- Bugfixes
- Fixed replay of a game created from another replay would crash the game. (https://forums.factorio.com/forum/vie ... hp?t=17703)
- Fixed that rotating an unpaired underground transport belt wouldn't make its items go back (https://forums.factorio.com/forum/vie ... hp?t=17663).
- Fixed construction robots sometimes not picking up an underground transport belt whilst deconstructing it if it contains items (https://forums.factorio.com/forum/vie ... hp?t=17663).
- Fixed all personal construction robots could get stuck waiting for trees to be gathered (https://forums.factorio.com/forum/vie ... hp?t=17755).
- Fixed crash caused by allowing mods to order units to attack a disconnected player's character (https://forums.factorio.com/forum/vie ... hp?t=17801).
- Fixed rare crash with construction robot. (https://forums.factorio.com/forum/vie ... hp?t=17851)
- Fixed the info about the energy consumption of personal roboport, to show the maximum consumption as other machines.
- Inventories with limit (chests) can get scroll bars when they are too big as well. (https://forums.factorio.com/forum/vie ... hp?t=17849)
- Fixed, that the train could get stuck when it has to accelerate to get to station that is very close. (https://forums.factorio.com/forum/vie ... hp?t=17748)
- Fixed map exchange strings not being accepted when the quote sequence contains spaces (https://forums.factorio.com/forum/vie ... hp?t=17699)
- Fixed locomotive not centered on rails. (https://forums.factorio.com/forum/vie ... hp?t=16455)
- Fixed train lights were further away than they should be. (https://forums.factorio.com/forum/vie ... hp?t=16455)
- Fixed spitters freezing in some cases (https://forums.factorio.com/forum/vie ... hp?t=17830).
- Fixed crash when trying to load replay from save that doesn't contain level-init.dat (https://forums.factorio.com/forum/vie ... hp?t=17884).
- Fixed incorrect default request amounts for shield and battery euquipment due to typo (https://forums.factorio.com/forum/vie ... hp?t=17879).
- Fixed save with modded roboport could become unloadable without the mod (https://forums.factorio.com/forum/vie ... hp?t=17882).
- Fixed beam animations for modded weapons (https://forums.factorio.com/forum/vie ... hp?t=17781).
- Fixed that reconnecting train in special case lead to corruption of the rail state. (https://forums.factorio.com/forum/vie ... hp?t=17627)
- Changes
- Improved formating of map exchange string.
- Scripting
- Reading or writing LuaPlayer::character will now fail if the LuaPlayer isn't connected (see LuaPlayer::connected).
- Lua API documentation is included in release packages (directory doc-html)
Version 0.12.18
- FactorioBot
- Factorio Staff
- Posts: 421
- Joined: Tue May 12, 2015 1:48 pm
Version 0.12.18
Re: Version 0.12.18
Very nice, Lets hope there are no major bugs!
Re: Version 0.12.18
already found a bug, for some reason after doubleclicking the 12.18.exe my doubleclick no longer works
ive checked mouse settings and it works jsut fine there, but not in explorer or anything requires doubleclick to open/execute i now gotta rclick first to open/execute and i gotta reboot puter to make it go away
oh and the factorio game never launches either (im using compressed version)
UPDATE: starting new explorer seems to reset it so it works again only until i try n run the exe
UPDATE2: to make sure i tried the installer version, it installs fine, until it wants to run the exe, then it just goes into thinking mode, nothing launches and the mouse displayes the thinkingglass as long as its overing over the background
FINAL UPDATE: and the sinner ladies and gents, my AVG;) time to add it to exceptions list
ive checked mouse settings and it works jsut fine there, but not in explorer or anything requires doubleclick to open/execute i now gotta rclick first to open/execute and i gotta reboot puter to make it go away
oh and the factorio game never launches either (im using compressed version)
UPDATE: starting new explorer seems to reset it so it works again only until i try n run the exe
UPDATE2: to make sure i tried the installer version, it installs fine, until it wants to run the exe, then it just goes into thinking mode, nothing launches and the mouse displayes the thinkingglass as long as its overing over the background
FINAL UPDATE: and the sinner ladies and gents, my AVG;) time to add it to exceptions list
Last edited by AnarCon on Mon Nov 23, 2015 3:14 pm, edited 1 time in total.
Re: Version 0.12.18
So my replay forever and ever lost?(Fixed crash when trying to load replay from save that doesn't contain level-init.dat )
Re: Version 0.12.18
Thanks for the hard work.
So sorry that "Modules in blueprints" has been delayed for 0.13 branch but anyway the game is ok
So sorry that "Modules in blueprints" has been delayed for 0.13 branch but anyway the game is ok
Re: Version 0.12.18
deleted
Last edited by Henkdohm on Sun Feb 13, 2022 2:25 am, edited 1 time in total.
Re: Version 0.12.18
Well trying to load my rso save and bam unexpected error ... This is like the xthe patch that screws up save games ...
Re: Version 0.12.18
my heavily modded game just loaded fine ...
Re: Version 0.12.18
!
Api documentation, and i that have a history test in 2 days and black friday is this week so lots of work what to do ?
Oh well i guess il have to wait until next week to finally return to modding !
Api documentation, and i that have a history test in 2 days and black friday is this week so lots of work what to do ?
Oh well i guess il have to wait until next week to finally return to modding !
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: Version 0.12.18
Thanks for removing the burden on my shoulders ^_^!safan wrote:my heavily modded game just loaded fine ...
Look at this and be hypnotized:
offtopicstuff
Hopefully there will be no more huge mod breaking updates, unless theres a good reason behind it !Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: Version 0.12.18
Some friends of mine both loaded the save on both linux and windows and they both crashed. Although it did take a bit longer than 5 sec at their end.safan wrote:my heavily modded game just loaded fine ...
Anyway I'll take another look tomorrow. Just hate it when updates break save games. Changing your basic API is one thing, screwing it over every other update is just too much ... Prolly revert back to .17.
Re: Version 0.12.18
Why are you complaining? Disable experimental updates and your world an life is fine...Changing your basic API is one thing, screwing it over every other update is just too much ...
Re: Version 0.12.18
No issues here. Running Win 10 64-bit with 3 small mods. I really like the change to the construction bot issue with the trees now being cleared before building stuff. This was driving me nuts!
Re: Version 0.12.18
Or just wait couple days with updating like I do.Bonzai wrote:Why are you complaining? Disable experimental updates and your world an life is fine...Changing your basic API is one thing, screwing it over every other update is just too much ...
People running new games don't risk much when anything happens to their save, but when you have 100+ hours factory you should be a bit more cautious.
- y.petremann
- Filter Inserter
- Posts: 416
- Joined: Mon Mar 17, 2014 4:24 pm
- Contact:
Re: Version 0.12.18
Having api documentation is great, but we don't have any prototype documentation.
Re: Version 0.12.18
I know. Prototype documentation is going to be another big task and it's going to take quite a bit of time. It's definitely something I want to do, though.y.petremann wrote:Having api documentation is great, but we don't have any prototype documentation.
- bobingabout
- Smart Inserter
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- Contact:
Re: Version 0.12.18
Until then, it's all guesswork and experimentation. fun times.Oxyd wrote:I know. Prototype documentation is going to be another big task and it's going to take quite a bit of time. It's definitely something I want to do, though.y.petremann wrote:Having api documentation is great, but we don't have any prototype documentation.