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Экспериментальная версия Factorio обновилась до 0.13.2!
Игра теперь нормально запускается на Windows XP!
Скачать Factorio 0.13.2 можно на нашем сайте.

Список изменений версии 0.13.2(Changelog):

На Английском языке (оригинал)
– Damage bonus in turret tooltip will now show both basic turret damage multiplier and turret damage bonus from research. (//forums.factorio.com/27486)
– Limited multiplayer game name length to 60 characters.
– Moved the copper wire back to the intermidiate category in the recipes.
– Inserters connected to the circuit network now have the option to only read hand contents.
– During biter migration, medium worms can now only spawn if the evolution factor is greater than 0.3, and big worms require evolution factor of 0.5.
– Fixed occasional crash when downloading map. (//forums.factorio.com/27190)
– Fixed rail signals set to red by circuit network going green in some situations. (//forums.factorio.com/27195)
– Fixed rail signals not going back to green when when deselectiog “Close Signal” option.
– Fixed that running a command via stdin or RCON would crash the game if commands were allowed for admins-only. (//forums.factorio.com/27435)
– Localized hardcoded strings in power switch GUI. (//forums.factorio.com/27483)
– Fixed enemy turrets would show player’s damage bonuses in tooltip.
– Fixed repair packs (and mergable items in general) under flowing and making millions of items. (//forums.factorio.com/27415)
– Added missing Lua defines for the rocket silo rocket inventory.
– Fixed train minimap preview schedule box not allowing scrolling. (//forums.factorio.com/27299)
– Fixed game restarting after installing only one mod.
– Fixed game crashing when viewing info about a mod with space in its name (hopefully) (//forums.factorio.com/27126)
– Fixed checking for mod updates taking very long.
– Fixed low framerate when pasting long text into console.
– Fixed filter inserter sometimes taking an extra item after the filter was unset. (//forums.factorio.com/27443)
– Fixed inserter arrows in blueprints. (//forums.factorio.com/27544)
– Fixed that it wasn’t possible to require verification of user identity in server-settings.json.
– Fixed migration of internal circuit network signals. (//forums.factorio.com/27277)
– Fixed some oddities when using the rail planner and quickbar-selecting other items.
– Fixed desync when building rail signals in close rail setups. (//forums.factorio.com/27605)
– Fixed crash when reviving ghosts built by blueprints in the entity built Lua event handler. (//forums.factorio.com/27608)
– Fixed LuaEntityPrototype::result_units spawn points only ever giving the last spawn point. (//forums.factorio.com/27652)
– Fixed stack filter inserter sometimes showing more than one filter in alt mode.
– Research button position fix.
– Changed the technology prerequisite of solar panel from advanced-electronics to electronics. This also fixes the 2nd mission of the new hope campaign.
– Fixed that the headless server wouldn’t be able to save the map if started like –start-server save.zip. (//forums.factorio.com/27625)
– Fixed unminable rails when migrating saves to 0.13. (//forums.factorio.com/27202)
– Fixed that the gate didn’t open when it was on the same rail as the locomotive front joint. (//forums.factorio.com/27682)
– Fixed that game name and description in the game browser didn’t wrap.
– Fixed game did not run on Windows XP. (//forums.factorio.com/27168)
– Fixed the ElectricEnergyInterface entity not drawing low power/no power icons.
– Fixed requester chest filters getting cleared when changing the force of the chest. (//forums.factorio.com/27691)
– Fixed rocks not being ignored when rail planner ghost building. (//forums.factorio.com/27522)
– Fixed that when a transport belt got destroyed and turned into a ghost, it wouldn’t drop items on ground. (//forums.factorio.com/27650)
– Fixed occasional random browse game gui crash when moving close to the end of the list.
– Fixed script error in supply challenge. (//forums.factorio.com/27689)
– Fixed that rail signal visualization helper was not working properly in some specific cases. (//forums.factorio.com/27328)
– Fixed construction robots getting stuck when they return for repair pack to passive/active provider chest. (//forums.factorio.com/27526)
– Optimised rendering of huge pollution clouds on map.
– Added LuaEntityPrototype::spawn_cooldown – the spawn cooldown for enemy spawners.
– Added LuaEntity::power_production and power_usage read/write for the ElectricEnergyInterface type entity.
На Русском языке(отсутствует)

Экспериментальная версия Factorio обновилась до 0.12.22!
Скачать игру можно на нашем сайте.

Список изменений версии 0.12.22(Changelog):

На Английском языке (оригинал)
– Fixed that save is not loadable when mod changes type of entity.
– Fixed that enemy train stops were visible in the rename station gui.
– Fixed freeze when there is no place to put character when he exits the vehicle and there is no exit point.
– Fixed internally inconsistent data state after cancelling deconstrution from script in a certain way.
– Fixed that map/minimap wasn’t updated when settiles was used.
– Fixed the graphics inconsistencies related to belt versus inserter drawing.
– Files starting with dot are ignored when opening locale files to ignore garbage files that mac is leaving around.
– Fixed the line trigger target specification.
– Fixed that neutral entities were shown red on the map. (Applies mainly in the campaign)
– Fixed sorting of item groups in the crafting window.

Список изменений версии 0.12.21(Changelog):

На Английском языке (оригинал)
– Dropped support for OS X 10.6 Snow Leopard.
– Fixed random crash with “Trying to make chunk at unreasonable position”
– Fixed crash when calling the set_tiles with non existent terrain parameter.
– Fixed that label could go out of the window in other settings.
– Fixed that the energy progress bar was missing on personal roboport equipment.
– Cannon shells will not have plural in the item name to be consistent with other items.
– Fixed slight direction bias with the flamethrower.
– Fixed items in logistic GUI sometimes disappearing or reappearing.
– Fixed copy&paste on linux, again.
– Fixed controls settings gui bad alignment in some situations.
– Fixed the scripting error in the 3rd level of the transport belt madness.
– Fixed various scripting errors in the tight-spot scenario.
– Fixed that enemy train stations were selectable when setting train destination.
– Fixed crash that could happen when logistic networks are disconnected.
– Fixed invalid gui pointing messages (visible namely in the first demo level).
– Fixed that entities could overlap wrongly in blueprint preview.
– Fixed that roboport sound continued even when it was out of power.
– Fixed that train could crash a gate by accelerating too fast.
– Fixed construction robots would lose their charging destination when roboport is activated/deactivated
– Fixed that entities marked for deconstruction would be instead rebuilt if they were destroyed before the actual deconstruction.
– Fixed undefined behaviour (crashes) when manually (from script) deactivated entity was killed and rebuilt by construction robot.
– Fixed the scripting bug in the first tutorial level.
– Fixed the defines.circuitconditionindex.inserter_logistic value (should be 2 not 1).
– Fixed crash when accessing item on the ground inserted into belt.
– When attacking a player in a tank, the tank will be attacked instead of the player directly
– Better error message when specifying list of filenames instead of one in rotated sprite.
На Русском языке(отсутствует)

В скором будущем нас ждёт новый элемент для управления энергосетью фабрик – выключатель.
Несложно догадаться, что благодаря ему мы сможем, к примеру, отключать определённые участки фабрик с высоким энергопотреблением на время обороны или нападения. Или создать автоматическую систему “переключения электричества” на альтернативный источник питания.

Художники уже закончили работу над выключателем, и сейчас он выглядит вот так:

Выключатель. Анимация работы

анимация работы выключателя

Управлять выключателем можно вручную, если он не подключён к логической сети.

Подробнее можно прочитать в блоге разработчиков(на Английском языке).

В Factorio 0.13.x нас ожидает новая система строительства железных дорог, которая позволит быстро и эффективно строить жд пути.
Поиск оптимального пути происходит с помощью “Алгоритма поиска А*
На данный момент выглядит это примерно так:

Улучшенное строительство железных дорог

Поиск оптимального маршрута.

Подробнее можно прочитать в блоге разработчиков(На Английском языке):