Posted November 09, 2016
high rated
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&t=29102
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&t=29102
Post edited November 09, 2016 by DeMignon