- Features
- Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.
- Optimisations
- Optimised the particle performance. Helps during heavy fights.
- Changes
- Showing the log file location when the game crashes, so it is eaiser to find when reporting the bug.
- The "graphics.force-opengl" option default value is true when AMD graphics card is present.
- Bugfixes
- Fixed that multiple electric networks connected to a solar panel could be exploited to generate more energy. (https://forums.factorio.com/forum/vie ... hp?t=16778) The energy of the solar panel is now fractioned between all the networks it is connected to.
- Fixed character entities disconnected from players not working correctly when in vehicles. (https://forums.factorio.com/forum/vie ... hp?t=16812)
- Fixed small-pump and offshore-pump not saving/restoring circuit conditions in LuaItemStack::get_blueprint_entities/set_blueprint_entities. (https://forums.factorio.com/forum/vie ... hp?t=16715)
- Fixed threading issue when loading games. (https://forums.factorio.com/forum/vie ... hp?t=16808)
- Fixed OS X Finder argument crashing the game on startup (https://forums.factorio.com/forum/vie ... hp?t=16719).
- Burner inserter now grabs fuel for itself even if the target doesn't need it (https://forums.factorio.com/forum/vie ... p?p=111765).
- Fixed active sound playing on machines without power (https://forums.factorio.com/forum/vie ... hp?t=16754).
- Fixed empty unit groups crashing the game (https://forums.factorio.com/forum/vie ... hp?t=16371).
- Fixed crash when building locomotives in latency hiding.
- Fixed cannot load save with modded rails when a rail mod is disabled (will work only on 0.12.11+ saves) (https://forums.factorio.com/forum/vie ... hp?t=16834).
- Fixed crash when setting filters in the tank/car while riding in them. (https://forums.factorio.com/forum/vie ... hp?t=16910)
- Fixed crash when migrating/removing entities marked for deconstruction. (https://forums.factorio.com/forum/vie ... p?&t=16726)
- Removed one possible logical deadlock in the tutorial. (https://forums.factorio.com/forum/vie ... hp?t=16980)
- Fixed that remove_item didn't remove from player ammo, gun, tool and armor slots. (https://forums.factorio.com/forum/vie ... hp?t=16960)
- Scripting
- Changed LuaSurface::set_multi_command signature. Now the function takes a table with following keys: command(required), unit_count(required), force(optional), unit_search_distance(optional) This solves issue with not finding any enemies to attack: https://forums.factorio.com/forum/vie ... =7&t=16541
- Removed game.on_save function. There should be no need for it and it was causing too many problems.
- Lua on_load function is not called when saving the game anymore. It is called only on actual load now.
- Lua API calls on_load, on_init, on_configuration_changed, on_event and generate_event_name have been moved to a new namespace called script (so from now use script.on_load(...)). This will break many mods! The callback registered in on_load function doesn't have access to the game API. This is to avoid common desyncs. The on_init and on_configuration_changed still retain the access to the game API.
- on_configuration_changed is fired when the map version changes, a mod version changes, a mod is added, or a mod is removed and passes "data": Pushes old_version="x.x.x", new_version="x.x.x" when loading map versions other than the current version When a mod version is changed it appears as a table of mod changes: {["Mod name"] = {old_version="x.x.x", new_version="x.x.x"}, ...} When a mod is added it appears as: ["Mod name"] = {old_version=nil, new_version="x.x.x"} When a mod is removed it appears as: ["Mod name"] = {old_version="x.x.x", new_version=nil}
- Changed LuaGameScript::makefile to LuaGameScript::write_file and added an optional third parameter bool to append.
- Modding
- Replaced entity type "rail" with types "straight-rail" and "curved-rail". Property "bending_type" is optional for rail entities, but is still mandatory for rail remnants.
Version 0.12.11
- FactorioBot
- Factorio Staff
- Posts: 425
- Joined: Tue May 12, 2015 1:48 pm
Version 0.12.11
Warning: Most of the mods will be broken by this release, most of the problems can be solved by find and replace of "game.on_" to "script.on_" in the mod script files.
Re: Version 0.12.11
Any idea why stuff like suddenly throws error that 'game' is nil value after the update? Its the only thing that breaks my mods now and I don't really know why.
Code: Select all
for i,p in ipairs(game.players) do
Re: Version 0.12.11
oLaudix wrote:Any idea why stuff likesuddenly throws error that 'game' is nil value after the update? Its the only thing that breaks my mods now and I don't really know why.Code: Select all
for i,p in ipairs(game.players) do
Maybe?FactorioBot wrote:
- Scripting
- The callback registered in on_load function doesn't have access to the game API. This is to avoid common desyncs. The on_init and on_configuration_changed still retain the access to the game API.
Re: Version 0.12.11
Then can someone tell me how can i fix error in line 22 of Module Inserter mod? Because i have no clue how those changes affected that part of code.
Re: Version 0.12.11
Well, posting the script in question would help...oLaudix wrote:Then can someone tell me how can i fix error in line 22 of Module Inserter mod? Because i have no clue how those changes affected that part of code.
Re: Version 0.12.11
This is probably in the on_load method. And yes, this was exactly the goal, to disable the access to the game object in this event. There is no good reason for it, and it brings only possible toruble.oLaudix wrote:Any idea why stuff likesuddenly throws error that 'game' is nil value after the update? Its the only thing that breaks my mods now and I don't really know why.Code: Select all
for i,p in ipairs(game.players) do
If you want to do some migration, you can use the event on_configuration_changed
Re: Version 0.12.11
So the last line in this code:kovarex wrote:This is probably in the on_load method. And yes, this was exactly the goal, to disable the access to the game object in this event. There is no good reason for it, and it brings only possible toruble.
If you want to do some migration, you can use the event on_configuration_changed
Code: Select all
require "defines"
require "util"
MAX_CONFIG_SIZE = 6
MAX_STORAGE_SIZE = 12
DEBUG = false
require "gui"
types = {["mining-drill"]=true,["assembling-machine"]=true,lab=true, ["rocket-silo"] = true, furnace=true, beacon=true}
typeToSlot = {}
typeToSlot.lab = defines.inventory.lab_modules
typeToSlot["assembling-machine"] = defines.inventory.assembling_machine_modules
typeToSlot["mining-drill"] = defines.inventory.mining_drill_modules
typeToSlot["furnace"] = defines.inventory.assembling_machine_modules
typeToSlot["rocket-silo"] = defines.inventory.assembling_machine_modules
typeToSlot["beacon"] = 1
nameToSlots = {}
local metaitem = game.forces.player.recipes["mi-meta"].ingredients
Re: Version 0.12.11
Should be fixed: https://forums.factorio.com/forum/vie ... 97&t=15184oLaudix wrote:Then can someone tell me how can i fix error in line 22 of Module Inserter mod? Because i have no clue how those changes affected that part of code.
Let me know over there if you run into any issues.
I have to say, i like the changes (or will like them once i'm finished updating my mods )
One thing that may be missing is a way to let a mod know what mods are in a save if you add that mod later on.
Re: Version 0.12.11
the on_configuration_changed actually gives quite detailed information about mod additions/removals/version changes, it just needs to be documented.Choumiko wrote:Should be fixed: https://forums.factorio.com/forum/vie ... 97&t=15184oLaudix wrote:Then can someone tell me how can i fix error in line 22 of Module Inserter mod? Because i have no clue how those changes affected that part of code.
Let me know over there if you run into any issues.
I have to say, i like the changes (or will like them once i'm finished updating my mods )
One thing that may be missing is a way to let a mod know what mods are in a save if you add that mod later on.
Re: Version 0.12.11
Well, this line is not possible to use in the root of the script anymore.oLaudix wrote:So the last line in this code:kovarex wrote:This is probably in the on_load method. And yes, this was exactly the goal, to disable the access to the game object in this event. There is no good reason for it, and it brings only possible toruble.
If you want to do some migration, you can use the event on_configuration_changedIs not working due to changed to on_load? I don't get how is it possible.Code: Select all
require "defines" require "util" MAX_CONFIG_SIZE = 6 MAX_STORAGE_SIZE = 12 DEBUG = false require "gui" types = {["mining-drill"]=true,["assembling-machine"]=true,lab=true, ["rocket-silo"] = true, furnace=true, beacon=true} typeToSlot = {} typeToSlot.lab = defines.inventory.lab_modules typeToSlot["assembling-machine"] = defines.inventory.assembling_machine_modules typeToSlot["mining-drill"] = defines.inventory.mining_drill_modules typeToSlot["furnace"] = defines.inventory.assembling_machine_modules typeToSlot["rocket-silo"] = defines.inventory.assembling_machine_modules typeToSlot["beacon"] = 1 nameToSlots = {} local metaitem = game.forces.player.recipes["mi-meta"].ingredients
Code: Select all
local metaitem = game.forces.player.recipes["mi-meta"].ingredients
Re: Version 0.12.11
I was thinking about putting in in on_init but I was just trying to understand why is it not working. Neverthless what I like about this update is that i can finally listen to ambience music without hearing all those AMs making noise while doing nothing :S And that on_load is not running on save (I'm looking at you Foreman).Choumiko wrote: Let me know over there if you run into any issues.
Re: Version 0.12.11
Was something changed with locales in this update?
I noticed that some of bob's mods lost locale entries completely after updating game to 0.12.11. I didn't find anything relevant in release notes.
I noticed that some of bob's mods lost locale entries completely after updating game to 0.12.11. I didn't find anything relevant in release notes.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Version 0.12.11
Load game, updates detected.
Updated Scenario pack 0.12.10 to 0.12.11
no base game updates from 0.12.9.
I'm going to have to redownload the whole game.
Updated Scenario pack 0.12.10 to 0.12.11
no base game updates from 0.12.9.
I'm going to have to redownload the whole game.
Re: Version 0.12.11
Same here, got one install that went from 0.12.10 to .11 just fine.
A different install was still on 0.12.7 (I guess), and I got this update window:
After this, the game updates to 0.12.9, and no new updates are available.
A different install was still on 0.12.7 (I guess), and I got this update window:
After this, the game updates to 0.12.9, and no new updates are available.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Version 0.12.11
Yeah, now that I've finally updated to 0.12.11, and fixed my clock mod... ALL locale entries added by my mod aren't being loaded.
All locale entry files are named "names.cfg" (was a pretty standardised naming convention dating right back to 0.9.8 when I first made my mods)
It apears (even though there arn't any changelog details listing it) that locale name entry files need to be the same name of ANY active mod (I tried base.cfg and boblogistics.cfg specifically in my logistics mod, and both worked)
I suppose this may not be a bug, but you should probably put this in the changelog if it is intended.
All locale entry files are named "names.cfg" (was a pretty standardised naming convention dating right back to 0.9.8 when I first made my mods)
It apears (even though there arn't any changelog details listing it) that locale name entry files need to be the same name of ANY active mod (I tried base.cfg and boblogistics.cfg specifically in my logistics mod, and both worked)
I suppose this may not be a bug, but you should probably put this in the changelog if it is intended.
Re: Version 0.12.11
Thanks for the update! No hard feelings for the broken mods! Because now i umm can actually crete som lua code again, and not have to do the 3D modeling and texturing i really should be doing !
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: Version 0.12.11
I don't know what changes with locale are there. Could you post a link to mod that worked before and doesn't work now, so I can understand what exactly is the issue?
Re: Version 0.12.11
For some reason i'm not getting the automated update prompt, tried restarting several times and still doesn't show up, do we have to redownload for this release?
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it
Re: Version 0.12.11
I know there were some errors with the updater, and Cube said it will work properly from 0.12.11 again, so yes, it is possible that you might need to redownload manually.
Re: Version 0.12.11
Thanks, not sure what's going on but i'm getting a 404 on the download link https://www.factorio.com/get-download/0 ... n64-manualkovarex wrote:I know there were some errors with the updater, and Cube said it will work properly from 0.12.11 again, so yes, it is possible that you might need to redownload manually.
EDIT: nvm works now, was an authentication issue
Last edited by Outsider on Fri Oct 16, 2015 9:06 pm, edited 1 time in total.
Advanced Logistics System - Provides a detailed view of your logistics network and the items within it