Fixed that tank could not drive backwards. Scripting Added a sanity check to LuaForce::chart that errors on large sizes instead of trying to use 71, gigabytes of RAM. Added LuaFlowStatistics::clear.
Fixed that 'station name' and 'player name' map toggles would seemingly randomly toggle on when turning on some options.
Changes Tank no longer takes damage from hitting rocks. Defender robots no longer require flying robot frames in their recipe. Defender robotics technology only has Military science pack technology as a pre-requisite. Defender robot damage increased from 5 to 8. The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor. Graphics Added new higher resolution icons for resource ores with randomized variations when drawn on belts.
Bugfixes Fixed that global programmable speaker volume depended on the zoom level. Fixed a new case of inserters behaving differently when rotated. Fixed unexpected behaviour when it comes to dividing rail segments in some special cases. Fixed Arithmetic Combinator sometimes outputting wrong number when setting a constant in the first field. Fixed that a fresh stack of wires was not added back to cursor when the cursor stack was depleted. Fixed spitter and worm acid splashes would deal continuous damage to closed gates and trains.
Current limit for total count of trigger-target-types is Added LuaProfiler::divide to allow printing average duration. Added LuaStyle::padding, margin write. Fixed that LuaForce::index was 1 larger than it was supposed to be. LuaGameScript::forces can now be indexed with the name and the LuaForce::index.
Fixed smoke for generators without animation. Bugfixes Fixed that the technology GUI could freeze on certain technologies. Fixed that delimit-procedure noise expressions at the root of an expression tree would crash the compiler. Modding Added util. Bugfixes Fixed that GUI element size wasn't updated in inactive tabs when ui scaled changed. Fixed bad icon in pollution statistics. Fixed car rotating in place when the speed is very low. Added generate-map-preview-random command line parameter.
Fixed that blueprint rotation was not saved for blueprint books in the blueprint library. Fixed a PvP script error on configuration changed. Bugfixes Fixed a crash that would sometimes happen after deleting a blueprint from the library. Fixed the game would fail on startup if control settings were reset during migration of 0. Fixed that beams would be immediately created and destroyed when standing very close to max range. Fixed that beams would not show any animation if the target was killed in one hit.
Fixed running out of memory during sprite loading was not handled gracefully. When a temporary blueprint e. Fixed a crash when trying to write auto trash filters with not-a-table. Fixed possible fluid mixing from reviving fluid assembler ghost by higher version. Fixed that blueprint shortcuts in action bar would become magically available when they are destroyed, if they originated from the blueprint library.
Fixed typo in font name that would cause crash in Cyrillic locales on Linux. Fixed PvP state when playing Last silo standing with only a single team. Work in progress beginning with 0. Fixed that power switch connections weren't restored by undo. Fixed that the game would crash if it was closed when Sound Settings was opened. Fixed dangling tooltip bug related to widget reorganization in map generator GUI and possibly other places.
Fixed PvP production score error when a mod or script adds another force during a round. Fixed that the shortcut bar selection list wasn't scrollable until the window was resized.
Checking that only the l or L variable used in the technology formula on startup, to avoid errors later on. It is now consistent with the mods gui. Renamed the technology personal-roboport-equipment-2 to personal-roboport-mk2-equipment and gave it corresponding icon to be consistent with other technologies of this kind. Renamed the technology power-armor-2 to power-armor-mk2 to be consistent with other technologies of this kind.
With enough space, it looks the same as before, the only change is, that the mod GUI contents can now not expect to be squashed by the screen, as it will just make a scroll bar instead. Added defines. AutoplaceSpecification::control is always included in property tree, even for non-peak-based autoplace specifications. Decreases CPU usage. Threading available on all operating systems. Simulation performance should remain unchanged. Bugfixes Fixed a crash when importing blueprint strings with power switch wires.
Fixed fluid mixing for fixed recipe assemblers. UI scale won't be synchronised over Steam Cloud anymore. Fixed player inventory income flying text would sometimes show incorrect total item count. Fixed an older bug with pull-placement of power poles.
Added LuaTrain::signal read. Bugfixes Fixed that the server-settings. Fixed a desync from rotation of an assembler with fluid energy source.
Setting this is recommended to prevent the server from being flooded with map fragment requests from clients. Optimizations Optimized alt-mode icon background rendering. Fixed alt-mode icon background for narrow icons was be very subtle. It doesn't matter anymore, whether the rail building started with shift or not.
This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification. Bugfixes After a realization of a big misleading mistake, the pollution per second had to be renamed to pollution per minute, because it is what it actually is. Fixed that equipment electric network priority migration wasn't present.
Fixed quickbar selection disappearing when cursor stack is refreshed with a new stack. Fixed that the loading indicator in the browse games GUI was left of the "Back" button. Don't consider recipes with 0 minimum amount and possible randomised result when resolving automatic crafting of ingredients when crafting manually. We are considering to even remove this style property completely, as we basically want the ellipsis always when the label is squashed. Fixed a crash when a mining drill is destroyed during the resource-depleted event.
Fixed a crash when loading modded saves related to recipe migrations and fluidboxes. Fixed a desync related to the blueprint library and keeping outdated blueprints between versions. Fixed crash when undoing manual removal of entity marked for deconstruction. Fixed that action bar link to blueprint in the inventory had tooltip size limited too much. Bugfixes Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone.
Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients. Fixed research queue and technology tooltip for long technology names. Changed cutscene waypoints to allow all entities as targets. Bugfixes Fixed roboport area rendering for players.
Fixed that cloning fluid turrets with fluid would crash the game. Fixed that cloning transport belts could crash when cloning fails. Fixed personal roboport would render its construction area even when toggled off.
Bugfixes Fixed rendering of targeting range visualization for turrets with limited turn range. Fixed that non-upgrade technologies didn't show the level properly. Fixed Scroll Lock would trigger an event on both key down and key up. Fixed two crashes from migration of modded fluid using entities. Non-upgrade technologies are now considered to be level 1; previously they were level 0. Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".
The same with removal of ghosts by cancelling deconstruction. Fixed logarithmic sliders not showing value of 1. Fixed logarithmic sliders not showing correct initial position. Fixed Rich text icons not working in rotated text.
Fixed that double clicking on a list box scroll bar would trigger the confirm action. Fixed a crash when opening map too fast after creating a new game or new surface. Fixed train path finding in a special case of a loop with no signals and exactly one intersection.
Fixed blueprint loading related to trains and temporary stations. Fixed upgrading underground belt ghosts would not recalculate underground connections resulting in desyncs. Bugfixes Solved train positioning when being built by robots. Fixed possible crash when hovering the statistics graphs. Fixed headless server would hang when shutting down on Windows. Fixed item transfers tutorial giving combinators instead of wood.
Fixed slow inserters on transport belt madness level 3. Changing teams in PvP will try to preserve the current character. Fixed that the "research finished" indicator would display the wrong technology level. Rivenhelper View Profile View Posts. I want to send one of my games to a friend. The replay is the savegame itself. He needs to have the same version of the game as when the save was made, and you can't have updated Factorio or changed mods during the savegame. Targa View Profile View Posts.
Follow these instructions: 1. Select the save file you would like to Replay, and look at the Map Version info in the top of the right pane. One step at a time, friend. Don't overthink it at the start.
Treverl do you play solo or with friends? It is in deed possible yes. Go into the beta tab and change it. You sound like a complex plan ner, much like myself. It's wise to take a bit to step back. I regularly watch a bunch of people, so here's some channel suggestions. The longer it takes to set up the in-place operations, the worse an investment it is to bother smelting in-place at all. Sup This setup needs a lot of oxygen and I also had to redo sulphuric acid to handle the giant output of this setup.
From there find a nice open area, build a track to it, and set up a circuit factory - 1 station to drop Youtube and Factorio works really well together. Factorio Blueprints. It's possible to make longer setups smelting more than one input belt, although they likely will be a bit wider. Overview Read This First! Using these Blueprints. Discover and save! The stack compression ratio is how many stacks of input it takes to create one stack of output.
More info and free demo can be found at www. So the ideal ratios between furnaces and transport Wiki. It will smelt 15 ore The compression ratio describes how efficiently a crafted item can be transported, compared to its inputs. Step-by-step guide to creating an efficient furnace columm, complete with ratios, tips, upgrades, and more!
Edit: Looks like the Factorioprints. We hope our guide helps you learn all the important concepts of preparing your very own smelting setup in Factorio. A simple, compact smelting block suitable for the beginning of the game. What is your best furnace layout?
It is advisable to keep your smelting area near the start of the bus, with ample space available for expansion. This makes up The reason is that the patch notes were so big, that it exceeded the maximum post size 40k characters.
Allowed to export blueprint books in blueprint library it was only possible in inventory before. Allowed to choose whether train fuel should be included in a blueprint. Bugfixes Fixed that 3rd last row of 4th sheet of gun turret shooting had duplicate frame.
Re: Version 0. Missing close buttons in many windows, like blueprints and so on. I know you can close with e. But in the current state it's inconsistent. Links: log-file , Applicaton directory , desync-report , update issues. Coding is awesome!
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