Version 0.12.4
Posted: Fri Aug 14, 2015 5:42 pm
- 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. (https://forums.factorio.com/forum/vie ... hp?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.
(https://forums.factorio.com/forum/vie ... =7&t=14249) - Tweaked the stuck resolve mechanism. This should solve the https://forums.factorio.com/forum/vie ... =7&t=14403
- Renamed "multisampling" to "multisampling-level" in the config file.
- 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. (https://forums.factorio.com/forum/vie ... hp?t=14114)
- Fixed force building specific blueprints. (https://forums.factorio.com/forum/vie ... hp?t=14622)
- Fixed setting player character to other player's character crashing the game. (https://forums.factorio.com/forum/vie ... hp?t=14665)
- Fixed failed --apply-update returning success even when it failed (https://forums.factorio.com/forum/vie ... hp?t=14681).
- Fixed the latency hiding inconsistency in the entity transfer action, entity rotation, blueprint selection deconstruction selection and others.
(https://forums.factorio.com/forum/vie ... hp?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.
(https://forums.factorio.com/forum/vie ... hp?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.
(https://forums.factorio.com/forum/vie ... hp?t=14625) - Fixed that the new lamp entity was off-center. (https://forums.factorio.com/forum/vie ... hp?t=14586)
- Fixed behemoth biter resistance specification. (https://forums.factorio.com/forum/vie ... hp?t=14614)
- Fixed that the game could crash when connecting train in a junction. (https://forums.factorio.com/forum/vie ... hp?t=10295)
- Fixed construction robots could cause desync when they used up all repair packs.
- Rocket silo behaves correctly when out of electricity. (https://forums.factorio.com/forum/vie ... hp?t=14616)
- Fixed tank cannon shell tooltips. (https://forums.factorio.com/forum/vie ... hp?t=13545)
- Fixed error message on campaign mission 4 (https://forums.factorio.com/forum/vie ... hp?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. (https://forums.factorio.com/forum/vie ... hp?t=14367)
- Fixed connection failures on windows without IPv6 enabled (https://forums.factorio.com/forum/vie ... =7&t=14053)
- Solved stuttering while building when max_expansion_distance was set to high values by a mod. (https://forums.factorio.com/forum/vie ... hp?t=14761)
- Fixed robots getting stuck when trying to store damaged items. (https://forums.factorio.com/forum/vie ... hp?t=14621)
- Fixed that lot of output in the output console could slow down the game a lot. (https://forums.factorio.com/forum/vie ... hp?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. (https://forums.factorio.com/forum/vie ... hp?t=14364)
- Fixed crashes with invalid locale on linux
- Fixed that Save scenario + Save as wasn't translatable. (https://forums.factorio.com/forum/vie ... hp?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.
(https://forums.factorio.com/forum/vie ... hp?t=13650) - Fixed that replay didn't work on the campaign levels. (https://forums.factorio.com/forum/vie ... hp?t=14604)
- Fixed determinism issue in logistic network causing desync. (https://forums.factorio.com/forum/vie ... =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.
(https://forums.factorio.com/forum/vie ... hp?t=14558) - Fixed copy&pasting filters between cars (https://forums.factorio.com/forum/vie ... hp?t=14814).
- Fixed crash in replay of game which was save and then loaded (https://forums.factorio.com/forum/vie ... =7&t=14523)
- Fixed problems with RTL scripts ... again (https://forums.factorio.com/forum/vie ... =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.
(https://forums.factorio.com/forum/vie ... hp?t=14831)
- Scripting
- Fixed that inserter didn't return drop_position.
- Fixed crash when calling set_command on empty unit groups (https://forums.factorio.com/forum/vie ... hp?t=14734).