Version 0.11.17
Posted: Thu Mar 05, 2015 10:11 pm
We have been playing half a day today with four people without a problem with full base of trains robots etc. and we were having no real trouble. The stable will come ....
- Features
- Tooltips are now generated automatically for some items. You will now see more detailed info for capsules, turrets, ammo(https://forums.factorio.com/forum/vie ... php?t=6791)
- Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).
- Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.
- Progress bar is shown when other peers in multiplayer are saving map.
- Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance.
- Better construction robot strategy.
When the construction is processed, the closest available supply of the required item is found and the closest robot to this supply is selected for the construction. - The game shows name of other players above their head.
- Balancing
- Increased the stack size of straight rail (50->100).
- Bugfixes
- Fixed desync issue related to removing of active entities.
- Fixed desync issue related to blueprint with more than one icon.
- Don't get stuck in Multiplayer when left alone downloading the map.
- Desync report in multiplayer is generated in parallel avoiding desynced player being dropped.
- Fixed that the train didn't continue when it crashed to something (typically player) while breaking for signal/station.
- Fixed that the technology ingredients weren't sorted.
- Unified the rail align of signal to the diagonal rails (https://forums.factorio.com/forum/vie ... php?t=8697).
- Fixed crash when the recipe of assembling machine is changed while the gui is opened. (https://forums.factorio.com/forum/vie ... php?t=8701)
- Fixed another updater post-update logic error on windows.
- Fixed shift-removing equipment from the equipment grid freezing the game. (https://forums.factorio.com/forum/vie ... php?t=8738)
- Fixed the item to entity insertion logic. (https://forums.factorio.com/forum/vie ... php?t=8766)
- Fixed crash when autosave happens immediately after loading a multiplayer map as a new player.
- Fixed some UI icons not scaling correctly and not being displayed pixel-perfect(https://forums.factorio.com/forum/vie ... php?t=8827)
- Fixed that the order of products in the recipe is now specifiable by the lua definition the same way as the ingredients.
- Fixed that saves with corrupted energy sources because of the double entities problem in 0.11.16 are not loadable now.
- Fixed the crashes that can happen when accessing the train controls in multiplayer. (https://forums.factorio.com/forum/vie ... php?t=8799)
- Fixed electric energy logic, so it is handled properly when the electric poles /electric machines are moved (mod related).
- Fixed that rail signal disconnected from rail didn't show health bar and deconstruction icon.
- Fixed crash when clicking into gui in replay mode.
- Fixed that the button based questions in the sandbox scenario logic could interfere with other mods. (https://forums.factorio.com/forum/vie ... php?t=8815)
- Fixed ocasional crash when building cargo wagons/locomotives. (https://forums.factorio.com/forum/vie ... php?t=8813)
- Fixed crash when removing rail under train in map editor or from a script. The train on the rail is destroyed in that case.
- Fixed wrong saving directory in the non-hosting MP client(https://forums.factorio.com/forum/vie ... f=7&t=7808).
- Progress bars in Multiplayer (loading map, autosaving, etc.) don't overlap but instead stack.
- Fixed missing exexcutable permissions in linux tarball.
- Fixed minor issue with generated map even size being rounded up (https://forums.factorio.com/forum/vie ... f=7&t=8807).
- Electric turret shows energy consumption properly depending on the shooting speed upgrades.
- Fixed that the north pipe covers of machines were drawn over the entity. (https://forums.factorio.com/forum/posting.php?t=8871)
- Fixed the crash when autosave is triggered while the computer is locked. The game will be saved without the preview picture in this situation.
- Fixed lockup when iterating large numerical arrays in lua (https://forums.factorio.com/forum/vie ... 19&p=71104)
- Fixed that the small electric pole has wire reach 7.5, but the game was showing 8 in the tooltip.
- Fixed the tank controls, as it could start to break when it hit someting. The tank doesn't get stuck when plowing through stuff now.
- Fixed, that the gui of inactive mod wasn't deleted the same way as the mod was removed completely. (https://forums.factorio.com/forum/vie ... php?t=8942)
- When the player data file gets corrupted, the file is ignored and the game can be still launched.
- Fixed that furnace can be modded to have no output/input inventories without the game crashing.
- Changes
- Increased the pathing penalty for non-moving train in manual mode from 200 to 1000.
- Debug
- When building/selecting rail signal, the connected rail is shown by the green selection box.
- Added verbose logging option in other settings. This adds extra logging for the Multiplayer.
- Scripting
- Fixed that player.caninsert returned always true. (https://forums.factorio.com/forum/vie ... php?t=7307)
- Fixed that the access luaPlayer/luaGuiElement and luaGuiStyle could result into crash when the corresponding player was removed.
- Trigger effects of type create-entity now have a property "show_in_tooltip" which determines if the creation of the entitie(s) should be shown in automatically generated tooltips.
- Added LuaTechnology:: upgrade, prerequisites, researchunitingredients, effects, researchunitcount, researchunitunergy read.
- Moved radar nearby scan range into the prototype.
- Moved the night vision tint color into the night vision equipment prototype.
- Fixed game::alwaysday read not returning anything.
- entity.teleport is no longer permitted for walls, transport belts or entities with fluid boxes. The method returns false in this case.