- 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 (https://forums.factorio.com/forum/vie ... hp?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 (https://forums.factorio.com/forum/vie ... 393#p94393).
- Disabled repairing of combat robots (https://forums.factorio.com/forum/vie ... hp?t=13984).
- --start-server and --create now accept filenames with dots in them (https://forums.factorio.com/forum/vie ... hp?t=13881).
- Combinators will no longer turn off when no wires are connected (https://forums.factorio.com/forum/vie ... hp?t=13957).
- Shift + click will move items into logistic trash slots only in character gui (https://forums.factorio.com/forum/vie ... hp?t=14137).
- Fixed circuit network crash when removing mods that changed the inserter (https://forums.factorio.com/forum/vie ... hp?t=14141).
- Fixed crashes related to migrating entities (https://forums.factorio.com/forum/vie ... hp?t=14141).
- Inserters and logistic robots no longer extract from enemy chests (https://forums.factorio.com/forum/vie ... 92&p=95512).
- Fixed health bar display on large entities like the rocket silo (https://forums.factorio.com/forum/vie ... hp?t=14188)
- Fixed crash when loading some maps that were migrated from early-0.11 versions (https://forums.factorio.com/forum/vie ... hp?t=14128).
- Inserters now correctly pick up items from splitters (https://forums.factorio.com/forum/vie ... hp?t=14120, https://forums.factorio.com/forum/vie ... hp?t=13518).
- Picking up items from curved belts picks up from the correct line (https://forums.factorio.com/forum/vie ... hp?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 (https://forums.factorio.com/forum/vie ... 291#p94291).
- Empty autoplace tag in mod entity specification doesn't place entity at all (https://forums.factorio.com/forum/vie ... hp?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. (https://forums.factorio.com/forum/vie ... hp?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 (https://forums.factorio.com/forum/vie ... hp?t=14211)
- Fixed missing belt activation in specific situation (https://forums.factorio.com/forum/vie ... hp?t=14023)
- Fixed modded spitters could spit very far from their location when trying to destroy a tree (https://forums.factorio.com/forum/vie ... hp?t=14106).
- Map editor wire editing works again.
- Fixed beacons stopping working when the modules where removed and re-inserted (https://forums.factorio.com/forum/vie ... hp?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 (https://forums.factorio.com/forum/vie ... hp?t=13622).
- Flame-thrower sounds volume is dependent on the distance of the player now. (https://forums.factorio.com/forum/vie ... hp?t=13538)
- Tank can turn around without moving forward again. (https://forums.factorio.com/forum/vie ... hp?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 0.12.2
- FactorioBot
- Factorio Staff
- Posts: 421
- Joined: Tue May 12, 2015 1:48 pm
Version 0.12.2
Re: Version 0.12.2
I think I'm the first viewing this cause I can't download neither from the auto-update nor from the website.
Re: Version 0.12.2
Sorry for the inconvenience, it is now possible to download the new version.
Re: Version 0.12.2
so many squashed bugs its getting kinda messy
Re: Version 0.12.2
Thanks for the update
Fantastic !
Code: Select all
Force-building blueprints will mark any colliding trees for deconstruction.
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- Manual Inserter
- Posts: 2
- Joined: Fri Jul 24, 2015 11:19 am
- Contact:
Re: Version 0.12.2
I'm not in favour of this, as i liked to force-build solar arrays over forests and keep the trees..
..now i have to be much more careful not to hurt them.
..now i have to be much more careful not to hurt them.
Re: Version 0.12.2
I think force-building is too hard, blueprints should ALWAYS kill trees.
- Madara Uchiha
- Inserter
- Posts: 35
- Joined: Sun Feb 02, 2014 11:21 pm
- Contact:
Re: Version 0.12.2
Was the burner inserter not having enough energy for taking from the far side bug fixed? I don't see it in the patch notes
Re: Version 0.12.2
At the pace you guys are killing bugs its going to be stabilized in no time.
Love the blueprint change.
Love the blueprint change.
Re: Version 0.12.2
They did fix a bug i reported without adding it to the changelog. So there may have been something left out =/Madara Uchiha wrote:Was the burner inserter not having enough energy for taking from the far side bug fixed? I don't see it in the patch notes
(Though the bug i reported was a very simple fix for some kind of example thing )
So who knows i guess as long as you got an answer on the bug report that they had fixed it then it should be fixed !
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 0.12.2
How did I miss that, that's a fantastic change. We factorians HATE trees!Force-building blueprints will mark any colliding trees for deconstruction.
- Darthlawsuit
- Fast Inserter
- Posts: 247
- Joined: Thu Feb 28, 2013 7:32 pm
- Contact:
Re: Version 0.12.2
They are annoying but I don't quite hate them... they burn nicely and are plentiful. Now if only we could burn biter corpses.SHiRKiT wrote:How did I miss that, that's a fantastic change. We factorians HATE trees!Force-building blueprints will mark any colliding trees for deconstruction.
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- Burner Inserter
- Posts: 7
- Joined: Thu Feb 05, 2015 12:50 pm
- Contact:
Re: Version 0.12.2
I still can't download 0.12 via the in-game updater. Any ETA on when this functionality will work?
Re: Version 0.12.2
DeserveVictory wrote:I still can't download 0.12 via the in-game updater. Any ETA on when this functionality will work?
Just be careful unless otherwise instructed by the Dev's. Updating Alphas while game is modded might break a huge amount of mods.
This is starting to look like what minecraft mod community was heavenly going through, when minecraft was being updated and mod dev's had to keep updating mods for each iteration of updates.
I surely hope, Factorio Dev's learns from other companies mistakes and makes a surefire way of being able to update game without breaking mods.
I know it's a lot to ask, but I hope in the near future many game developers come up with something in regards to this matter.
We can put a man on the moon, im sure we can create a API or script for this matter.
So the dev's don't have to keep updating mods with each iteration of versions.
There has to be a way for mod devs to make the mods (once), while the game just moves on continuing their updates without breaking the mods themselves.
Unless their is a huge game engine script change.
Doing this will allow people to just update their game applications, not having to worry about waiting for the mod devs to update their mods.
And if some mod dev's don't update their mods that so many players have been enjoying using, there will be a problem with people updating to newer iterations of the game itself.
Maybe since the Factorio game is still in Alpha early stages, they can develop some kind of API, that will let the mods be continually used while the game keeps updating.
I dont mean to stir any bad influences towards anyone on both sides of the coin. I am just bringing up something that might of passed peoples thoughts about this particular situation and hoping for a resolve,
while also not going through what minecraft is going through now and before regarding game updates and development of mods for the game.
This is just an concern that keeps going through my mind each time I have to keep waiting for mod devs to update their mods for updated game iterations.
and also in hopes that some mod dev's didn't fall off the face of the earth and the mod they have developed winds up being dead/broken and headed to the graveyard & upsetting many mod players..
Thank you for reading. Sorry for the bible.
Re: Version 0.12.2
Thank you for that, but English words (which are sometimes necessary or in mods that are not localized) are still inverted - can that be fixed for the next version ?FactorioBot wrote:
[*]Bugfixes
- Factorio with RTL languages no longer crashes on startup because of reversed font path.
for now, I will still use @dev-il's Hebrew RTL Fixer/Inverter
Re: Version 0.12.2
Yippee the tank is fixed! !
Re: Version 0.12.2
Is the auto-update tool where you 'Check update' meant to come up with 'No new updates available' ? Great patch though, so many bug patches!
Re: Version 0.12.2
Actually, I have the distinct impression that Factorio is usually pretty good about that, especially considering that it's not yet 1.0. The issue with 0.12 is that they've started adding support for multiple surfaces (for things like space platforms or underground), and that requires mods to stop assuming there's a single surface, so 0.12 had to break backwards compatability... and since they were going to have to break backwards compatability anyway, they went ahead and also cleaned up some of the APIs a little (which in the long run makes modding easier, despite the added short-term difficulties).Cooolaid wrote:I surely hope, Factorio Dev's learns from other companies mistakes and makes a surefire way of being able to update game without breaking mods.
I know it's a lot to ask, but I hope in the near future many game developers come up with something in regards to this matter.
Edited to add: You don't have to worry about mod incompatibilities being nearly as much of an issue with Factorio as Minecraft, because Factorio is deliberately designed to support mods (whereas Minecraft doesn't actually have mods, it has hacked executables).
Last edited by Akhiros on Sat Aug 01, 2015 12:31 pm, edited 2 times in total.
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- Burner Inserter
- Posts: 11
- Joined: Mon Jul 27, 2015 3:41 am
- Contact:
Re: Version 0.12.2
Auto update does not work for me as well, should we update manually ?
Re: Version 0.12.2
Auto-update works fine for me.
thank you for keeping this alpha alive. Finally a game dev team that does not make empty promises!
im impressed with the work and will definately start spreading the work of factorio when 12 goes stable
thank you for keeping this alpha alive. Finally a game dev team that does not make empty promises!
im impressed with the work and will definately start spreading the work of factorio when 12 goes stable