Version 0.12.1
Posted: Fri Jul 24, 2015 2:38 pm
				
				- Features
- Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
 
 - Changes
- Train station names use natural string comparing (station "Iron 10" comes after "Iron 9", not after "Iron 1").
 - New command-line parameter: --latency-ms. Allows to set server latency in milliseconds rather than ticks
 - You can copy paste circuit network conditions between Inserter, Lamp, Pump and Offshore Pump.
 - The delete button in Load Game or Save Game dialogs now asks for confirmation before deleting
 - Locomotive on schedule can't be rotated while moving anymore.
 - Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.
 - Changed Assembling machine's auto-insertion behaviour when using speed module effects. Faster speed with fast recipes will insert more items sooner.
 
 - Bugfixes
- Very rough support for RTL languages, the texts are no longer rendered backwards (but the gui still is and multiline text will cause problems).
 - Fixed Rocket Silo rocket inventory tool tip sticking around when it shouldn't (https://forums.factorio.com/forum/vie ... =7&t=13551).
 - Fixed furnaces rendering light when inactive (https://forums.factorio.com/forum/vie ... hp?t=13532).
 - Fixed transport belt to ground in blueprints when rotating crashing the game (https://forums.factorio.com/forum/vie ... =7&t=13572).
 - Fixed LuaSurface::can_place_entity checks for rails (https://forums.factorio.com/forum/vie ... hp?t=13521).
 - Fixed inserters putting items only on left line of underground belts. (https://forums.factorio.com/forum/vie ... hp?t=13519)
 - Fixed ghost building concrete/stone not updating charting (https://forums.factorio.com/forum/vie ... hp?t=13675).
 - Fixed ghost building concrete/stone distance being restricted (https://forums.factorio.com/forum/vie ... hp?t=13662).
 - Fixed crash when leaving vehicle while on a transport belt entity (https://forums.factorio.com/forum/vie ... =7&t=13616).
 - Fixed charging from primary and secondary energy sources (aka shield insta charge) (https://forums.factorio.com/forum/vie ... =7&t=13564, https://forums.factorio.com/forum/vie ... =7&t=13698).
 - Fixed crash when trying to set filter on vehicle ammo inventories (https://forums.factorio.com/forum/vie ... =7&t=13684).
 - Fixed mining concrete/tiles sometimes making water where it shouldn't be (https://forums.factorio.com/forum/vie ... =7&t=13735).
 - Fixed character-logistic-trash-slots-2 technology prequisite (https://forums.factorio.com/forum/vie ... =7&t=13596).
 - Fixed crash when calling game.player.surface.set_multi_command (https://forums.factorio.com/forum/vie ... =7&t=13621)
 - Fixed electric wire rendering on low graphics quality settings (https://forums.factorio.com/forum/vie ... =7&t=13520).
 - Fixed unable to load 0.11 savegames with active combat robots (https://forums.factorio.com/forum/vie ... =7&t=13566).
 - Fixed robots building paths over existing paths not mining the existing paths first (https://forums.factorio.com/forum/vie ... =7&t=13712).
 - Fixed personal robots would sometimes follow player instead of stationing when they use up all material for terrain building.
 - Fixed splitters/transport belts still running when marked for deconstruction (https://forums.factorio.com/forum/vie ... =7&t=13772).
 - Fixed death after launching the rocket not ending the game in single player (https://forums.factorio.com/forum/vie ... =7&t=13701).
 - Fixed crash when disconnecting character from player while crafting (https://forums.factorio.com/forum/vie ... =7&t=13561).
 - Fixed inserters sometimes not loading Rocket Silo after launch (https://forums.factorio.com/forum/vie ... =7&t=13703).
 - Fixed circuit network sometimes showing items with no number.
 - Fixed crash when the game attempted to play a sound in headless mode (https://forums.factorio.com/forum/vie ... 30&t=13720)
 - Fixed incorrect gun turret health (https://forums.factorio.com/forum/vie ... 30&t=13748)
 - Copy pasting now works for Small pumps and Offshore Pumps.
 - Fixed crash when loading single-player save in multiplayer without "Allow commands" checked (https://forums.factorio.com/forum/vie ... 30&t=13584).
 - Fixed not being able to set the UI scale back to normal after accidentally setting it to 200% (https://forums.factorio.com/forum/vie ... =7&t=13750).
 - Fixed locomotive lights and vehicle indicators being rendered across different surfaces (https://forums.factorio.com/forum/vie ... =7&t=13846).
 - Fixed not being able to fast-transfer stone bricks and concrete into entities.
 - Fixed splitters giving priority to one input belt (https://forums.factorio.com/forum/vie ... 83&p=93380).
 - Fixed actions during saves strangeness (https://forums.factorio.com/forum/vie ... 085#p93085).
 - Fixed logistic inconsistency when removing mods that added logistic/construction robots (https://forums.factorio.com/forum/vie ... =7&t=13575).
 - Fixed crash when removing mods that added biter spawners (https://forums.factorio.com/forum/vie ... =7&t=13575).
 - Fixed crash related to changing forces on units (https://forums.factorio.com/forum/vie ... 486#p92486).
 - Fixed assembling machines going to sleep when their fluid output had fluid but the ingredient slot didn't have enough item ingredients.
 - Fixed crash when trying to read LuaSurface from disconnected player through mods (https://forums.factorio.com/forum/vie ... =7&t=13910).
 - Fixed train going into automatic mode when hitting something (again) (https://forums.factorio.com/forum/vie ... =7&t=10220).
 - Fixed laser turrets cause other eletric machines to drain more power from accumulators than they should. (https://forums.factorio.com/forum/vie ... =7&t=13878).
 - Fixed crashes when connecting to MP game on older ubuntu (and possibly other distributions; https://forums.factorio.com/forum/vie ... 574#p91574)
 - Fixed crash when projectile with default maximum range doesn't hit anything and flies forever (https://forums.factorio.com/forum/vie ... =7&t=13956).
 
 - Scripting
- LuaSurface::set_multi_command now takes an optional third argument specifying the force to send the command to. Default is the enemy force
 - Default mods are always enabled if mod-list.json is lost (even when enable new mods option is disabled).
 - LuaSurface can be invalid when read from LuaPlayer and Player entity if the player is disconnected from the game (MP disconnect) - use LuaSurface.valid to check. Note: LuaSurface currently never switches between valid and not valid so the check only has to be done when it's first read from the LuaPlayer.
 - Changed default maximum range of projectiles from 10^308 to 1000.