Factorio 0.10.7 has just been released
EDIT: This is probably the shortest-lived release we had. There was a serious bug (https://forums.factorio.com/forum/vie ... =30&t=5383) when saving on windows didn't work (and many people wanted to do that). So we have released the hotfix version: https://forums.factorio.com/forum/vie ... f=3&t=5386.
- Bugfixes:
- Fixed bug with non-primary mouse not working on OSX (https://forums.factorio.com/forum/vie ... =49&t=5063).
- Fixed OSX crash due to non-existent write data directory (https://forums.factorio.com/forum/vie ... =30&t=5284).
- Fixed crash when electric pole with open electricity gui is deconstructed (https://forums.factorio.com/forum/vie ... f=7&t=5310).
- Fixed crash when assembling machine item tooltip was active while it was removed (https://forums.factorio.com/forum/vie ... f=7&t=5196).
- Fixed crash when starting the game with dutch translation active.
- Fixed various replay desynchronizations related to research.
- Fixed bug in allocation of construction robots when rebuilding objects (https://forums.factorio.com/forum/vie ... f=7&t=5117).
- Fixed bug when removing toolbar filter didn't remove the picture (https://forums.factorio.com/forum/vie ... f=7&t=5224).
- Fixed that the car was displayed multiple times on the map (https://forums.factorio.com/forum/vie ... f=7&t=5271).
- Fixed other transport belt ending drawing logic issues (https://forums.factorio.com/forum/vie ... 018#p39981).
- Fixed small bugs with rails (and) ghosts (https://forums.factorio.com/forum/vie ... f=7&t=5188).
- Old save file is not overwritten when saving fails (https://forums.factorio.com/forum/vie ... f=7&t=5354).
- Fast replacing assembling machine keeps the direction of the original assembling machine. This is beacuse the common scenario here is to upgrade
the assembling machine, rather than use it to change direction of existing machines (https://forums.factorio.com/forum/vie ... f=7&t=5239). - Allowed to check placebility of item on ground from script as long as the item is specified (https://forums.factorio.com/forum/vie ... =30&t=5238).
- Fixed that the video memory was refresh needlessly when the window was just activated.
- Fixed the error reporting with fault definition. It now shows mods involved in the error correctly.
- Fixed wrong radar consumption (309kW instead of 300kW) (https://forums.factorio.com/forum/pos ... f=7&t=5226).
- Fixed crash when a cargo wagon is placed in the map editor (https://forums.factorio.com/forum/vie ... f=7&t=5308).
- Changes:
- Mod zip package and folder should follow the pattern <Mod name>_<Mod version> (https://forums.factorio.com/forum/vie ... =14&t=5364)
- Slightly smaller bounding box for the steam engine (https://forums.factorio.com/forum/vie ... f=7&t=5338).
- Roboport gui says "repair packs" not "material" (https://forums.factorio.com/forum/vie ... f=7&t=5351).
- Balancing:
- Roboport is no longer categorised as military structure.
Therefore biters don't target it primary, only when it is in their "area of rage", same as with other factory buildings.
- Roboport is no longer categorised as military structure.
- Translation:
- Added Japanese translation and updated some of the other translations.