Version 0.7.1

Information about releases and roadmap.
kovarex
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Version 0.7.1

Post by kovarex »

As my 1000th post, I would like to announce the 0.7.1 release
  • Features:
    • Toolbelt technology adds second quickbar.
    • Gun turret damage upgrades.
    • Added late game destroyer robots that follow the player and shoot powerful blue laser.
    • Added middle game defender robots that follow the player and shoot bullets.
    • Research screen shows current or last completed research.
    • Walls, machines and railroads leave remnants when destroyed.
    • Peaceful mode in freeplay. Biters don't attack unless attacked. Worms still shoot on sight.
  • Changes:
    • Slowed down the enemy evolution to 1/3.
    • Enemy spawning cooldown depend on evolution level.
    • Less expensive and faster crafting of the piercing bullet magazine (5 copper instead of 10)
    • Less expensive capsules
    • Increased armor resistances.
    • 1/2 crafting time of all modules, all 10/10 advanced circuit /normal circuit requirements changed to 5/5.
    • Advanced circuit requirements 5/5 circuits/cable changed to 4/4
    • Express transport belt iron gear wheels requrement 15->10
    • Transport belt to ground craftable in pairs (price is doubled, time kept the same)
    • Faster extension and rotation speed of the gun turret.
    • First 2 levels of research effectivity don't require blue science packs.
    • Automobilism doesn't requre blue science pack and prerequisite change from logistics-3 to logistics-2.
    • Basic accumulator capacity increased from 2.5kJ to 5kJ, input/output flow increased to 300W.
    • More effective logistic robot speed upgrades (25% of basic speed cumulative)
    • Slow down capsule effect time increased from 20 to 30 seconds.
    • Gun turret range extended from 15 to 17.
    • Damage increases: Grenade 10->25, Rocket 40->60, Explosive rocket 20->40
    • Lowered initial natives evolution further away from the start.
    • Fast Inserter has now the same speed as Smart Inserter.
    • One time migration that replaces all the smart inserters without the cable connection or filter by Fast Inserters.
    • Iron gear wheel stack size increased from 64 to 128
    • Decreased resting energy consumption of laser turret to 1/3.
    • Removed the blue potion prerequisite for solar panels.
    • Removed the limit of one logistic robot order per tick.
    • Speed module doesn't produce additional pollution (except for pollution increase from speed)
  • BugFixes:
    • Fixed memory leak created when any text on the screen was printed (including gui).
    • Fixed crash on shift + space after using a capsule.
    • Fixed map editor crash on zoom out.
    • Fixed missing english locales.
    • Fixed bug with smelting single resource in the furnace.
    • Added missing pollution descriptions.
    • Enemy bases should no longer appear on water.
    • Fixed crash when opening production and character gui together.
    • Fixed bug with off armor equipment placing.
    • Entity info panel is shown over armor gui.
    • Fixed that game.mapsettings.pollution.enabled didn't have any effect on the game.
    • Mining Mining drills/Labs with modules will give the modules back as well.
    • Pollution on the minimap shown only in the alt mode.
    • Fixed infinite item bug when holding item while crafting.
    • Fixed crash in god mode when editing armor contents.
    • Fixed crash when loading a game where the player is in the car.
    • Fixed crash when loading a game with ghost view.
    • Fixed showing damage alert when no actual damage is done.
    • Fixed that the electric network info didn't fit in 1280X1024 (and more square like resolutions).
    • Fixed bug with enemy spawners appearing in the player's starting area.
    • Alert notifications are visible on the minimap as well.
  • Graphics:
    • New underground indication for belts / pipes.
    • Added creeper spawner graphics.
    • Added remnants for destroyed buildings and railroads.
    • Particle based stickers on slowed down enemies.
  • Modding:
    • Added attack_reaction field for every entity with health.
  • Scripting:
    • The current interface of lua scripting is up to date on factorio wiki.
    • Orientation read only field works for vehicle, fish and unit.
    • Added read/write field accelerationperenergymodifier, consumptionmodifier and frictionmodifier to LuaEntity(LuaCar).
    • Changed isvalid() method of LuaEntity to valid property.
    • Changed set/get methods to read/write property for active, destructible, minable, rotatable and operable of lua entity.
    • Changed getdroptarget/getdropposition to read property droptarget/dropposition
    • Changed set/get methods of alwaysday, gametime, darkness to read/write property of lua game.
    • Removed the connectcharacter/disconnectcharacter, it is done by assigning the player.character directly (nil disconnects).
    • All functions/properties accessible by player.controller are now accesible directly by player
    • getenergy method of lua entity changed to energy read only field.
    • disable/enable methods of lua recipe changed to read/write property enabled
    • set/get researched/enabled methods of lua technology changed to read/write property researched/enabled
    • added game.killallenemies() api call
Downloadable at http://www.factorio.com/download/experimental

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FreeER
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Re: Version 0.7.1

Post by FreeER »

First, YAY and congrats on both the release and your 1000th post.
now then, more serious statements:
"Advanced circuit requirements 4/4 circuits/cable changed to 4/4" wait, what changed?
And also..I had an issue with using the updater, I'll be posting in bug reports and I'm currently manually downloading the 64bit windows installer for 0.7.1

kovarex: I fixed that, thanks for the notice. (I can't answer in common post, to not break my 1000th post ^^)
<I'm really not active any more so these may not be up to date>
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- Wiki Modding Guide
Feel free to pm me :)
Or drop into #factorio on irc.esper.net

FrozenOne
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Re: Version 0.7.1

Post by FrozenOne »

Seems i will have to start a new game, because i already had combat robotics researched, but it did not give me the new robot recipes retroactively, now i cant build them. I know, it aint even worth fixing as it solves itself in time. Sad to throw away my several days built factory, but at least I'll be able to comment on new ballance, when playing from the start.

slpwnd
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Re: Version 0.7.1

Post by slpwnd »

@FrozenOne
We forgot to put this one into the migration scripts. The definition of combat robotics have changed. Something like:

Code: Select all

game.player.force.recipes["defender-capsule"].enabled = true
and

Code: Select all

game.player.force.recipes["distractor-capsule"].enabled = true
should help.

Nirahiel
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Re: Version 0.7.1

Post by Nirahiel »

Also is there a way to enable the "creepers doesn't attack first" on already started maps ? :)

Dakkanor
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Re: Version 0.7.1

Post by Dakkanor »

kovarex wrote:As my 1000th post, I would like to announce the 0.7.1 release
...
[*]Toolbelt technology adds second quickbar.
nearly wet myself reading that :D

for everything else, i like the general change in balancing, it teems that the general idea is to ease up on the early game so that you have more room to swing around in the late game, pretty much smoothing out the learning curve a bit, i quite like it

FrozenOne
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Re: Version 0.7.1

Post by FrozenOne »

Thanks slpwnd, it fixed that!

Goddohando
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Re: Version 0.7.1

Post by Goddohando »

I like the update, but some changes seem kinds strange.

> Basic accumulator capacity increased from 2.5kJ to 5kJ, input/output flow increased to 300W.
I think it was perfectly balanced, and if anything it would have been better to just add a next tier of accumulator with better stats.

> Decreased resting energy consumption of laser turret to 1/3.
It was no big deal before, but now there is no penalty completely for encasing your base in a wall of turrets... I don't think that's good. I think it was perfect previously. No point even building advanced power stations anymore...

But a gain, the update is great, apart for these two things IMO.

Nirahiel
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Re: Version 0.7.1

Post by Nirahiel »

Dude, maybe you already had a giant power production area before the 0.7.0 update, but some player don't. If you started your base in O.7 it was really hard to get a lot of power without leaving the starting area and getting attacked.
Now it's better.

Balinor
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Re: Version 0.7.1

Post by Balinor »

Goddohando wrote:I like the update, but some changes seem kinds strange.

> Basic accumulator capacity increased from 2.5kJ to 5kJ, input/output flow increased to 300W.
I think it was perfectly balanced, and if anything it would have been better to just add a next tier of accumulator with better stats.

> Decreased resting energy consumption of laser turret to 1/3.
It was no big deal before, but now there is no penalty completely for encasing your base in a wall of turrets... I don't think that's good. I think it was perfect previously. No point even building advanced power stations anymore...

But a gain, the update is great, apart for these two things IMO.
I'm the other end of the scale, I think it is much better now with these changes. Each to their own though.

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ssilk
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Re: Version 0.7.1

Post by ssilk »

Perhaps so: with upgrades etc. the lasers could use significantly more power (standby and shooting). I think up to factor 100. Could be interesting?

And for the accumulators: I would wish, that they have a loading/unloading curve, instead of a constant. A very simple model of course, like "when lower than 15% the output goes linear down to 30 watts". And for loading it makes sense, that it needs some more time to come from 80% to 100.
This should prevent also from suddenly no more power available, cause all accus empty - you should see that some times before. Think to normal batteries, where you also see, that they are soon empty, because the light is dimming.
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gr0mpel
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Re: Version 0.7.1

Post by gr0mpel »

so im going to start a new world now since not having played factorio for 3-4 weeks waiting for the update. i guess ill leave some feedback whilst im playing..so excited :D :D

kovarex
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Re: Version 0.7.1

Post by kovarex »

Once we have better tiers of power generation and accumulators, we will certainly also make machines with higher power consumption.
After some games we played, we agreed, that building too many (thousands) accumulators is not really fun, when we doubled the capacity, the player still needs to invest a lot into accumulators and their building, it is just less repetitive now.

Trucario
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Re: Version 0.7.1

Post by Trucario »

good update !!

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cube
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Re: Version 0.7.1

Post by cube »

Nirahiel wrote:Also is there a way to enable the "creepers doesn't attack first" on already started maps ? :)
No, you can not. But you can turn off pollution by using

Code: Select all

game.mapsettings.pollution.enabled = false
in console.
I have no idea what I'm talking about.

THENIRL
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Re: Version 0.7.1

Post by THENIRL »

Alright, tons of stuff getting done, we are orbital!

gr0mpel
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Re: Version 0.7.1

Post by gr0mpel »

how about the already asked for "use accumulators before use steam-engine - feature"?
played about 2 hours now, and fist 100 solar panels are up. now starting with the accumulators because i want to shut down the temporary steam engines..
although i only want to use solar energy, my plan is to have a backup steam-engine setup. well it isnt a backup if its running before the accumulators are empty :D

p.s: double accumulator capacity +1

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ssilk
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Re: Version 0.7.1

Post by ssilk »

gr0mpel wrote:how about the already asked for "use accumulators before use steam-engine - feature"?
This has been discussed some times. I don't think using accu before other electric is useful. It's like with the laptops: first it uses normal power, only if you plug it out it uses batteries. Think about, what happens, if using it in the other order!

Turn off steam engines by automatic. This is useful : https://forums.factorio.com/forum/vie ... =976#p6872
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gr0mpel
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Re: Version 0.7.1

Post by gr0mpel »

you may be right - it might not be "real-world-applicable". but since the pollution raises with the amount of coal you are burning, this functionality would encourage low pollution energy systems.

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ssilk
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Re: Version 0.7.1

Post by ssilk »

Look into the linked article! It is already possible to turn of the steam engines more or less automatically. And nothing else makes sense. Think through it!
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