- Features
- Added reset button to the control settings dialog. It will set the controls back to the default.
- Graphics
- Destroyer electric beams now use soft additive blend mode.
- Changes
- Added --load-game: Will automatically load a save after initialising Factorio and go straight to the game, skipping main menu.
- Moved MP / autosave information dialogs to the top half (better visibility of what is happening in the game) and added screen fading.
- Implemented time-to-live for deconstruction order, if an order is not assigned for 1 hour, it is removed.
- game.print_entity_statistics() has been moved to player.print_entity_statistics(). (https://forums.factorio.com/forum/vie ... hp?t=16520)
- Updated the tips and tricks pictures. (+added copy paste)
- Smoothed map scrolling speed on different zoom levels.
- Added Resume button to multiplayer game menu.
- Optimisations
- Dramatic speedup of loading packages (mods) from the zip files. It is recommended to used only zipped mods from now on, as on non ssd discs, it might even speed up the startup time.
- Added FPS limiter to main menu screen.
- Bugfixes
- Fixed the shotgun shooting. (https://forums.factorio.com/forum/vie ... hp?t=16321)
- Fixed the game could get stuck during start on systems with multiple display adapters.
- Fixed train GUI closing immediately after opening in multiplayer when the player is riding on the train.
- Fixed train GUI not containing the wait time slider until a station was explicitly selected (https://forums.factorio.com/forum/vie ... hp?t=16360).
- Fixed production GUI jumping to undesirable places when resized (https://forums.factorio.com/forum/vie ... hp?t=16356).
- Construction robots will be transferred to appropriate network when a logistic network splits (https://forums.factorio.com/forum/vie ... hp?t=16147).
- Fixed crash when auto-re-filling ammo in tanks/cars (https://forums.factorio.com/forum/vie ... hp?t=16375).
- Fixed wait slider in train GUI editing after deleting a station (https://forums.factorio.com/forum/vie ... hp?t=16471).
- Fixed that negative emissions of power source (air filtering mod) could result into negative evolution factor.
- Fixed the game could hang when writing a message to log (https://forums.factorio.com/forum/vie ... =7&t=16342).
- Fixed next save not being selected properly after clicking the Delete Save button (https://forums.factorio.com/forum/vie ... hp?t=16498).
- Fixed module icons not showing in alt-view on rocket silos (https://forums.factorio.com/forum/vie ... hp?t=16381).
- Fixed mining progress bar staying on screen when not mining in certain situations (https://forums.factorio.com/forum/vie ... hp?t=16448).
- Fixed crash when loading 0.10 or older saves (https://forums.factorio.com/forum/vie ... hp?t=16442).
- Fixed crash when loading pre-12.7 scenarios with redefined spawn location (https://forums.factorio.com/forum/vie ... hp?t=16569).
- Fixed trains sometimes stopping on signals they reserved.
- Fixed personal roboport taking forever to deconstruct when there are a lot of deconstruction orders.
- Fixed a crash where the Lua stack would overflow and corrupt Factorio memory (https://forums.factorio.com/forum/vie ... hp?t=16578).
- Fixed crash when using player.inventory.clear(). (https://forums.factorio.com/forum/vie ... hp?t=16579)
- Fixed that --create wouldn't create a control.lua, causing the victory dialog not being shown after launching the rocket, or creating new players without giving them the initial inventory (https://forums.factorio.com/forum/vie ... hp?t=16619).
- Player <> entity transfer now ignores modules only when the entity has module inventory.
- Fixed beacons affected steel furnaces (https://forums.factorio.com/forum/vie ... hp?t=16634).
- Fixed car starting sound playing when opening it's gui.
- Fixed crash when fast replacing a beacon (modded game only) (https://forums.factorio.com/forum/vie ... hp?t=16677).
- Fixed train station names appearing on minimap with certain GUI scale settings.
- Fixed crash when zooming in the map all the way with the keyboard (https://forums.factorio.com/forum/vie ... hp?t=16643).
- Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update the logistics GUI if it happened to be opened at the same time (https://forums.factorio.com/forum/vie ... hp?t=16660).
- Fixed width of some progress bars did not respect UI scale configuration (https://forums.factorio.com/forum/vie ... hp?t=16518).
- Modding
- Fixed projectiles with direction_only = false didn't respect direction_deviation configuration.
- Fixed entity dying explosion with "rotated = true" caused crash (https://forums.factorio.com/forum/vie ... hp?t=16652).
- Scripting
- Added LuaEntity::get_connected_rail. It takes a table with rail_direction (0 front, 1 back) and rail_connection_direction (0 left, 1 straight, 2 right) and returns a new rail (or nil) following that specification from the given rail entity.
- LuaTrain::front_rail, LuaTrain::back_rail, LuaTrain::rail_direction_from_front_rail and LuaTrain::rail_direction_from_back_rail None of the methods takes any parameters.
- LuaEntity::get_output_inventory now returns nil when the inventory doesn't exist (doesn't raise an exception as before).
Version 0.12.9
- FactorioBot
- Factorio Staff
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Version 0.12.9
- StoneLegion
- Filter Inserter
- Posts: 687
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- Contact:
Re: Version 0.12.9
Thank you so much. Make sure you take a moment to thank these amazing devs. It's right now 3AM in Prague!
Re: Version 0.12.9
Nice work! We can finally aim shotgun normally
Re: Version 0.12.9
Thank you.
Re: Version 0.12.9
Brilliant. The shotgun fixed means the 12.8 update can be enjoyed fully now
Its like this is two updates in one really
Its like this is two updates in one really
Re: Version 0.12.9
I pretty much play exclusively connected to a multiplayer server, and myself and the other players are experiencing a graphics flicker (goes black and fades back to normal, extremely quickly, dozen of times a minute) which also interrupts audio.
- StoneLegion
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- Contact:
Re: Version 0.12.9
I suggest posting here with all the details you can.jrodownz wrote:I pretty much play exclusively connected to a multiplayer server, and myself and the other players are experiencing a graphics flicker (goes black and fades back to normal, extremely quickly, dozen of times a minute) which also interrupts audio.
https://forums.factorio.com/forum/viewforum.php?f=7
Re: Version 0.12.9
Not to be a "me too"-er, but I'm experiencing the same flickering issue in MP, while my friend is not. It seems to me to be like something is stealing focus, because while entering text in a box (i.e., renaming a train stop) if the "flicker" occurs I have to click back in the text entry box to continue entering text.jrodownz wrote:I pretty much play exclusively connected to a multiplayer server, and myself and the other players are experiencing a graphics flicker (goes black and fades back to normal, extremely quickly, dozen of times a minute) which also interrupts audio.
Re: Version 0.12.9
Thanks Dev-"Gods"
Re: Version 0.12.9
Thank you!! my FPS shot up so from 10 to 36 on my MegaBase because of the deconstruction changes thanks!
Re: Version 0.12.9
That is the magic of automated release process However it is not 100% reliable yet (well what is ? ). For instance this time we have started the script at 6 pm and at 10 pm it had to be restarted due to an internal error.Kane wrote:Thank you so much. Make sure you take a moment to thank these amazing devs. It's right now 3AM in Prague!
Re: Version 0.12.9
who can we blame?slpwnd wrote:That is the magic of automated release process However it is not 100% reliable yet (well what is ? ). For instance this time we have started the script at 6 pm and at 10 pm it had to be restarted due to an internal error.Kane wrote:Thank you so much. Make sure you take a moment to thank these amazing devs. It's right now 3AM in Prague!
Re: Version 0.12.9
When will you start updating the community mods automatically aswell to your changes? That's something worth writing a bot for!
Anyways, good work. Now, when will 0.13.0 hit the road?
Anyways, good work. Now, when will 0.13.0 hit the road?
Re: Version 0.12.9
I love the new resume button in the multiplayer game menu!
Always pressing "Pause Game" when finished configuring settings was quite annoying...
Always pressing "Pause Game" when finished configuring settings was quite annoying...
Former moderator
Re: Version 0.12.9
My game won't auto-update when I start it. Nor does it detect anything when I click "Check for updates". It's still on 12.8.
Re: Version 0.12.9
Do you have "Enable experimental updates" checked under Options > Other?Peter34 wrote:My game won't auto-update when I start it. Nor does it detect anything when I click "Check for updates". It's still on 12.8.
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- Long Handed Inserter
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- Contact:
Re: Version 0.12.9
I had the same thing and I have the flag enabled. Waiting and restarting the game solved this for me.TimmPure wrote:Do you have "Enable experimental updates" checked under Options > Other?Peter34 wrote:My game won't auto-update when I start it. Nor does it detect anything when I click "Check for updates". It's still on 12.8.
Also there is already a ticket open: https://forums.factorio.com/forum/vie ... =7&t=16716
Re: Version 0.12.9
Noticing a pretty huge performance decrease when playing with my 0.12.8 factory in this 0.12.9 environment, and my factory certainly isn't all that large or complex by any means. Dropped from 52-60 FPS down to 40-50 FPS.
Anyone else suffering the same problem?
Anyone else suffering the same problem?
Re: Version 0.12.9
I tried again now, mnay hours later, and this time around it's working. Auto-detected and all.Ekelbatzen wrote:I had the same thing and I have the flag enabled. Waiting and restarting the game solved this for me.TimmPure wrote:Do you have "Enable experimental updates" checked under Options > Other?Peter34 wrote:My game won't auto-update when I start it. Nor does it detect anything when I click "Check for updates". It's still on 12.8.
Also there is already a ticket open: https://forums.factorio.com/forum/vie ... =7&t=16716
And yes, of course I have Experimental Updates set to enabled. I'm the dude who keeps telling youtubers to upgrade from 11.22 to 12.x.