- Features
- The armor window opening is included in the latency hiding.
- Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.
- Added some new ambient sounds (wind, slow tunes).
- Combinators blinking emit light.
- Changes
- Pasting newlines and tabs into Factorio console now no longer strips them. Instead they are replaced by spaces.
- Continuous zoom is much slower in the chart mode. Only applicable when the zoom is setup to keys rather then scroll wheel. (https://forums.factorio.com/forum/posting.php?t=14985)
- Changed open/save dialog and the rail station list to use case insensitive natural ordering.
- Inserter stack size bonus is added to the assembling machine stack limit, to avoid inserters being stuck in certain situations. (https://forums.factorio.com/forum/vie ... hp?t=15219)
- Robots can charge from closer roboport when heading to distant roboport for stationing. (https://forums.factorio.com/forum/vie ... =7&t=15234)
- Optimizations
- Further optimizations in size of the Multiplayer heartbeat (message sent every tick).
- Bugfixes
- Fixed that editing tiles in the map editor on the edge of currently generated map could result in a corrupted scenario.
- Fixed potential stability problems when fast-replacing roboports (mod related).
- Fixed non-deterministic armor sorting which could cause desyncs. (https://forums.factorio.com/forum/vie ... hp?t=14892)
- Fixed crash related to changing recipe prototypes used by entities in inactive chunks. (https://forums.factorio.com/forum/vie ... hp?t=14713)
- Fixed circuit network contents sometimes being reset when removing connections or merging networks. (https://forums.factorio.com/forum/vie ... hp?t=14908)
- Fixed crash when Ctrl-clicking items to the player's main inventory when no character is attached (https://forums.factorio.com/forum/vie ... hp?t=14952).
- LatencyState is suspended when player is killed (and waiting for respawn) in the Multiplayer.
- Fixed crash after finishing the game in MP with headless server (https://forums.factorio.com/forum/vie ... hp?t=14963).
- Fixed crash related to displaying alerts from other surfaces (https://forums.factorio.com/forum/vie ... hp?t=15000).
- Continuous zoom speed is independent of the game speed (https://forums.factorio.com/forum/vie ... hp?t=14985).
- Fixed that it was possible to stack blueprints by inserting them into an assembling machine (https://forums.factorio.com/forum/vie ... hp?t=14999).
- Fixed enemy expansion chunks not being updated properly (https://forums.factorio.com/forum/vie ... hp?t=14980).
- Fixed trains changing state unnecessarily when reserving a signal when arriving to a station (https://forums.factorio.com/forum/vie ... hp?t=14758).
- Fixed smart inserter not waking up when its filter was set from a script (https://forums.factorio.com/forum/vie ... hp?t=15172).
- Fixed signal placement problems with diagonal rails (https://forums.factorio.com/forum/vie ... hp?t=14991 https://forums.factorio.com/forum/vie ... hp?t=14347).
- Fixed last wagon of long train did not wake up inserter at its end (https://forums.factorio.com/forum/vie ... =7&t=14042).
- Additional fix of the puff smoke appering on different surface. (https://forums.factorio.com/forum/vie ... hp?t=15117)
- Fixed portions of previous surface visible after respawn when the player died on a different surface than is their spawn surface (https://forums.factorio.com/forum/vie ... hp?t=15118).
- Fixed internal roboport connection inconsistency that could happen when migrating from 0.11 version. (https://forums.factorio.com/forum/vie ... hp?t=14723)
- Fixed train still having path while being in NO_SCHEDULE state (https://forums.factorio.com/forum/vie ... hp?t=15226).
- Fixed disconnecting roboport from roboport network caused all construction robots in the network to cancel orders (https://forums.factorio.com/forum/vie ... =7&t=15187).
- Fixed that the game could crash when some mod tried to modify the gui in the on_save event. The game now disallows these kind of modifications while processing the on_save event. (https://forums.factorio.com/forum/vie ... hp?t=15066)
- Fixed crash when changing recipes (mod related). (https://forums.factorio.com/forum/vie ... hp?t=15166)
- Fixed solar energy source was not included in electric demand satisfaction. (https://forums.factorio.com/forum/vie ... =7&t=14927)
- Finishing research should no longer interrupt GUI when "Singleplayer game stops when research is completed" is turned off (https://forums.factorio.com/forum/vie ... hp?t=14967).
- Fixed Underground Belts graphics not tiling correctly.
- Fixed recipes not displaying in the correct sort order when adding and removing mods from an existing game.
- Fixed pathfinding penalty for trains with 1 stop in their schedule (https://forums.factorio.com/forum/vie ... hp?t=15241).
- Fixed electric furnace still glowing with no power. (https://forums.factorio.com/forum/vie ... hp?t=15126)
- Fix of loading a map that contains mod with tiles, while the mod is no longer present.
- Fixed that it was not possible to use fast-replace when player was very close to the building. (https://forums.factorio.com/forum/vie ... php?t=8144)
- Right side selection info GUI has fixed size. Description and text properties properly wrap. (https://forums.factorio.com/forum/vie ... hp?t=15139)
- Scripting
- LuaForce::chart now creates a new chart if one doesn't exist yet, instead of erroring out (https://forums.factorio.com/forum/vie ... hp?t=15021).
- Items now have a new optional attribute "stackable": When set to false, assembling machines won't be allowed to create stacks of the item. Currently only used with blueprints, to fix the "crafting machine stacks blueprints" bug.
- Added LuaEntity::rocket_parts read/write, usable on Rocket Silo.
- Added LuaEntity::launch_rocket(), usable on Rocket Silo.
- Added LuaLogisticNetwork - an interface to logistic networks.
- Added LuaLogisticCell - an interface to logistic cells (roboport/player logistic information).
- Added LuaTransportLine::get_contents().
- Added LuaPlayer::connected read - true/false if the player is currently connected to the game.
- Added LuaForce::kill_counts read, set_kill_count/get_kill_count methods to access and manipulate kill counts per force.
- Constant combinators now export their wire connections in LuaItemStack::get_blueprint_entities. (https://forums.factorio.com/forum/vie ... hp?t=15189)
- Added Prototype::order/group/subgroup read + LuaTechnology::order read.
- Added LuaRecipe::force read - the force that owns recipe reference.
- Added LuaEntity::chain_signal_state read - the chain state of chain signals.
- Added LuaEntity::speed read/write - the speed of a car/tank.
Version 0.12.5
- FactorioBot
- Factorio Staff
- Posts: 421
- Joined: Tue May 12, 2015 1:48 pm
Version 0.12.5
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- Burner Inserter
- Posts: 8
- Joined: Fri Feb 27, 2015 6:32 pm
- Contact:
Re: Version 0.12.5
From: Factorio Engineers
"We are currently looking at the update and finding new and improved ways to use the new Lua for mods. We also like the optimization that was done to the MP and will be testing with our group. We do love this game and approve of this message"
More edits to come when all of the group is together to come up with a formal post on this.
FROM: ME
This has been a long time coming..
I like the update. Will edit once i get a chance to look at it completely.
EDIT: At this time i looked at all the updates listed and it has come up with new ideas and ways to make all lives easier while playing.
Thanks again for all the work guys (and girls)
"We are currently looking at the update and finding new and improved ways to use the new Lua for mods. We also like the optimization that was done to the MP and will be testing with our group. We do love this game and approve of this message"
More edits to come when all of the group is together to come up with a formal post on this.
FROM: ME
This has been a long time coming..
I like the update. Will edit once i get a chance to look at it completely.
EDIT: At this time i looked at all the updates listed and it has come up with new ideas and ways to make all lives easier while playing.
Thanks again for all the work guys (and girls)
Last edited by saladin1980 on Fri Aug 28, 2015 2:30 pm, edited 1 time in total.
Factorio Engineers - Where we strive to help and assist in designs and basic understanding of the game, and on occasion have FUN.
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- Long Handed Inserter
- Posts: 64
- Joined: Fri Aug 07, 2015 7:31 am
- Contact:
Re: Version 0.12.5
Many thanks!
Re: Version 0.12.5
So this means what exactly to multiplayer?
Re: Version 0.12.5
I don't understand the question. Maybe "better" is what you're looking for?cpy wrote:So this means what exactly to multiplayer?
If you want to get ahold of me I'm almost always on Discord.
Re: Version 0.12.5
awesome update GJ
Re: Version 0.12.5
Automatic update not working for me, I am getting error "Update failed: File D:/Games/Factorio/data/../tests/mod/mod-list.json has unexpected content".
I have Win x64 0.12.4 version.
I have Win x64 0.12.4 version.
Re: Version 0.12.5
Generally when something like that happens you have manually modified your base files. It's essentially telling you your files on your system are not the same as the base game and thus an update won't work.Martc wrote:Automatic update not working for me, I am getting error "Update failed: File D:/Games/Factorio/data/../tests/mod/mod-list.json has unexpected content".
I have Win x64 0.12.4 version.
A quick fix around that is to uninstall and get a fresh full copy of the game, or undo the changes in the file that you made. The auto update did work correctly for me.
Re: Version 0.12.5
Thanks very much for the work
Re: Version 0.12.5
A screenfull of bug fixes! Thanks everyone!
Re: Version 0.12.5
Releases on my birthday are the best releases
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- Filter Inserter
- Posts: 952
- Joined: Sat May 23, 2015 12:10 pm
- Contact:
Re: Version 0.12.5
no mention of circuit networks in the scripting section?
Re: Version 0.12.5
I don't think they'll add the remaining functionality until 13.0.ratchetfreak wrote:no mention of circuit networks in the scripting section?
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- Filter Inserter
- Posts: 952
- Joined: Sat May 23, 2015 12:10 pm
- Contact:
Re: Version 0.12.5
I was assured that it got an update for 0.12.5Peter34 wrote:I don't think they'll add the remaining functionality until 13.0.ratchetfreak wrote:no mention of circuit networks in the scripting section?
Re: Version 0.12.5
Ingame updater doesn't work ("no new updates available")?
Last edited by XartaX on Sat Aug 29, 2015 2:59 am, edited 1 time in total.
Re: Version 0.12.5
My mistake, I thought you where referring to logistic network access. I'll see about circuit network access.ratchetfreak wrote:I was assured that it got an update for 0.12.5Peter34 wrote:I don't think they'll add the remaining functionality until 13.0.ratchetfreak wrote:no mention of circuit networks in the scripting section?
If you want to get ahold of me I'm almost always on Discord.
Re: Version 0.12.5
Did you remove the non-P2P option when joining multiplayer? It isn't there anymore.
Re: Version 0.12.5
anyone able to start a headless server?
Re: Version 0.12.5
yes, my server is working on headless.ReijMan wrote:anyone able to start a headless server?
But I don't have a checkbox for p2p/nonp2p on connect, seems I'm connected nonp2p.
The other 2 people on the server report the same.
Re: Version 0.12.5
What is this all about?
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