- Bugfixes
- Fixed crash when script errors occurs while loading game while in game. (23222)
- Fixed that attempting to connect to Factorio 0.12.30 with an old client wouldn't produce the correct error message. (23177)
- Fixed that modded roboports with no charging slots were still considering as charging candidates. (23289)
- Fixed that item icon variant for dark background was not used when showing cargo of logistic robots. (23286)
- Fixed crash with "Unblock sendto failed: The operation completed successfully." (23206)
- Human readable error notice when multiplayer connection wasn't successful. (23132)
- Fixed that headless server wouldn't save the map after Control-C. (23342)
- Fixed that attacking biters with a mining tool wouldn't aggro them.
- Improved map download speed when connecting to multiplayer game. (20532)
- Fixed that assigning units to a unit group of a different force would corrupt the save. (23699)
- Fixed crash when using can_insert on the quickbar from the Lua APi.
- Fixed tight spot scenario crash. (23731)
- Fixed sort order for recipes in the recipe display.
- Fixed incorrect error message, when setting the number of filters on an inserter. (23496)
- Fixed flame from rafineries that are marked for deconstruction was frozen in mid air. (23733)
- Fixed that odd sized blueprints were shifted when rotated. (24036)
- Fixed crash when clearing modded blueprint that doesn't need item to be cleared. (24035)
- Fixed crash in arithmetic combinator when calculating -2147483648/-1. (23551)
- Fixed crash when assigning a character as a passenger of a vehicle when that character already is a passenger of another vehicle. (24142)
- Fixed dealing damage could sometimes corrupt game state and saves. (23965)
- Fixed modded save could not be loaded when a modded inserter gained abilities of smart inserter. (23698)
- Fixed unknown-key message on the third level of first-steps. (23362)
- Fixed cursor-split transfer (right click) not working when putting items into assembling machine stacks over normal stack size. (23771)
- Fixed remote.call() from within the same mod. (23587)
- Fixed inconsistent inserter behaviour when inserting into a splitter from the side. (23669)
- Fixed train trying to turn around on a single rail. (23371)
- Fixed internal electric network problems when mod specified irregular number as supply reach of power pole. (23524)
- Fixed crash when lua script appears in specific state in multiplayer. (23568)
- Fixed another crash than can happen when train destroys itself. (23416)
- Fixed rare multiplayer crash "server is missing in the crcs". (23376)
- Fixed several GUI problems on high DPI displays (23593)
- Optimisations
- Improved performance when using landmines. (23267)
- Scripting
- LuaUnitGroup::add_member now requires that the new member's force be the same as the UnitGroup's.
- Added LuaUnitGroup::force read-only attribute.
Version 0.12.31
- FactorioBot
- Factorio Staff
- Posts: 425
- Joined: Tue May 12, 2015 1:48 pm
Version 0.12.31
Re: Version 0.12.31
oh boy oh boy!
Re: Version 0.12.31
Blueprints are out of place after turning them once. Even new created ones
-
- Filter Inserter
- Posts: 311
- Joined: Sat Jan 09, 2016 1:11 am
- Contact:
Re: Version 0.12.31
Ohhhh I like that oneFixed that modded roboports with no charging slots were still considering as charging candidates
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: Version 0.12.31
Indeed, now maybe I can disable the charging abilities of Bob's mods logistics range extenders, so my bots won't keep getting stuck in a queue waiting for its single charging slot, and instead use the 9-slot dedicated charging pads!devilwarriors wrote:Ohhhh I like that oneFixed that modded roboports with no charging slots were still considering as charging candidates
-
- Filter Inserter
- Posts: 311
- Joined: Sat Jan 09, 2016 1:11 am
- Contact:
Re: Version 0.12.31
Yes that's exactly the issue I have with bob's right nowSupercheese wrote:Indeed, now maybe I can disable the charging abilities of Bob's mods logistics range extenders, so my bots won't keep getting stuck in a queue waiting for its single charging slot, and instead use the 9-slot dedicated charging pads!devilwarriors wrote:Ohhhh I like that oneFixed that modded roboports with no charging slots were still considering as charging candidates
-
- Filter Inserter
- Posts: 311
- Joined: Sat Jan 09, 2016 1:11 am
- Contact:
Re: Version 0.12.31
it won't work if the robot_slots_count value is > 0 .. like with robochest in bob's mod.devilwarriors wrote:Ohhhh I like that oneFixed that modded roboports with no charging slots were still considering as charging candidates
work fine with zone expander tho.
-
- Long Handed Inserter
- Posts: 59
- Joined: Tue May 12, 2015 4:31 pm
- Contact:
Re: Version 0.12.31
HanziQ, I get it that the networking stuff is then postponed to 0.13 instead?
-
- Manual Inserter
- Posts: 1
- Joined: Wed Apr 27, 2016 12:20 am
- Contact:
Re: Version 0.12.31
i use the tm mod and i notesd the icons is like small relly small
Re: Version 0.12.31
Doesnt this prevent the opportunity for an allied team to give another team some of their zerg slaves ? Is there really a benefit to forcing the teams to be the same other than preventing "oops" situations, which honestly should just be debugged, not prevented. Unless this only meant that add_member will update the traded units force affiliation and not prevent.FactorioBot wrote:
- Scripting
- LuaUnitGroup::add_member now requires that the new member's force be the same as the UnitGroup's.
Re: Version 0.12.31
If you want to add_member first change the force of the entity to match the group you want to add it to.seronis wrote:Doesnt this prevent the opportunity for an allied team to give another team some of their zerg slaves ? Is there really a benefit to forcing the teams to be the same other than preventing "oops" situations, which honestly should just be debugged, not prevented. Unless this only meant that add_member will update the traded units force affiliation and not prevent.FactorioBot wrote:
- Scripting
- LuaUnitGroup::add_member now requires that the new member's force be the same as the UnitGroup's.
If you want to get ahold of me I'm almost always on Discord.
Re: Version 0.12.31
Nothing concerning networking was postponed, improving UDP file transfer is in 12.31, matching servers are planned for 0.13.markheloking wrote:HanziQ, I get it that the networking stuff is then postponed to 0.13 instead?
Re: Version 0.12.31
Is this intended to fix viewtopic.php?f=49&t=23353 as well? I'm not sure if I need to get my friend group to test again.FactorioBot wrote: [*]Improved map download speed when connecting to multiplayer game. (20532)
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Version 0.12.31
For some reason I didn't actually consider this one to be a bug, so didn't report it, even though it was causing issues for me when modding.FactorioBot wrote:Fixed that modded roboports with no charging slots were still considering as charging candidates. (23289)
I guess now that the issue is solved, I can go back and look at my Robochest and Logistic Zone Expander, and remove the single charging point, to see what happens.
Though, I think there is still the issue that only fully charged robots can dock at a chest, meaning they'll still hover waiting to be charged.
Re: Version 0.12.31
When is this expected to be released to steam? My client hasn't updated yet and I did check to make sure I was set to download the latest version.
Re: Version 0.12.31
I think you need to tell Steam to opt into experimental updates on the Betas tab if you right click the game in your library.Avallach wrote:When is this expected to be released to steam? My client hasn't updated yet and I did check to make sure I was set to download the latest version.
-
- Filter Inserter
- Posts: 311
- Joined: Sat Jan 09, 2016 1:11 am
- Contact:
Re: Version 0.12.31
Most definitely felt like a bug, I use to avoid Robochest and Logistic Zone Expander in your mods because they always end up with 100+ bots stuck charging slowly on them while the charging pad next to them was empty.bobingabout wrote:For some reason I didn't actually consider this one to be a bug, so didn't report it, even though it was causing issues for me when modding.FactorioBot wrote:Fixed that modded roboports with no charging slots were still considering as charging candidates. (23289)
I guess now that the issue is solved, I can go back and look at my Robochest and Logistic Zone Expander, and remove the single charging point, to see what happens..
Yup I tried to fix your mod on my side and the robochest are still aggroing bot and they get stuck since there no charging port.bobingabout wrote:Though, I think there is still the issue that only fully charged robots can dock at a chest, meaning they'll still hover waiting to be charged.
Re: Version 0.12.31
Thanks, I didn't realize this was an experimental release.roy7 wrote:I think you need to tell Steam to opt into experimental updates on the Betas tab if you right click the game in your library.
Re: Version 0.12.31
Mee too http://imgur.com/m03dOktby Speadge » Tue Apr 26, 2016 8:58 pm
Blueprints are out of place after turning them once. Even new created ones
Re: Version 0.12.31
Quazar wrote:Mee too http://imgur.com/m03dOktby Speadge » Tue Apr 26, 2016 8:58 pm
Blueprints are out of place after turning them once. Even new created ones
Same here.