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Changelog for Patch 0.13 (added 28 June 2016) - experimental beta:

You can get experimental releases by setting Factorio's more -> settings -> beta chanles to "ON" and choosing 'experimental beta branch'.

Major features

- Improved Multiplayer game UX (see https://www.factorio.com/blog/post/fff-139 and https://www.factorio.com/blog/post/fff-116). Server games are published to the server and clients can browse existing games. Automatic discovery for the LAN games.
- Mod Portal integration. Factorio can list and install mods from the mod portal. more[mods.factorio.com]
- Rail planner tool simplifies the rail building. (https://www.factorio.com/blog/post/fff-113)
Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released.
- Power switch. It can be used to control the energy flow. Power switch can be connected to the circuit network. (https://www.factorio.com/blog/post/fff-115)
- Added the Stack inserter - an expensive upgrade over fast inserters that can move several more items at a time.
- Flamethrower turret. Fueled with fluid, shoots a stream of burning oil towards oncoming enemies.
- Bonus gui (accessible from sidebar gui) showing bonuses the force has researched.
- Train station window contains a list of all trains (each can be opened) that have that station on their schedule.
- Single train gui now has an additional panel which shows the minimap/camera view of the given train.
- Search field to the filter selection and recipes selection windows.
- Trains gui. It displays all the trains as small minimaps with schedules, which can be searched.
- Extension of the train wait conditions. (https://www.factorio.com/blog/post/fff-114)
- New locomotive, cargo wagon and train stop graphics. Locomotives can be colored. The trains are a consistent size in horizontal and vertical orientations.
- New technology tree gui. (https://www.factorio.com/blog/post/fff-128)

... and more.

---

Changelog for Patch 0.13.6 (added 07 July 2016) - experimental beta:

Changes

- Stack inserters are unlocked by their own research that is dependent on advanced electronics and logistics 2. This also solves that stack inserters were available but not buildable in the campaign.
- Deconstructing and cancel deconstruction can be toggled between by using the modifer key.

Bugfixes

- Fixed desync when inserters would insert things directly onto splitters.
- Fixed that manipulating the fuel inventory of locomotives didn't count towards the inactivity condition.
- A train with a circuit condition will now always stay at the station if no wire is connected.
- Fixed that steamrolled achievement was obtainable by just killing the spawner, not only by killing it by impact.
- Fixed the player getting stuck in some instances when using landfills.
- Fixed crash when train stop that is in train schedule of some train was opened in the map editor.
- Fixed crash when the player would equip power armor they currently had open while in the same tick a robot delivered items to the player which would end up in the new slots added by the power armor. more
- Fixed crash when mining tiles you're standing on that results in you being killed.
- Fixed load game GUI size issues when trying to load invalid save files.
- Fixed fuel and water from pumps not being counted in the production stats consumed/produced items.

---

Changelog for Patch 0.13.8 (added 13 July 2016) - Experimental Beta:

Bugfixes

- Fixed craftable unit entities desyncing when held over belts. (https://forums.factorio.com/28730)
- Fixed character inventory size was limited at 255 instead of the correct 65536. (https://forums.factorio.com/28717)
- Fixed mouse wheel left/right bindings not working. Changed default blueprint book switching shortcut on OS X to Command + Mouse Wheel up/down
- Fixed aliens getting stuck sometimes. (https://forums.factorio.com/28653)
- Fixed inserters not putting fuel in modded burner assemblers in some situations (https://forums.factorio.com/28196)
- Fixed headless server would crash when loading save containing sprite-button. (https://forums.factorio.com/28736)
- Fixed maps loaded from versions < 0.13.7 not generating any more chunks (https://forums.factorio.com/28760)
- Fixed First Steps campaign character death error. (https://forums.factorio.com/27926)

Scripting

- Reverted changes related to 0.13.7 fix for (https://forums.factorio.com/28564). If entity specified in sprite path doesn't have an icon, button will be created anyway, but no sprite will be drawn inside of it.
- Added LuaGui::is_valid_sprite_path() function
- Fixed that if a land mine got blown up and replaced by a robot, it wouldn't arm itself. (https://forums.factorio.com/28761)
- Added LuaPlayer::admin read - if the player is an admin.

---

Changelog for Patch 0.13.9 (added 18 July 2016) - Experimental Beta:

Changes

- Updated demo campaign tips images.
- Updated/Fixed locale entries.
- Removed --mp-load-game
- Default value for "Lights render quality" graphics options was changed to 1.0. If config.ini contains value lower than new minimum (0.25) it will be reset to the default value.
- Lights are rendered with linear filtering to improve quality for lower "Lights render quality" settings.
- Added tips and tricks for pasting wagon slots and cycling in blueprint book.
- Mods are now sorted alphabetically in the mods list.

Bugfixes

- Fixed transport belt madness map showing an empty message dialog out of nowhere.
- Fixed transport belt madness being impossible.
- Fixed crash on Linux when stdout was closed after starting Factorio.
- Fixed trains of other forces could be seen in the Trains GUI.
- Fixed inserters not saving custom pickup/dropoff when exported through the Lua blueprint interface.
- Fixed robots delivering modules into the recipe input slots instead of the module inventory.
- Fixed performance issue caused by alt mode when some mods are installed and linear filtering is enabled.
- Items stop correctly before a belt deactivated using the circuit network.
- Fixed another case where a biter could get stuck.
- Fixed crash when using --mp-connect to join a game that requires user verification.
- Fixed train GUI would be too big to fit on screen with a large amount of character inventory slots.
- Buildings with backer names containing non-ASCII charecters are generated properly.
- Fixed logistic counts when changing stack sizes of items the player was holding.
- Fixed crash when right-clicking electric pole in Map Editor.
- Fixed crash when building tiles would result in you dying.
- Fixed disabled belts would still move the player.
- Fixed crashes related to changing train conditions in the latency state.
- Fixed line breaking in description titles.
- Fixed typo in description of flooring items.
- Fixed blueprint icons not working as desired when paths where part of the selected area.
- Fixed that a username change wouldn't save if the game crashed.
- Fixed that clicking an alert button could show the wrong alert.
- Fixed flooring placement preview rendered on top of turret base.
- Fixed numpad home/end/other keys not working when numlock was off.
- Fixed that the game password dialog showed the password.
- Fixed that inserters at the very front of trains would sometimes not get enabled when a train would stop.
- Fixed the difficutly settings for scenarios not working.
- Fixed alignment of some pipe covers.
- Fixed the watch-your-step achievement not working.
- Rocket parts from building rockets in the rocket silo now show in production stats.
- Fixed tracked achievements scrolling off screen when un-tracking them.
- Fixed inserter sometimes only dropping one item on the ground before going back.
- Fixed LuaGameScript::active_mods not showing the correct list of mods.
- Fixed signals letting trains pass when the circuit network changes.

Scripting

- Fixed SpritePath to recipe that inherits icon from its result would not be considered valid.
- Fixed crash when setting new research in the on_research_completed event.
- Fixed error during the research completed event being un-clickable.
- Added LuaTile::position read.

For more details, please visit: https://forums.factorio.com/viewtopic.php?f=3&amp;t=29102
Post edited November 09, 2016 by DeMignon
high rated
Changelog for Patch 0.13.10 (added 27 July 2016) - Experimental Beta:

Minor Features

- Added logistics auto-trash slots: the opposite of logistic request slots.
- Added --mod-directory: Specifies which mod directory to use

Changes

- Increased the size of the curved rail bounding boxes slightly so trains won't damage things built next to them.
- Server stdout messages now contain timestamps and message-type tags
- Biters and other units won't become aggressive as a result of friendly-fire.

Bugfixes

- Fixed golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. (29121)
- Fixed crash related to wire rendering after switching to copper wire while dragging wire. (29216)
- Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
- Fixed chat message rainbow when the game tick would go past 2147483648. (29307)
- Fixed password field not being focused when connecting to a game. (29175)
- Fixed rocket silo moving slow when using efficiency modules.(29108)
- Fixed pressing Escape in multiplayer connect password dialog closed all gui windows. (29176)
- Fixed gates sometimes not opening soon enough. (28593)
- Fixed side menu buttons being focusable. (27575)
- Fixed numbers display rounding up when it shouldn't. (29184)
- Fixed constant combinator GUI slider sometimes showing different value than the number of items. (28637)
- Fixed assembling machine GUI progress bars not sizing correctly. (28980)
- Fixed tight-spot scenario missing walls around trees. (26922)
- Narrower descriptions with more line breaking opportunities (mod list, roboport). (29348)
- Fixed that cunning cancellation of crafting orders could result in free items. (27459) As a result of this fix, your entire crafting queue will be lost when loading a save from 0.13.9 or earlier. We suggest that you finish or cancel all your crafting before upgrading.
- Fixed crash related to custom units. (29202)
- Fixed mod enabling/disabling sometimes didn't restart the game. (28738)
- Fixed several issues with buildability checks returning false but entities actually being buildable. (28883)
- Fix that aggroing a huge amount of biters would cause UPS drop for a long time. (29513)
- Fixed freeze when dragging sound sliders in some instances. (29441)
- Fixed bullet shooting speed not working properly. (28707)

Optimizations

- Improved performance when building large electric poles in the latency state by click-and-drag. (29104)
- The game's main loop has been rewritten. This should increase performance in some cases and fixes some freezes and stability issues. For example game freezing when changing system time.

Modding

- Starting area is now 1.5x the size in tiles (also affects tier_from_start).
- Fixed manually defining the localised_name of an item didn't work correctly. (29148)

Scripting

- Added LuaEntity::copy_settings() - copies settings from one entity to another as if the player did it.
- Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
- Fixed crash when trying to set compound command with missing list of commands. (29164)
- Fixed technology effects are now applied before the research_completed event is fired. (29451)
- Added LuaGameScript::direction_to_string(...) - converts a defines.direction to the string name.
- Added LuaPlayer::clean_cursor() - acts as if the player pressed the "clean cursor" key.
- Added LuaEntity::mining_target read.
- Added properties to LuaSurface::create_entity to make the creation act as fast-replace building.
- LuaGameScript::take_screenshot now has an additional field "by_player" that when set will cause the screenshot to only be taken on that players local game.
- Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network.
- Added LuaEntity::circuit_connection_definitions - the connection definitions for all wires connected to an entity.
- For more details, please visit: https://forums.factorio.com/viewtopic.php?f=3&amp;t=29612

---

Changelog for Patch 0.13.11 (added 27 July 2016) - Experimental Beta:

Small changes

- Further locale changes and polish.
- Horizontal mouse wheel scrolling is now translated to vertical scrolling, because of key binding problems on OS X. OS X blueprint book binding is changed back to Shift + Mouse wheel up/down, other custom horizontal mouse wheel bindings are changed to vertical.

Bugfixes

- Fixed that the Linux binaries would crash after handcrafting finishes. (29614)
- Fixed offshore pump could be built on top of other offshore pumps. (29705)
- Fixed pumjack output would show 0.0/s. (29650)
- Fixed that "show pollution on minimap" didn't work when "show pollution on map" was not enabled. (29651)
- Fixed scrolling on OS X.
- Fixed exploit of connecting energy producer to more networks and connecting them by switches. (28249)
- Fixed long handed inserters couldn't pick up from the ends of cargo wagons. (29343)
- Fixed that when a mod defined a technology with an invalid recipe, it could crash the game. (29701)

Scripting

- Fixed accumulators with circuit connectors not working correctly when exported through get_blueprint_entities(). (29727)
- Changed LuaSurface::find_entities/filtered to take either area, position, or neither instead of just area.
- Added LuaGroup::order read.
- For more details, please visit: https://forums.factorio.com/viewtopic.php?f=3&amp;t=29856

---

Changelog for Patch 0.13.13 (added 01 August 2016) - Experimental Beta:

Bugfixes

- Fixed OpenSSL launch issues on Linux.
- Fixed crash on Windows after multiple restarts when installing mods

Modding

- Added entity prototype flags "not-blueprintable" and "not-deconstructable".

Scripting

- Changed LuaEntity::order_deconstruction() to return true/false if it did the deconstruction instead of throwing errors.
- Added LuaPlayer::entity_copy_source - the source entity used during entity settings copy paste.
- Added LuaEntity::request_slot_count read - the number of request slots on the entity or 0 if none.

---

Changelog for Patch 0.13.18:

Changes

- Changed train wait conditions to use standard boolean precedence for evaluation, instead of a simple left to right accumulative evaluation.

Balancing

- Increased tank machine gun range to 20.

Bugfixes

- Fixed console command warning not sticking through save-load. more[forums.factorio.com]
- Fixed that vehicle machine guns would show in the logistics request and inventory filter selections.
- Fixed crash when number animation variations of unit-spawner entity is reduced. more[forums.factorio.com]
- Fixed clearing blueprints didn't clear the label. more[forums.factorio.com]
- Fixed crash when removing entities that had active alerts. more[forums.factorio.com]
- Fixed that sending random garbage to the RCON port could crash Factorio. more[forums.factorio.com]
- Fixed GUI size issues with modded recipes that have a ton of effects. more[forums.factorio.com]
- Fixed script errors with tight spot level 5. more[forums.factorio.com]
- Fixed the market entity not migrating/handling removed items it was offering. more[forums.factorio.com]
- Fixed sound settings not applying when pressing escape. more[forums.factorio.com]
- Fixed a crash that would happen after changing UI scale with the inventory open. more[forums.factorio.com]
- Fixed deconstruction would reset the build rotation value. more[forums.factorio.com]
- Fixed copy-paste between inventory sizes applying the inventory restriction oddly. more[forums.factorio.com]
- fixed game.regenerate_entitiy() not working at all. more[forums.factorio.com]
- Fixed that it was possible to create an assembling machine with zero energy usage. more[forums.factorio.com]

Modding

- Fixed crash when trying to connect wires to entities with 0 wire connection distance. more[forums.factorio.com]

Scripting

- Fixed LuaSurface::map_gen_settings.shift not working. more[forums.factorio.com]
- Fixed chunk positions would get improperly rounded instead of floored. more[forums.factorio.com]
- Added LuaConstantCombinatorControlBehavior::enabled read/write.
- Added upper limit to resolution parameter of LuaGameScript::take_screenshot function. Limit for width and height is 16384.
- Added LuaStyle::visible read/write.
Post edited November 09, 2016 by DeMignon
high rated
Changelog for 0.14.1 (added 29 August 2016) - Experimental Build:

- Fixed that exiting hosting game could stuck Factorio forever.
- Possible fix game not showing in browse game list. (If it happens anyway, we will have more info)
- Fixed that a very big number of biters on a map could cause very significant UPS drop.

Features

- Fixed multiplayer
- 1) Internal reliability and stability improvements.
- 2) Players don't have to wait for other clients to download and load the game.
- 3) Decreased network traffic.
- 4) It is possible to use menu and quit the game when connecting to the game.
- 5) Server doesn't stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.
- 6) Players automatically quit game after 3 desyncs.
- 7) Download speed tweaks.
- Added /team command that messages all players from the same force.

Minor Features

- When selecting inventory filters the filter is automatically set to the item in the cursor if any.

Changes

- Disabled loading of saves before 0.11.0 version (You can use 0.11.22 to load older saves and re-save them).
- Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).

Bugfixes

- Factorio shouldn't crash anymore when Direct3D device is lost due to locking screen or entering sleep mode.

Modding

- Added support for equipment grids in cars, tanks, locomotives, and cargo wagons.
- Changed equipment grids to work as protoypes: defined and referenced by things that use them.
- Changed equipment and equipment grids to have categories that define what equipment can go in what equipment grid.

Scripting

- Fixed game freeze when an error was thrown during the player left game event.
- Removed LuaItemStack::has_grid.
- Removed LuaItemPrototype::equipment_grid_size.
- Changed LauItemStack::grid to return nil if the item doesn't have a grid.
- Added LuaItemPrototype::equipment_grid.
- Added LuaEntity::grid read.
- Added Added LuaEquipmentGridPrototype.
- Added LuaEquipmentGrid::prototype read.
- Added LuaEquipmentPrototype::equipment_categories read.
- Added LauForce::unchart_chunk()

---

Changelog for 0.13.20 (added 30 August 2016):

Bugfixes

- Fixed the demo wasn't working.
- Fixed equipment grid GUI didn't size properly in some cases. more[forums.factorio.com]

Modding

- Fixed "factorio_version" not being checked correctly in some cases. more[forums.factorio.com]

Scripting

- Fixed "unknown" error in some cases when using radio button GUI elements.
- Fixed crash when a mod custom event event would error. more[forums.factorio.com]
- Added LuaGuiElement::type read.
Post edited November 09, 2016 by DeMignon
high rated
Changelog for 0.14.19 / GOG-14 (Windows) / GOG-7 (Mac) / GOG-5 (Linux) (added 08 November 2016):

- Fixed that items (like grenades) could be used also in the map view. (35565)
- Fixed tutorial level 2 scripting.
- Fixed weird recipe sorting in the demo.
- Fixed that the game crashed when it was closed while sound settings were opened.
Post edited November 09, 2016 by DeMignon
high rated
Changelog for 0.14.21 / GOG-15 (Windows) / GOG-8 (Mac) / GOG-8 (Linux) (added 28 November 2016) - Experimental Build:

- Fixed that the game could crash when a game disappeared from the matching server before its details were requested.
- Fixed that numpad numbers didn't work for any game controls.
- Fixed crash when merging forces while a player in one the force to be removed was crafting something.
- Fixed game would be stuck in main menu if Join Game on Steam failed for some reason.
- Fixed possible save corruption when roboport was destroyed while robot was repairing it.
Post edited November 29, 2016 by DeMignon
high rated
Changelog for patch 0.14.22 / GOG-16 (Windows) / GOG-9 (Mac) / GOG-9 (Linux) (added 06 February 2017):

- Limit maximum texture size the game will try to use to 16384x16384 pixels.
- Fixed desync related to building of rail signals. more at forums.factorio.com
- Fixed multiplayer map download getting stuck at 100% when using some broken route
high rated
Changelog for 0.14.23 / (Windows) / (Linux) (added 26 April 2017):

- The OSX version of the game will be updated as soon as possible.
- Fixed crash when refreshing in the browse mods GUI in some instances. (39032)
- Fixed crash when clicking the same tick the map is loaded. (39713)
- Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. (41159)
- Fixed occasional broadcast related crashes on OSX (39250)
- Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.

------------

0.14.23 / (Mac) (added 27 April 2017):

- 0.14.23 Mac version added
Post edited April 27, 2017 by DeMignon
high rated
Changelog for patch 0.15.2 [Experimental build] / (Windows) / (Mac) (added 27 April 2017):

- The full changelog can be viewed at:
https://forums.factorio.com/viewforum.php?f=3&amp;sid=e26f009c5ed3cb1d18c5b21ba666395d
Post edited April 27, 2017 by DeMignon
high rated
Changelog for patch 0.15.10 [Experimental build] / (Windows) / (Mac) / (Linux) (added 15 May 2017):

- The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&amp;sid=f3efb8b0aaca846ab439c0e04006f2b3
Post edited May 16, 2017 by DeMignon
high rated
Changelog for Patch 0.15.11 [Experimental build] (added 18 May 2017):

- The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&amp;sid=f3efb8b0aaca846ab439c0e04006f2b3
high rated
Changelog for patch 0.15.16 [Experimental build] / (Windows) / (Mac) / (Linux) (added 31 May 2017):

- The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&amp;sid=f3efb8b0aaca846ab439c0e04006f2b3
Post edited May 31, 2017 by DeMignon
high rated
Changelog for Patch 0.15.17 [Experimental build] / (Windows, Linux and Mac) (added 02 June 2017):

- The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&amp;sid=f3efb8b0aaca846ab439c0e04006f2b3, and specifically here.
high rated
Changelog for Patch 0.15.18 [Experimental build] / (Windows, Linux and Mac) (added 05 June 2017):

The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&amp;sid=f3efb8b0aaca846ab439c0e04006f2b3. and specifically here.
high rated
Changelog for Patch 0.15.23 [Experimental build] / (Windows, Linux and Mac) (added 27 June 2017):

The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&amp;sid=f3efb8b0aaca846ab439c0e04006f2b3. and specifically here.
high rated
Changelog for patch 0.15.26 [Experimental build] / (Windows) / (Mac) / (Linux) (added 03 July 2017):

- The full changelog can be viewed at: https://forums.factorio.com/viewforum.php?f=3&amp;sid=f3efb8b0aaca846ab439c0e04006f2b3