Version 0.13.10

Information about releases and roadmap.
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FactorioBot
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Version 0.13.10

Post by FactorioBot »

  • Minor Features
    • Added logistics auto-trash slots: the opposite of logistic request slots.
    • Added --mod-directory: Specifies which mod directory to use
  • Changes
    • Increased the size of the curved rail bounding boxes slightly so trains won't damage things built next to them.
    • Server stdout messages now contain timestamps and message-type tags
    • Biters and other units won't become aggressive as a result of friendly-fire.
  • Bugfixes
    • Fixed golem achievement incorrectly showing as not-obtained when loading pre 0.13.9 saves in 0.13.9. (29121)
    • Fixed crash related to wire rendering after switching to copper wire while dragging wire. (29216)
    • Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
    • Fixed chat message rainbow when the game tick would go past 2147483648. (29307)
    • Fixed password field not being focused when connecting to a game. (29175)
    • Fixed rocket silo moving slow when using efficiency modules.(29108)
    • Fixed pressing Escape in multiplayer connect password dialog closed all gui windows. (29176)
    • Fixed gates sometimes not opening soon enough. (28593)
    • Fixed side menu buttons being focusable. (27575)
    • Fixed numbers display rounding up when it shouldn't. (29184)
    • Fixed constant combinator GUI slider sometimes showing different value than the number of items. (28637)
    • Fixed assembling machine GUI progress bars not sizing correctly. (28980)
    • Fixed tight-spot scenario missing walls around trees. (26922)
    • Narrower descriptions with more line breaking opportunities (mod list, roboport). (29348)
    • Fixed that cunning cancellation of crafting orders could result in free items. (27459) As a result of this fix, your entire crafting queue will be lost when loading a save from 0.13.9 or earlier. We suggest that you finish or cancel all your crafting before upgrading.
    • Fixed crash related to custom units. (29202)
    • Fixed mod enabling/disabling sometimes didn't restart the game. (28738)
    • Fixed several issues with buildability checks returning false but entities actually being buildable. (28883)
    • Fix that aggroing a huge amount of biters would cause UPS drop for a long time. (29513)
    • Fixed freeze when dragging sound sliders in some instances. (29441)
    • Fixed bullet shooting speed not working properly. (28707)
  • Optimizations
    • Improved performance when building large electric poles in the latency state by click-and-drag. (29104)
    • The game's main loop has been rewritten. This should increase performance in some cases and fixes some freezes and stability issues. For example game freezing when changing system time.
  • Modding
    • Starting area is now 1.5x the size in tiles (also affects tier_from_start).
    • Fixed manually defining the localised_name of an item didn't work correctly. (29148)
  • Scripting
    • Added LuaEntity::copy_settings() - copies settings from one entity to another as if the player did it.
    • Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
    • Fixed crash when trying to set compound command with missing list of commands. (29164)
    • Fixed technology effects are now applied before the research_completed event is fired. (29451)
    • Added LuaGameScript::direction_to_string(...) - converts a defines.direction to the string name.
    • Added LuaPlayer::clean_cursor() - acts as if the player pressed the "clean cursor" key.
    • Added LuaEntity::mining_target read.
    • Added properties to LuaSurface::create_entity to make the creation act as fast-replace building.
    • LuaGameScript::take_screenshot now has an additional field "by_player" that when set will cause the screenshot to only be taken on that players local game.
    • Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network.
    • Added LuaEntity::circuit_connection_definitions - the connection definitions for all wires connected to an entity.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
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ytsejam
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Re: Version 0.13.10

Post by ytsejam »

Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation).
Yes! Can't wait to test this :mrgreen:
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Re: Version 0.13.10

Post by kiba »

Added --mod-directory: Specifies which mod directory to use
YESSSSS! I can remove the drudgery and error prone process of switching from development directory to actual mod directory I am using.
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Re: Version 0.13.10

Post by Kryzeth »

Ooooh, just noticed it states the name of the mod currently being loaded on the loading screen now :D
Was that change from a previous version that I just now noticed, or an untracked new minor change? Either way, I liiike~
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Re: Version 0.13.10

Post by bobingabout »

FactorioBot wrote: [*]Biters and other units won't become aggressive as a result of friendly-fire.
Awww, but it was fun!

seriously though, my enemies mod was a huge culprit for doing this, the subject came up quite often.
FactorioBot wrote: [*]Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
This one was one of my suggestions!

FactorioBot wrote: [*]Added LuaEntity::circuit_connected_entities - the entities directly connected to an entity by the circuit network.
Another useful one.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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Re: Version 0.13.10

Post by Bearnaise »

Love all the changes. However, I'm getting periodic and heavy UPS slowdowns. I haven't tested reproducibility yet.
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DaveMcW
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Re: Version 0.13.10

Post by DaveMcW »

FactorioBot wrote:
    • Changed LuaSurface::find_entities/count_entities/filtered to search the entire surface if the area isn't defined.
Any mod that runs find_entities on a single tile is broken and causes huge slowdowns.
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Pyrii
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Re: Version 0.13.10

Post by Pyrii »

bobingabout wrote:
FactorioBot wrote: [*]Biters and other units won't become aggressive as a result of friendly-fire.
Awww, but it was fun!

seriously though, my enemies mod was a huge culprit for doing this, the subject came up quite often.
Me and a friend have just been doing a couple of achievement runs and we were scratching our heads at what the hell the enemies were doing. "Are they eating eachother? Ewww."
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Re: Version 0.13.10

Post by cpw »

Sadly, unplayable here because of viewtopic.php?f=30&t=29614 - seems to be a linux specific(?) CTD on any form of hand crafting. *sigh*
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Re: Version 0.13.10

Post by markw »

After getting a crash in my 0.13.9 game (and posting the bug), I tried a brand new game with this version. As soon as I tried to craft a pick axe, boom, game closed.
factorio-current.log
Crash log
(3.34 KiB) Downloaded 341 times
_autosave1.zip
auto save of beginning of game
(2.78 MiB) Downloaded 257 times
Forgot to mention, I was running this game from Steam client on Linux

There
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Re: Version 0.13.10

Post by OvermindDL1 »

Instead of a `--mod-directory` switch, have you thought about replacing the mods directory with a set of subfolders? Say, any mod in `./mods/` is loaded always, any mods in `./mods/someOtherDir` gets loaded by selecting the `someOtherDir` mod 'pack' in-game, where it then re-loads using that mod subdirectory as a 'pack' of a sort (perhaps even support a `modpack.json` file or so for a modpack description file, could then load such a directory up as a zip even?).
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Re: Version 0.13.10

Post by Nsomnia »

I'm loving how richness affects variation now however I'm having the HARDEST time getting a desert, kindve missing the segmentation setting now haha. But its a step in the right direction resource distribution wise I'd say near perfect. I dont mind grass, I mind trees. Nice work guys! The crop circles are a litte odd though. Although I think ill revert to .9 for now I simply cannot roll a map to my likings, but I'll play with the mapgen settings some more they are verrrry different now.
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Re: Version 0.13.10

Post by brunzenstein »

All lights green for this build!
It feels snappier then the last version and is running overall smoothly
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Re: Version 0.13.10

Post by Pe334 »

Hi,

how does --mod-directory work?
I have a steam-version of factorio.

THX :)
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Re: Version 0.13.10

Post by torham »

I am out of the country atm, so mobile internet for me now. After I saw there was some map gen changes I couldn't resist, so I paid £2 for the update data. Loving it so far. Thumbs up! :D
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Re: Version 0.13.10

Post by steinio »

Kryzeth wrote:Ooooh, just noticed it states the name of the mod currently being loaded on the loading screen now :D
Was that change from a previous version that I just now noticed, or an untracked new minor change? Either way, I liiike~
Yes it's not mentioned in the changelog. Was surprised too.
The downside is, the mod names are shown twice or three times because of data, data-updates and data-final-fixes i guess.
This could lead to distortion for average users.
Maybe the state can be shown before mod name: "Loading mods: [data] base" ...
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supagu
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Re: Version 0.13.10

Post by supagu »

0.13.10 is crashing on linux

both the client and server headless are crashing moments after loading into the game
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Re: Version 0.13.10

Post by daniel34 »

supagu wrote:0.13.10 is crashing on linux

both the client and server headless are crashing moments after loading into the game
This will be fixed in 0.13.11: viewtopic.php?f=30&t=29614
quick links: log file | graphical issues | wiki
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Re: Version 0.13.10

Post by illmaren »

daniel34 wrote: This will be fixed in 0.13.11: viewtopic.php?f=30&t=29614
When should this fix be released? cause its quite the major bug ;$
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Re: Version 0.13.10

Post by dratone »

markw wrote:After getting a crash in my 0.13.9 game (and posting the bug), I tried a brand new game with this version. As soon as I tried to craft a pick axe, boom, game closed.
factorio-current.log
_autosave1.zip
Forgot to mention, I was running this game from Steam client on Linux

There
I'm having the same problem. Version 0.13.10 (haven't tried 0.13.9) on steam and ubuntu. Game closes the moment I craft a pick axe.

Edit: Only just saw that its going to be fixxed in 0.13.11 :-) Can't wait. Thanks for the good work guys!
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