Version 0.11.4
Posted: Thu Dec 04, 2014 5:06 pm
So the batch of fixes is finally here.
Lots of the causes of multiplayer desynchronisations have been detected and fixed, so the multiplayer stability should be much better, but there are certainly other bugs waiting to be found, oh and we still have 113 bugs reports on our forums as well. But the most dangerous problems should be fixed, let's hope we didn't break too many things by doing that.
Notes:
Lots of the causes of multiplayer desynchronisations have been detected and fixed, so the multiplayer stability should be much better, but there are certainly other bugs waiting to be found, oh and we still have 113 bugs reports on our forums as well. But the most dangerous problems should be fixed, let's hope we didn't break too many things by doing that.
Notes:
- There is a crash related bug when you manipulate splitter (it is already fixed for the next 0.11.5 release)
- The mac release is delayed a bit
- Features
- Added preferred screen option in the graphics option. (not in linux)
- Graphics
- Upgraded the player running animation.
- Bugfixes
- Fixed 4 different problems in path finding that created desync errors.
- Fixed desync problems related to the logistic network.
- Fixed desync problems that would arise when something happens near the edge of the map.
- Fixed desync problems that would arise when using the teleport method in the level/mod scripts.
- Fixed desync problems related to working sounds near the edge of the generated map.
- Fixed desync problems related to viewing edge of the map.
- Fixed desync problems related to usage of furnace with fluids (can happen only with mods).
- Fixed desync problems related to removing electric poles connected with circuit network.
- Fixed desync problems related to having damaged items in the inventory.
- Fixed that the circuit network wasn't cleared when using LuaInventory::clear on inventory of chest connected to circuit network.
- Fixed crash when roboport without energy was destroyed and rebuilt by construction robot.
- Fixed crash when showing the attacked alert details that contained alert of other player being damaged.
- Multiple players can connect to the MP game at the same time.
- Fixed problems with locale names containing dash (for example zh-CN).
- Fixed case sensitivity problem with Chinese font on linux.
- Fixed freeze when closing Assembler's gui with tool-tip (https://forums.factorio.com/forum/vie ... php?t=6793).
- Loading MP game in SP tries to retain player's original identity (https://forums.factorio.com/forum/vie ... f=7&t=6744).
- Fixed swapping gun turret ammo types (https://forums.factorio.com/forum/vie ... php?t=6707)
- Fixed that the information about which mod crated (or modified) the item/entity/recipe/technology was missing.
- Fixed that the cargo wagon didn't have resistances.
- Fixed that alert sounds weren't working properly (again).
- Fixed adding a new train station to a schedule of a train if isn't selected destination like first
(https://forums.factorio.com/forum/vie ... f=7&t=6079). - Fixed replays for the singleplayer.
- Fixed that LuaEntity::getcircuitcondition crashed the game for entities with non-zero condition, but no connection to the circuit network.
- Fixed the infinite furnace rebuilding bug (https://forums.factorio.com/forum/vie ... f=7&t=6873)
- When there is invalid control sequence in the translation, instead of closing Factorio when it id displayed, the
text just contains the error message. - Fixed that the game removed all the gui created by mod automatically on game load.
Now it removes just gui of mods that were removed as before. - Fixed that rail over gate (or the other way around), wasn't buildable as part of the blueprint, as the first one
built removed the ghost of the second one. - Fixed that the exe file in the zip package was missing the factorio icon.
- Fixed that the menu in map editor was not responsible after clicking exit and cancel.
- Fixed that construction robots didn't have the working sounds.
- Fixed possible crashes and logistic/circuit network inconsistances related to removal of items in inventories
that have smaller size due to different mod configuration. - Fixed that changing terrain from script (used by some mods that work with terrain), wasn't updated on screen until forced by zooming or
moving the screen away and back. - The sandbox scenario now doesn't have the character visible.
- Balancing
- Assembling machine 3 has up to 6 ingredient slots, so it can make any recipe in its category.
- Scripting
- Fixed that LuaEntity::getitemcount returned 6 times more for ammo turrets.
- Removed write access to LuaGame::tick.
- Disabled deactivating of rolling stock.
- Lua debug library no longer return paths containing instalation directory.
- Modding
- Fixed that the data-updates.lua of base mod would overwrite the created effect of mod entities by the
smoke effect. It now just adds the smoke effect to the specified effect.
- Fixed that the data-updates.lua of base mod would overwrite the created effect of mod entities by the
- Changes
- Rail signal that is not dividing two rail blocks is changing colors the same way, as when it is connected to no rail
because it does nothing, more at https://forums.factorio.com/forum/vie ... 6&start=10. - The standardised mod naming convention is now enforced.
- Changed the preffered-screen-index config option to preferred-screen-index (spelling error fix).
- Health description will no longer show full health when the entity has minor damage (and health bar is shown).
- Rail signal that is not dividing two rail blocks is changing colors the same way, as when it is connected to no rail