- Bugfixes
- Fixed crash when attempting to set font color on styles that don't support it. (https://forums.factorio.com/forum/vie ... hp?t=18051)
- Fixed Lua stack overflow when data.raw got too big (https://forums.factorio.com/forum/vie ... hp?t=18106).
- Fixed units sometimes getting stuck at the end of their paths (https://forums.factorio.com/forum/vie ... hp?t=18038).
- Fixed clicking on mod GUI in replay would crash the game (https://forums.factorio.com/forum/vie ... hp?t=18057).
- Fixed inventory slots with filters did not have hover and click style (https://forums.factorio.com/forum/vie ... hp?t=18087).
- Fixed the inconsitance between personal/normal roboport power consumption description. (https://forums.factorio.com/forum/vie ... hp?t=18061)
- The right part of the research window is also scrollable when it doesn't fit the screen. (https://forums.factorio.com/forum/vie ... hp?t=18062)
- Fixed that the west/east rotation graphics of chemical was reversed. (https://forums.factorio.com/forum/vie ... hp?t=18127)
- Fixed crash when merging a force with disconnected player (https://forums.factorio.com/forum/vie ... =7&t=18154)
- Fixed Production/Electric network statistics windows resetting position every few seconds. (https://forums.factorio.com/forum/vie ... hp?t=18144)
- Fixed the preview drawing boxes of some entities.
- Fixed chain signal not preventing crash when a train passed twice through one block (https://forums.factorio.com/forum/vie ... hp?t=18036).
- Fixed crash when loading a game saved by the server with only one player that is currently disconnected.
- Modding
- Technology prototypes now have optional integer property "icon_size". Default value for non-base mods is 64 (and 128 for base mod).
Version 0.12.20
- FactorioBot
- Factorio Staff
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Version 0.12.20
- The Phoenixian
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Re: Version 0.12.20
I have to say, finding that chemical plant bug was hilarious. In a "I've been playing this game for a year and a half? I've taken note of the shape of the plant repeatedly and at length during that time. How in the name of all things did I miss that?" kind of way.
Still chuckling over it.
Still chuckling over it.
The greatest gulf that we must leap is the gulf between each other's assumptions and conceptions. To argue fairly, we must reach consensus on the meanings and values of basic principles. -Thereisnosaurus
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- Filter Inserter
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Re: Version 0.12.20
This one is awesome! Now we just need the same(or something like it) applied to terrain textures and icons.FactorioBot wrote:
- Modding
- Technology prototypes now have optional integer property "icon_size". Default value for non-base mods is 64 (and 128 for base mod).
Waste of bytes : P
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Re: Version 0.12.20
Maybe the team needs to have a lower standard for stability. I know this is working well, and the game is easily the most stable indie game i have ever funded. But maybe a few low priority bugs could be saved for after the next big update is done or started?
Re: Version 0.12.20
I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
Re: Version 0.12.20
You can always use mods – they come with lots of additional features.toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
If only my thesis could be done in Factorio …
Re: Version 0.12.20
We are already working on features in the meantime, these changes are just merged to the 0.13 branch.crazybmanp wrote:Maybe the team needs to have a lower standard for stability. I know this is working well, and the game is easily the most stable indie game i have ever funded. But maybe a few low priority bugs could be saved for after the next big update is done or started?
Re: Version 0.12.20
Most of the time, mods wait for stable releases (See that most mods have not updated/are not stable since 12.10)mrtux wrote:You can always use mods – they come with lots of additional features.toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
Re: Version 0.12.20
I updated my 11 mods when 12.11 was released. It took me about 20 minutes. Most any mod not updated to work with the latest 0.12.20 are not updated because the mod author simply isn't working on the mod any more and not due to versioning/feature addition.vedrit wrote:Most of the time, mods wait for stable releases (See that most mods have not updated/are not stable since 12.10)mrtux wrote:You can always use mods – they come with lots of additional features.toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
If you want to get ahold of me I'm almost always on Discord.
Re: Version 0.12.20
All my favourite mods except Treefarm have been updated to be compatible with 0.12.20. Although in a couple of cases (or 3-4?) I've had to prompt either the modder to do it, or ask others to do it.vedrit wrote:Most of the time, mods wait for stable releases (See that most mods have not updated/are not stable since 12.10)mrtux wrote:You can always use mods – they come with lots of additional features.toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
Re: Version 0.12.20
The thing is: writing good software takes time. The guys are doing a great job of making a releasable game that will be fit for steam sales. They even seem to be working on the next features, see FFF. And we even get the intermediary results – otherwise we'd be still stuck on the latest stable release.
There are two ways to speed up the process:
I'm glad that we get so many updates and a marvelous game almost for free (the one-time payment I made already paid off in terms of fun I had).
There are two ways to speed up the process:
- find and fund additional developers for the team
- help developing the mods
I'm glad that we get so many updates and a marvelous game almost for free (the one-time payment I made already paid off in terms of fun I had).
If only my thesis could be done in Factorio …
Re: Version 0.12.20
"You have to break a few eggs to make a cake."toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
The problem is, you can't just "implement features one by one" when they require changes in many parts of the code. E.g. the pathfinding might reqire a change of some of the map structures and it won't be compatible with current savegames. During development of that feature the data structures might be changed several times always breaking old savegames. Publishing this feature at that point would be bad. Instead they wait until it is stabilized and write a map converter for 0.13. After that you won't be able to use the new maps in 0.12 but it only happens at a major update.
We have to expect no updates for several weeks until they have all code braking features for 0.13 working well-ish. While I'd love to play with new (unfinished) features, I'd very much prefer factorio not to crash all the time and not to eat my savegames.
Re: Version 0.12.20
That is not true actually, the current 0.13 branch is compatibile with with 0.12 saves and probably usable.ske wrote:"You have to break a few eggs to make a cake."toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
The problem is, you can't just "implement features one by one" when they require changes in many parts of the code. E.g. the pathfinding might reqire a change of some of the map structures and it won't be compatible with current savegames. During development of that feature the data structures might be changed several times always breaking old savegames. Publishing this feature at that point would be bad. Instead they wait until it is stabilized and write a map converter for 0.13. After that you won't be able to use the new maps in 0.12 but it only happens at a major update.
We have to expect no updates for several weeks until they have all code braking features for 0.13 working well-ish. While I'd love to play with new (unfinished) features, I'd very much prefer factorio not to crash all the time and not to eat my savegames.
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- Burner Inserter
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Re: Version 0.12.20
So release on Friday?kovarex wrote:
That is not true actually, the current 0.13 branch is compatibile with with 0.12 saves and probably usable.
Re: Version 0.12.20
I'm actually impressed, especially regarding the new rail tileskovarex wrote:That is not true actually, the current 0.13 branch is compatibile with with 0.12 saves and probably usable.ske wrote:...
When savegames make no problem, it would be very nice to have more releases soon e.g. activate only a few new features at a time as they are ready. Waiting for 0.12 seemed so long
Re: Version 0.12.20
There are no new rail tiles.ske wrote:I'm actually impressed, especially regarding the new rail tileskovarex wrote:That is not true actually, the current 0.13 branch is compatibile with with 0.12 saves and probably usable.ske wrote:...
When savegames make no problem, it would be very nice to have more releases soon e.g. activate only a few new features at a time as they are ready. Waiting for 0.12 seemed so long
Re: Version 0.12.20
I am disappointkovarex wrote: There are no new rail tiles.
Re: Version 0.12.20
You are confused, not "disappoint".ske wrote:I am disappointkovarex wrote: There are no new rail tiles.
Re: Version 0.12.20
Look at this and be happy: https://forums.factorio.com/forum/vie ... il#p119211ske wrote:I am disappointkovarex wrote: There are no new rail tiles.
Cool suggestion: Eatable MOUSE-pointers.
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I still like small signatures...
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- Burner Inserter
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Re: Version 0.12.20
Please release v13 before Christmas! I would like to use the free time to play with my kids and they keep asking me for months now when finally that new version will be there and I have to keep explaining to them what bug fixes are.
Also, personal wish: Work more on the tower defence aspect of the game. The challenge is too constant currently and once a small factory runs fully automated, there is nothing anymore that could endanger it anymore. One change that would already change things a bit: Sometimes a supercritter appears, runs one circle around your entire base, collecting up all smaller critters it finds on the way and then launches a MASSIVE sustained incursion into your base at the weakest defence point.
Also, personal wish: Work more on the tower defence aspect of the game. The challenge is too constant currently and once a small factory runs fully automated, there is nothing anymore that could endanger it anymore. One change that would already change things a bit: Sometimes a supercritter appears, runs one circle around your entire base, collecting up all smaller critters it finds on the way and then launches a MASSIVE sustained incursion into your base at the weakest defence point.