Factorio 0.15.0 стала доступной для скачивания!

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Это экспериментальная версия большого обновления.
На данный момент известны две проблемы с запуском:
1. Ошибка «ROOT» при запуске игры(актуально для владельцев стим версии). Решается отключением облака стима(steam>настройки>cloud — снять верхнюю галку)
2. Не отображается русский язык в игре(пустые кнопки) Решается переключением на английский язык. Скоро это исправят.

Список изменений версии 0.15.0(Пока без перевода):
На русском обязательно будет. Но потом. Наверное.

Список изменений на английском
Configuration:
— Configuration has been reset.
Major features:
— Research overhaul. 4 new science packs: Military, Production, High-tech and space.
> Space science packs are generating by launching a rocket.
> Added infinite researches.
— Nuclear power.
— Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing
blueprints in multiplayer games.
Features:
— Map Interaction improvements:
> Selectable map overlays: logistics networks, pollution, electric network, turret range, etc.
> Train stations and trains can be opened by clicking them while in the map view.
> Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though.
> Custom map markers can be added by the players.
— Added wagon for transporting fluids.
> One side of pump can connect to the fluid wagon, the other side has to be connected to something else.
— When dying in multiplayer you leave behind a body with your items that slowly degrades.
— Added infinite mining productivity research, each tier increases mining productivity by 2%.
— Fuel type now affects vehicle acceleration and top speed.
— Added coal liquefaction oil processing recipe.
— Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity. For resources it will select the fastest available resource extractor.
— Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.
— New scenarios: PvP and Wave defense.
Graphics:
— Added high graphics quality option. In this settings the following list of things will have double resolution:
Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant,
Mining drill, Furnaces, Resources
— New ore graphics that makes the ore patches look less tiled.
— Tweaked the GUI graphics.
— Decreased the size of the recipe icons on assembling machine by 23%.
Minor features:
— Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging
instead of having to click one at a time.
— Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.
— Fast replacing input piece of underground belt will also fast replace ouput piece if possible.
— Added support for setting player color from the /color command using Lua syntax: {r=…g=…,b=…,a=…}
— Added warning for situation when robots don’t have storage place to put items in the logistics network.
— Pumps show their direction in the detailed view.
— Belts and pipes show correct connections when building a bluprint.
— Technologies show the required science packs below the icons in the technology GUI list.
— Technologies are sorted by the science packs needed.
— Added /screenshot command — takes a screenshot of your current game screen.
— Added support for equipment grids in the map editor.
— The build rotation of each blueprint is remembered independently of the general item build rotation.
— Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.
— Added optional filters to the deconstruction planner.
— Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.
— Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.
— Added reverse-rotate.
— Offshore pump and generator show pumping speed/fluid usage.
— Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
— Mining rails is disabled if mining starts with trains or gates.
— Toggle fullscreen using Alt + Enter.
— Added «f»/»force» option to the /players command
— Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).
— Added /open command — opens another players inventory if you’re an admin.
— Added /alerts command — configures alerts for your player.
— Added /mute-programmable-speaker command — disables global sounds created by the Programmable Speaker entity.
— Added /seed command — prints the map seed.
— Added fluids to the production GUI.
— Added kill statistics GUI.
— Added enable/disable all mods button to the mod manager GUI.
— Added automatic barreling support for all fluids.
— Cargo wagons can have settings copied from any distance like Locomotives.
— Added the ability to auto-launch the rocket.
— Train stops can be colored like trains.
— Fish can be collected by robots.
— Extended map generator settings to include an advanced section.
— Added map generator presets.
— Show fog-of-war and radar radius when holding radar in cursor.
— Seed for map creation on the headless server can be specified via map-gen-settings.json
— Damaged items merge into one stack, the health of the stack will be the average of the items.
— Added server whitelist support — see the /whitelist console command.
— Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.
— Added «favourite» feature in public games list: Keep your favourite servers at the top of the list.
— Added /permissions command for managing permissions in a multiplayer game.
— Added ability to change individual inserter stack size bonuses through GUI or the circuit network.
— Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
— Server console will print JOIN and LEAVE messages for players joining or leaving.
— Server console messages that aren’t a part of the main log can be logged separately by running the server with the —console-log option.
— Translatable energy units and SI prefixes (eg. «100 ГВт»).
— Furnaces and assembling machines show the amount of products finished.
Balancing:
— Increased the rate at which resources grow with distance from the center by 50%.
— Crude oil balancing: Halved the resource amount on the map
Increased the minimum yield from 10% to 20%
Halved the rate of depletion.
Doubled the starting yield.
Fixed that the mechanics of increasing richness with distance from start wasn’t working for crude oil.
— Increased module inventory size of Chemical plant and oil refinery from 2 to 3.
— Increased logistic slot/trash slot count from 5 per level to 6 per level.
— Removed processing unit from the modular armor and portable solar panel recipe.
— Increased the pump pumping speed 4 times.
— Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20
— Reduced the electric engine recipe requirement of lubricant 20 -> 15
— Reduced the electric furnace recipe requirement of steel 15 -> 10
— Reduced the steel furnace recipe requirement of steel 8 -> 6
— Reduced the pumpjack recipe requirement of steel 10 -> 5
— Reduced crafting time:
Engine unit + electric engine unit: 20 -> 10
Pumpjack 10 -> 8
Advanced circuit 8 -> 6
Processing unit 15 -> 10
Cracking recipes 5 -> 3
— Increased stack size of stone wall pipe and belts 50 -> 100
— Increased the maximum power production of steam engine from 510kW to 900kW
— Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.
— Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).
Combat Balancing:
— Player regains health at a much higher rate, but only after being out of combat for 10 seconds.
— Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.
— Decreased the size of Discharge defense equipment from 3×3 to 2×2.
— Greatly increased the damage of Personal Laser Defense Equipment.
— Flamthrower gun has a minimum range of 3.
— The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.
— Increased fire resistance of biter bases.
— Increased the health of player non-combat buildings.
— Increased player health from 100 to 250.
— Increased collected amount and effectiveness of Fish.
— Increased the damage, range and health of biters worms.
— Decreased health and resistance of Behemoth biters.
— Doubled the stack size of all ammos.
— Tweaked the cost and crafting time of some ammos.
— Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.
— Increased the collision box of Cannon Shells.
— Increased Tank health and resistances.
— Added research for Tank Cannon Shells damage and shooting speed.
— Tweaked research bonuses and added more end-game research for military upgrades.
— Greatly increased the damage of Mines. They also stun nearby enemies when they explode.
— Added uranium rounds magazine and uranium cannon shells.
— Added flamethrower to the tank.
— Other minor changes.
Optimizations:
— Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.
— Improved performance when tiles are changed due to migration/mod removal.
— Significantly improved GUI performance for inventories that required scroll bars.
— Improved GUI performance in general.
— Improved performance of radars scanning chunks.
— Improved map generation speed and generation algorithm.
— Improved game load performance when a large amount of mod data exists in the save.
— Optimized graph rendering in production statistics window.
— Improved regenerate entity performance.
— Improved network map transfer performance.
— Improved train performance when building/mining rail related entities.
— Optimized memory requirements for storing tiles under concrete.
Circuit Network:
— Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
— Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
— Train Stop can output the contents of the stopped train’s cargo.
— Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
— Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
— Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
— Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
Changes:
— Boilers are more powerful and bigger and have dedicated output for the steam.
Default boilers output steam at the fixed temperature 165.
— Removed support of 32 bit systems.
— Removed alien artifacts and alien science packs from the game completely.
— Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.
— Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).
— Changed «small pump» to «pump». Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.
— Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
— The map seed is used to generate unique maps instead of just shifting the starting position.
— The «decorative» entity type has been deprecated and replaced with the prototype type «optimized-decorative».
— Multiplied all fluid amounts by 10.
— All default map editor actions are now on left click.
— Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.
— When the active train stop is removed trains will immediately leave the station if they’re waiting at the station.
— Changed the default comparison type for train conditions to «or».
— Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
— Research started/changed notifications are only shown when in multiplayer.
— Crafting is now paused when the results can’t be given to the player instead of spilling them on the ground.
— Changed evolution from global to per force.
— Disabled mining of vehicles other players are driving.
— Decreased biter sounds volumes
— Laser turret projectiles move much faster
— Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.
— Restart button now uses map generation settings from currently loaded save.
— New rocket silo GUI and visbility button for freeplay and sandbox scenarios.
— Unified internal name of the ‘flame-thrower’ to ‘flamethrower’.
— Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.
— Trains are now always visible on the map, not only on chunks observed by radars or players.
— Renamed «armor-making-2» to «heavy-armor».
— Renamed «armor-making-3» to «power-armor».
— Renamed «diesel-locomotive» to «locomotive».
— Increased blueprint book size to hold 1000 blueprints
— Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
— Added combinator working, wire hold and wire place sounds.
— Single player can be continued when you die.
Modding:
— Fast cropping of sprite boundaries — it’s no longer necessary to delete crop-cache.dat when existing sprites are modified.
— Utility sprites are now defined fully in the core mod prototypes.
— Added support for burner type generator-equipment.
— Added «simple-entity-with-force» and «simple-entity-with-owner» entity types.
— Boiler has now dynamically specified energy source (as inserter and similar).
— Added support for mod settings: startup, runtime, and runtime-per-user.
— Added commandline option —check-unused-prototype-data
— Added a «nothing» technology modifier type with an «effect_key» property for script-based-effect research.
— Redundant technology prerequisites are logged when verbose logging is enabled.
— Changed technology prototype icon_size to default to 32 instead of 64.
— In any instance an icon isn’t 32×32 the icon_size property must be set to the actual size of the (square) icon.
— Added the ability to have «friend» forces. Friend forces are given unrestricted access to buildings and won’t be attacked.
— Changed container entities to not scale info icons by default + added the optional prototype property «scale_info_icons» to enable scaling.
— Added property «turret_base_has_direction» to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters.
This property has to be true for any fluid-turret, because of pipe connections.
— Added support for different recipe and technology complexity definitions.
— Added «item-with-tags» item type that can store any basic arbitrary Lua data.
— Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).
— «animation_speed» property of animation definitions has to be greater than 0.
— Renamed smoke-with-trigger «action_frequency» property to «action_cooldown».
Scripting:
— Added «by_script» to on_research_finished.
— Added «cause» to on_entity_died — the entity that did the killing if available.
— Added «recipe» to on_player_crafted_item.
— Added «rocket_silo» to the rocket launched event.
— Added 4th custom gui root position «goal», which is used in the objectives.
— Added column_alignments settings in table style.
— Added LuaBurner — readable off entities and equipment — the burner energy source for the entity.
— Added LuaCircuitNetwork::network_id read.
— Added LuaConstantCombiantorControlBehavior::signals_count read + set_signal and get_signal.
— Added LuaControl::shooting_state, repair_state, picking_state read/write.
— Added LuaCustomChartTag + LuaForce API to add/find them.
— Added LuaDecorativePrototype.
— Added LuaEntity::connect_rolling_stock and disconnect_rolling_stock methods.
— Added LuaEntity::get_logistic_point().
— Added LuaEntity::graphics_variation read/write for simple entities and trees.
— Added LuaEntity::shooting_target read/write for turrets.
— Added LuaEntity::stickers read. The stickers attached to a given entity.
— Added LuaEntityPrototype::crafting_speed read.
— Added LuaEntityPrototype::drawing_box, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste,
shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.
— Added LuaEntityPrototype::get_inventory_size().
— Added LuaEntityPrototype::ingredient_count read.
— Added LuaEntityPrototype::module_inventory_size read.
— Added LuaEquipmentGrid::get_contents, shield, and max_shield.
— Added LuaFluidBox::owner read + get_capacity and get_connections methods.
— Added LuaForce::evolution_factor.
— Added LuaForce::is_chunk_visible().
— Added LuaForce::set_friend/get_friend.
— Added LuaGui::children read.
— Added LuaGuiElement drop-down type.
— Added LuaGuiElement type «camera».
— Added LuaGuiElement type «choose-elem-button».
— Added LuaGuiElement::children read.
— Added LuaGuiElement::clear to remove all the contents of the element.
— Added LuaGuiElement::single_line and want_ellipsis for the CustomLabel type.
— Added LuaInventory::entity_owner, player_owner, and equipment_owner read.
— Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.
— Added LuaLogisticNetwork::provider_points, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.
— Added LuaLogisticPoint — read access to logistic data about provider, storage, and requester points.
— Added LuaPlayer::add_alert, remove_alert, and get_alerts.
— Added LuaPlayer::mute_alert, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.
— Added LuaPlayer::opened write.
— Added LuaPlayer::opened_gui_type read.
— Added LuaRandomGenerator.
— Added LuaSurface::destroy_decoratives and LuaSurface::create_decoratives.
— Added LuaSurface::find_logistic_networks_by_construction_area(..).
— Added LuaSurface::get_trains() and LuaForce::get_trains().
— Added LuaSurface::regenerate_decorative().
— Added LuaTrain::has_path, path_end_rail, and path_end_stop read + recalculate_path().
— Added LuaTransportLine::operator[] and operator#.
— Added Mod gui script for easy consistent styling of mod buttons and frames within the game.
— Added mouse info to the gui clicked event.
— Added on_biter_base_built — fires when biters build bases during migration.
— Added on_entity_renamed — fires when an entity is renamed either by the player or through script.
— Added on_gui_selection_state_changed — fires when an item in a drop-down gui element is selected.
— Added on_market_item_purchased — fires when a player purchases something from a market entity.
— Added on_player_changed_force — fires when a players force is changed.
— Added on_player_dropped_item — fires when a player drops an item that results in an item-on-ground entity.
— Added on_player_mined_entity and on_robot_mined_entity events.
— Added on_runtime_mod_setting_changed event — fires when a player changes runtime mod settings.
— Added on_selected_entity_changed — fires when the selected entity for a player changes.
— Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.
— Added on_train_created event.
— Added optional «surface» to LuaForce::chart_all().
— Added optional fields «durability» and «ammo» when using SimpleItemStack definitions.
— Added optional parameter «return_item_request_proxy» to LuaEntity::revive. If true and revive creates item request proxy, the proxy will be returned as the third value.
— Added player_index to the entity settings pasted events.
— Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui
— Added remote interface to freeplay and sandbox scripts.
— Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.
— Added support for LuaFlowStatistics read on electric poles.
— Added support for specifying the «max_range» of a projectile when created through create_entity.
— Added support for turret orientation read/write through LuaEntity::orientation.
— Added the ability for mods to register commands.
— Added the ability to read item_requests from item request proxy entities as well as ghosts.
— Added the ability to read reach distances off the player or character entity.
— Changed less_then to less_than in lua GUI progress bar style specification.
— Changed LuaEntity::item_requests to match the docs format.
— Changed LuaEntity::passenger to work with both character entities and players.
— Changed LuaEntityPrototype::underground_belt_distance to LuaEntityPrototype::max_underground_distance and changed it to work on both underground pipes and underground belts.
— Changed LuaForce::clear_chart() to take an optional surface to clear the chart for.
— Changed LuaSurface::create_entity{name=»item-on-ground», stack=…} to accept the same format for item stacks as the rest of the Lua API.
— Changed the player built event to include the item name used to do the building if possible and include the tags from the «item-with-tags» item if possible.
— Changed LuaPlayer::clean_cursor to return true if the cursor is now empty.
— Expanded LuaStyle read/write property support.
— Fixed LuaSurface::spill_item_stack didn’t interpret «enable_looted» parameter properly.
— LuaForce::reset() now resets everything about the force to the default state.
— Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.
— Moved game.get_event_handler and game.raise_event to «script».
— Removed Lua.coroutine due to potential exploits.
— Removed LuaGameScript::evolution_factor.
— Removed LuaGameScript::save/load.
— Removed LuaPlayer::build_from_cursor + LuaPlayer::rotate_for_build as they aren’t replay/MP safe.
— Removed LuaSurface::get_tileproperties.
— Removed LuaForce::item_resource_statistics and LuaForce::fluid_resource_statistics — they’ve been merged into the production versions.
— The goal and left gui element has default direction vertical.
— Utility sprites can be used in the sprite button.
Command line interface:
— Added map-settings option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.
— Added preset option when creating map.
Bugfixes:
— Fixed that setting LuaForce::ai_controllable to false wouldn’t prevent pollution-based unit group formation.
— Fixed graphics settings UI scale would change just by opening the GUI.
— Fixed UAC prompt would cause error and application termination during sprite loading on Windows.
— Fixed map generation could in some instances not correctly generate entities.
— Fixed crash when regenerating entities that are disabled by map generator settings
— Attempt to fix an ocasional crash when DNS lookup fails
— Fixed crash when ammo was consumed fully by script during shooting.
— The Equipment Grid GUI is now scaled with the rest of the UI.
— Fixed possible crash caused by improper primary display detection.
— Fixed occasional broadcast related crashes on OSX
— Fixed building train vehicle in a way, that it connects on both sides.
— Fixed entities with efficiency modules wouldn’t consume the correct amount of energy in some cases.
— Fixed problems when clicking connect button in server list too fast
— Fixed crash when removing large-tiles from a tile prototype definition.
— Fixed crash when mod created exoskeleton equipment with zero energy consumption.
— Fixed electric pole would draw wires to invisible ghost of enemy force.
— Fixed crash when refreshing in the browse mods GUI in some instances.
— Fixed crash when clicking the same tick the map is loaded.
— Fixed LuaGameScript::get_event_handler not working.
— Fixed desync when demoting every player on a server.
— Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player’s inventory.
— Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to
a force without logistic slots technology researched while waiting for respawn.
— Fixed LuaSurface::create_entity{fast_replace=true} would end up deleting items in some instances.
— Fixed extremely slow deleting of selection in text fields.
— Fixed save coruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
— Fixed rail integrity error when train crashes into itself.
— Fixed virtual signals wouldn’t be sorted correctly by subgroup.
— Fixed typing in the save-replay GUI could move your player around.
— Fixed that manually created unit groups wouldn’t be automatically removed when all their members died.
— Fixed crash when trying to make an entity ghost of an invalid entity through script.
— Fixed rail signals not reconnect after removing rails in some setups.
— Fixed trains switched to manual mode wouldn’t trigger inserters when they coasted to a stop.
— Fixed lot of entities on the same tile might cause stack overflow crash when saving the map.
— Underground belt connects only to underground belt of the same force.
— Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn’t be built due to missing item.
— Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype.
— Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.