Factorio 0.10.10 x64 - x86 [experimental release]

seeders: 33
leechers: 9
Added on September 12, 2014 by AzaZPPLin Games > PC
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Factorio 0.10.10 x64 - x86 [experimental release] (Size: 253.45 MB)
 Setup_Factorio_x64_0.10.10.exe126.94 MB
 Setup_Factorio_Win32_0.10.10.exe126.52 MB


Description



Factorio 0.10.10 has just been released, we consider this a stable candidate.

Bugfixes:
Fixed that passive provider chest acted as active provider chest after game load.
Fixed that player turrets could be walked through after reconstructed. (viewtopic.php?f=7&t=5618).
Fixed that the starting chest in sandbox mode didn't contain some of the items in full stacks.
Fixed that the pause game control reset itself to default after every restart.
Fixed wrong directory name inside save (it was "currently-saving", now is the same as the save name)
Fixed that map2scenario didn't copy locale and script state to the scenario.
Fixed crash related to enemy pathfinding.
Fixed of wrongly reported amount of items the player got from mining machines/containers (viewtopic.php?t=5688).
Fixed entity icons of defender/distractor/destroyer robots.
Fixed that deconstructing transport-belt-to-ground would delete items they held (viewtopic.php?t=5667).
Fixed that deconstructing inserters holding items would delete items they held (viewtopic.php?t=5636).
The notifications of destroyed buildings are created only when someone other than player (or his machines) destroyed the building. This affects player destroying his buildings manually and also land-mine destroying itself on impact.
Fixed, that slightly more robots than needed could be send to empty provider chest (viewtopic.php?t=5613).
When unresearching (using script) the toolbelt, the items that can't fit it are inserted back into the player's inventory (viewtopic.php?t=5659).
Recipes changed by mods will be refreshed to original value automatically when mod is removed (viewtopic.php?t=5676).
Fixed crash, when opening save that contained mods that are not already present, that had the active crafting group selected to group presented by the mod (so it is not present anymore), the crash occured when the crafting menu was opened.
Fixed that items were moved into quickbar even when there was already stack of the type in quickbar (currently selected in hand) (viewtopic.php?t=5661)
Fixed the missing check of gun->ammo compatibility when putting the gun there using shift-click or when the gun was crafted (posting.php?mode=reply&f=7&t=5682).
Fixed that the visualisation radius of throwables (the green circle) wasn't visible when the player was in vehicle (viewtopic.php?t=5595).
Fixed that the inventory didn't get sorted after the container couldn't be mined as all the items couldn't fit the inventory (viewtopic.php?=5614).
Fixed that when enemy unit was modded to attack by destroying everything including itself crashed the game (viewtopic.php?t=5727)
Fixed that the player mined item event was not called when he got just part of the inventory (viewtopic.php?t=5608).
Fixed that it wasn't possible to start fullscreen game in other than the primary window. There is now settings in config in category [graphics] section: preffered-screen-index. Changing the value changes the display adapter (monitor) that is used. If many people use this feature in the future, we can put it in the graphics settings ingame as well (viewtopic.php?t=5048).
The number input box "consumes" only numeric input, other keys for walking or closing the still works when the field is selected. This is true as long as these are not mapped to numbers, bad luck in that case (viewtopic.php?t=5741)
Fixed that actions made in the last tick before closing the scenario due to error were applied again when different game was opened (viewtopic.php?t=5741).

Debugging:
Added option to turn off vertical synchronisation of the display (v-sync).
Fixed crash when starting game without config file.

Gui:
Progress bar showing electricity availability is now colored. Green for all required energy available, yellow, more than half, red less than half)

Modding:
Progress bar style enables to specify different colors for different ranges of values.

Scripting:
Added game.getchunks() iterator and game.ischunkgenerated(...) and game.player.force.ischunkcharted() methods
Pre player mined item event is called really before the player starts to get items from the inventory. Note that the change means, that the event is called even when the mine can eventually fail (not enough inventory to hold all the items). This means, that there might we could also other some other event, that will be called only when the entity is really going to be removed.

Content
Factorio is a game in the alpha stage. However, there is a LOT of content already. Also the game is quite stable (that is what the players say :D). We try hard to fix bugs and things players find annoying.There are updates coming out about every 2 months. Check out our roadmap.

Current Content
Mining, logistic and production systems
This is the core of the game. Mining drills digging the ground for minerals. Robotic arms moving material from one side to another. Lines of furnaces smelting the precious ores. Assembling Machines automatically building further products. And conveyor belts literally everywhere.

Energy
So you have all these machines, but they don't run for free. You need to make enough electricity to power them up. Will you go for cheap steam, that makes tons of pollution or expensive but eco friendly solar?

Research.
You are clever and skilfull. But you don't know everything out of the box. Research the technologies to make your way up the tree to completely automated and self sufficient factories.

Oil refining
There is more to the production than just minerals. This planet is rich in oil as well. And you will need it. Pump it from the dephts. Break it to fractions in Oil Refineries and put it to good use in Chemical plants.

Trains
Belts are great for minerals. If the mineral fields are close. And not that big. Otherwise you better build good-old train tracks and scale your logistics to a new level.

Logistic robots
The "third support" of the logistic system. You need advanced technology for this. But once you have it you have all these cool looking drones that move the stuff for you based on some general conditions you set up.

Blueprints and building robots
Tired of manually building another mining site. Just use a blueprint. Define what should be built, provide the material and a bunch of building drones will build the whole thing for you.

Signals
You want to have exactly 1006 circuits in your buffers? No problem, just make a signal that switches off the production line once you have reached the limit. This is advanced but powerful concept where you can really "program" your factory. It will be expanded even more in the near future.

Pollution
You are not welcome on this planet. With all your smokey machines that generate plenty of waste and destroy the environment. If you make too much pollution you better prepare for the enraged natives to come after you.

Fight
Those natives are really annoying, aren't they? You need to build walls and turrets to protect from their rage attacks. But wait, there is a plenty of military options for you to "solve the situation". The fight mechanics are at the moment weaker compared to the rest of the content (which is quite mature). We will work on this.

Singleplayer freeplay.
The main singleplayer game requires a lot of work to finish. The task is simple, build the Rocket Defense (a very technologically advanced building - analogy of sending a Satelite to space in Civilization). You will need to do your best to achieve this goal. On top of that every game is a different challenge because of our procedural map generation.

Scenario pack.
Scenario pack is for Furnace Attendant or higher tiers. This is a set of additional mini campaigns. At the moment there are three, but we plan to add more in the future.

Modding support.
Factorio is designed from the beginning to be highly moddable. Most of the game data are stored in the Lua data files and can be changed by the mods. Mods can also change behavior of the running game via modding scripts, also written in Lua language.

Map editor.
The game has a custom built in map editor. We used it to make all the campaing and scenario maps. It is there for you to make new content for the game. You can also attach a Lua script to the map and make a challenge scenario with specific set of rules.

Work in progress
The 1.0 release is estimated (!) for summer 2015. That doesn't mean the game development will stop then, rather it is a point when we will consider the game complete and anything else will be a bonus. Following list is an example of things (not everything is there) we plan to do before Factorio 1.0.

Polishing
Factorio has a lot of content, but it is quite rough around the edges. There are plenty of tiny little details that we need to solve. Polish the graphics, balance the gameplay, tweak the campaigns, the list goes on for a while.

Multiplayer
Build the factory with your buddies. Or just visit a game of your friends and let him show you around. Hmmm or maybe start a 4 vs. 4 deathmatch? At the moment we are working on the technical side of the Multiplayer. After this is done we will see what will the players like the most.

Goal of the game
Right now you build a dummy building called Rocket Defense and that is it. Not much of a fun. The goal of the game is the weakest part at the moment. This will be more exciting soon.

RTS elements
In the late game you have this monstrous factory full of machines, trains and flying robots. But you are still a guy running around on your own. Wouldn't it be cool if you could get into your command center and just give orders to your building / combat drones?

Possible future content
There are plenty of ideas on our forums. Following list is just a couple of them we would love to see in the game sometimes (or maybe in the Factorio data disk).

Alien interaction
If you are nice to them, they are nice to you. Keep the pollution low and you can learn about the planet inhabitants.Maybe even trade or cooperate with them. Or just take advantage of them. Catch them, study them in research facilities so you can come up with better ways to "deal with them".

Moving underground
So you have tamed the surface of the planet. But how about going below the ground?

Food industry
Now you are alone, but there are plenty of colonists coming here. Better prepare to grow some food for them.


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253.45 MB
seeders:33
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Factorio 0.10.10 x64 - x86 [experimental release]

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Awesome game, perfect torrent. Thanks!