Version 0.12.9
Posted: Thu Oct 01, 2015 12:54 am
- 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 main menu.
- Moved MP / autosave information dialogs to the top half (better visibility of what is happening in the game) and added screen fading.
- Implemented time-to-live for deconstruction order, if an order is not assigned for 1 hour, it is removed.
- game.print_entity_statistics() has been moved to player.print_entity_statistics(). (https://forums.factorio.com/forum/vie ... hp?t=16520)
- Updated the tips and tricks pictures. (+added copy paste)
- Smoothed map scrolling speed on different zoom levels.
- Added Resume button to multiplayer game menu.
- Optimisations
- Dramatic speedup of loading packages (mods) from the zip files. It is recommended to used only zipped mods from now on, as on non ssd discs, it might even speed up the startup time.
- Added FPS limiter to main menu screen.
- Bugfixes
- Fixed the shotgun shooting. (https://forums.factorio.com/forum/vie ... hp?t=16321)
- Fixed the game could get stuck during start on systems with multiple display adapters.
- Fixed train GUI closing immediately after opening in multiplayer when the player is riding on the train.
- Fixed train GUI not containing the wait time slider until a station was explicitly selected (https://forums.factorio.com/forum/vie ... hp?t=16360).
- Fixed production GUI jumping to undesirable places when resized (https://forums.factorio.com/forum/vie ... hp?t=16356).
- Construction robots will be transferred to appropriate network when a logistic network splits (https://forums.factorio.com/forum/vie ... hp?t=16147).
- Fixed crash when auto-re-filling ammo in tanks/cars (https://forums.factorio.com/forum/vie ... hp?t=16375).
- Fixed wait slider in train GUI editing after deleting a station (https://forums.factorio.com/forum/vie ... hp?t=16471).
- Fixed that negative emissions of power source (air filtering mod) could result into negative evolution factor.
- Fixed the game could hang when writing a message to log (https://forums.factorio.com/forum/vie ... =7&t=16342).
- Fixed next save not being selected properly after clicking the Delete Save button (https://forums.factorio.com/forum/vie ... hp?t=16498).
- Fixed module icons not showing in alt-view on rocket silos (https://forums.factorio.com/forum/vie ... hp?t=16381).
- Fixed mining progress bar staying on screen when not mining in certain situations (https://forums.factorio.com/forum/vie ... hp?t=16448).
- Fixed crash when loading 0.10 or older saves (https://forums.factorio.com/forum/vie ... hp?t=16442).
- Fixed crash when loading pre-12.7 scenarios with redefined spawn location (https://forums.factorio.com/forum/vie ... hp?t=16569).
- Fixed trains sometimes stopping on signals they reserved.
- Fixed personal roboport taking forever to deconstruct when there are a lot of deconstruction orders.
- Fixed a crash where the Lua stack would overflow and corrupt Factorio memory (https://forums.factorio.com/forum/vie ... hp?t=16578).
- Fixed crash when using player.inventory.clear(). (https://forums.factorio.com/forum/vie ... hp?t=16579)
- Fixed that --create wouldn't create a control.lua, causing the victory dialog not being shown after launching the rocket, or creating new players without giving them the initial inventory (https://forums.factorio.com/forum/vie ... hp?t=16619).
- Player <> entity transfer now ignores modules only when the entity has module inventory.
- Fixed beacons affected steel furnaces (https://forums.factorio.com/forum/vie ... hp?t=16634).
- Fixed car starting sound playing when opening it's gui.
- Fixed crash when fast replacing a beacon (modded game only) (https://forums.factorio.com/forum/vie ... hp?t=16677).
- Fixed train station names appearing on minimap with certain GUI scale settings.
- Fixed crash when zooming in the map all the way with the keyboard (https://forums.factorio.com/forum/vie ... hp?t=16643).
- Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update the logistics GUI if it happened to be opened at the same time (https://forums.factorio.com/forum/vie ... hp?t=16660).
- Fixed width of some progress bars did not respect UI scale configuration (https://forums.factorio.com/forum/vie ... hp?t=16518).
- Modding
- Fixed projectiles with direction_only = false didn't respect direction_deviation configuration.
- Fixed entity dying explosion with "rotated = true" caused crash (https://forums.factorio.com/forum/vie ... hp?t=16652).
- Scripting
- Added LuaEntity::get_connected_rail. It takes a table with rail_direction (0 front, 1 back) and rail_connection_direction (0 left, 1 straight, 2 right) and returns a new rail (or nil) following that specification from the given rail entity.
- LuaTrain::front_rail, LuaTrain::back_rail, LuaTrain::rail_direction_from_front_rail and LuaTrain::rail_direction_from_back_rail None of the methods takes any parameters.
- LuaEntity::get_output_inventory now returns nil when the inventory doesn't exist (doesn't raise an exception as before).