Factorio 0.15.0 стала доступной для скачивания!

Скачать Factorio 0.15.0 можно на нашем сайте.
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.