Search found 515 matches

by FactorioBot
Thu Jun 15, 2017 10:24 am
Forum: Releases
Topic: Version 0.15.21
Replies: 15
Views: 19169

Version 0.15.21

Bugfixes Fixed that the server would crash if someone tried to connect when there were no blueprints being transferred. (https://forums.factorio.com/49770) Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/do...
by FactorioBot
Wed Jun 14, 2017 4:05 pm
Forum: Releases
Topic: Version 0.15.20
Replies: 29
Views: 20653

Version 0.15.20

Changes Transports belt entities show belt speed in the tooltip and entity description. Reduced fluid wagon air resistance from 0.05 to 0.01 Scenario names are now localised. Bugfixes Fixed login details getting lost (hopefully). (https://forums.factorio.com/45238) Fixed a crash that would happen i...
by FactorioBot
Thu Jun 08, 2017 11:49 am
Forum: Releases
Topic: Version 0.15.19
Replies: 19
Views: 21127

Version 0.15.19

Changes Added alarm sounds to programmable speaker. Fullscreen is on by default. Locomotive snaps to a train stop when placing the first locomotive next to the train stop. Changed automation and fluid wagon research so it doesn't have multiples of science packs per unit. (https://forums.factorio.co...
by FactorioBot
Thu Jun 01, 2017 10:37 pm
Forum: Releases
Topic: Version 0.15.18
Replies: 20
Views: 22458

Version 0.15.18

Bugfixes Fixed that wire connections were not preserved in tightspot campaign. (https://forums.factorio.com/48910) Fixed various crashes on macOS related to logistic counts. (https://forums.factorio.com/49053) Modding Changed default value of "allow_custom_vectors" in inserter prototype t...
by FactorioBot
Thu Jun 01, 2017 1:10 pm
Forum: Releases
Topic: Version 0.15.17
Replies: 25
Views: 20909

Version 0.15.17

Graphics Inserters in high resolution; normal resolution inserters are unchanged. Bugfixes Fixed some inconsistencies in programmable speaker gui (https://forums.factorio.com/48593) Fixed that headless mode wiped out controls section of config file (https://forums.factorio.com/47950) Fixed that det...
by FactorioBot
Sat May 27, 2017 3:18 pm
Forum: Releases
Topic: Version 0.15.16
Replies: 15
Views: 20085

Version 0.15.16

Changes Temporarily reverted GUI interaction changes (some GUI elements responding only to left mouse button, buttons clicked on mouse up instead of mouse down) introduced in 0.15.13 and 0.15.14. Bugfixes Fixed the "back" button wouldn't work in the save-game GUI. (https://forums.factorio...
by FactorioBot
Fri May 26, 2017 5:42 pm
Forum: Releases
Topic: Version 0.15.15
Replies: 20
Views: 17549

Version 0.15.15

Bugfixes Fixed desync related to loading pre 0.15.14 save with beacons marked for deconstruction without resaving it first. Fixed that spawners would sometimes stop spawning units even when polluted. (https://forums.factorio.com/46805) Fixed crash when changing assembling machine recipe. (https://f...
by FactorioBot
Fri May 26, 2017 11:56 am
Forum: Releases
Topic: Version 0.15.14
Replies: 22
Views: 18370

Version 0.15.14

Optimisations Optimised beacon update times which helps especially when the power is not full and it fluctuates. Changes Added support for using username and password for proxy connections. Changed technology sorting. All of the science pack types affect the order, not just the most expensive one. ...
by FactorioBot
Tue May 23, 2017 3:15 pm
Forum: Releases
Topic: Version 0.15.13
Replies: 49
Views: 32750

Version 0.15.13

Changes Most of the gui elements now work only with left mouse button, so other buttons might be used without intefering with gui. Bugfixes Fixed that biters would sometimes try to attack indestructible entities. (https://forums.factorio.com/45803) Fixed that clearing the blueprint label would make...
by FactorioBot
Thu May 18, 2017 2:17 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 52517

Version 0.15.12

Changes Zooming with the mousewheel in the map and zoom-to-world is less aggresive. Fast entity transfer by dragging (ctrl + clicking and dragging) will remember if you're trying to insert or extract items. Changed the deconstruction planner "trees only" filter to "trees/rocks only&q...
by FactorioBot
Tue May 16, 2017 12:43 pm
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 52312

Version 0.15.11

Minor Features When a train is stopped at the train stop, a circuit network signal is sent with a unique number for that train. (https://forums.factorio.com/46234) Changes Added headless server option --server-id to allow specifying custom path to the server ID file. Increased the minimum custom UI...
by FactorioBot
Wed May 10, 2017 5:38 pm
Forum: Releases
Topic: Version 0.15.10
Replies: 90
Views: 54190

Version 0.15.10

Changes Added rail block debug visualization. Increased maximum wire distance of all circuit connectable entities from 7.5 to 9. Steam is now internally a separate fluid from hot water. Coal liquefaction recipe now requires steam instead of water. Terrain, shadow and smoke sprites are sorted into s...
by FactorioBot
Fri May 05, 2017 8:28 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 44960

Version 0.15.9

Bugfixes
  • Fixed crash when opening the train GUI while in the train.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
by FactorioBot
Fri May 05, 2017 6:00 pm
Forum: Releases
Topic: Version 0.15.8
Replies: 58
Views: 34846

Version 0.15.8

Changes New Supply challenge map. Circuit network-based inserter stack size overrides now take effect immediately instead of waiting until the inserter has moved something. Bugfixes Show 0.7% in the uranium processing recipe instead of 0.0 for uranium 235. This generally works for any recipe that g...
by FactorioBot
Fri May 05, 2017 12:36 pm
Forum: Releases
Topic: Version 0.15.7
Replies: 72
Views: 49252

Version 0.15.7

Balancing Changed production science pack recipe to require assembling machine 1 instead of pumpjack. Changed science pack 3 to require electric mining drill instead of assembling machine 1. Changed crafting times: Oil refinery 20->10 Pumpjack 10->5 Chemical plant 10->5 Lab 5->3 Roboport 15->10 Red...
by FactorioBot
Tue May 02, 2017 12:34 pm
Forum: Releases
Topic: Version 0.15.6
Replies: 37
Views: 32924

Version 0.15.6

Changes Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks. New Oil refinery flame, including high resolution version. Bugfixes Fixed centrifug...
by FactorioBot
Sun Apr 30, 2017 11:08 am
Forum: Releases
Topic: Version 0.15.5
Replies: 33
Views: 29209

Version 0.15.5

Bugfixes Fixed crash when setting character trash slots through script while having the character GUI opened. (https://forums.factorio.com/45585) Fixed crash on joining a multiplayer game if the "use different mod settings per save" was disabled. (https://forums.factorio.com/45615) Fixed ...
by FactorioBot
Sat Apr 29, 2017 6:27 pm
Forum: Releases
Topic: Version 0.15.4
Replies: 31
Views: 22453

Version 0.15.4

Changes Added /permissions reset to reset all permissions to default. Steam and water content of fuild wagons are now shown separately in locomotive tooltip. Removed the "minimum chunks between new bases" map generation setting because it wasn't doing anything. Re-added custom /color supp...
by FactorioBot
Thu Apr 27, 2017 7:13 pm
Forum: Releases
Topic: Version 0.15.3
Replies: 58
Views: 38471

Version 0.15.3

Changes Wave defense: Units won't spawn if there are more than 500 already on the map. Wave defense: Added a 'Unit bounty bonus' upgrade. Removed the ability to set /color using RGB values. Wave defense: Added Uranium to the map. "Disable all mods" option in mod load error dialog doesn't ...
by FactorioBot
Tue Apr 25, 2017 9:42 pm
Forum: Releases
Topic: Version 0.15.2
Replies: 50
Views: 37903

Version 0.15.2

Changes Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. (https://forums.factorio.com/44717) Tweaked the biter and uranium ore settings of the 'Rail world' preset. Changed mining drill fluidbox to allow fluid to flow to pipes without the use of...

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