Version 0.9.2

Information about releases and roadmap.
kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Version 0.9.2

Post by kovarex »

Hello,
we present you the regular batch of bugfixes and polishing, we took 2 weeks for this version to avoid having too many bogus updates.
We also tried to fix the demo/alpha campaign missions so you are free to report bugs in those from now on :)
Scenario pack is not updated though. (We need to do a lot of rebalancing as the recipes changed)

P.S. The linux release is delayed until tomorrow.
  • Bugfixes:
    • Fixed crash when train stop is built in blueprint before rails.
    • Fixed bug when crude oil barrels couldn't be unloaded.
    • Added missing recipes for productivity module.
    • Fixed bug when belts to ground could be built on top of each other.
    • Fixed bug with items not going into fast / express belt to ground.
    • Barrel filling was affectable by the production module.
    • Fixed segfault at research screen after researching tool belt
    • Fixed missing translation after loading game in campaigns.
    • Fixed bug with mining drill getting stuck on low yield resource.
    • Fixed overflowing effects in the technology preview gui.
    • Displaying car rotations when building it.
    • Unified the smelting recipes time to mean seconds in the stone furnace.
    • Train stop and Lab built from the blueprint have proper dedicated to names.
    • Fixed stucked items on transport belt in special case.
    • Enabled inserter to take fuel out of the boiler.
    • Fixed drawing of equipment and some of the icons in low-graphics mod.
    • Fix of some of the icons scale in low graphics mode
    • Fixed bug with chemical plant draining the fluid from the pipes.
    • Tweaked what "size" setting does for resources.
    • Fixed that repair sound ignored sound volume settings.
    • Fixed that inserter couldn't (inconsistently regards to logistic robots) take out of the red (limited) part of the inventory. The limitation is now just for input.
    • Fixed clouds drawing in low-graphics mode.
    • Fixed that trying to build trains as ghost did create corrupted rails.
    • Crafting gui has the size that fits all groups, so it don't change size when switching groups.
    • Right gui container doesn't change size when certain entities selected.
    • Fixed bounding box + connectability of underground belt build by blueprint.
    • Items in the selection guis (quickbar filter, logistic filter, etc.) are ordered into subgroups.
    • Fixed offshore direction when building using blueprint.
  • Changes:
    • Assembling Machine Recipe Gui shows all the recipes, but those that are not craftable are show in red (consistent with character recipe gui).
    • Assembling Machines 2 and 3 have an input and output pipe. Electric engine unit, processing unit, filling and emptying barrels is done here.
    • Locomotive can be fed by fuel even off station when not moving (on signal, out of fuel etc.)
  • Balancing:
    • Poison capsules hurt worms as well.
    • Engine unit doesn't need lubricant (so car and trains don't require the oil industry).
    • Fixed: Replacing underground belt's end unearthes items
    • Pipe to ground is up to 10 tiles long.
    • Disabled enemy spawn shift (but this might not be the cause for big biters in the beginning).
    • Express belts require lubricant (because they need to run extra smooth).
    • Changed the amount of wood in dry tree from 1 -> 4
  • Graphics:
    • New assembling machines.
    • New inserters.
    • New copper wire.
    • New light cone.
    • New dark entity info background (the old one can be still switched in graphics settings).
  • Scripting:
    • Added clearchart method to luaForce.
    • Destroying/adding custom gui element will correctly update the size and position of parent elements holding it.
  • Modding:
    • Offshore pump can specify the fluid it will produce.
    • Max on row/resize row to width in flow style can be specified.
    • Pipe to ground can have multiple underground connections.
    • Inserters can have arbitrary pickup and insert positions (this allows 90 degrees inserters).
    • Transport belt to ground max distance is now moddable (max_distance).
Downloadable at https://www.factorio.com/download/experimental as usual, or by automatic updater as long as you have checked to download experimental releases.

xng
Fast Inserter
Fast Inserter
Posts: 164
Joined: Fri Feb 14, 2014 1:04 pm
Contact:

Re: Version 0.9.2

Post by xng »

Thank you for your hard work! ^^

sebastian86
Manual Inserter
Manual Inserter
Posts: 3
Joined: Thu Mar 06, 2014 6:58 pm
Contact:

Re: Version 0.9.2

Post by sebastian86 »

good job!

User avatar
Calico
Fast Inserter
Fast Inserter
Posts: 130
Joined: Sat Feb 08, 2014 6:23 am
Contact:

Re: Version 0.9.2

Post by Calico »

NICE!

Isntprepared
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sat Mar 01, 2014 12:15 am
Contact:

Re: Version 0.9.2

Post by Isntprepared »

I assume we should remove the hotfix that you guys made for 9.1?

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.9.2

Post by kovarex »

Isntprepared wrote:I assume we should remove the hotfix that you guys made for 9.1?
Yes.

Hazard
Inserter
Inserter
Posts: 43
Joined: Wed Dec 18, 2013 10:16 pm
Contact:

Re: Version 0.9.2

Post by Hazard »

Great, now I need to reorganise my factory again.

Well, this one was starting to get boring anyway.

User avatar
Animar
Long Handed Inserter
Long Handed Inserter
Posts: 53
Joined: Sat Dec 21, 2013 8:06 am
Contact:

Re: Version 0.9.2

Post by Animar »

kovarex wrote: 90 degrees inserters
I Would like to see them added in 9.3 ^^

sparr
Smart Inserter
Smart Inserter
Posts: 1327
Joined: Fri Feb 14, 2014 5:52 pm
Contact:

Re: Version 0.9.2

Post by sparr »

Animar wrote:
kovarex wrote: 90 degrees inserters
I Would like to see them added in 9.3 ^^
I'll have a mod for them published tonight if I can come up with some artwork.

User avatar
MaxStrategy
Inserter
Inserter
Posts: 49
Joined: Wed Feb 19, 2014 11:20 am
Contact:

Re: Version 0.9.2

Post by MaxStrategy »

Thats a lot of fixes!:o

sparr
Smart Inserter
Smart Inserter
Posts: 1327
Joined: Fri Feb 14, 2014 5:52 pm
Contact:

Re: Version 0.9.2

Post by sparr »

sparr wrote:
Animar wrote:
kovarex wrote:90 degrees inserters
I Would like to see them added in 9.3 ^^
I'll have a mod for them published tonight if I can come up with some artwork.
I suck at artwork. https://forums.factorio.com/forum/vie ... =14&t=2719

ficolas
Smart Inserter
Smart Inserter
Posts: 1068
Joined: Sun Feb 24, 2013 10:24 am
Contact:

Re: Version 0.9.2

Post by ficolas »

Old saves are broken? :(
Any way to fix them?

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.9.2

Post by kovarex »

Shouldn't be, what saves?

kovarex
Factorio Staff
Factorio Staff
Posts: 8078
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.9.2

Post by kovarex »

Linux version added.

ficolas
Smart Inserter
Smart Inserter
Posts: 1068
Joined: Sun Feb 24, 2013 10:24 am
Contact:

Re: Version 0.9.2

Post by ficolas »

kovarex wrote:Shouldn't be, what saves?
All saves that I got are broken, even when dissabling mods.
Well... even saves done with this version cant be loaded.
I guess the problem is this thread and GUIs
https://forums.factorio.com/forum/vie ... f=7&t=2715

BurnHard
Filter Inserter
Filter Inserter
Posts: 519
Joined: Mon Oct 21, 2013 5:08 pm
Contact:

Re: Version 0.9.2

Post by BurnHard »

The dry trees still only give me 1 wood

Amaror
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Oct 11, 2013 11:40 am
Contact:

Re: Version 0.9.2

Post by Amaror »

Just tried it out, the Ore generation is still just as screwed up as it was in 9.0.
Ores with "small" sometimes end up with giant patches of the ore and other ores with "Very Big" are barely large enough to fit a single drill.

Suikosword
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Feb 26, 2014 3:07 am
Contact:

Re: Version 0.9.2

Post by Suikosword »

The generation function seems to have a ceiling as to amount generated.

What I've found is setting frequency to low or very low, and size to big or very big results in very big but spaced out patches.

Also of note, regarding Oil generation, selecting a low richness value will result in more patches being generated which is a different behavior compared to the other types of resource generation.

This is observed behavior regarding 0.9.1, I will post back if the generation behavior has changed since then.

kowkillar
Manual Inserter
Manual Inserter
Posts: 3
Joined: Thu Jan 09, 2014 10:28 am
Contact:

Re: Version 0.9.2

Post by kowkillar »

ficolas wrote:
kovarex wrote:Shouldn't be, what saves?
All saves that I got are broken, even when dissabling mods.
Well... even saves done with this version cant be loaded.
I guess the problem is this thread and GUIs
https://forums.factorio.com/forum/vie ... f=7&t=2715
My saves are also busted. Lets hope thats the problem.

Neotix
Filter Inserter
Filter Inserter
Posts: 599
Joined: Sat Nov 23, 2013 9:56 pm
Contact:

Re: Version 0.9.2

Post by Neotix »

My saves works fine but i something is different with electric furnaces.
I'm using DyTech Industrial Grinders to produce dust. Before dust was smelting in 1,2sek. now it takes ~40sek. My entire factory stopped because i don't have enough plates.

Post Reply

Return to “Releases”