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Factorio News

Version 1.1.94 released as stable

Minor Features


  • Added a notification when a technology is researched.
  • Added /enable-research-queue console command to enable the research queue without disabling achievements.
  • Added "--nogamepad" command line option to disable gamepad(controller) detection and support.
Changes


  • The research queue is enabled by default for new games.
  • Disabled support for .voc audio files for Allegro audio backend.
Bugfixes


  • Fixed that pumpjacks would not show the correct status when they were stopped due to full fluid output. more
  • Fixed that sync-mods-with-save would download the latest mod version regardless of the mod's base dependency. more
  • Fixed that selection tool with "cancel-deconstruct", "cancel-upgrade" or "downgrade" mode would not render selection of entities. more
  • Fixed it was possible to create maps with width or height larger than 2000000. more
  • Fixed recipe tooltip in assembling machine was doing intermediate crafting logic when showing items missing for crafting. more
  • Fixed inserter could take items from wrong side of a belt when the belt shape was changed. more
  • Fixed that heat buffer temperatures would not migrate correctly when changing the prototype maximum temperature. more
  • Fixed that the research queue would not be enabled by default for the Marathon and Death world marathon presets.
  • Fixed fast replacing train stops would not preserve trains limit. more
  • Fixed that crafting machines did not handle item-with-tags type items correctly. more
  • Fixed that setting color to nil for rolling stock did not fire the on_entity_color_changed event. more
  • Fixed that LuaInventory::find_empty_stack() didn't respect the 'hand' location. more
  • Fixed that LuaGameScript::auto_save() didn't handle sub-directories correctly. more
  • Fixed that closing a headless multiplayer game via ctrl+c would give an exit code of 1 instead of 0. more
  • Fixed that all exit codes got coerced into 0 or 1.
  • Fixed that crafting machine fluid outputs could prevent them from sleeping in some cases. more
  • Fixed that the Lua utility function "make_4way_animation_from_spritesheet" didn't handle several values correctly. more
  • Fixed server not showing in LAN server browser if the game is also public and with a different external port because of NAT.
  • Fixed controller vibrations playing in keyboard and mouse mode.
  • Fixed controller buttons simulating clicks and modifiers in keyboard and mouse mode. more
  • Fixed that inserters would stop working when interacting with fluid-producing machines in some cases. more
Modding


  • Added ResourceEntityPrototype::cliff_removal_probability defaulting to 1.
  • SimpleEntityWith[Owner/Force] no longer require a graphics definition.
  • Accumulators no longer require a graphics definition.
  • Generators no longer require setting effectivity - it defaults to 1.
  • Combinators no longer require a graphics definition.
  • Generators no longer require a graphics definition.
  • Burner generators no longer require a graphics definition.
Scripting


  • Added LuaGameScript::get_train_by_id.
  • Added LuaEntityPrototype::spawn_decoration and spawn_decorations_on_expansion read.
  • Added LuaEntityPrototype::connection_distance and joint_distance read.
  • Added LuaEntityPrototype::radius_visualisation_specification read.
  • Added LuaEntity::sticker_vehicle_modifiers read.
  • Added LuaForce::is_chunk_requested_for_charting().
  • Added LuaEntity::spawning_cooldown, absorbed_pollution, and spawn_shift read.
  • LuaGameScript::print, LuaPlayer::print, LuaSurface::print and LuaForce::print now accept a PrintSettings as a second parameter.
  • Added LuaStyle::draw_grayscale_picture read/write.

Friday Facts #382 - Logistic groups

Hello, today we will go over some of the details of Space platforms we couldn't fit into the last FFF, as well as some new features that will tie the whole system together.

Read the full post on our website.

Friday Facts #381 - Space Platforms

Hello,
Several FFFs ago we have shown you what a Space platform can look like, today we would like to explain how they work in a bit more detail.

Read the full post on our website.

Friday Facts #380 - Remote view

Hello,
we would like to talk about the remote view changes coming in the 2.0 base game update. This is one of the foundations to be able to talk about the space platform and planets later, so lets get into it!

Read the full post on our website.

Friday Facts #379 - Abstract rewiring

Let me show you around. That's our lab table and this is our work-stool. And over there is our interplanetary space-platform! And here's where we keep assorted lengths of wire.

Read the full post on our website.