert icon to flamethrower turrets.
- UI scale won't be synchronised over Steam Cloud anymore. (https://forums.factorio.com/67085)
- Syncing startup settings with a server will automatically join the server on game restart. (https://forums.factorio.com/69064)
Bugfixes:
- Fixed yet another consistency bug related to ghost connections. (https://forums.factorio.com/69694)
- Fixed crash related to changing force of entity marked for deconstruction/upgrade/in undo queue. (https://forums.factorio.com/69493)
- Fixed a crash resulting from overlapping underground pipes. (https://forums.factorio.com/69548)
- Fixed power grid overlay not showing correctly on map when changing surfaces. (https://forums.factorio.com/69104)
- Fixed another instance of furnaces with fluid outputs not working correctly. (https://forums.factorio.com/69674)
- Fixed multiplayer paused notification not being cleared when the client is dropped. (https://forums.factorio.com/67326)
- Fixed accumulators showing discharge animation and empty icon at the same time. (https://forums.factorio.com/67929)
- Fixed that the game would desync when changing forces of beams, fluid streams, projectiles, stickers, and fire flames.
- Fixed player inventory income flying text would sometimes show incorrect total item count. (https://forums.factorio.com/66542)
- Fixed switched technology levels in the console message when changing research. (https://forums.factorio.com/69681)
- Fixed that the keyboard shortcuts for new blueprint/upgrade planner/deconstruction planner wouldn't work when the cut or copy tool was selected. (https://forums.factorio.com/68904)
- Changed render layer of belts marked for deconstruction so they don't clip with other belts. (https://forums.factorio.com/65931)
- Fixed attempt to rotate ore patches that are out of reach would create "Can't Reach" floating message. (https://forums.factorio.com/66647)
- Fixed that generators would produce infinite pollution in some cases. (https://forums.factorio.com/69450) (https://forums.factorio.com/69879)
- Fixed that generator tooltips did not show pollution. (https://forums.factorio.com/69494)
- Fixed that LuaGameScript::tick_paused read was not of type boolean. (https://forums.factorio.com/69892)
- Fixed that the map editor convert-save-to-scenario didn't work correctly in some cases. (https://forums.factorio.com/68913)
- Fixed that the map editor intensity slider number fields wouldn't accept numbers outside the slider range. (https://forums.factorio.com/69165)
- Fixed that the deconstruction planner "tiles only" mode would ignore tile ghosts. (https://forums.factorio.com/68360)
- Fixed that exporting blueprint strings wouldn't include pending icon changes. (https://forums.factorio.com/67180)
- Fixed that cloning rocket silos with rockets waiting to launch wouldn't auto-launch correctly. (https://forums.factorio.com/69781)
- Fixed that cloning single entities with wire connections to themselves didn't work correctly. (https://forums.factorio.com/69770)
- Fixed a desync related to rail item names. (https://forums.factorio.com/69807)
- Map generator GUI now remembers the last preset used.
- Fixed an older bug with pull-placement of power poles. (https://forums.factorio.com/69659)
- Fixed copying files to temp folder would preserve read only permissions, which could cause errors. (https://forums.factorio.com/61763)
- Fixed rich text issue with sometimes removing font/color tags when it shouldn't. (https://forums.factorio.com/69848)
Modding:
- Fixed that trivial smoke wouldn't work correctly if it moved > 8 chunks from its origin. (https://forums.factorio.com/69383)
- Renamed gate prototype collision_mask to opened_collision_mask so that it can be different from the entity collision mask.
Scripting:
- Changed creation of tile ghosts to use "ghost_name" to match the rest of the API.
- Added LuaSurface::entity_prototype_collides() and LuaSurface::decorative_prototype_collides().
- Added LuaRecipePrototype::allow_decomposition read.
- Added LuaSpriteButton::number allows nil value, which signals/specifies no number to be drawn, which now allows showing of 0.
- Added LuaTrain::signal read.
0.17.32
Changes
Admins ignore multiplayer map upload slot limit
"Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.
Bugfixes
Fixed that the server-settings.example.json had an additional comma at the end of the file. more[forums.factorio.com]
Filled in a missing fluid mixing check for miner. more[forums.factorio.com]
Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. more[forums.factorio.com]
Fixed upload slot queue blocking players from joining even if not all slots were filled.
Fixed a desync from rotation of an assembler with fluid energy source. more[forums.factorio.com]
Fixed a connection consistency problems of wire/circuit connections ghosts and undo. more[forums.factorio.com]
Added a no-crop requirement to the wire sprite definitions to avoid mods removing it, which can confuse the drawing logic. more[forums.factorio.com]
Fixed text boxes would not respect keyboard layout for shortcuts like copy or paste. more[forums.factorio.com]
Fixed blocking of game shortcuts when a text box has focus did not take into account keyboard layout settings. more[forums.factorio.com]
Fixed the game would not respect remapping of modifier keys (Ctrl, Shift, Alt) in operating system. more[forums.factorio.com]
Fixed it wasn't possible to bind mouse buttons 6 to 9. more[forums.factorio.com]
It is no more possible to teleport an entity into fluid mixing. more[forums.factorio.com]
Fixed a crash when defining a programmable speaker with no instruments. more[forums.factorio.com]
Sync-mods-with-save will no longer offer to load-save when attempting to sync while hosting a multiplayer game. more[forums.factorio.com]
Fixed that negative health regeneration wouldn't work when the entity had full health. more[forums.factorio.com]
Fixed a crash related to migrating game versions while having gates marked for deconstruction with ghost walls built over them. more[forums.factorio.com]
Modding
For performance reasons inserter pickup/dropoff vectors are now limited to half a chunk or less.
Scripting
Added LuaEntityPrototype::lab_inputs read.
Added LuaEntityPrototype::researching_speed read.
Added LuaGameScript::pollution_statistics read.
0.17.30+0.17.31
Minor Features
Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients.
Optimisations
Optimized alt-mode icon background rendering.
Bugfixes
Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection.
Fixed that movement by keys or clicking on an alert didn't unsnap the currently followed train in the map.
Fixed that the game would crash when showing blueprint library tooltips.
Fixed that the game would crash when showing a blueprint library tooltip in multiplayer when the blueprint/book was removed by another player.
Fixed alt-mode icon background for narrow icons was very subtle. more
(0.17.31) Fixed a crash when hosting multiplayer games in some scenarios.
0.17.29
Changes
Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
font/color rich text tags now have to be properly terminated. This means eg: "Red circuits" will now need to be "Red circuits". This fixes a number of issues with handling start/end tags.
Enter key will be shown as "ENTER" instead of "RETURN" on Windows and Linux. more
Minor Features
Added a shortcut for increasing/decreasing/resetting UI scale, mainly for debugging of proper automatic adjustment of UI, but people might find it useful for something as well.
Bugfixes
After a realization of a big misleading mistake, the pollution per second had to be renamed to pollution per minute, because it is what it actually is.
Fixed that tree pollution absorption was recorded as pollution emission in the statistics.
Fixed that equipment electric network priority migration wasn't present. more
Crafting group selection by typing exact recipe match will now preserve the same way as selecting the crafting group manually.
Fixed few layouting issues in the mods GUI. more
Fixed that sticker duration could be 0. more
Restored previous behavior where normal (not only underground) pipe connections reconnected when a fluidbox got removed.
Fixed crash when robots try to revive locomotive that has both front and back wheels on rails, but no rail in-between.
Fixed that repair packs could be lost if they didn't fit in your inventory when using personal robots.
Added missing pipe connection arrows to flamethrower turret.
Fixed that custom GUI style values specified directly on the elements weren't updated after UI scale change.
Fixed that the electric network GUI would sometimes be opened when starting deconstruction planner selection on an electric pole in the map view.
Fixed that Textfield and Sliders didn't update its size properly on UI change.
Fixed UI change update in ModSettingsGui and MapGeneratorGui with preview open.
Fixed quickbar selection disappearing when cursor stack is refreshed with a new stack.
Fixed that nested frame styles (horizontal flow, vertical flow, header filler flow, filler) weren't initialized/updated correctly in the GUI created by script.
Fixed that the loading indicator in the browse games GUI was left of the "Back" button. more
Fixed turret prototype definition allowed ammo_type of attack_parameters to be optional resulting in crash when the turret started to shoot.
Don't consider recipes with 0 minimum amount (and possible randomised result) when resolving automatic crafting of ingredients when crafting manually.
Scripting
Changed the LabelStyle::want_ellipsis default value to true and it is never changed to be something else now. We are considering to even remove this style property completely, as we basically want the ellipsis always when the label is squashed.
Added tile parameter to on_player_built_tile and on_robot_built_tile.
Removed unused on_player_tool_inventory_changed event.
Modding
Added emissions_per_minute property in the energy source, that is supposed to replace the emissions_per_second_per_watt which was basically wrong and hard to work with, both emissions_per_second_per_watt emissions definition will work for some time (at least in 0.17) so mods don't get broken.
0.17.28
Bugfixes
Fixed a crash when hovering over some inventory-like GUI elements.
Includes version 0.17.27
Bugfixes
Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more[forums.factorio.com]
Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
Fixed a crash when a mining drill is destroyed during the resource-depleted event.
Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
Fixed crash when undoing manual removal of entity marked for deconstruction. more[forums.factorio.com]
Fixed that the technology GUI would show 100% researched for near-100% values. more[forums.factorio.com]
Fixed crash when calling LuaGameScript::take_technology_screenshot for force that doesn't have any technologies enabled.
Fixed that action bar link to blueprint in the inventory had tooltip size limited too much. more[forums.factorio.com]
Fixed that blueprint cost table width wasn't correct for UI scale different than 100%.
Scripting
Added surface_index to the on_robot_mined_tile event.
0.17.26
Changes
Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.
Bugfixes
Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone.
Fixed that it was possible to rotate entities whilst the technology GUI was open.
Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated.
Fixed that LuaSurface::get_closest() did not check the type of the second parameter.
Fixed that LuaEntity::revive() raise_revive parameter sometimes did not work.
Fixed that script render objects sometimes did not render in screenshots.
Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients.
Fixed research queue and technology tooltip for long technology names.
Fixed sprites would render as corrupted on some GPUs with texture streaming enabled.
Fixed layouting of filters of deconstruction planner in a tooltip.
Fixed that the rocket silo alt-info module icons didn't render in the correct location due to the size changes.
Fixed several inconsistencies with the map editor paused state in multiplayer.
Fixed schedule merging when more than one step of connecting train is done and part with the empty schedule is connected first.
Fixed pollution reporting of machines with negative pollution when there is not enough pollution to absorb.
Fixed that building a new rail through robots changed all rail-bound train stops to that station.
Fixed a crash when departing from temporary stations while all other stations in the schedule are invalid.
Fixed that setting a character controller for an offline player would crash the game.
Fixed trains overview GUI updating and performance problems.
Fixed that long server names were overflowing in the Browse games GUI.
Scripting
Added LuaAutoplaceControlPrototype::category read.
Added LuaEntityPrototype::alert_icon_shift read.
Added LuaForce::research_queue read/write.
Added LuaForce::add_research() and cancel_current_research().
Removed LuaForce::current_research write.
Changed cutscene waypoints to allow all entities as targets.
0.17.25
Changes
The Mods GUI will now always include a link to the mod portal for the selected mod.
Bugfixes
Fixed roboport area rendering for players.
Fixed a crash when trying to print invalid values through the Lua API.
Fixed that the rail world preset didn't allow to get some achievements due to smaller base size.
Fixed that the technology GUI technology cost wouldn't show numbers > 2^32 correctly.
Fixed that custom checkboxes didn't render correctly in some cases.
Fixed opening nested items in items so the same item isn't opened multiple times.
Fixed a crash when trying to filter standalone character ammo slots.
Disallowed building train stops in intersections.
Fixed that cloning fluid turrets with fluid would crash the game.
Fixed that cloning transport belts could crash when cloning fails.
Fixed personal roboport would render its construction area even when toggled off.
Fixed train stop names were rendered without rotation.
Fixed Russian and several other localizations would not show symbols ≠, ≤, ≥ in train conditions and decider combinators.
Fixed Chinese and Japanese text was too small to read.
Fixed that deleting mods would follow symlinks instead of just removing the symlink.
Fixed that mining drill can't-build messages would be wrong in some cases.
Fixed that the game finished GUI would not show the time played if there were no kills.
Fixed building underground pipes over ghosts could crash/corrupt the game.
Fixed that the shortcut selection list wouldn't use a scroll bar if the shortcuts didn't fit on the screen.
Modding
Recipes with duplicate ingredients or products will now error at startup instead breaking crafting runtime.
Scripting
Added surface_index to the on_robot_built_tile event.
0.17.24
Balancing
Changed god controller inventory size to be the same as the character inventory size.
Bugfixes
Fixed rendering of targeting range visualization for turrets with limited turn range.
Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect.
Fixed that power poles would sometimes build automatically when they shouldn't.
Fixed that editing map gen settings for the non-default surface using the map editor didn't work.
Fixed that LuaSurface::spill_item_stack would ignore belts by default.
Fixed that LuaEntity::set_request_slot() wouldn't allow filters with a count of 0.
Fixed that copying assembler settings would copy direction as well.
Fixed that automation and logistics technologies were marked as upgrades.
Fixed that non-upgrade technologies didn't show the level properly.
Fixed default key bindings for in-game copy, paste and undo shortcuts on Russian keyboard layout.
Fixed that remote.call() with small strings didn't work correctly.
Fixed lamp lighting up for 1 tick without any electricity.
Fixed that the next infinite research level wouldn't appear in the technology list after the previous level was queued.
Fixed a crash when changing modded recipes that used fluid inputs or outputs.
Fixed lamp showing full electricity bar without any electricity.
Fixed that large sequential lua tables wouldn't be saved and loaded correctly.
Fixed poor performance when rendering logistic network overlays.
Fixed that the shortcut for opening the console could be also entered into it (does not fix dead keys).
Fixed Scroll Lock would trigger an event on both key down and key up.
Fixed trains stop names with icons in them would look wrong when pinging a train station in chat.
Fixed that crafting machines could not be rotated if they used a heat energy source and didn't have fluid boxes.
Fixed inventory hand sometimes pushing items out of the inventory and spilling them on the ground. more
Fixed that some languages had no name, and that some used their English name, and some the name in the language itself.
Fixed incorrect scaling of cyrillic characters when viewing them with your language set to English.
Fixed two crashes from migration of modded fluid using entities.
Fixed that clicking a technology in the research queue would select the next available level instead of the queued level.
Scripting
Added LuaEntity::get_max_transport_line_index().
Added LuaPlayer::last_online read.
Added allow_belt parameter to LuaSurface::spill_item_stack.
Added corpses parameter to on_post_entity_died.
0.17.23
Bugfixes
Fixed that merging two electric networks didn't merge the statistics which was introduced by the power switch addition in 0.13.
Fixed light not turning off properly when using fluid energy source on an entity.
Fixed a crash when building large electric poles.
Modding
The game now checks that technology levels are contiguous.
Non-upgrade technologies are now considered to be level 1; previously they were level 0.
Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".
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Porki66

Стаж: 8 лет 4 месяца

Сообщений: 54

Porki66 · 02-Апр-19 21:10 (спустя 2 дня)

вечная игра в пре бета альфе версии, за три года не могут довести до ума игру - что за безобразие
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berkut2123

Стаж: 8 лет 1 месяц

Сообщений: 31

berkut2123 · 03-Апр-19 10:08 (спустя 12 часов, ред. 03-Апр-19 10:08)

Porki66
Игре 7 лет вообщем, НО скажем так на сегодняшний момент разработчики сделали для реиграбильности проекта больше чем многие другие инди разработчики. Как минимум мощнейшее апи для модинга 17 версия которая на текущий момент делалась год с освещением процесса. Команда маленькая для такого проекта. Для начала поиграйте в 10 и 17 версию и сравните что сделано. Надеюсь в этом или следующем году ребята выпустят полноценную игру.
Торрент перезалит 03.04.2019, Добавлен актуальный дистрибутив игры версии 0.17.24.
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Vladimir_B

Стаж: 9 лет 10 месяцев

Сообщений: 7


Vladimir_B · 04-Апр-19 10:27 (спустя 1 день, ред. 04-Апр-19 10:27)

Кто-нибудь знает, почему меню выглядит вот так:

?
В игре не отображаются элементы на конвеерах, в сундуках и прочем, не видно инвентаря, только сетка с цифрами.
Upd:
игра устанавливалась поверх версии 0.16. Удалил файл настроек от той игры и проблемы с отображением ушли
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Shogal

Стаж: 12 лет

Сообщений: 511

Shogal · 05-Апр-19 00:22 (спустя 13 часов, ред. 05-Апр-19 00:22)

Для тех, кому не нравится новый шрифт в русской локализации factorio (також в рідній мові), начиная с версии 0.17.24, вот архив со старым шрифтом и файлами локализации, в которые добавил старый шрифт самым приоритетным: https://yadi.sk/d/vokiNgGxpyHGNw
Распаковать в папку Factorio с заменой файлов. Со стим версией совместим. Работает в версиях 0.17.24 и 0.17.25, в последующих - зависит от того, что именно разработчики поменяют в игре (на всякий случай перед распаковкой можно забэкапить папку data/core в папке с игрой)
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berkut2123

Стаж: 8 лет 1 месяц

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berkut2123 · 05-Апр-19 09:04 (спустя 8 часов, ред. 05-Апр-19 09:04)

Торрент перезалит 05.04.2019, Добавлен актуальный дистрибутив игры версии 0.17.25.
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Graxior

Стаж: 9 лет 10 месяцев

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Graxior · 07-Апр-19 12:23 (спустя 2 дня 3 часа)

berkut2123 писал(а):
77142385Porki66
Игре 7 лет вообщем, НО скажем так на сегодняшний момент разработчики сделали для реиграбильности проекта больше чем многие другие инди разработчики. Как минимум мощнейшее апи для модинга 17 версия которая на текущий момент делалась год с освещением процесса. Команда маленькая для такого проекта. Для начала поиграйте в 10 и 17 версию и сравните что сделано. Надеюсь в этом или следующем году ребята выпустят полноценную игру.
Торрент перезалит 03.04.2019, Добавлен актуальный дистрибутив игры версии 0.17.24.
Хаха, мощнейшее апи, которое с каждой версией изменяется и моды надо переписывать.
До сих пор никакой мультизадачности.
И мне кажется, ни в следующем, ни в каком другом полноценной версии не будет.
Это как stardrive2 - автор так и бросил недоделкой, собрав миллионы баксов.
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berkut2123

Стаж: 8 лет 1 месяц

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berkut2123 · 08-Апр-19 23:05 (спустя 1 день 10 часов, ред. 08-Апр-19 23:05)

Graxior писал(а):
77167671
berkut2123 писал(а):
77142385Porki66
Игре 7 лет вообщем, НО скажем так на сегодняшний момент разработчики сделали для реиграбильности проекта больше чем многие другие инди разработчики. Как минимум мощнейшее апи для модинга 17 версия которая на текущий момент делалась год с освещением процесса. Команда маленькая для такого проекта. Для начала поиграйте в 10 и 17 версию и сравните что сделано. Надеюсь в этом или следующем году ребята выпустят полноценную игру.
Торрент перезалит 03.04.2019, Добавлен актуальный дистрибутив игры версии 0.17.24.
Хаха, мощнейшее апи, которое с каждой версией изменяется и моды надо переписывать.
До сих пор никакой мультизадачности.
И мне кажется, ни в следующем, ни в каком другом полноценной версии не будет.
Это как stardrive2 - автор так и бросил недоделкой, собрав миллионы баксов.
Ну посмотрим как сложиться с модами периодически косячат. Но при этом идет работа с аудиторией В 17 версии по сравнению с 16 много интересного добавлено для модов. У них небольшая команда 15-30 человек. Если сравнивать с похожими играми то многие в принципе не заморачиваются своими мод порталами и многим другим что есть на текущий момент у факторио. А тупо лепят мастерскую стим и остальные платформы идут лесом.
Из плюсов единый мод портал для обладателей лицензии. что гог версия, с их сайта или стим версия она имеет доступ к порталу модов и насколько я понял у них свои сервер подбора для сетевой игры( если нет поправьте) И еще раз повторюсь сравните старую 13 и 17 версию и заметите прогресс. А то что апи меняется. Рим тоже не сразу построили. А игра по уровню очень большая и мощная. Если вас бомбит с 25 версии по проверке они это еще в 17.14 на форуме подтвердили что хотят ввести проверку хотя может и изменять или переделают апи под более удобное. В любом случае сейчас все ждут стабильный релиз 17 версии.Торрент перезалит 09.04.2019, Добавлен актуальный дистрибутив игры версии 0.17.26.
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Shogal

Стаж: 12 лет

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Shogal · 10-Апр-19 04:14 (спустя 1 день 5 часов, ред. 10-Апр-19 04:14)

Список изменений последних N версий (касательно критичных багов):
0.17.22
Добавлен вылет при установке длинных столбов ЛЭП
0.17.23
Баг со столбами исправлен, но сломана совместимость некоторых модов, полагающихся на дерево технологий
0.17.24
Сломаны шрифты, отличные от английского (пострадали кириллица и азиатские письменности)
0.17.25
Шрифты частично исправлены (но не полностью), сломана совместимость с некоторыми модами, использующими рецепты с несколькими предметами в результате
0.17.26
Шрифты откатили до версии 0.17.23, баг с модами исправили, но сломали распространение загрязнения (как следствие, в новых играх кусаки теперь не нападают).
Получается, самой стабильной версией экспериментальной ветки была 0.17.21 (хотя в 0.17.22 много багфиксов, но они не были так критичными, как перечисленные выше).
UPD: А вот версия 0.17.28 получилась хорошей - там пока что только один минорный баг нашли, не влияющий на геймплей
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berkut2123

Стаж: 8 лет 1 месяц

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berkut2123 · 10-Апр-19 15:51 (спустя 11 часов)

Торрент перезалит 10.04.2019, Добавлен актуальный дистрибутив игры версии 0.17.28.
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Shogal

Стаж: 12 лет

Сообщений: 511

Shogal · 12-Апр-19 17:33 (спустя 2 дня 1 час)

До 0.17.29 пока что не обновляйте, там баг с вылетом при наведении мышкой на книгу чертежей
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1uran19881

Стаж: 9 лет 4 месяца

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1uran19881 · 12-Апр-19 22:39 (спустя 5 часов)

ок
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berkut2123

Стаж: 8 лет 1 месяц

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berkut2123 · 13-Апр-19 07:35 (спустя 8 часов)

Торрент перезалит 13.04.2019, Добавлен актуальный дистрибутив игры версии 0.17.31.
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Федор-614

Стаж: 4 года 9 месяцев

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Федор-614 · 13-Апр-19 08:54 (спустя 1 час 18 мин.)

berkut2123
Спасибо!
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туман000

Стаж: 9 лет 6 месяцев

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туман000 · 20-Апр-19 07:40 (спустя 6 дней)

До какой версии бобо-моды для 17 работают? на 22 уже не вставали. Или к 31 уже исправили
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berkut2123

Стаж: 8 лет 1 месяц

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berkut2123 · 20-Апр-19 13:58 (спустя 6 часов)

туман000
я на 32 играю и у меня все работает
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Shogal

Стаж: 12 лет

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Shogal · 21-Апр-19 15:05 (спустя 1 день 1 час, ред. 21-Апр-19 15:05)

туман000 писал(а):
77237159До какой версии бобо-моды для 17 работают? на 22 уже не вставали. Или к 31 уже исправили
Моды у вас устаревшие? Тогда зависит от того, насколько именно устаревшие, потому как моды допиливаются их разработчиками до последней существующей версии factorio (ибо версия экспериментальная, совместимость с некоторыми модами от версии к версии периодически ломается).
Проще не жлобиться и купить игру за 520 рублей, избавит вас от головной боли совместимости модов, так как через модпортал можно будет обновлять их в автоматическом режиме до новой версии. Если наиграли в факторку более 500 часов - то глупо её не купить, уж час вашего времени стоит явно больше, чем рубль
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туман000

Стаж: 9 лет 6 месяцев

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туман000 · 23-Апр-19 11:39 (спустя 1 день 20 часов)

Shogal
Купить... блин, только сейчас эта мысль в голову пришла. Я из того поколения, которое принципиально не покупает )))) За всю жизнь одну купил, Готику-3, она того стоила.
Хотя вы правы, Факта того стоит. На двоих с чадом уже всяко больше набегали.
А по модам - есть мод-пак, заточеный под 17. Но конкретный мод boblibrary не встает, а на нем все остальные висят.
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Shogal

Стаж: 12 лет

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Shogal · 23-Апр-19 12:52 (спустя 1 час 13 мин.)

туман000 писал(а):
77255568А по модам - есть мод-пак, заточеный под 17. Но конкретный мод boblibrary не встает, а на нем все остальные висят.
Ну, попросите в таком случае автора модпака обновить его. Ветка 0.17 пока что экспериментальная, внутри неё часто вносятся изменения, меняющие совместимость модов, потому тут только на авторов модов надежда, что они постоянно следят за изменениями в ветке и своевременно обновляют моды.
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сплит

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сплит · 23-Апр-19 19:20 (спустя 6 часов)

Porki66 писал(а):
77142138вечная игра в пре бета альфе версии, за три года не могут довести до ума игру - что за безобразие
об это жалуется чувак на торренте, серьёзно?)
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berkut2123

Стаж: 8 лет 1 месяц

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berkut2123 · 24-Апр-19 15:11 (спустя 19 часов)

Торрент перезалит 24.04.2019, Добавлен актуальный дистрибутив игры версии 0.17.32.
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knosss

Стаж: 8 лет 9 месяцев

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knosss · 26-Апр-19 10:31 (спустя 1 день 19 часов)

Сбрасываются настройки после выхода из игры. Как решить проблему?
Единственное, что удалось - это изменить язык на русский: ручками дописать в Factorio/config/config.ini строку locale=ru.
Остальные подобные манипуляции с настройками все равно сбрасываются.
Помогите!
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Vlad Chuhonsky

Стаж: 5 лет 8 месяцев

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Vlad Chuhonsky · 27-Апр-19 12:16 (спустя 1 день 1 час, ред. 27-Апр-19 12:16)

Graxior писал(а):
77167671
berkut2123 писал(а):
77142385Porki66
Игре 7 лет вообщем, НО скажем так на сегодняшний момент разработчики сделали для реиграбильности проекта больше чем многие другие инди разработчики. Как минимум мощнейшее апи для модинга 17 версия которая на текущий момент делалась год с освещением процесса. Команда маленькая для такого проекта. Для начала поиграйте в 10 и 17 версию и сравните что сделано. Надеюсь в этом или следующем году ребята выпустят полноценную игру.
Хаха, мощнейшее апи, которое с каждой версией изменяется и моды надо переписывать.
До сих пор никакой мультизадачности.
И мне кажется, ни в следующем, ни в каком другом полноценной версии не будет.
Это как stardrive2 - автор так и бросил недоделкой, собрав миллионы баксов.
Проблема не в игре, а в отношении к игре.
Кому игра интересна, тот играет не обращая внимания на мелкие моменты.
Кому игра не нравится, тот ищет мелочные моменты и причину обгадить.
Эта игра вечной разработки. Возможности ограничены фантазией и продолжать разработку можно вечно после завершения оф. разработки.
Если кто-то там, что-то там забросил, это не повод обвинять других.
И, что такое мультизадачность в факторио? Каким образом она должна проявляться, чтобы удовлетворить утончённое восприятие игры?
Мало модов? Мододелы так извращаются, что остаётся только завидовать полёту фантазии.
Игру разрабатывали пару человек. Они арендовали новый офис, набрали новых людей, которые по 12-14 часов сидят за разработкой. Разработка ведётся постоянно с постоянными отчётами и работой с мододелами и фанатами.
С обновлением игры моды надо переписывать? А как обновлять, если не переписывать? Изменять к лучшему это плохо? Моды из без того постоянно переписываются вынуждая начинать новую игру. Обвинять мододела в том, что новое сделал?
Логика проста. Игра не интересна – не играем.
Спасибо раздающим, что дают возможность поиграть бесплатно. А иметь бесплатно и быть недовольным ...
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berkut2123

Стаж: 8 лет 1 месяц

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berkut2123 · 03-Май-19 13:40 (спустя 6 дней, ред. 03-Май-19 13:40)

Торрент перезалит 03.05.2019, Добавлен актуальный дистрибутив игры версии 0.17.32.
В связи с довольно частыми обновлениями игры в частности нестабильной ветки обновления будут с небольшой задержкой от выхода
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тохабандэрос

Стаж: 6 лет 8 месяцев

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тохабандэрос · 14-Май-19 13:38 (спустя 10 дней)

Как исправить? выскакивает окошко что при автосохранении он не мог перезаписать файлы?
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cnyx

Стаж: 11 лет 10 месяцев

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cnyx · 17-Май-19 09:23 (спустя 2 дня 19 часов, ред. 17-Май-19 09:23)

На 0.17.35 при прохождении кампании основной после бегства от жуков, компилатрон (робот-табуретка) стоит на месте и не говорит идти искать новое место для базы. Скрипт не отрабатывает, задания новые не даются.
-
Нашел на оффсайте тему с описанием этого бага. Там некоторым удалось пофиксить баг. Разработчики пишут, что будет исправлен в следующих версиях.
Мне тоже удалось баг исправить.
После того, как компилатрон убежит в безопасное место и будет воспроизведен ролик набега саранчи на первую базу, скрипт дальше багается. Надо вызвать консоль через клавишу тильда ~, ввести /editor. Далее нажать кнопку с флажком, в текущей стороне выбрать "player", в инструментах выбрать флажок, поставить флажок рядом с компилатроном и закрыть редактор через консоль командой /editor. Если не поможет, повторить, сместив флажок еще в сторону.
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WildGoblin

Стаж: 11 лет 3 месяца

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WildGoblin · 21-Май-19 20:29 (спустя 4 дня)

Скажите пожалуйста, а тут что за версия игры - гоговская или стим, с эмулятором?
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Shogal

Стаж: 12 лет

Сообщений: 511

Shogal · 21-Май-19 23:18 (спустя 2 часа 48 мин.)

WildGoblin писал(а):
77411255Скажите пожалуйста, а тут что за версия игры - гоговская или стим, с эмулятором?
В шапке ж написано:
Цитата:
Дополнительная информация:
Постоянно обновляемая раздача. Не содержит вирусов так как установочный файл взят с сайта разработчиков.
Единственное отличие от наличия лицензии. Вы не сможете скачивать моды с сайта mods.factorio.com
То есть, это DRM-Free версия Факторки, выкладываемая разработчиками на оф.сайте и доступная для скачивания владельцам лицензии.
У официального DRM-Free установщика версии 0.17.35 SHA256 = 6941AC28F118287FD6932EBEEE189C63B93608E5FC7458EE4DB10E2143A8414A, если у файла в этой раздачи такой же - то автор не соврал и это действительно лицензия. Но слегка устарела, последняя экспериментальная версия на момент этого комментария - 0.17.42.
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WildGoblin

Стаж: 11 лет 3 месяца

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WildGoblin · 22-Май-19 00:20 (спустя 1 час 1 мин.)

Shogal писал(а):
То есть, это DRM-Free версия Факторки, выкладываемая разработчиками на оф.сайте и доступная для скачивания владельцам лицензии.
Спасибо большое за разъяснения! Столько нюансов и тяжело их все объять (хотя я думал что немного в теме).
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berkut2123

Стаж: 8 лет 1 месяц

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berkut2123 · 28-Май-19 10:02 (спустя 6 дней, ред. 08-Июн-19 21:50)

Shogal, файл который используется в раздаче его хеш 6941AC28F118287FD6932EBEEE189C63B93608E5FC7458EE4DB10E2143A8414A. То есть это лицензионный файл freedrmТоррент перезалит 08.06.2019, Заменен дистрибутив игры на актуальный 0.17.47. Добавил хеш суммы файла. Кто может проверить проверяйте.
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