Version 0.10.10
Posted: Fri Sep 12, 2014 1:44 pm
Hello,
Factorio 0.10.10 has just been released, we consider this a stable candidate.
Edit: There is a problem with numbers/enter hotkeys that can be randomly disabled for the whole game.
Factorio 0.10.10 has just been released, we consider this a stable candidate.
Edit: There is a problem with numbers/enter hotkeys that can be randomly disabled for the whole game.
- Bugfixes:
- Fixed that passive provider chest acted as active provider chest after game load.
- Fixed that player turrets could be walked through after reconstructed. (https://forums.factorio.com/forum/vie ... f=7&t=5618).
- Fixed that the starting chest in sandbox mode didn't contain some of the items in full stacks.
- Fixed that the pause game control reset itself to default after every restart.
- Fixed wrong directory name inside save (it was "currently-saving", now is the same as the save name)
- Fixed that map2scenario didn't copy locale and script state to the scenario.
- Fixed crash related to enemy pathfinding.
- Fixed of wrongly reported amount of items the player got from mining machines/containers (https://forums.factorio.com/forum/vie ... php?t=5688).
- Fixed entity icons of defender/distractor/destroyer robots.
- Fixed that deconstructing transport-belt-to-ground would delete items they held (https://forums.factorio.com/forum/vie ... php?t=5667).
- Fixed that deconstructing inserters holding items would delete items they held (https://forums.factorio.com/forum/vie ... php?t=5636).
- The notifications of destroyed buildings are created only when someone other than player (or his machines) destroyed the building. This affects player destroying his buildings manually and also land-mine destroying itself on impact.
- Fixed, that slightly more robots than needed could be send to empty provider chest (https://forums.factorio.com/forum/vie ... php?t=5613).
- When unresearching (using script) the toolbelt, the items that can't fit it are inserted back into the player's inventory (https://forums.factorio.com/forum/vie ... php?t=5659).
- Recipes changed by mods will be refreshed to original value automatically when mod is removed (https://forums.factorio.com/forum/vie ... php?t=5676).
- Fixed crash, when opening save that contained mods that are not already present, that had the active crafting group selected to group presented by the mod (so it is not present anymore), the crash occured when the crafting menu was opened.
- Fixed that items were moved into quickbar even when there was already stack of the type in quickbar (currently selected in hand) (https://forums.factorio.com/forum/vie ... php?t=5661)
- Fixed the missing check of gun->ammo compatibility when putting the gun there using shift-click or when the gun was crafted (https://forums.factorio.com/forum/pos ... f=7&t=5682).
- Fixed that the visualisation radius of throwables (the green circle) wasn't visible when the player was in vehicle (https://forums.factorio.com/forum/vie ... php?t=5595).
- Fixed that the inventory didn't get sorted after the container couldn't be mined as all the items couldn't fit the inventory (https://forums.factorio.com/forum/viewtopic.php?=5614).
- Fixed that when enemy unit was modded to attack by destroying everything including itself crashed the game (https://forums.factorio.com/forum/vie ... php?t=5727)
- Fixed that the player mined item event was not called when he got just part of the inventory (https://forums.factorio.com/forum/vie ... php?t=5608).
- Fixed that it wasn't possible to start fullscreen game in other than the primary window. There is now settings in config in category [graphics] section: preffered-screen-index. Changing the value changes the display adapter (monitor) that is used. If many people use this feature in the future, we can put it in the graphics settings ingame as well (https://forums.factorio.com/forum/vie ... php?t=5048).
- The number input box "consumes" only numeric input, other keys for walking or closing the still works when the field is selected. This is true as long as these are not mapped to numbers, bad luck in that case (https://forums.factorio.com/forum/vie ... php?t=5741)
- Fixed that actions made in the last tick before closing the scenario due to error were applied again when different game was opened (https://forums.factorio.com/forum/vie ... php?t=5741).
- Debugging:
- Added option to turn off vertical synchronisation of the display (v-sync).
- Fixed crash when starting game without config file.
- Gui:
- Progress bar showing electricity availability is now colored. Green for all required energy available, yellow, more than half, red less than half)
- Modding:
- Progress bar style enables to specify different colors for different ranges of values.
- Scripting:
- Added game.getchunks() iterator and game.ischunkgenerated(...) and game.player.force.ischunkcharted() methods
- Pre player mined item event is called really before the player starts to get items from the inventory. Note that the change means, that the event is called even when the mine can eventually fail (not enough inventory to hold all the items). This means, that there might we could also other some other event, that will be called only when the entity is really going to be removed.