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Friday Facts #359 - Crash site: The beginning

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0.18 mods will be loadable in 1.0 (Klonan)

With 1.0 approaching, we want to ensure that the day of the launch goes as smoothly as possible, and shows the game in the best light. Something that would really work against that would be if the update broke a bunch of mods and disgruntled all of our most dedicated players. So we are making efforts to ensure that mods that work in 0.18, will work without any update needed in 1.0.

Theoretically this isn't so difficult, as the 0.18 release structure has meant that mods have maintained compatibility with all the latest changes, and in essence 1.0 will just be a small update of 0.18. However it does take a bit of special handling:
  • 1.0 will allow mods marked for 0.18 to load.
  • The mod portal will show 0.18 mods when browsing in 1.0.

Avoiding breaking mods also means we need to be very careful with changing anything, even something as simple as renaming a sprite can break dozens of mods. I think we never realised how easy it is to break mods before we started this new release structure. Big apologies and big thanks to all the modders who stuck with us through these breakages.

We hope that what this effort means, is that on the day of 1.0, players new and old alike can login to the mod portal and have a very large catalog of mods they can enjoy right away, and that the modders can relax and enjoy the game instead of worrying about updating all their work. However, we cannot say 100% that all mods will work, it is possible one of the features in 1.0 (like the new nuke or alien decoratives) will break some mods.

Mining drill redesign revisit (Ernestas, V453000)

In FFF-350 we presented the new electric mining drill graphics, and released them in 0.18.31 shortly after. However, we hadn't realized soon enough that it had some issues...

The most obvious one is the tile overlapping. All of our graphics try to find a balance between overlapping the tile a lot to be aesthetically nicer, and not overlapping the tile at all to be technically correct and readable.



With the electric mining drill we got bolder than with other entities, and overlapped the tile more. This problem got massively strengthened by the fact that the mining drill outputs directly to a belt, so it doesn't even have the typical gap where inserters usually are.

The secondary but related issue would be that the entity is no longer as recognizable as before. We attribute that mostly to the new height that the drill has, as it gets a bit overcomplicated, and not as clear what the shape of the entity is.



Originally the main reason to add the higher structure was because we wanted to create a much more complicated miner movement (both horizontally and vertically), and to fit pipe connections easily. However the miner movement was too complicated so we didn't do it, and the pipe connections are kind of an edge case.

We could have addressed just the issue of overlapping the tile above the mining drill, but that would already cost some amount of time and we felt like we could go one step further.



It was tight in time, which is why we're presenting it now, but we decided to move the whole structure down, so the mining mechanism would move on ground-based rails. After a lot of effort put into moving things, redesigning parts of the drill, and reworking the pipe connections, Ernestas has arrived to the new version.



The electric mining drill is one of few entities that the player sees from the very first stages of the game, all the way to the end. Long story short, it's a really important entity so we wanted to get it right.

We were happy with the concept of the mining drill redesign for the "aggressive ground penetration" against the "gentle harvesting" of the original, but we traded away a few of the good parts about the old mining drill graphics, like clarity and identifiability. This revisit tries to fix that, and we believe now it's good.

The new mining drill graphics have been released with 0.18.44 (today). As it could break some mods, we wanted to push the new graphics as soon as possible to give mod authors a chance to fix their mods for 1.0.

Technology icons update (Dominik, V453000)

As many graphics have changed over the years, more and more related technology icons became outdated. We didn't have enough time to do a complete rework of the technology icons as we did with the item icons, but we could at least update the clearly outdated ones.



Crash site: The beginning (Ernestas, V453000)

Even though a simple one, Factorio does have a story - An engineer crashes on a planet and through building a complex factory, becomes capable of launching rockets back into space (...or builds the sickest combinator contraption instead).

This story is quite well represented - building a crazy factory in the process, ending with an epic rocket launch - except the beginning is not. The player character just appears in the middle of the map with nothing showing where they came from.

When we were working on the crash site for the NPE, we created the special assembling machines, a lab, a power generator and chest capsules.



The NPE has been removed, but Albert didn't design just those special ship chunks. The central piece of the composition was always meant to be a large spacecraft - but per usual, we didn't have enough time to finish it, and since it wasn't really gameplay breaking, we released 0.17 without it.

Although the NPE was removed and its custom crash site entities remained only for modding and custom scenario use, we would like to finish the main crashed ship.

The plan always has been that if we're investing a lot of time into designing the crash site entities, then we better use them for Freeplay as well, as that's the main game mode.

Recently Ernestas picked up Albert's 3D model and finished texturing it, bringing it to life, and to the game.



Klonan has also added a short skippable cutscene at the start of Freeplay, where the crash site is revealed.

The crashed segments are randomly placed, and there's a little bit of resources to be found in each of the ship segments (the 8 combined iron plates that until now just appeared in your inventory).

All of the crash site parts can be mined, but it gives no reward, takes a long time, and the crash site can't be re-built.

The crash site is spawned at the start of the game, so it won't show on pre-1.0 maps. The crash site will be released in 1.0, on 14th August 2020 - at 11am Prague time.

Version 0.18.43 released

Graphics


  • Updated the technology icons.
  • Updated the "Make a copy of blueprint" icon.
Gui


  • Added simple credits gui.
  • Updated the style of progressbar dialogs.
  • Updated the style of map editor.
Changes


  • Changed the default debug settings to only show grid and nothing else.
Bugfixes


  • Fixed that Blueprint books in the library didn't propagate its modded icon backups properly into the game.
  • Fixed that Blueprint books in item form did loose its modded icon backed up state when saved between versions 0.18.37 and 0.18.42
  • Fixed that swapping ghost cursor with an item didn't clear the quickbar selection immediately.
  • Fixed PvP script error when starting a new round with duplicate starting areas. more
  • Fixed PvP scenario not restoring character bonuses after respawn. more
  • Fixed that most of the windows were not squashing as they should when they couldn't fit the screen.
  • Fixed squashing of save name label in the load/save map dialog and load/save map progress windows.
  • Fixed that biters could attack entities beyond their attack range. more
  • Fixed crash when opening train gui through non-locomotive while in map view in latency state. more
  • Fixed that the deconstruction planner was ignoring specified tile filters when removing tile ghosts.
  • Fixed that the deconstruction planner with normal tile setting was ignoring tiles when the selection contained only tile ghosts + tiles.
  • Fixed that the deconstruction planner with tile ghost filter selected didn't select (with whitelist) or ignore (with blacklist) the tile ghosts.
  • Fixed that the deconstruction planner with tiles and rocks only and blacklist always ignored tiles.
  • Fixed lights of entities just outside of right or bottom border of screen were drawn twice sometimes.
  • Fixed drag-placing ghost item in zoomed-to-world view would drag the view instead. more
  • Fixed that barreling recipes were generated for "fluid-unknown".
Scripting


  • Empty LuaPrototype collision masks will now return an empty table, rather than nil.
  • LuaEntity::circuit_connected_entities and LuaEntity::circuit_connection_definitions return data for entity ghosts. more


You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.

Version 0.18.42 released

Bugfixes


  • Fixed a crash when holding a blueprint book.
  • Fixed that blueprint book in an item form didn't have mod-persistent icons.
  • Don't drag map when in zoomed in map mode and building blueprints.
  • Don't place map tags when building blueprints.
  • Fixed crash in rendering due to game state being modified by buildability checks for drawing blueprint placement visualization on chunks in fog-of-war when zoomed-to-world.


You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.

Version 0.18.41 released

Changes


  • The tiles and entities filtering logic in the deconstruction planner is now independent.
  • Selecting first entity filter switches tile mode to never when it has the default normal mode and no filters.
Bugfixes


  • Probably fixed problem with blueprint preview data not being empty when blueprint is empty.
  • Improved layering of rocket in rocket silo, so it occludes inserter hands. more
  • Fixed inventory consistency check failing when loading some saves. more
  • Fixed inventory error messages in god and editor controller. more
  • Fixed smoke might not be spawned from generator entity if its animation was too short. more
  • Fixed underground belts and loaders would not draw half-belt with layers correctly. more
  • Fixed localised strings in text objects created through script rendering API, would be untranslated after saving and loading. more
  • Fixed that right-clicking blueprint book with empty blueprint being selected destroyed the whole book.
  • Fixed that cut and copy created empty blueprint when nothing was selected with alternative selection type.
  • Fixed that the mouse "cross" selection cursor was not present when selection tools from the blueprint library were held in the cursor.
  • Fixed that the latency state of deconstructing using tool from library didn't take the tool settings into consideration.
  • Fixed the alert tooltips showing all surface names in the tooltip when multiple surfaces existed.
Modding


  • Added LuaEntityPrototype::rocket_entity_prototype read.


You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.

Version 0.18.39 released

Bugfixes


  • Fixed clearing ghost from cursor would not clear quickbar selection. more
  • Fixed blueprint book not shrinking when the last item was destroyed.
  • Fixed crash when Lua received event of player selecting area to deconstruct.
  • Fixed upgrading book by item would not work while being in editor. more
  • Fixed biters not grouping before attacking an artillery outpost. more
  • Fixed crash related to saving blueprint which has all the entities/tiles as question marks.
  • Fixed desync when loading blueprint shelf with modded entities. more
  • Fixed that swapping blueprint cursor into a non transferred blueprint didn't trigger the transfer.
  • Fixed that cycling blueprint book in the shared blueprint library could also cycle the index for other players holding the same book.
  • Fixed that cycling book wouldn't mark blueprint storage to be resaved, so the indexes would be lost if no other changes were done.
  • Fixed a desync when returning to a multiplayer game while the book active index was changed in a different game. more
  • Fixed that the action to put item into a blueprint library was not based on the latency hiding state of held item, which could result into the action doing nothing when the item held was not in the server state yet.
  • Fixed that quickbar links into items contained in blueprint books in the player inventory didn't work.
  • Fixed that it was possible to setup empty blueprint of other player if the original player was still having the quickbar link to it.
  • Fixed that quickbar links did work only for the main inventory of player, so it didn't work for currently equipped armor for example.
  • Fixed that LuaInventory.insert() didn't work properly for blueprint books. more
  • Fixed crash when reassigning blueprint with non-even snap grid size to contain rails. more
  • Fixed crash when holding a blueprint from the blueprint library while being dead. more
  • Fixed that the info for selecting entities to be upgraded was mentioning entities that were marked for deconstruction, even when these are ignored by the upgrade planner.
  • Fixed that ordering deconstruction didn't cancel upgrade order. more


You can get experimental releases by selecting the '0.18.x' beta branch under Factorio's properties in Steam.