Search found 513 matches

by FactorioBot
Mon Oct 26, 2015 11:17 pm
Forum: Releases
Topic: Version 0.12.14
Replies: 14
Views: 35181

Version 0.12.14

Graphics Added new smoke graphics Bugfixes Fixed loading of game containing duplicate lua tables. (https://forums.factorio.com/forum/viewtopic.php?t=17275) Fixed flickering light intensity at the edge of the screen when moving. Fixed crash when pasting from empty clipboard into console on OS X. Fix...
by FactorioBot
Fri Oct 16, 2015 1:24 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 46628

Version 0.12.11

Warning: Most of the mods will be broken by this release, most of the problems can be solved by find and replace of "game.on_" to "script.on_" in the mod script files. Features Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when n...
by FactorioBot
Fri Oct 02, 2015 7:19 pm
Forum: Releases
Topic: Version 0.12.10
Replies: 42
Views: 48513

Version 0.12.10

Changes Script created beam entities will now destroy themselves when the source or target entity becomes invalid. Bugfixes Fixed crash when research completed in the same tick as inserting equipment into power armor. (https://forums.factorio.com/forum/viewtopic.php?t=16545) Fixed hand not refillin...
by FactorioBot
Thu Oct 01, 2015 12:54 am
Forum: Releases
Topic: Version 0.12.9
Replies: 29
Views: 36377

Version 0.12.9

Features Added reset button to the control settings dialog. It will set the controls back to the default. Graphics Destroyer electric beams now use soft additive blend mode. Changes Added --load-game: Will automatically load a save after initialising Factorio and go straight to the game, skipping m...
by FactorioBot
Wed Sep 16, 2015 8:57 pm
Forum: Releases
Topic: Version 0.12.8
Replies: 36
Views: 45167

Version 0.12.8

Graphics New graphics of the steel furnaces. Bugfixes Fixed that it was possible to spawn inside an entity in multiplayer (https://forums.factorio.com/forum/viewtopic.php?p=106810). Fixed that the amount of slots shown in the right panel didn't depend on its with. (Which is indirectly dependent on ...
by FactorioBot
Thu Sep 10, 2015 1:17 pm
Forum: Releases
Topic: Version 0.12.7
Replies: 16
Views: 37922

Version 0.12.7

Changes Added 5th level of character logistic slots research. New command line options for the headless server: --disallow-commands and --peer-to-peer Entries in the mod list GUI are highlighted in red only when enabled and invalid at the same time. Added natural case-insensitive string ordering fo...
by FactorioBot
Tue Sep 01, 2015 12:08 pm
Forum: Releases
Topic: Version 0.12.6
Replies: 47
Views: 50306

Version 0.12.6

Changes Smaller breaks between ambient music tracks, some volume tweaks and moved a few tracks to the interlude category. Ambient settings can be controlled from the config file. By using: sound.ambient_music_pause_mean_seconds (default 60), sound.ambient_music_pause_variance_seconds (default 30) a...
by FactorioBot
Fri Aug 28, 2015 2:10 pm
Forum: Releases
Topic: Version 0.12.5
Replies: 42
Views: 50213

Version 0.12.5

Features The armor window opening is included in the latency hiding. Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer. Added some new ambient sounds (wind, slow tunes). Combinators blinking emit light. Changes Pasting newlines and tabs into Factorio console n...
by FactorioBot
Fri Aug 14, 2015 5:42 pm
Forum: Releases
Topic: Version 0.12.4
Replies: 36
Views: 50748

Version 0.12.4

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. ...
by FactorioBot
Fri Aug 07, 2015 8:03 pm
Forum: Releases
Topic: Version 0.12.3
Replies: 47
Views: 48719

Version 0.12.3

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. ...
by FactorioBot
Fri Jul 31, 2015 12:41 pm
Forum: Releases
Topic: Version 0.12.2
Replies: 22
Views: 36947

Version 0.12.2

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 time...
by FactorioBot
Fri Jul 24, 2015 2:38 pm
Forum: Releases
Topic: Version 0.12.1
Replies: 77
Views: 59632

Version 0.12.1

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 serv...
by FactorioBot
Fri Jul 17, 2015 2:51 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 139064

Version 0.12.0

The release is here! 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 rob...

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