Version 0.10.1
Posted: Fri Jun 20, 2014 6:57 pm
Hello, the experimental version 0.10.1 has been released:
Automatic updater won't work because of technical problems. Just download the game from experimental releases section at our website.
Beware:
There is a bug for games newly created in 0.10.1. These games cannot be loaded after save. Better not to start new games in 0.10.1 (old saves work as expected), see more at https://forums.factorio.com/forum/vie ... =30&t=4440
Automatic updater won't work because of technical problems. Just download the game from experimental releases section at our website.
Beware:
There is a bug for games newly created in 0.10.1. These games cannot be loaded after save. Better not to start new games in 0.10.1 (old saves work as expected), see more at https://forums.factorio.com/forum/vie ... =30&t=4440
- Features:
- Sounds for alerts.
- Proper visualization of trains and car on map / minimap.
- Added scrolling for windows that get too large (i.e. because of mod additions):
Map generator, Technology list, Removed content window, Finished game window (kill counts), Debug settings gui (F4).
- Bugfixes:
- Fixed bug when turrets were not shooting.
- Fixed crash when auto placing electric poles.
- Fixed that the shotgun had just one projectile.
- Fixed changing locale.
- Fixed multiple bugs with loading / unloading the cargo wagons.
- Fixed unloadable save from 0.9 with mod created buttons gui.
- Fixed bug with wrong alt info for the cargo wagon.
- Fixed bug when boiler couldn't fast
- replace the pipe.
- Fixed occasional crash when fighting with biters (calling for help biter without behavior).
- Fixed crash on loading save where generator equipment has been removed because same mods are not installed.
- Fixed bug with migrated inserters (when mod is removed) causing the save to be not loadable.
- Fixed that game couldn't be started when audio can't be initialised.
- Solved that gui of removed mods stayed in the save forever, it is removed now.
- Fixed bug when pausing scheduled trains didn't clear yellow signal.
- Fixed bug with wrong signal placement(https://forums.factorio.com/forum/vie ... f=7&t=4274).
- Fixed changed direction of transport belt to ground when used in blueprint sometimes.
- Fixed that finishing research desynchronised replay.
- Fixed bug when two ghost underground belts can be built on top of each other.
- Fixed internal tool error when repairing(https://forums.factorio.com/forum/vie ... f=7&t=4013).
- Turrets are rotatable when building and their direction is preserved in blueprints.
- Fixed bug with construction robots following vehicles outside of roboport area.
- Fixed wrong position of splitter in the blueprint building preview.
- Fixed bug when train stops (and other backer related entities) had no name when placed from the blueprint.
- Logistic robots will not insert items that would exceed the requested count.
- Fixed bug with biters stuck in the corners of their own bases (they "disappear" after some time).
- Fixed the shotgun ammo damage tooltip info, it is now in the form of 12 x (6 + 2.5)
- Fixed bug with filters not shown in the second quick bar.
- Fixed slot highlight bug when crafting the highlighted item.
- Fixed that requester c filters get copied to storage chest when built over. They had no meaning there.
- Fixed bug when construction robots used 0 movement energy on their way to repair / construction the target.
- Fixed bug when entity settings copy was placing red wire instead green for smart chests.
- Fixed bug when entity settings copy for wires was not working at all for logistic containers.
- Pasting entity settings copy will now work only for entities in the players reach.
- Wires now don't have an unlimited wiring range.
- Game doesn't crash on invalid number input in map generation gui.
- Added missing open / close sounds for logistic containers.
- Idle sound for entity is not played when it is out of energy.
- Fixed oil leak from pumpjack(https://forums.factorio.com/forum/vie ... f=7&t=4353).
- Updated item counts for starting sandbox chest(https://forums.factorio.com/forum/vie ... f=7&t=4394).
- Optimisations:
- Reduced slowdowns when drawing many lights (lamps, accumulators, etc.) at night (light can be a bit pixelated).
- Limit for number of concurrent paths searched in the path finder (reduces problems for the "big save bug").
- Changes:
- Removed the trailer mod from the standard distribution to avoid confusion.
It has a regular mod thread now: https://forums.factorio.com/forum/vie ... =14&t=4273.
It changes the game a lot when turned on and was not meant to be activated for normal play. - Reduced creeper spawning in big and dense nests (reduces problem for the
"big save bug": https://forums.factorio.com/forum/vie ... f=7&t=4383). - Construction robots take as much repair packs as they can carry (not just 1) when going repairing.
- Larger cargo wagon storage area: 15
- >20 stacks.
- Removed the trailer mod from the standard distribution to avoid confusion.
- Graphics:
- New beacon graphics.
- Added new icons (pipe, pipe to ground, plastic bar, engines, iron ore, stone, raw wood).
- Pushed colors of inserter icons.
- Fixed minor issue with fast transport belt to ground looking twice as fast.
- Scripting:
- game.canplaceentity now works correctly for rails, and checks all the additional conditions as when building manually.
Conditions like water for pump, rail next to signal/station etc. - Every Factorio Lua object now has a method help() that returns a string with names of all methods and member variables.
- Fixed car's consumptionmodifier (how much energy it can take from the energy source).
- game.canplaceentity now works correctly for rails, and checks all the additional conditions as when building manually.
- Modding:
- Fixes to make assembling machine/lab with burner energy source possible.
- The inventory index for fuel is shared for all entities now in defines.lua it is specified as inventory.fuel
- Fixed that different rail types were placeable over each other.
- Fixed bug in trailer mod saving / loading. This resulted in stop during autosave.