Version 0.4.0

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kovarex
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Version 0.4.0

Post by kovarex »

Hello,
we just released the version 0.4.0 (experimental)

Warning: there is major bug, the pump can't be built, bugfix release will be tomorrow.
  • Features:
    • Automated train transportation. Trains can be given schedule to go to Train Stops (named after backers).
    • Added simple rail signals functionality.
    • Added rail cargo wagon.
    • Locomotive uses fuel.
    • All the desynchronisation problems in the game replaying should be solved.
    • Added small replay options control panel.
    • Added small flying text notifications (used to notify mining, quick transfer and contents of mined entity).
    • Added medium electric pole.
    • Added big electric pole.
    • Added substation.
    • Added basic accumulator.
    • Player slides around corners.
  • Changes:
    • Filter inserter doesn't pick items without any filter set, smart inserter still takes everything without filter set.
    • Wider crafting/item selection screen (10 slots instead of 8, temporary solution until crafting tabs are made)
    • Smaller inserter bounding box, so it is easier to run through the factory.
    • Car shows fuel icon when out of fuel
    • Locomotive and Car are minable
    • Easier riding in locomotive and car (accelerate vs. brake vs. reverse)
  • Bugfixes:
    • Fixed resources not colliding with water.
    • Fixed the calculation of loot count.
    • Fixed not working clear filter action.
    • Fixed drawing position of one of the trees.
    • Fixed mouse click originated in gui that closes affecting the game. (Clicking on resume started mining etc)
    • Fixed crash after confirming notice box of error in script on level/campaign start.
    • Show error in the player console when autosave can't be made and continue, instead of closing the game.
    • Fixed over extension in the recipe window.
    • Fixed one rail connection bug.
    • Fixed some train connecting bugs.
  • Graphics:
    • Picture for single piece of wall.
  • Gui:
    • More visible (white) carret in the console.
  • Modding:
    • Mods can specify dependencies.
    • Mods can contain lua migrations.
    • Default values for loot (probability 1, min = 1, max = 1)
  • Scripting:
    • Better error handling on many places (so the game will write the cause of the error instead of crashing, or writing error -1)
    • Changed the gui interface to minimalise mod conflicts. gui object contains now 3 accessible sub object (top, left, center).These are always flows and can't be removed, when more than one mod (and/or script) adds something there it all stacks.
    • Added frame, label, table and progressbar to creatable gui.
    • Added basic font settings for gui elements (bold/not bold + color)
    • Added way to change caption of existing gui elements
    • Gui name doesn't need to be unique globally, it just needs to be unique in the context of the parent element.
    • Allowed loading bounding box with named parameters (lefttop, rightbottom) as well as without it in format {{1, 2}, {3, 4}}
    • Added direction property to LuaEntity.
    • Added hasflag method.
    • Removed game.getrandomnumber, use math.random instead, it will use the interal game random number generator.
    • Added way to create more entities by the script (projectile, particle, resource), more on wiki soon.
    • Added way to read/write amount in resource.
    • Fixed bug of units killed by die command not creating corpse+sound.
    • onchunkgenerated event added (contains area with bounding box of the chunk).
    • Fixed bugs with remote interfaces
    • Exposed enemy distraction in freeplay attack data

Wardiaper
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Re: Version 0.4.0

Post by Wardiaper »

Thank you!!! :D

DRBLN
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Re: Version 0.4.0

Post by DRBLN »

What does the substation do?

plyspomitox
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Re: Version 0.4.0

Post by plyspomitox »

Is the Bug, that Pumps can not be placed easily fixable? Without that, the game is not really playable.

MF-
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Re: Version 0.4.0

Post by MF- »

DRBLN wrote:What does the substation do?
It should do something with electricity, I haven't tried yet.


Oh? I don't see any "DOWNLOAD" section on factorio com.
AAARgh.. Where is it?

EDIT: Argh.. It shows up instead of "download the demo" in the content area after I log in.
There really should be a "download" section in the main menu.
Last edited by MF- on Fri May 03, 2013 6:51 pm, edited 1 time in total.

kovarex
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Re: Version 0.4.0

Post by kovarex »

Yes, the pump, I'm sorry for that, I did some fixes of buildability just before release, and this is the result, this is easy fix and we will provide it probably tomorrow.

plyspomitox
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Re: Version 0.4.0

Post by plyspomitox »

Thx :)
You're doing a great Job.

nessumo
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Re: Version 0.4.0

Post by nessumo »

0.4.0 (alpha) Generic Linux tar package (32 bit .tar) - link broken ;)

Blackmoor
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Re: Version 0.4.0

Post by Blackmoor »

Thanks for the update, I can't wait to try it out.

Is there an estimate on when we'll get an addition to the main campaign?

SilverWarior
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Re: Version 0.4.0

Post by SilverWarior »

kovarex wrote:Yes, the pump, I'm sorry for that, I did some fixes of buildability just before release, and this is the result, this is easy fix and we will provide it probably tomorrow.
I can wait a day or two for some quick fixes. I rather see that you take more time and produce more stable game rather that you rush and produce game with bugs. Yes I know that the game is still in alpha and that I should expect bugs in alpha but still it is much nicer to play game without bugs.

Anywhay great work with the game so far. Up until now I haven't regreted to support you guys which I can't say for every other Indie game I bought so far. So keep up the good work.

MF-
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Re: Version 0.4.0

Post by MF- »

nessumo wrote:0.4.0 (alpha) Generic Linux tar package (32 bit .tar) - link broken ;)
Oh.. I guess I was fixated on the .deb and completely missed it. ("installing" the .deb become a routine)

kovarex
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Re: Version 0.4.0

Post by kovarex »

MF- wrote:
nessumo wrote:0.4.0 (alpha) Generic Linux tar package (32 bit .tar) - link broken ;)
Oh.. I guess I was fixated on the .deb and completely missed it. ("installing" the .deb become a routine)
Fixed now.

nessumo
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Re: Version 0.4.0

Post by nessumo »

Works fine, thnx!

Aza-Industries
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Re: Version 0.4.0

Post by Aza-Industries »

Great work guys!

You're one of my favorite game developers.

Keep up the amazing work~ :mrgreen:

THENIRL
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Re: Version 0.4.0

Post by THENIRL »

Crap, now I'm too busy to play... Guess I'll wait out the bugfixes. Great to see you guys working so hard on this!

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Re: Version 0.4.0

Post by mindreader »

Dear Kovarex,

Seems, unfortunetly RU translation does not made it to 0.4.0. :(
Hope you can add it to following hotfix.

kovarex
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Re: Version 0.4.0

Post by kovarex »

mindreader wrote:Dear Kovarex,

Seems, unfortunetly RU translation does not made it to 0.4.0. :(
Hope you can add it to following hotfix.
Yes, I will, it was all hectical :)

ficolas
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Re: Version 0.4.0

Post by ficolas »

as allways, so excited about the modding stuff :D

DRBLN
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Re: Version 0.4.0

Post by DRBLN »

Guys,

I just do not understand how you play, if Pump is broken.
Is there a workaround?

MF-
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Re: Version 0.4.0

Post by MF- »

Not that I know of.
But there are saves from older versions some of us continue :)
(You can get the stable version of factorio as well. Simply build the pumps there and then switch over to 0.4.0 and hope you won't need more of them)

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