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Modding Central

Modding Central, a community made by modders for all to discuss, mod and download mods for multiple games in a safe and secure environment.

Factorio Version 0.13.5
  • Minor Features
    • Blueprints with labels will now show the label when holding them to-be-built.
    • Once mining is started over non-resources, resources are ignored until the mine button is released. more[forums.factorio.com]
  • Changes
    • Attempting to mutate the 'global' table of a mod in the 'on_load' event handler will result in an error. The 'on_load' event handler is *only* meant for re-registering conditional event handlers and setting up meta-tables. Use 'on_configuration_changed', 'on_init', and migration scripts in all other instances.
    • When connecting circuit wires, the wire will re-anchor to the last entity clicked. more[forums.factorio.com]
    • Increased collision box of stone walls slightly, to prevent the player getting stuck. more[forums.factorio.com]
  • Bugfixes
    • Fixed the add-trains list treating stations with the same spelling but different case as the same station. more[forums.factorio.com]
    • Fixed circuit network signals not properly migrating when removing mods. more[forums.factorio.com]
    • Fixed incorrect pollution rendering. more[forums.factorio.com]
    • When showing the count of...
Factorio Version 0.13.4
  • Changes
    • For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
    • Player names are now shown in the description pane instead of just "player". more[forums.factorio.com]
  • Bugfixes
    • Fixed the "No such node (application_version)" error when starting a headless server
    • Fixed modules could get into assembling machines that didn't allow them for the current recipe. more[forums.factorio.com]
    • Fixed desync when holding most rotatable items for building in the latency state. more[forums.factorio.com]
    • Fixed build-by-moving logic for underground belts and underground pipes. more[forums.factorio.com]
    • Fixed construction robots grabbing items from the player cursor and trying to use them as repair packs. more[forums.factorio.com]
    • Fixed killed entities not keeping modules to-be-delivered in some cases. more[forums.factorio.com]
    • Fixed headless server being counted as a player for the player limit. more[forums.factorio.com]
    • Fixed crash when belts would die due in some...
Factorio Version 0.13.3
  • Changes
    • Slightly reduced big electric pole collision box to allow squeezing between big pole and accumulator.
    • Increased the distance between items on the belt from 0.28 to 0.28125. This way the the circuit network pulse for items will be every 9/4.5/3 ticks for normal/fast/express compressed belts. more[forums.factorio.com]
  • Gui
    • Only games with the same application version are displayed in Browse Games screen.
    • Removed tabs from Browse Games and Browse Mods screens and tweaked column widths.
  • Bugfixes
    • Fixed mods directory not being created when installing mods more[forums.factorio.com]
    • Fixed lab bonus speed not showing correctly in the bonus GUI sometimes. more[forums.factorio.com]
    • Fixed crash related to killed flamethrower turrets in ghost mode. more[forums.factorio.com]
    • Fixed that the game crashed in the user login dialog when the steam connection was not available.
    • Yet another research window resizing fix.
    • Fixed desync related to building-while-moving underground belts and pipe-to-ground.
    • Fixed Steel chest recipe in New hope mission 02. more[forums.factorio.com]
    • Fixed projectiles with negative accelerations...
Hello!

0.13 is here!
If you don't want to read the changelog[forums.factorio.com], you can either take look at our update summary page[guide.factorio.com] or check out the video that summarizes it as well:



We released version 0.12.0 on 17. 07. 2015 so it took us almost a year. We made a lot of changes in that time.The commit count increased from 15967 to 22980, which is more than 40% increase. This means, that we also created a lot of new bugs. We are working as hard as we can to fix the bugs and we'll have 0.13.3 today, which means we've made 4 releases in 5 days just to make sure we'll fix as many bugs for the weekend as we can.

Please be benevolent
This is an early experimental release, so there are a lot of issues we are aware of, and we will do what we can in the future weeks to solve them, if you want to avoid bugs, wait for few weeks until the 0.13 is semi-stable, the stable stable version might take a long time, so we can't really give any estimate.

There have been many complains regarding the terrain generation, we didn't encounter these problems in our games, but we should probably go back to it and tweak it a little.

We are also aware, that the mod portal (both the site and the in-game access) is very simplistic, we just wanted to have it, so the new 0.13 mods are there, so we could move...
Factorio Version 0.13.2
  • Changes
    • Damage bonus in turret tooltip will now show both basic turret damage multiplier and turret damage bonus from research. more[forums.factorio.com]
    • 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.
  • Bugfixes
    • Fixed occasional crash when downloading map. more[forums.factorio.com]
    • Fixed rail signals set to red by circuit network going green in some situations. more[forums.factorio.com]
    • 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. more[forums.factorio.com]
    • Localized hardcoded strings in power switch GUI. more[forums.factorio.com]
    • Fixed enemy turrets would show player's damage bonuses in tooltip.
    • Fixed repair packs (and mergable items in general) under flowing and making...