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Version 0.18.14 released

Gui


  • The production statistics and electric network GUIs now have a new look.
  • The kills GUI (K keyboard shortcut) has been removed. Kills statistics are now accessible as a tab in the production statistics GUI.
Bugfixes


  • Fixed an issue with nested items in items. more
  • Fixed Character GUI missing logistics tab due to missing technology migration. more
  • Fixed Character GUI recipes constantly scrolling up when crafting or when inventory changes. more
  • Fixed that simple mouse click on double slider button would not set a slider as active. more
  • Fixed that tabbing out of empty high value textfield of double slider would reset it to 0. more
Scripting


  • Removed the defines.gui_type.kills value from defines.gui_type.


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

Version 0.18.13 released

Gui


  • The character GUI now has a new look.
  • Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
  • Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
  • Updated the look of filter, item and circuit signal selection GUIs.
Changes


  • Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.
  • Removed the restriction of not allowing to have two identical blueprints in the blueprint library or blueprint book.
  • Allowed to delete blueprint/books/upgrade planners/deconstruction planners also when opened in other inventory.
  • Removed the utility slots (to create blueprint, book etc) from blueprint library as it is now available directly through quick tools menu.
  • Allowed to edit blueprints in the blueprint library the same way as when it is an item.
  • Allowed to export blueprint books in blueprint library (it was only possible in inventory before).
  • Allowed to choose whether train fuel should be included in a blueprint.
Bugfixes


  • Fixed that 3rd last row of 4th sheet of gun turret shooting had duplicate frame. more
  • Fixed desync when changing recipe that was outputting large amount of fluid per crafting cycle to recipe that outputs low amount of fluid. more
  • Fixed sprite button would not respect draw_shadow_under_picture style property. more
Modding


  • Added main_menu_background_image_location to utility constants.
Scripting


  • Removed LuaStyle::extra_padding_when_activated read/write.
  • Added LuaStyle::extra_top_padding_when_activated, extra_bottom_padding_when_activated, extra_left_padding_when_activated and extra_right_padding_when_activated read/write.


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

Friday Facts #338 - The (real) Character GUI

Read this post on our website.

The Character GUI (Twinsen)

It was 11 months ago when we first mentioned the new Character GUI, in FFF-289. After all that time, it's finally getting ready. Since you can expect to see it released sometime in the next 1 or 2 weeks, we would like to present a quick recap of the features and changes, and some real in-game screenshots.

The Character window is now split into 3 tabs. Logisitcs and auto-trash were moved from the central frame into a tab and a new tab called Character was added. Using inventory/stack transfers in the player inventory will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.

https://cdn.factorio.com/assets/img/blog/fff-338-tabs.mp4

Logistics and auto trash are now merged into 1 panel. Using a double slider you can set an interval. If you have less than the first value, robots will bring more, if you have more than the second value, extra items will be auto-trashed and taken away by the robots. The double pop-up and extra confirm might seem strange, but it's made this way to solve the problem of robots bringing you items before you finished setting up your request.

https://cdn.factorio.com/assets/img/blog/fff-338-setting-filters.mp4

With the merging of requests and auto-trash, we also made it so you can now set an unlimited number of requests, regardless of research. Furthermore, everything is unlocked in one research: unlimited logistic requests, auto trash, and 30 trash slots are all unlocked by the "Logistic robotics" research that is at blue science.

Searching now not only searches the recipe GUI, but also the inventory and logistic requests.

https://cdn.factorio.com/assets/img/blog/fff-338-search.mp4

By popular demand, we also added a switch to quickly turn personal logics on or off. Turning off personal logistics will stop logistic robots from bringing requested items. It will also stop items from automatically being moved to the trash slots. Logistic robots will continue to empty the trash slots.

https://cdn.factorio.com/assets/img/blog/fff-338-toggle.mp4

Since the recipe GUI has a new style, we also updated the look of the filter, item, circuit signal, and upgrade selection GUI styles. Some of the other GUIs in the game will have some visual issues due to the mix of old and new styles. My next step will be to fix these issues as soon as the Character GUI is released.

Looking back, this GUI took 13 months and 3 programmers (working alternatively) to implement. This is excluding mockups and UX design. It's a long story, but one thing that's obvious is that the GUI scope has grown far beyond what our codebase is capable of. For this reason, we won't be focusing obsessing that much on the GUI in the future. We will finalize the transition of styles, fix obvious issues and low hanging fruits, and try to get everything at a consistent level of quality for 1.0.

This new Character GUI and changes will likely affect some mods, especially those relying on logistic technologies, logistic slot related APIs, old style definitions, etc. Thankfully a lot of mods will be unaffected, so we hope it won't be too much disruption. Still, we wanted to give some forewarning.

Community spotlight - Krastorio 2 (Bilka)

Over the past two weeks, an overhaul mod called Krastorio 2 has been going through closed alpha and beta testing. Krastorio 2 is an overhaul mod that aims to provide a vanilla-style experience with an expanded post-rocket game and updated recipes. The mod will be released later today, so I wanted to take the opportunity to spotlight it.

My factory, grown over the two weeks of testing, showing off the custom mod graphics. Click to view full resolution

The mod changes almost all recipes without introducing many intermediates, making it close to vanilla while still being a new experience. One of the bigger changes is that late-game technologies do not require the starting tech cards (science packs). Combined with the tech cards mostly needing intermediate products, you can reroute the ingredients of the tech cards into other production as the tech cards become obsolete.

Post-rocket tech cards are consumed in the lab area on the left in the image, the pre-rocket tech labs stand disused in the bottom right.

The biggest feature of Krastorio 2 is that it adds a significant amount of content beyond the rocket launch, including a new win condition. After automating rocket launches there are three more tech cards waiting to be researched, two new resources waiting to be harvested, and many more useful items to be crafted. All that production and the win condition take a significant amount of power but thankfully the mod adds an effective power generation option to fulfill the factory's needs.

Fusion power

All in all, the mod can be described as a great mix of updated recipes and fresh mechanics that are kept in line with vanilla. This means that the mod is not as overwhelming as overhauls that really focus on certain mechanics such as many additional resources, fluids or intermediates. Instead Krastorio 2 strikes a great balance between old and new. The mod has many more features that I did not mention here; so if I made you curious, check out the mod for yourself and have fun playing!

Version 0.18.11 released

Graphics


  • Fixed player character shadow didn't animate in idle state when not facing north.
Bugfixes


  • Fixed that LuaEntity::splitter_filter would reject a LuaItemPrototype. more
  • Fixed smart entity collision mode in tile editor did not work with offshore pump. more
  • Fixed that modded shortcuts that spawned items not visible in the blueprint library didn't work. more
  • Fixed that technology tooltips didn't show debug tooltip data the same as other tooltips. more
  • Fixed that crafting machines would report as supporting backer names through the Lua API. more
  • Fixed that un-researched recipes couldn't be used while in the map editor. more
  • Fixed that the removed-content GUI didn't include some translations. more
  • Fixed a desync related to invalid rail signal requested to be closed by circuit network. more
Modding


  • Added InserterPrototype::chases_belt_items. more
Scripting


  • Added LuaEntityPrototype::inserter_chases_belt_items read.
  • Added surface to the selected-area events.
  • Changed LuaSurface::spill_item_stack() to return the created entities if any.


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

Friday Facts #337 - Statistics GUI and Mod Debugger

Read this post on our website.

Statistics GUI (Klonan, Oxyd)

The statistics GUI (electric network stats, production stats, etc.) is one of the GUIs that has been in the game for a very long time, and has had its functionality fleshed out reasonably over the years. It was not long ago when Twinsen added hovering and highlighting to the graphs.

Given that, and the relatively short timeframe for 1.0 release, the update of the statistics GUI has really just been a style update, no new features or heavy logic rewriting. Oxyd has most of the work done, so we are happy to show some real in-game screenshots of how it looks:



A notable change with the electric stats is that the Satisfaction/Production/Accumulator charge are next to each other in a single row, as opposed to each in a separate row. The label for the exact amount has also been moved to inside of the progress bar, which itself is much thicker.





The production stats are pretty much the same functionality wise. One new button you might spot is the search button.



However there are some problems with the search feature. As you can see, production and consumption frames have a different search box independent from each other. The main problem is when pressing CTRL+F to perform a regular search: How do we know which frame to open? Of course this could lead to different solutions like the use of a cycle for the focus of the search, in which the second time you press CTRL+F the other frame gets the focus. Or both of the search boxes open at the same time but only one gets the focus. Or only one frame gets the focus and the other one works only by pressing the button. But let's face it, these "solutions" are not solid at all and create inconsistency in the main design.

To solve this issue we decided that the simplest way to go is the use of just one search box on the header of the panel. This new location works as a general feature for the entire panel. One single search gives you 2 results, one on each frame. This solution is used in the new character window -to come soon- making it consistent with the whole design of the GUI.



You can also see we took this opportunity to integrate the Kill statistics in with the rest, instead of being its own window with its own hotkey.

The Statistics GUIs will need a few tweaks and polishings here and there before it is ready for release, but unless something unexpected happens you can expect it coming out in a release soon.

Community spotlight - Mod Debugging and Instrument Mode (justarandomgeek)
This topic is a guest post by our community member and mod maker justarandomgeek.

Historically, while developing Factorio mods, you just had to write some code and try it, until you get one of these:



Then you go back and find that spot in your code and try to figure out what went wrong. If the error is particularly confusing, you start sprinkling log() or game.print() around to try and figure out what the heck is going on. And, of course, when you find the problem, you inevitably forget to clean all of these up, and now you're spamming the log or chat forever.

Well there's your problem! Perhaps a bit constructed...

For the last few months I've been working on a debugger to improve this experience. The first step was to spend some time with the Lua debug library and VSCode's Debug Adapter Protocol making introductions to get them talking to each other. Factorio doesn't give me many options, but Lua's debug.debug() and print() functions are enough to interact with the (normally invisible) console.

VSCode can launch Factorio and attach itself to this console to inject commands as needed to read and manipulate the state of the running code. This gets us VSCode's debugger interface, with all the pre-built tools for displaying variables, setting breakpoints and stepping through code. Wrapping some of the game's APIs like remote.call() and most of script to add a little extra special handling, we get nice labels on event handlers in the call stack and a first version of break-on-exception for when things go wrong. I even built some nice detailed variable views for the most common LuaObjects:



But there's a catch, and it's a big one: because of the way Factorio sandboxes mods, the debugger (which is itself a mod, in part) can't actually get to your mod to install all these hooks! The first solution to this is to simply add a line to load the debugger, but this puts us right back where we started with log() - you put something in for debugging and forget to remove it.

To solve this problem we need a little help from the API, a way for a mod to hook every other mod. Unfortunately, this level of hooks is too powerful of a capability to be generally available to mods, so it can't really be added to the normal mod API (it allows you to fairly trivially break nearly all assumptions about data lifecycle and mod sandboxing). After some discussion with Rseding, we eventually arrived at Instrument Mode (released with 0.18.10), a special mode which allows a selected mod to hook all the Lua instances Factorio creates, at the cost of disabling multiplayer and only allowing one Instrument at once. This also provides a hook for a better version of break-on-exception.

This gets us all the way to the rich debugger experience: When you run under the debugger, all loaded mods automatically get debug hooks installed for the session (but not permanently), and you can step through the code and examine all your variables!

While I was building tools, I also added some highlighters for locale and changelog files, and validation for changelogs:





And of course, it's a game about automation, so we need some modding workflow automation too:



Modders, please give it a try and let me know what you think!