- Major features
- Improved Multiplayer game UX (see https://www.factorio.com/blog/post/fff-139 and https://www.factorio.com/blog/post/fff-116). Server games are published to the server and clients can browse existing games. Automatic discovery for the LAN games.
- Mod Portal integration. Factorio can list and install mods from the mod portal. more
- Achievements and Steam Achievements integration. (https://www.factorio.com/blog/post/fff-125) Modded games won't have the achievements recorded on steam.
- Rail planner tool simplifies the rail building. (https://www.factorio.com/blog/post/fff-113)
- Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released.
- Power switch. It can be used to control the energy flow. Power switch can be connected to the circuit network. (https://www.factorio.com/blog/post/fff-115)
- Added the Stack inserter - an expensive upgrade over fast inserters that can move several more items at a time.
- Flamethrower turret. Fueled with fluid, shoots a stream of burning oil towards oncoming enemies.
- Bonus gui (accessible from sidebar gui) showing bonuses the force has researched.
- Train station window contains a list of all trains (each can be opened) that have that station on their schedule.
- Single train gui now has an additional panel which shows the minimap/camera view of the given train.
- Search field to the filter selection and recipes selection windows.
- Trains gui. It displays all the trains as small minimaps with schedules, which can be searched.
- Extension of the train wait conditions. (https://www.factorio.com/blog/post/fff-114)
- New locomotive, cargo wagon and train stop graphics. Locomotives can be colored. The trains are a consistent size in horizontal and vertical orientations.
- New technology tree gui. (https://www.factorio.com/blog/post/fff-128)
- Minor Features
- Blueprints can be now edited.
- Added the Blueprint Book item - an item to manage blueprints. The book can be renamed and only holds blueprints.
- Map generator algorithm changed, further resource field now have greater richness.
- Added landfill, it can be used to replace water areas with grass.
- Added yellow/black striped concrete tile that is rotatable.
- Small sidebar gui containing buttons for main menu, production statistics, etc.
- Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).
- Underground pipes and belts are placed at max connecting distance apart when built by dragging.
- --scenario2map: Creates a save from a custom scenario, without initialising the graphics.
- The lamp can change it's color based on circuit network signals.
- Roboport is connectable to the circuit network. It sends the logistic network contents or the robot statistics of the network.
- Accumulator is connectable to the circuit network. It sends it's charge level as a percentage.
- Transport Belt is connectable to the circuit network. It can be turned on or off and it can send it's contents to the circuit network.
- Rail Signal is connectable to the circuit network. It will send the signal's state and can block trains from passing.
- Gate can be controlled through the circuit network by connecting to the wall next to it. It can be opened manually or send a signal if the player is nearby.
- Requester chest's requested items can be set automatically from the circuit network.
- Inserters can now send the item held in hand to the circuit network. Filter inserters can have their filters set automatically from the circuit network.
- Most entities that can be turned on or off by the circuit network can also be turned on or off by directly using a logistic condition.
- Circuit network and logistic network conditions can now be accessed by icons in the top-right corner of the entity's GUI, for all connectable entities.
- Connected Red/Green wires are highlighted when hovering over a combinator or entity connected to the circuit network.
- Wire disconnecting is incorporated in the latency hiding.
- Crafting machine item/fluid total craft counts are recorded per force.
- Intro sound in the loading screen.
- Improvements to the statistics GUI (electric network/production info). Added the ability to filter out things. Added the ability to view "all" information recorded. Made the GUI scrollable.
- Added /ban /kick /bans /admins and /admin commands.
- Added /color command, so changing color doesn't require access to lua commands.
- When running as a server, Factorio now accepts console commands on standard input.
- When running as a server, Factorio can be told to listen for RCON connections. To use this, specify both the --rcon-port and --rcon-password parameters on the command line. The network protocol is specified here:
- New parameter to start the headless server: --start-server-load-latest. Instead of accepting a save name, it will automatically load the latest save in the saves folder.
- The "disallow-commands" flag has been changed to "allow-commands" and accepts "true", "false", and "admins-only" for values.
- It is stored and shown which player built each of the machines.
- Added cluster grenades and grenade upgrades.
- Added flamethrower and flamethrower turret damage upgrades.
- When creating a new map using the --create command-line option, --map-gen-settings can be used to specify the map generation settings.
- Log file reopening on SIGUSR1 and a commandline option to disable log rotation.
- The default font looks better (improved hinting for the thinnest weight).
- Labels and values in descriptions have different colors.
- Item health bars are rendered green, yellow, red based off the % health remaining like entities.
- Modules support in blueprints.
- Equipment can be put in open equipment grids using standard inventory shortcuts (shift + click, ctrl + click).
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