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Friday facts #153 - 0.13 Stable, 0.14 Experimental
This week we have declared 0.13.18 as the stable release, which means that any steam users on 0.12 will be automatically updated, as well as standalone version users being prompted to upgrade. From the first 0.13 experimental release there have been some hiccups with the administration and support side. Most of these arise from now requiring a login to access the matching server and mod portal, with interactions between steam and our website being a big source of problems. Since release about 2 months ago, I have answered over 800 support emails, but with a lot of work done to streamline our systems by Tomas and Martin, the recent weeks have been significantly quieter. Apart from those issues, we've had strong and consistent success is fixing as many bugs as we can, be these small bugs, from the capitalisation of technologies, to big ones, like terrain generation issues. We've also had some time to add a few new features during stabilization, mostly scripting and modding requests, along with other changes to some mechanics. Community feedback has been really valuable to us once again, so thank you all.
Early this afternoon we released version 0.14.0 into experimental testing.This is a small 'major' update, as opposed to the huge major update that was 0.13. You may have heard in a recent Friday facts about the huge multiplayer rewrite Kovarex was undertaking, and at last his work in complete, at only the cost of his sanity. On Wednesday there was a big test of this new system and seems to work pretty well, I bet that we made a new record by having 67 players in one map at the same time.
You can see the new systems at work, with gameplay uninterrupted while people join, the progress bars for map downloading and catching up, as well as the smooth performance even with a large number of players. We consider this a pretty big success, and feel it is worth it now to release it for testing by the community. So if you're feeling brave, and want to help us out, you can try the new update by selecting it in the steam betas tab, or by enabling experimental updates in the standalone game. If you are just playing in the relaxed solitude of singleplayer, then 0.14 won't feel that much different to 0.13, but might be a good opportunity to test out a collaborative factory. If you do find any bugs, please report them on the bug forum, but make sure to check nobody has reported your bug already, by checking the confirmed bugs and resolved bugs subforums. If all the reshuffling of the planned features has you somewhat unsure of whats going on, you can check out the updated roadmap.
Another feature of 0.14 is support for equipment grids in vehicles. Initially none of the base game vehicles have equipment grids, but the hardest part is already done: making them work in vehicles. Vehicles that have equipment grids can use all of the current equipment; tanks can go faster, have shields, provide night vision to any players in them and so on. The only equipment that doesn't function "fully" is the roboport equipment in Locomotives and only because the locomotive has no inventory to store robots or items.
Cars, Tanks, and Cargo wagons all work fully with the roboport equipment. By default cargo wagons won't deploy robots while the train is in automatic mode and not in station or while under manual control while moving (this can be toggled if that's desired). When a vehicle with a non-empty equipment grid is picked up it retains the equipment so you don't need to re-insert it all when built again. No doubt modders will go crazy with all the new possibilities, which will help us test and bugfix any potential issues. From the start equipment grids were designed to do far more than they do in armor. With 0.12 came the addition of the Personal roboport equipment, but other than that they haven't had any significant changes or additions. There may be additional equipment modules coming in the future, but for now we are unsure of what functionality they could provide, so we'd like to hear your ideas. As always, if you have any comments, suggestions, critiques or otherwise, please let us know on our forums.
[ 2016-08-26 16:16:16 CET ] [ Original post ]
Hello, Albert is back this week, and has resumed his work on the liquid wagon and associated accessories, as well as offering his guidance to some visual related programming tasks. Kuba and Honza are also both back from their respective holidays, and overall the office is feeling much more full than last week.
0.13 Stable
This week we have declared 0.13.18 as the stable release, which means that any steam users on 0.12 will be automatically updated, as well as standalone version users being prompted to upgrade. From the first 0.13 experimental release there have been some hiccups with the administration and support side. Most of these arise from now requiring a login to access the matching server and mod portal, with interactions between steam and our website being a big source of problems. Since release about 2 months ago, I have answered over 800 support emails, but with a lot of work done to streamline our systems by Tomas and Martin, the recent weeks have been significantly quieter. Apart from those issues, we've had strong and consistent success is fixing as many bugs as we can, be these small bugs, from the capitalisation of technologies, to big ones, like terrain generation issues. We've also had some time to add a few new features during stabilization, mostly scripting and modding requests, along with other changes to some mechanics. Community feedback has been really valuable to us once again, so thank you all.
0.14 Experimental
Early this afternoon we released version 0.14.0 into experimental testing.This is a small 'major' update, as opposed to the huge major update that was 0.13. You may have heard in a recent Friday facts about the huge multiplayer rewrite Kovarex was undertaking, and at last his work in complete, at only the cost of his sanity. On Wednesday there was a big test of this new system and seems to work pretty well, I bet that we made a new record by having 67 players in one map at the same time.
You can see the new systems at work, with gameplay uninterrupted while people join, the progress bars for map downloading and catching up, as well as the smooth performance even with a large number of players. We consider this a pretty big success, and feel it is worth it now to release it for testing by the community. So if you're feeling brave, and want to help us out, you can try the new update by selecting it in the steam betas tab, or by enabling experimental updates in the standalone game. If you are just playing in the relaxed solitude of singleplayer, then 0.14 won't feel that much different to 0.13, but might be a good opportunity to test out a collaborative factory. If you do find any bugs, please report them on the bug forum, but make sure to check nobody has reported your bug already, by checking the confirmed bugs and resolved bugs subforums. If all the reshuffling of the planned features has you somewhat unsure of whats going on, you can check out the updated roadmap.
Vehicle equipment grid support
Another feature of 0.14 is support for equipment grids in vehicles. Initially none of the base game vehicles have equipment grids, but the hardest part is already done: making them work in vehicles. Vehicles that have equipment grids can use all of the current equipment; tanks can go faster, have shields, provide night vision to any players in them and so on. The only equipment that doesn't function "fully" is the roboport equipment in Locomotives and only because the locomotive has no inventory to store robots or items.
Cars, Tanks, and Cargo wagons all work fully with the roboport equipment. By default cargo wagons won't deploy robots while the train is in automatic mode and not in station or while under manual control while moving (this can be toggled if that's desired). When a vehicle with a non-empty equipment grid is picked up it retains the equipment so you don't need to re-insert it all when built again. No doubt modders will go crazy with all the new possibilities, which will help us test and bugfix any potential issues. From the start equipment grids were designed to do far more than they do in armor. With 0.12 came the addition of the Personal roboport equipment, but other than that they haven't had any significant changes or additions. There may be additional equipment modules coming in the future, but for now we are unsure of what functionality they could provide, so we'd like to hear your ideas. As always, if you have any comments, suggestions, critiques or otherwise, please let us know on our forums.
[ 2016-08-26 16:16:16 CET ] [ Original post ]
Factorio
Wube Software LTD.
Developer
Wube Software LTD.
Publisher
2020-08-14
Release
Game News Posts:
506
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(164072 reviews)
The Game includes VR Support
Public Linux Depots:
- Factorio Linux64 [306.86 M]
- Factorio Linux32 [300.1 M]
Available DLCs:
- Factorio: Space Age
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
Discount Disclaimer: We don't have any plans to take part in a sale or to reduce the price for the foreseeable future.
What people say about Factorio
- No other game in the history of gaming handles the logistics side of management simulator so perfectly. - Reddit
- I see conveyor belts when I close my eyes. I may have been binging Factorio lately. - Notch, Mojang
- Factorio is a super duper awesome game where we use conveyor belts to shoot aliens. - Zisteau, Youtube
MINIMAL SETUP
- OS: Linux (tarball installation)
- Processor: Dual core 3Ghz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.3 core. DirectX 10.1 capable GPU with 512 MB VRAM - GeForce GTX 260. Radeon HD 4850 or Intel HD Graphics 5500
- Storage: 3 GB available space
- OS: Linux (tarball installation)
- Processor: Quad core 3GHz+Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: OpenGL 4.3 core. DirectX 11 capable GPU with 2 GB VRAM - GeForce GTX 750 Ti. Radeon R7 360
- Storage: 3 GB available space
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