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ดูเวอร์ชั่นเต็ม : [PC/Windows] - FACTORIO - (Early Access) - เกมพัฒนาและสร้างโรงงานในต่างดาว!!! [UPDATE|2015|353MB|ONE2UP|MIXTURE|MEGA]



Zenion
17th February 2015, 07:36
http://upic.me/i/11/ulogo.png



FACTORIO: เป็นเกมแนว Simulation ที่เราจะต้องค้นคว้า, วิจัย, ก่อร่างสร้างโรงงานบนดาวแห่งหนึ่ง ที่เต็มไปด้วยพวกเอเลี่ยน โดยระบบการสร้างโรงงานนั้นเป็นงานที่ซับซ้อนและกินเวลามหาศาล การวางแปลนสายพานการผลิตเป็นปัจจัยสำคัญที่สุดครับ โดยเราจึงจะต้องมีตัวช่วย ซึ่งก็คือหุ่นแขนกลในโรงงานที่จะช่วยในการจัดการวัตถุดิบต่างๆ จึงเป็นสิ่งที่ขาดไม่ได้ในเกมนี้ (ถ้าอยากให้โรงงานอัพเกรดเร็วๆ) ตัวเกมมีระบบ Craft และหาทรัพยากรต่างๆ มาพัฒนาโรงงานอย่างรวดเร็ว แต่ในขณะเดียวกันก็ยังต้องทำทุกวิถีทาง เพื่อรับมือเอเลี่ยนที่มีจำนวนมหาศาลบุกเข้าที่โรงงาน แถมสปาวเกิดตลอดเวลาแบบไม่มีดีเลย์อีกต่างหาก ซ้ำร้ายมันยังสามารถวิวัฒนาการออกไปสร้างเมืองแข่งกับเราได้ด้วยครับ :):cool:


Publisher: -
Developer: -
Genre: Strategy, Simulation
Language: English


https://www.youtube.com/watch?v=9yDZM0diiYc


https://www.youtube.com/watch?v=z8w6iVfBQBc

About the Game:
-----------------------------------
Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Use your imagination to design your factory, combine simple elements into ingenious structures, apply management skills to keep it working and finally protect it from the creatures who don't really like you.

http://upic.me/i/tk/s0ke1.jpg

http://upic.me/i/y6/i6x68.jpg

http://upic.me/i/b4/jln14.jpg

http://upic.me/i/0g/p3b15.jpg

System Requirements:
http://upic.me/i/67/outthereomegaedition.png

Homepage - https://www.factorio.com/



http://upic.me/t/tk/s0ke1.jpg (http://upic.me/show/54653553) http://upic.me/t/2r/s3tj2.jpg (http://upic.me/show/54653554) http://upic.me/t/a3/lb273.jpg (http://upic.me/show/54653555) http://upic.me/t/0g/iuo34.jpg (http://upic.me/show/54653556) http://upic.me/t/0g/p3b15.jpg (http://upic.me/show/54653557) http://upic.me/t/9j/e5ef6.jpg (http://upic.me/show/54653558) http://upic.me/t/71/fkgm7.jpg (http://upic.me/show/54653559) http://upic.me/t/y6/i6x68.jpg (http://upic.me/show/54653560) http://upic.me/t/n1/5clp9.jpg (http://upic.me/show/54653561) http://upic.me/t/ws/8i710.jpg (http://upic.me/show/54653562) http://upic.me/t/de/ccp11.jpg (http://upic.me/show/54653563) http://upic.me/t/39/rtr12.jpg (http://upic.me/show/54653564) http://upic.me/t/39/otb13.jpg (http://upic.me/show/54653565) http://upic.me/t/b4/jln14.jpg (http://upic.me/show/54653566) http://upic.me/t/b4/xsh15.jpg (http://upic.me/show/54653567)

:dance:dance:dance:dance:dance:dance:dance:dance:dance:pleasantry


FACTORIO - Update History:
=============================================

Version: 0.12.4
Date: 14. 08. 2015
Features:
- Simple mechanism for multiplayer relaying via the server.
Changes:
- Renamed "multisampling" to "multisampling-level" in the config file.
This will reset everyone's multisampling setting to 0.
- Construction robots take things primary from the main inventory, then quickbar.
- Reverted the order of inserter slot selection. (http://www.factorioforums.com/forum/viewtopic.php?t=14656)
- Added Alt-mode (showing entity info) to the latency hiding.
- Trains now try to recalculate their path, when waiting over 5 seconds on a signal (only if needed).
The recalculation is forced when waiting over 30 seconds.
- Construction robots will check if their target is still in the network area when they return to personal roboport for charging.
(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14249)
- Tweaked the stuck resolve mechanism. This should solve the http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14403
Bugfixes:
- Less annoying glitches when running and shooting in multiplayer with latency hiding.
- Fixed that the loot wasn't always properly put on transport belts. (http://www.factorioforums.com/forum/viewtopic.php?t=14114)
- Fixed force building specific blueprints. (http://www.factorioforums.com/forum/viewtopic.php?t=14622)
- Fixed setting player character to other player's character crashing the game. (http://www.factorioforums.com/forum/viewtopic.php?t=14665)
- Fixed failed --apply-update returning success even when it failed (http://www.factorioforums.com/forum/viewtopic.php?t=14681).
- Fixed the latency hiding inconsistency in the entity transfer action, entity rotation, blueprint selection deconstruction selection and others.
(http://www.factorioforums.com/forum/viewtopic.php?t=14585)
- Fixed ghost inserter arrows being displayed incorrectly (www.factorioforums.com/forum/viewtopic.php?t=14659).
- Zooming works comfortably also when mapped on buttons, as holding the button continuously zooms in/out instead of doing just one small zoom step.
(http://www.factorioforums.com/forum/viewtopic.php?t=14662)
- Proper direction filtering (8 way versus 4 way) when building ghosts from script. The direction is now dependent on the ghost inner entity limitation.
(http://www.factorioforums.com/forum/viewtopic.php?t=14625)
- Fixed that the new lamp entity was off-center. (http://www.factorioforums.com/forum/viewtopic.php?t=14586)
- Fixed behemoth biter resistance specification. (http://www.factorioforums.com/forum/viewtopic.php?t=14614)
- Fixed that the game could crash when connecting train in a junction. (http://www.factorioforums.com/forum/viewtopic.php?t=10295)
- Fixed construction robots could cause desync when they used up all repair packs.
- Rocket silo behaves correctly when out of electricity. (http://www.factorioforums.com/forum/viewtopic.php?t=14616)
- Fixed tank cannon shell tooltips. (http://www.factorioforums.com/forum/viewtopic.php?t=13545)
- Fixed error message on campaign mission 4 (http://www.factorioforums.com/forum/viewtopic.php?t=14510)
- Fixed crash when exiting the game in the map editor with the menu open.
- Fixed trains not alarming inserters when switched to manual mode when already stopped. (http://www.factorioforums.com/forum/viewtopic.php?t=14367)
- Fixed connection failures on windows without IPv6 enabled (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14053)
- Solved stuttering while building when max_expansion_distance was set to high values by a mod. (http://www.factorioforums.com/forum/viewtopic.php?t=14761)
- Fixed robots getting stuck when trying to store damaged items. (http://www.factorioforums.com/forum/viewtopic.php?t=14621)
- Fixed that lot of output in the output console could slow down the game a lot. (http://www.factorioforums.com/forum/viewtopic.php?t=14775)
- Fixed that damage to be taken wasn't cleared when entity was rebuild by robots, so the entity was partially unkillable.
- Fixed that train stop rebuilt by robots wasn't working properly. (http://www.factorioforums.com/forum/viewtopic.php?t=14364)
- Fixed crashes with invalid locale on linux
- Fixed that Save scenario + Save as wasn't translatable. (http://www.factorioforums.com/forum/viewtopic.php?t=14752)
- Changed the default style of custom text field to have not only minimal_width but also maximal_width 150.
So all of the textfields will not get larger on load, until the maximal_width is specified to be larger.
(http://www.factorioforums.com/forum/viewtopic.php?t=13650)
- Fixed that replay didn't work on the campaign levels. (http://www.factorioforums.com/forum/viewtopic.php?t=14604)
- Fixed determinism issue in logistic network causing desync. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14140)
- Two trains never collide as long as they don't share a train block, this solves some problematic situations, where the
end of the train collided with different track a little, while it was technically on different block already.
(http://www.factorioforums.com/forum/viewtopic.php?t=14558)
- Fixed copy&pasting filters between cars (http://www.factorioforums.com/forum/viewtopic.php?t=14814).
- Fixed crash in replay of game which was save and then loaded (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14523)
- Fixed problems with RTL scripts ... again (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=12235)
- Fixed the crash when radar was created on a surface that didn't have chart initialised on the surface for the specific force.
(http://www.factorioforums.com/forum/viewtopic.php?t=14831)
Scripting:
- Fixed that inserter didn't return drop_position.
- Fixed crash when calling set_command on empty unit groups (http://www.factorioforums.com/forum/viewtopic.php?t=14734).

---------------------------------------------------------------------------------------------------
Version: 0.12.3
Date: 07. 08. 2015
Features:
- Circuit wire building and repairing is incorporated in the latency hiding logic.
Changes:
- Cars of your own force always render their tags on the map.
- Multisampling not officially supported from now on.
It can still be manually specified in the config, but not in the graphic settings gui.
The main reason is the trouble with tiling which doesn't really have a simple fix.
- Changed the console spam-prevention mechanic to check all messages for the last second instead of just the last entered one.
Bugfixes:
- Fixed the Invalid Transport Line Index error. (http://www.factorioforums.com/forum/viewtopic.php?t=14358)
- Fixed signal selection window not displaying correctly when "Use item groups" is disabled. (http://www.factorioforums.com/forum/viewtopic.php?t=14343)
- Fixed broken accumulator input flow limitation. (http://www.factorioforums.com/forum/viewtopic.php?t=14411)
- Fixed trains viewing other trains with schedules with only 1 valid stop as not stopped (http://www.factorioforums.com/forum/viewtopic.php?t=12853).
- Fixed trains sometimes not recalculating their path when a new path opens up.
- Fixed shotgun damaging objects behind player. (http://www.factorioforums.com/forum/viewtopic.php?t=14189)
- Fixed trains not being counted properly, when entering a block multiple times without leaving (http://www.factorioforums.com/forum/viewtopic.php?t=13353).
- Fixed copy&paste on Linux (http://www.factorioforums.com/forum/viewtopic.php?t=13884)
- Fixed desync when trying to open an enemy structure (http://www.factorioforums.com/forum/viewtopic.php?t=14471)
- Fixed changing forces of damaged entities could corrupt subsequent game saves. (http://www.factorioforums.com/forum/viewtopic.php?t=14375)
- Fixed crash when clicking inventory item while dragging wire in latency hiding mode. (http://www.factorioforums.com/forum/viewtopic.php?t=14383)
- Fixed that the smoke effect when building something always showed on the viewer surface. (http://www.factorioforums.com/forum/viewtopic.php?t=14440)
- Fixed crash related to alerts on multiple surfaces. (http://www.factorioforums.com/forum/viewtopic.php?t=14502)
- Fixed copy-paste for cars/tanks. (http://www.factorioforums.com/forum/viewtopic.php?t=14513)
- Fixed single locomotivies not rendering on the chart view.
- Fixed the non standard number format of big numbers in the research tooltip gui. (http://www.factorioforums.com/forum/viewtopic.php?t=14517)
- Fixed crash after finishing the game in multiplayer (http://www.factorioforums.com/forum/viewtopic.php?t=14508).
- Fixed construction robots got stuck when trying to take items from logistic trash slots (http://www.factorioforums.com/forum/viewtopic.php?t=14554).
- Fixed productivity bonus being lost with very high productivity values (http://www.factorioforums.com/forum/viewtopic.php?t=14005)
- Fixed that script errors didn't stop the game, and it was possible to possible the game by pressing ESC.
- Fixed that non-default mods were not loaded during the first start of Factorio after mod-list.json was deleted.
- Fixed that inserter was always preffering the Left side when picking up from the underground belt. (http://www.factorioforums.com/forum/posting.php?t=14544)
- Fixed robots from personal roboport would keep transferring items from chest which was ordered for deconstruction
even after the chest gets out of the personal robot range. (http://www.factorioforums.com/forum/viewtopic.php?t=14412)
Scripting:
- Implemented remove_item() for all entities that have items.
- Added LuaEntityPrototype::autoplace_specification read.
---------------------------------------------------------------------------------------------------
Version: 0.12.2
Date: 31. 07. 2015
Features:
- Enabled swapping held blueprints with other blueprints directly.
- Force-building blueprints will mark any colliding trees for deconstruction.
- Added filters to car and tank main inventories.
Changes:
- Inserters will never take more than the maximum stack size of the item.
- Way more relaxed timeouts for dropping peers during map uploads (http://www.factorioforums.com/forum/viewtopic.php?t=14082).
Bugfixes:
- Factorio with RTL languages no longer crashes on startup because of reversed font path.
- Fixed crash when removing mods that added/changed recipes (http://www.factorioforums.com/forum/viewtopic.php?t=14029&p=94393#p94393).
- Disabled repairing of combat robots (http://www.factorioforums.com/forum/viewtopic.php?t=13984).
- --start-server and --create now accept filenames with dots in them (http://www.factorioforums.com/forum/viewtopic.php?t=13881).
- Combinators will no longer turn off when no wires are connected (http://www.factorioforums.com/forum/viewtopic.php?t=13957).
- Shift + click will move items into logistic trash slots only in character gui (http://www.factorioforums.com/forum/viewtopic.php?t=14137).
- Fixed circuit network crash when removing mods that changed the inserter (http://www.factorioforums.com/forum/viewtopic.php?t=14141).
- Fixed crashes related to migrating entities (http://www.factorioforums.com/forum/viewtopic.php?t=14141).
- Inserters and logistic robots no longer extract from enemy chests (http://www.factorioforums.com/forum/viewtopic.php?t=14192&p=95512).
- Fixed health bar display on large entities like the rocket silo (http://www.factorioforums.com/forum/viewtopic.php?t=14188)
- Fixed crash when loading some maps that were migrated from early-0.11 versions (http://www.factorioforums.com/forum/viewtopic.php?t=14128).
- Inserters now correctly pick up items from splitters (http://www.factorioforums.com/forum/viewtopic.php?t=14120, http://www.factorioforums.com/forum/viewtopic.php?t=13518).
- Picking up items from curved belts picks up from the correct line (http://www.factorioforums.com/forum/viewtopic.php?t=14016).
- Fixed that electric pole/roboport radius visualisation were off-centered in low graphics mode.
- Fixed that turrets had too small remnants.
- Fixed bug when removing roboports during load migration (http://www.factorioforums.com/forum/viewtopic.php?t=14017&p=94291#p94291).
- Empty autoplace tag in mod entity specification doesn't place entity at all (http://www.factorioforums.com/forum/viewtopic.php?t=13420).
- Fixed blueprints or armors getting erased when inserters move them.
Fixed "Attempt to clone non empty blueprint" and "Attempt to clone armor with equipment grid" when inserters move them.
(http://www.factorioforums.com/forum/viewtopic.php?t=14179)
- Character doesn't get moved by neighbour transport belt after game load.
- Crafting entity tooltips show contents in order and now also show fluids (http://www.factorioforums.com/forum/viewtopic.php?t=14211)
- Fixed missing belt activation in specific situation (http://www.factorioforums.com/forum/viewtopic.php?t=14023)
- Fixed modded spitters could spit very far from their location when trying to destroy a tree (http://www.factorioforums.com/forum/viewtopic.php?t=14106).
- Map editor wire editing works again.
- Fixed beacons stopping working when the modules where removed and re-inserted (http://www.factorioforums.com/forum/viewtopic.php?t=14275).
- Fixed power armor GUI tooltips not showing sometimes.
- Fixed v-sync causing framerate to go bellow 60 when Windows Aero theme is enabled (http://www.factorioforums.com/forum/viewtopic.php?t=13622).
- Flame-thrower sounds volume is dependent on the distance of the player now. (http://www.factorioforums.com/forum/viewtopic.php?t=13538)
- Tank can turn around without moving forward again. (http://www.factorioforums.com/forum/viewtopic.php?t=13936)
- Fixed tile building/removal sometimes removing buildings or killing the player.
- Fixed tile building/removal sometimes creating or removing water.
- Fixed tile removal ignoring changes made in map editor.
- Fixed crashes when mining path tiles while map is generated.
Scripting:
- get_surface never returns invalid surface.
---------------------------------------------------------------------------------------------------
Version: 0.12.1
Date: 24. 07. 2015
Features:
- Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Changes:
- Train station names use natural string comparing (station "Iron 10" comes after "Iron 9", not after "Iron 1").
- New command-line parameter: --latency-ms. Allows to set server latency in milliseconds rather than ticks
- You can copy paste circuit network conditions between Inserter, Lamp, Pump and Offshore Pump.
- The delete button in Load Game or Save Game dialogs now asks for confirmation before deleting
- Locomotive on schedule can't be rotated while moving anymore.
- Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.
- Changed Assembling machine's auto-insertion behaviour when using speed module effects. Faster speed with fast recipes will insert more items sooner.
Bugfixes:
- Very rough support for RTL languages, the texts are no longer rendered backwards (but the gui still is and multiline text will cause problems).
- Fixed Rocket Silo rocket inventory tool tip sticking around when it shouldn't (http://www.factorioforums.com/forum/viewtopic.php?t=13551).
- Fixed furnaces rendering light when inactive (http://www.factorioforums.com/forum/viewtopic.php?t=13532).
- Fixed transport belt to ground in blueprints when rotating crashing the game (http://www.factorioforums.com/forum/viewtopic.php?t=13572).
- Fixed LuaSurface::can_place_entity checks for rails (http://www.factorioforums.com/forum/viewtopic.php?t=13521).
- Fixed inserters putting items only on left line of underground belts. (http://www.factorioforums.com/forum/viewtopic.php?t=13519)
- Fixed ghost building concrete/stone not updating charting (http://www.factorioforums.com/forum/viewtopic.php?t=13675).
- Fixed ghost building concrete/stone distance being restricted (http://www.factorioforums.com/forum/viewtopic.php?t=13662).
- Fixed crash when leaving vehicle while on a transport belt entity (http://www.factorioforums.com/forum/viewtopic.php?t=13616).
- Fixed charging from primary and secondary energy sources (aka shield insta charge) (http://www.factorioforums.com/forum/viewtopic.php?t=13564, http://www.factorioforums.com/forum/viewtopic.php?t=13698).
- Fixed crash when trying to set filter on vehicle ammo inventories (http://www.factorioforums.com/forum/viewtopic.php?t=13684).
- Fixed mining concrete/tiles sometimes making water where it shouldn't be (http://www.factorioforums.com/forum/viewtopic.php?t=13735).
- Fixed character-logistic-trash-slots-2 technology prequisite (http://www.factorioforums.com/forum/viewtopic.php?t=13596).
- Fixed crash when calling game.player.surface.set_multi_command (http://www.factorioforums.com/forum/viewtopic.php?t=13621)
- Fixed electric wire rendering on low graphics quality settings (http://www.factorioforums.com/forum/viewtopic.php?t=13520).
- Fixed unable to load 0.11 savegames with active combat robots (http://www.factorioforums.com/forum/viewtopic.php?t=13566).
- Fixed robots building paths over existing paths not mining the existing paths first (http://www.factorioforums.com/forum/viewtopic.php?t=13712).
- Fixed personal robots would sometimes follow player instead of stationing when they use up all material for terrain building.
- Fixed splitters/transport belts still running when marked for deconstruction (http://www.factorioforums.com/forum/viewtopic.php?t=13772).
- Fixed death after launching the rocket not ending the game in single player (http://www.factorioforums.com/forum/viewtopic.php?t=13701).
- Fixed crash when disconnecting character from player while crafting (http://www.factorioforums.com/forum/viewtopic.php?t=13561).
- Fixed inserters sometimes not loading Rocket Silo after launch (http://www.factorioforums.com/forum/viewtopic.php?t=13703).
- Fixed circuit network sometimes showing items with no number.
- Fixed crash when the game attempted to play a sound in headless mode (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=13720)
- Fixed incorrect gun turret health (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=13748)
- Copy pasting now works for Small pumps and Offshore Pumps.
- Fixed crash when loading single-player save in multiplayer without "Allow commands" checked (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=13584).
- Fixed not being able to set the UI scale back to normal after accidentally setting it to 200% (http://www.factorioforums.com/forum/viewtopic.php?t=13750).
- Fixed locomotive lights and vehicle indicators being rendered across different surfaces (http://www.factorioforums.com/forum/viewtopic.php?t=13846).
- Fixed not being able to fast-transfer stone bricks and concrete into entities.
- Fixed splitters giving priority to one input belt (http://www.factorioforums.com/forum/viewtopic.php?t=13683&p=93380).
- Fixed actions during saves strangeness (http://www.factorioforums.com/forum/viewtopic.php?t=13830&p=93085#p93085).
- Fixed logistic inconsistency when removing mods that added logistic/construction robots (http://www.factorioforums.com/forum/viewtopic.php?t=13575).
- Fixed crash when removing mods that added biter spawners (http://www.factorioforums.com/forum/viewtopic.php?t=13575).
- Fixed crash related to changing forces on units (http://www.factorioforums.com/forum/viewtopic.php?t=13742&p=92486#p92486).
- Fixed assembling machines going to sleep when their fluid output had fluid but the ingredient slot didn't have enough item ingredients.
- Fixed crash when trying to read LuaSurface from disconnected player through mods (http://www.factorioforums.com/forum/viewtopic.php?t=13910).
- Fixed train going into automatic mode when hitting something (again) (http://www.factorioforums.com/forum/viewtopic.php?t=10220).
- Fixed laser turrets cause other eletric machines to drain more power from accumulators than they should. (http://www.factorioforums.com/forum/viewtopic.php?t=13878).
- Fixed crashes when connecting to MP game on older ubuntu (and possibly other distributions; http://www.factorioforums.com/forum/viewtopic.php?t=13558&p=91574#p91574)
- Fixed crash when projectile with default maximum range doesn't hit anything and flies forever (http://www.factorioforums.com/forum/viewtopic.php?t=13956).
Scripting:
- LuaSurface::set_multi_command now takes an optional third argument specifying the force to send the command to. Default is the enemy force
- Default mods are always enabled if mod-list.json is lost (even when enable new mods option is disabled).
- LuaSurface can be invalid when read from LuaPlayer and Player entity if the player is disconnected from the game (MP disconnect) - use LuaSurface.valid to check.
Note: LuaSurface currently never switches between valid and not valid so the check only has to be done when it's first read from the LuaPlayer.
- Changed default maximum range of projectiles from 10^308 to 1000.
---------------------------------------------------------------------------------------------------
Version: 0.12.0
Date: 17. 07. 2015
Features:
- The game is now finished by launching the rocket with satellite.
- Added chain signals, they can be used to make more complicated junctions and stations without deadlocks.
- Added personal roboport as modular armor equipment.
Once it is active, it uses the materials and robots in the players inventory.
It supports all the tasks construction robots can do like building blueprints, repairing structures, deconstruction etc.
- Added logistic trash fields to the character gui.
They supply items into the logistic system in the same way active provider chests do.
- Added combinators (Arithmetic Combinator, Decider Combinator and Constant combinator).
These allow more advanced manipulation with the circuit network logic (https://www.factorio.com/blog/post/fff-88)
- The Lamp, Storage Tank, Small Pump and Offshore Pump can be connected to the circuit network.
- Multiplayer latency hiding (gives impression that some common tasks are performed immediately)
Applies to character movement, mining buildings, building, fast replacing, opening guis, etc.
- Stone brick can be used to build stone path. (30% walking speed increase).
- Concrete can be created.
The concrete can be used to build concrete floors (40% walking speed increase).
- Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8).
- Trees degenerate slowly when there high pollution levels.
- Lab research is now continuous. Science packs have progress bars of usage.
This means that 20 labs doing research with 10 units will still be faster than 10
labs and the science packs aren't wasted.
- Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it (3 X recipe demand).
Example: The rocket silo requires 1000 steel, while the stack size is 100, but the input stack can hold enough.
- Added / updated sounds for biters, spitters, worm, spawner, flamethrower, tank, lasers, etc.
- New ambient soundtrack added.
Added mechanism that prevents playing track that was played recently.
The ambient player alternates between neutral wind/environment sounds and soundtrack songs.
- Mousing over a train will show you its current path and blocks it can't enter.
- Locomotives now show the contents of attached cargo wagons in their tooltip.
- Trees regenerate health slowly.
- Added support for transferring contents/settings when fast-replacing all entity types.
- Added modules to the alt-view for entities that support modules.
- Factorio can run as a dedicated server without graphics (http://www.factorioforums.com/wiki/index.php?title=Multiplayer#Headless_server).
- Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces
- IPv6 support for multiplayer.
- DNS names can be used when connecting to multiplayer game.
- Enabled mining trees/ghosts while holding blueprints to be built.
- Added explosive cannon shells.
- Building blueprints over existing ghosts restores the ghost time to live to full.
Changes:
- Disabled loading of saves before 0.9.0 version (You can use 0.9.8 to load older saves and re-save them).
- Removed rocket defense entity.
- Items on transport belts don't go off the belt at the end, so the transport belt has
to go directly in front of the required inserter.
- Reduced number of rendered Roboport connections.
- The trade in the marketplace only happens if the player can accept the trade items.
- Inserters can now extract from Roboports and Beacons.
- Inserters now take items from right behind them, not from the center of the pickup target entity.
- Copy entity settings mechanism now remembers only the last entity copied from.
Also mechanism allows copy/paste across different entities of the same type (i.e. assembling machine 1 -> assembling machine 2) and
from assembling machines to requester chests (sets filters to 2 x requirements of the assembling machine).
- Trees have generally smaller bounding boxes, so it is easier to walk through forest.
- Power armor modules generate and consume 100 times more power in order to be able to charge construction robots.
- The construction robots don't build gate in the gap between the rolling stock vehicles. They wait for the train to get away.
- Player's logistic filters are now remembered after respawn in multiplayer
- All turrets are now 4x4; laser turrets are 4x more expensive and powerful, gun turrets are 2x more expensive
- Roboport tooltip now shows correct numbers of contruction and logistic robots separately.
- When a train loses a path and cannot find a new one, it stops immediately. This prevents it from riding into parts of the rail network, from where it can't find a path.
- Improvements to circuit network wire connection. You can connect multiple wires of the same color to the same entity.
- The autosave dialog no longer cancels an active blueprint or deconstruction planner selection if the mouse button is still held after the autosave finishes
- Number of autosave slots is now configurable through config.ini (no GUI).
Optimisations:
- Overall optimisation of train + belt heavy factories is roughly 66% compared to 0.11,
this means that the game runs 3 times faster.
- Optimised the transport belt movement.
- Optimised the rotated bounding box collisions checks (trains).
- Optimised the smoke update.
- Optimised the solar panel, all the solar panel input is merged, so the count doesn't matter.
- Optimised the accumulators by merging then into groups, where typical factory has 1 group per network.
- Optimised the land mine activation mechanism.
- Smaller multiplayer heartbeat packet size.
- Optimised adding/removing of roboport, robots keep their tasks if they can.
- Path finder will terminate when search is too long. This avoids save explosions (see http://www.factorioforums.com/forum/viewtopic.php?t=12580).
- Optimised rendering for large logistic networks.
- Fixed that the graphics were saved twice in the RAM memory.
Graphics:
- New graphics of the combat robots.
- New graphics of the laser/gun turrets, their color is now player/force dependent.
- New graphics of muzzle flash for player, car, tank and turrets.
- New tree graphics. Trees have 4 levels of leafes and the leafs are colorable.
- Trees emit leaves (based on the tree color) when being mined and destroyed.
- Trees emit branches when mined or destroyed.
- Storage tank has a small window showing the liquid inside.
- Combat robots attack beam (https://www.factorio.com/blog/post/fff-84)
- New GUI icons: Weapons, ammo, status icons such as out-of-ammo or out-of-electricity
Bugfixes:
- Fixed wrong item count in the logistic system when handling partially-filled magazines, repair packs or other items with durability
- Fixed the choppy (not smooth) movement when using the exoskeleton equipment.
- item-description localization now displays correctly when previewing recipes.
- entity-description localization now displays on entities.
- Proper blueprint centering. It is based on the included entities rather then the selection rectangle when the blueprint is created.
- Very big entities no longer disappear at the edge of the screen
- When putting things on ground, the first item was never put exactly under the cursor even when the place was empty.
- Fixed that it wasn't possible to swap stacks of the same items with different health.
- Fixed strange behavior of tank/car entering sound.
- Fixed LuaFluidBox crashing the game when attempting to read fluid from an entity that previously had fluidboxes.
- Car / Tank ammo inventory is refilled from the trunk / player inventory when exhausted.
- Fixed writing invalid LuaEntity::selected_gun_index crashing the game.
- Fixed the power armor battery level indicator getting drawn on top of everything else (http://www.factorioforums.com/forum/viewtopic.php?f=48&t=8206).
- Fixed that following robots created through trigger crashed the game.
- Fixed the train pathfinding issue when the train crashes to something while stopping for signal or station in front of a junction.
- Fixed that crashing to something while in manual mode in train could switch it to automatic mode.
- Fixed crashing when setting modded GUI styles in Multiplayer.
- Fixed crash when trying to read LuaPlayer::opened on a dead player.
- Fixed crash when canceling deconstruction of a logistic container that was marked for deconstruction after the logistic network it was in lost power
and then regained power (http://www.factorioforums.com/forum/viewtopic.php?t=10143).
- Fixed LuaSurface::can_place_entity returning true when checking item-on-ground against item-on-ground (http://www.factorioforums.com/forum/viewtopic.php?t=9247).
- Turrets can now be modded to use shotgun (and other not guided) ammo.
- Fixed research window appearing behind the selection/minimap pane when shown from research completion (http://www.factorioforums.com/forum/viewtopic.php?t=13235).
- Fix inability to bind some OEM keys on Windows. Added the ability to bind more keys including multimedia keys. (http://www.factorioforums.com/forum/viewtopic.php?t=10027)
- Fixed marking a ton of entities for deconstruction outside the construction range of roboports slowing down normal deconstruction rates.
- Fixed crash when removing electric poles from electric networks or circuit networks with large amounts of poles (http://www.factorioforums.com/forum/viewtopic.php?t=13368).
- Fixed video-memory-usage option on Windows. It is possible to run Factorio on configurations with low VRAM (less then 512MB). Other platforms don't have this issue.
- Fixed that control-clicking entire inventory into a machine installed modules.
- Fixed another instance of the "Trying to make chunk at unreasonable position" bug (http://www.factorioforums.com/forum/viewtopic.php?t=13399).
- Requester chests no longer request more than they can store. E.g. if a requester chest only has one free slot and the requester slider is set to request 20000 iron ore, the chest will only request one stack from the network (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=4604)
- Console no longer loses focus after an autosave (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=10025)
- Fixed wrong highlight when crafting ammo in vehicles (http://www.factorioforums.com/forum/viewtopic.php?f=30&t=9620)
Modding:
- Ambient sounds are specified as prototypes so they can be extended and modified by mods.
Scripting:
- Changed all the identifiers/methods/events/parameters. Underscores are used as word delimiter (findentities -> find_entities).
- Changed glob to global.
- New object LuaSurface, accessible from player/entity as read property surface.
- Some commands moved from LuaGame to LuaSurface: get_pollution, can_place_entity, find_entity, find_entities, find_entities_filtered,
find_non_colliding_position, find_enemy_units, find_nearest_enemy, set_multi_command, create_entity, create_unit_group, build_enemy_base,
get_tile, get_tileproperties, set_tiles, pollute, get_chunks, is_chunk_generated
- Added LuaGame::local_player console command: when entered through the console it will reference the local player doing the console command. Only works when run through the console.
- Added LuaFluidPrototype - similar to LuaItemPrototype but for fluids.
- math.random can now accept negative values for ranges eg x + math.random(-10, 10)
- Added LuaRecipe::hidden and energy read.
- New object LuaGroup, accessible from LuaEntityPrototype as read property group/subgroup.
LuaGroup contains: name, type, inventory_order, group, subgroups
- Added several new options to LuaEntityPrototype: mineable_properties, items_to_place_this, collision_box, selection_box, order,
group, subgroup, healing_per_tick, emissions_per_tick, corpses, selectable_in_game, weight, resistances, fast_replaceable_group,
loot, repair_speed_modifier
- LuaItemPrototype::group now returns the new LuaGroup object.
- Added LuaEntity::is_crafting() - returns true/false if the assembling machine or furnace is currently crafting a recipe.
- Added LuaEntity::crafting_progress/bonus_progress - a percent of 1: the current crafting progress or bonus progress.
- Added the ability to compare LuaObjects using "==" as in: "if game.player == game.players[1]" for all LuaObjects.
- Removed all LuaObject::equals(): the == operator can be used in its place.
- Added new blend modes for sprites using "blend_mode" property. Possible values: "normal", "additive", "multiplicative".
- Added on_player_driving_changed_state event - passes the player_index who's driving state changed.
- Added LuaEntity::belt_to_ground_type - returns the type "input"/"output" of the transport-belt-to-ground.
- Added several methods for manipulating gates: is_opened, is_opening, is_closed, is_closing, request_to_open, request_to_close.
- Changed LuaEntity::neighbours:
For electric poles: the wire connections: {copper={}, red={}, green={}}
For transport-belt-to-ground: the input/output entity it's connected to (or none)
For entities with fluid - the entities the fluid connections connect to indexed by the fluid connection
- #entity.fluidbox can now be read from any entity and will return the number of fluidboxes the entity has (0 for non-fluid handling entities).
- Added the ability to specify map colors for all entities: map_color, friendly_map_color, and enemy_map_color
- Added the ability to disable drawing the station name for train-stop type entities: chart_name = "false" in the prototype.
- LuaEntity::backer_name can now be read/written for all entities that support backer names (furnace, assembling machine, lab, locomotive, radar, roboport, trainstop).
- LuaEntity::recipe can now be set to nil to remove the recipe from an assembling machine.
- Added LuaItemPrototype default_request_amount, resistances, item_to_clear.
- Added LuaChart::chart_all (charts all the generated parts of the map).
- Expanded LuaEntity::get_item_count and LuaEntity::clear to work with all transport belt entities.
- New object LuaTransportLine, accessible from entity as read method get_transport_line(index) - an interface to the items on transport belts.
- Added LuaSurface::count_entities_filtered - the same as find_entities_filtered but simply returns a count. The benefits being: it's much faster
than find_entities_filtered when the entity references aren't desired.
- Added LuaForce::enable_research() - enables research for the force if it was disabled.
- Added LuaSurface::spill_item_stack() - takes a item_stack and position and drops the items on the ground item bomb style.
- Changed LuaEntity::stack, LuaEntity::held_stack and LuaPlayer::cursor_stack to return LuaItemStack objects.
- Changed LuaItemStack to allow reading any inventory slot even when the item in the slot is invalid. LuaItemStack::valid_for_read should be used
before accessing the normal properties/methods for a given LuaItemStack.
- Removed LuaEntity::clear_circuit_condition() - LuaEntity::set_circuit_condition(index, nil) can be used instead.
- Added "force" option to LuaSurface::find_entities_filtered/count_entities_filtered.
- ItemStack counts can be excluded and defaults to 1, ItemStacks can be strings and default to a full stack.
- Added LuaItemStack::count write support.
- Added LuaItemStack::can_set_stack(), set_stack(), clear() - write support to a specific item stack.
- Removed LuaEntity::stack, held_stack write support - LuaItemStack::set_stack() can be used.
- Removed LuaPlayer::cursor_stack write support - LuaItemStack::set_stack() can be used.
- Added LuaTrain::cargo_wagons read - returns only the cargo wagons for the given train.
- Added LuaEntity::remove_market_item - takes an index to remove from a Market entity offer list.
- Added LuaEntity::get_market_items - returns a table of offers the Market entity offers.
- Added LuaForce::research_progress read/write - a percent of 1 - the current research progress (0 if no research).
- Added LuaEntityPrototype::turret_range read - the range of a given turret entity prototype.
- Added player_index to the on_put_item event.
- Added ghosts from manual building and blueprints to the on_built_entity event.
- Added LuaPlayer::enable_flashlight() - counterpart to disable_flashlight().
- Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
- Changed on_researched events to return the relaed LuaTechnology object.
- Added LuaTechnology::force read - the LuaForce the technology belongs to.
- Added LuaGame::create_surface - takes a string name and optionally a table of map gen settings and creates a new surface.
- Changed LuaPlayer::teleport to allow optionally a surface name, index or object to teleport the player to. The surface must exist.
- Added LuaSurface::request_to_generate_chunks - takes a position and radius and requests to generate those chunks - will not generate chunks outside the map bounds.
- Added LuaSurface::map_gen_settings - the current map gen settings for the surface.
- Added LuaGame::server_save - in a multiplayer game with a server, this will make the server save the game. Only works with a headless server, i.e. one launched through the --start-server option.
- Added LuaGuiElement::parent read - the parent of the LuaGuiElement if any else nil.
- Added LuaPlayer::index read - the numeric index of the LuaPlayer object.


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INFO:
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FACTORIO : ALPHA - (Early Access) - v0.12.4 [Alpha] - (Elektra) [เวอร์อัพเดทล่าสุด; August 14th, 2015] | 409.29 MB***แพทล่าสุด 14/ส.ค./2015***

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boyok96
6th April 2015, 19:14
ขอบคุณครับ

Zenion
20th August 2015, 06:52
อัพเดทเพิ่มแพท FACTORIO - แพท v0.12.4 [Alpha] - (Early Access) - (เวอร์ชั่นอัพเดทล่าสุด; 14/ส.ค./2015) :music


FACTORIO - Update History:
=============================================

### Version: 0.12.4 ###
Date: 14. 08. 2015
Features:
- Simple mechanism for multiplayer relaying via the server.
Changes:
- Renamed "multisampling" to "multisampling-level" in the config file.
This will reset everyone's multisampling setting to 0.
- Construction robots take things primary from the main inventory, then quickbar.
- Reverted the order of inserter slot selection. (http://www.factorioforums.com/forum/viewtopic.php?t=14656)
- Added Alt-mode (showing entity info) to the latency hiding.
- Trains now try to recalculate their path, when waiting over 5 seconds on a signal (only if needed).
The recalculation is forced when waiting over 30 seconds.
- Construction robots will check if their target is still in the network area when they return to personal roboport for charging.
(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14249)
- Tweaked the stuck resolve mechanism. This should solve the http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14403
Bugfixes:
- Less annoying glitches when running and shooting in multiplayer with latency hiding.
- Fixed that the loot wasn't always properly put on transport belts. (http://www.factorioforums.com/forum/viewtopic.php?t=14114)
- Fixed force building specific blueprints. (http://www.factorioforums.com/forum/viewtopic.php?t=14622)
- Fixed setting player character to other player's character crashing the game. (http://www.factorioforums.com/forum/viewtopic.php?t=14665)
- Fixed failed --apply-update returning success even when it failed (http://www.factorioforums.com/forum/viewtopic.php?t=14681).
- Fixed the latency hiding inconsistency in the entity transfer action, entity rotation, blueprint selection deconstruction selection and others.
(http://www.factorioforums.com/forum/viewtopic.php?t=14585)
- Fixed ghost inserter arrows being displayed incorrectly (www.factorioforums.com/forum/viewtopic.php?t=14659).
- Zooming works comfortably also when mapped on buttons, as holding the button continuously zooms in/out instead of doing just one small zoom step.
(http://www.factorioforums.com/forum/viewtopic.php?t=14662)
- Proper direction filtering (8 way versus 4 way) when building ghosts from script. The direction is now dependent on the ghost inner entity limitation.
(http://www.factorioforums.com/forum/viewtopic.php?t=14625)
- Fixed that the new lamp entity was off-center. (http://www.factorioforums.com/forum/viewtopic.php?t=14586)
- Fixed behemoth biter resistance specification. (http://www.factorioforums.com/forum/viewtopic.php?t=14614)
- Fixed that the game could crash when connecting train in a junction. (http://www.factorioforums.com/forum/viewtopic.php?t=10295)
- Fixed construction robots could cause desync when they used up all repair packs.
- Rocket silo behaves correctly when out of electricity. (http://www.factorioforums.com/forum/viewtopic.php?t=14616)
- Fixed tank cannon shell tooltips. (http://www.factorioforums.com/forum/viewtopic.php?t=13545)
- Fixed error message on campaign mission 4 (http://www.factorioforums.com/forum/viewtopic.php?t=14510)
- Fixed crash when exiting the game in the map editor with the menu open.
- Fixed trains not alarming inserters when switched to manual mode when already stopped. (http://www.factorioforums.com/forum/viewtopic.php?t=14367)
- Fixed connection failures on windows without IPv6 enabled (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14053)
- Solved stuttering while building when max_expansion_distance was set to high values by a mod. (http://www.factorioforums.com/forum/viewtopic.php?t=14761)
- Fixed robots getting stuck when trying to store damaged items. (http://www.factorioforums.com/forum/viewtopic.php?t=14621)
- Fixed that lot of output in the output console could slow down the game a lot. (http://www.factorioforums.com/forum/viewtopic.php?t=14775)
- Fixed that damage to be taken wasn't cleared when entity was rebuild by robots, so the entity was partially unkillable.
- Fixed that train stop rebuilt by robots wasn't working properly. (http://www.factorioforums.com/forum/viewtopic.php?t=14364)
- Fixed crashes with invalid locale on linux
- Fixed that Save scenario + Save as wasn't translatable. (http://www.factorioforums.com/forum/viewtopic.php?t=14752)
- Changed the default style of custom text field to have not only minimal_width but also maximal_width 150.
So all of the textfields will not get larger on load, until the maximal_width is specified to be larger.
(http://www.factorioforums.com/forum/viewtopic.php?t=13650)
- Fixed that replay didn't work on the campaign levels. (http://www.factorioforums.com/forum/viewtopic.php?t=14604)
- Fixed determinism issue in logistic network causing desync. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14140)
- Two trains never collide as long as they don't share a train block, this solves some problematic situations, where the
end of the train collided with different track a little, while it was technically on different block already.
(http://www.factorioforums.com/forum/viewtopic.php?t=14558)
- Fixed copy&pasting filters between cars (http://www.factorioforums.com/forum/viewtopic.php?t=14814).
- Fixed crash in replay of game which was save and then loaded (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=14523)
- Fixed problems with RTL scripts ... again (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=12235)
- Fixed the crash when radar was created on a surface that didn't have chart initialised on the surface for the specific force.
(http://www.factorioforums.com/forum/viewtopic.php?t=14831)
Scripting:
- Fixed that inserter didn't return drop_position.
- Fixed crash when calling set_command on empty unit groups (http://www.factorioforums.com/forum/viewtopic.php?t=14734).

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