Version 0.11.18
Posted: Thu Mar 12, 2015 7:51 pm
Several hidden and dangerous bugs fixed, it might uncover some not so hidden bugs.
We are starting to be quite content with the stability, the next release will be a stable candidate (it was about time).
We are starting to be quite content with the stability, the next release will be a stable candidate (it was about time).
- Features
- Blueprints can be built over things marked for deconstruction.
- Blueprints can be force placed using alternative build mode (shift click).
- Balancing
- Increased the cargo wagon inventory size (20->30).
- Increased the crafting cost of the cargo wagon and locomotive.
- Bugfixes
- Fixed save corruption (rare probability) related to rendering alerts and saving the map.
- Fixed crash in map editor when changing / setting assembling machine recipe (https://forums.factorio.com/forum/vie ... php?t=8997).
- Fixed desync loop when changing player force via script - in PvP mod for instance (https://forums.factorio.com/forum/vie ... php?t=9053)
- Added explaining text for the second new hope campaign supplies objectives. (that the car supplies count only the user is in the car)
- The flamethrower fluid input order is the same as before, so it matches the refinery outputs.
- Fixed clearing the cursor while attempting to repair something (https://forums.factorio.com/forum/vie ... php?t=8986).
- Fixed that changing force of roboport (in map editor or by a script) didn't update the connections properly.
- Roboports now behave correctly when teleported using scripts.
- Fixed that some of the technology icons were scaled down in the technology selection.
- Fixed that the Not minable checkbox was set based on the Indestructible value in the map editor.
- Fixed that the two way signals weren't possible to build on diagonal rails. (https://forums.factorio.com/forum/vie ... php?t=9003)
- Fixed copy-paste for Cargo wagons not activating inserters.
- Fixed copy-paste for entities with inventory limits not copying the limit.
- Fixed that the "Electric demand satisfaction" label was not translatable.
- Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.
- The line height in the debug info is dependent on the scale, so they don't overlap or take too much space on different scales.
- Fixed "Trying to make chunk at unreasonable position" caused by some vehicle collisions. (https://forums.factorio.com/forum/vie ... php?t=8812)
- Fixed weird behaviour and bad damage calculations when colliding with multiple objects while in a car or tank.
- Changes
- Small change of collision box of curved rail, so the underground belts can be built on one additional particular position.
- Car and tank movement should be better. Tank should no longer get stuck. Tank can now destroy objects by accelerating into them even when standing still (https://forums.factorio.com/forum/vie ... php?t=9046)
- Scripting
- Fixed that non valid require did crash the game instead of giving proper error message.
- Setting technology as finished using the script also fires the ontechnologyresearched event.
- Order to chart a big area doesn't slow the game horribly anymore. (https://forums.factorio.com/forum/vie ... php?t=9050)
- Added onresourcedepleted - called when a resource is depleted to its minimum yield or 0. Passes the resource entity as event.entity.
- Car prototype now uses "energy_per_hit_point" instead of "crash_damage_multiplier", consistent with train prototypes.
- Modding
- Moved the player hit tint color into the player prototype.