Factorio 0.10.9 x64 - x86 [experimental release]

seeders: 27
leechers: 8
Added on August 29, 2014 by AzaZPPLin Games > PC
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Factorio 0.10.9 x64 - x86 [experimental release] (Size: 253.43 MB)
 Setup_Factorio_x64_0.10.9.exe126.92 MB
 Setup_Factorio_Win32_0.10.9.exe126.5 MB

Description



Factorio 0.10.9 has just been released, we consider this a stable candidate.

Bugfixes:
Fixed crash when the map exchange string is not valid. If is not valid, text color is changed to red.
Fixed the loading of saves containing inner saves (used in tightspot scenario) (viewtopic.php?f=7&t=5482).
Fixed that unresearching quickbar slots crashed the game (viewtopic.php?t=5466).
Fixed crash in map editor when building transport belts after building diagonal rail tracks (viewtopic.php&t=5462).
Fixed crash when entity with no icon shown in the electric network statistics, error icon is shown instead in that case (viewtopic.php?t=5490).
Fixed crash when some modded entity attack_reaction effect killed the attacking biter.
Fixed various problems of not loadable save when energy source type of entities changed or mod specifying entities with energy source missing. (viewtopic.php?f=7&t=5511).
Removed so called "item bomb" effect. It happened When the player tried to a mine chest that contained items that couldn't fit his inventory. Instead of dropping all the items on the ground around (which could be A LOT of items in some cases), the mining just fails, while player gets as many items from the chest as possible.
Fixed performance when cancelling large crafting queues and the player has no room to hold the items. This also fixes performance when a loot-enabled entity dies and drops a large amount of loot.
Fixed bug when sometimes rail segments were messed up by placing rail signals from blueprint (viewtopic.php?f=7&t=5350). Also blueprint which would place two signals next two each other cannot be placed.
Fixed bug when train was self-damaging when driving backwards at the end of the rail (viewtopic.php?f=7&t=5179). This also fixes the resulting crash when the wagon was destroyed.
Fixed bug when train with 2 locomotives with opposite directions was not moving backwards when first locomotive had no coal.
Fixed that laser turrets were not working when built near chunk boundaries (viewtopic.php?f=7&t=5362).
Saving the crc in the replay only once per second, so the replay (and save) size shouldn't grow so fast.
Fixed that the beacon rotating animation was sometimes drawn under the beacon (viewtopic.php?f=7&t=5431).
Fixed bug where placing assembling machine over assembling machine of the same type could result into repetitve placing (posting.php?mode=reply&f=7&t=5479).
Fixed the problem with deconstruction of transport belt with inserter (or something other) putting items on it (viewtopic.php?t=3090)
Fixed that logistic robots were confused when inserting into storage with damaged items (viewtopic.php?t=5326).
Fixed that construction/logistic robots inside a network that was removed weren't re-assigned to the closest logistic network (viewtopic.php?t=3088).
The created effect of entities is not applied in map editor, to avoid too much freezed smoke particles at the same time that slows the render (viewtopic.php?f=7&t=5492).
Worms don't collide with the world during the dying animation (viewtopic.php?t=5409).
Worms don't show healthbar and don't regenerate health during the dying animation.
Fixed scrolling with sliders in game (viewtopic.php?f=7&t=5392).
Fixed bug when some controls didn't work with mouse over the gui (viewtopic.php?f=7&t=5130) Now they work just fine unless there is a gui action (i.e. crafting, transfer) with the same binding.
Fixed extremely low placement probabilities of worms.
Fixed resetting key bindings when changing keyboard layouts (viewtopic.php?f=30&t=5192)
Fixed bug when using deconstruction tool broke the replay (viewtopic.php?f=7&t=5570&p=42998#p42998).
Fixed that pausing the game closed the opened gui (viewtopic.php?t=5563)
Fixed that setting more than 65535 value in the logistics request gui didn't work properly.
Fixed that the number in the logistic gui wasn't set to 0 when the slot was cleared (viewtopic.php?t=5565).
Map map2scenario reports errors correctly instead of crashing.
Using map2scenario no longer resets researched technologies and unlocked recipes.
Migrations are applied even when using map2scenario.
Fixed bug when blueprints were "looting" the items from transport belt to grounds (viewtopic.php?f=7&t=5587).

Debugging:
Added show_active_chunks debug option, shows which chunks are active on the big map.

Scripting:
Fixed that caninsert method ignored set filters (viewtopic.php?f=7&t=5477).
Fixed that LuaForce:reset didn't reset all the force modifiers. Namely: inserter stack size bonus, logistic slots, quickBarCount, followingRobotsCount, ghost time to live.


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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253.43 MB
seeders:27
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Factorio 0.10.9 x64 - x86 [experimental release]

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It's ok to delete the old torrents of this game and thanks