- Changes
- Dropped support for OS X 10.6 Snow Leopard.
- Bugfixes
- Fixed random crash with "Trying to make chunk at unreasonable position" (https://forums.factorio.com/forum/vie ... hp?t=18161)
- Fixed crash when calling the set_tiles with non existent terrain parameter. (https://forums.factorio.com/forum/vie ... hp?t=18219)
- Fixed that label could go out of the window in other settings. (https://forums.factorio.com/forum/vie ... hp?t=18186)
- Fixed that the energy progress bar was missing on personal roboport equipment. (https://forums.factorio.com/forum/vie ... hp?t=18263)
- Cannon shells will not have plural in the item name to be consistent with other items. https://forums.factorio.com/forum/vie ... hp?t=18237)
- Fixed slight direction bias with the flamethrower (https://forums.factorio.com/forum/vie ... hp?t=18361).
- Fixed items in logistic GUI sometimes disappearing or reappearing.(https://forums.factorio.com/forum/vie ... hp?t=18486)
- Fixed copy&paste on linux, again (https://forums.factorio.com/forum/vie ... hp?t=18577).
- Fixed controls settings gui bad alignment in some situations(https://forums.factorio.com/forum/vie ... hp?t=18484).
- Fixed the scripting error in the 3rd level of the transport belt madness.
- Fixed various scripting errors in the tight-spot scenario.
- Fixed that enemy train stations were selectable when setting train destination. (https://forums.factorio.com/forum/vie ... hp?t=18485)
- Fixed crash that could happen when logistic networks are disconnected. (https://forums.factorio.com/forum/vie ... hp?t=18607)
- Fixed invalid gui pointing messages (visible namely in the first demo level).
- Fixed that entities could overlap wrongly in blueprint preview. (https://forums.factorio.com/forum/vie ... hp?t=18483)
- Fixed that roboport sound continued even when it was out of power.
- Fixed that train could crash a gate by accelerating too fast. (https://forums.factorio.com/forum/vie ... hp?t=18639)
- Fixed construction robots would lose their charging destination when roboport is activated/deactivated (https://forums.factorio.com/forum/vie ... hp?t=18614)
- Fixed that entities marked for deconstruction would be instead rebuilt if they were destroyed before the actual deconstruction (https://forums.factorio.com/forum/vie ... hp?t=18875).
- Fixed undefined behaviour (crashes) when manually (from script) deactivated entity was killed and rebuilt by construction robot. (https://forums.factorio.com/forum/vie ... hp?t=18792)
- Fixed the scripting bug in the first tutorial level. (https://forums.factorio.com/forum/vie ... hp?t=18902)
- Scripting
- Fixed the defines.circuitconditionindex.inserter_logistic value (should be 2 not 1).
- Fixed crash when accessing item on the ground inserted into belt. (https://forums.factorio.com/forum/vie ... hp?t=18331)
- When attacking a player in a tank, the tank will be attacked instead of the player direction (https://forums.factorio.com/forum/vie ... hp?t=18930)
- Modding
- Better error message when specifying list of filenames instead of one in rotated sprite. (https://forums.factorio.com/forum/vie ... hp?t=18204)
Version 0.12.21
- FactorioBot
- Factorio Staff
- Posts: 424
- Joined: Tue May 12, 2015 1:48 pm
Version 0.12.21
Re: Version 0.12.21
This post is visible before the update can be downloaded.
Re: Version 0.12.21
Fantastic thanks! No problems with the autoupdater.
Re: Version 0.12.21
Note that the FAQ at http://www.factorio.com/faq still lists Snow Leopard as a supported OS.
#play s.-cd#g+c-ga#+dgfg#+cf----q.c
#endgame
#endgame
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- Long Handed Inserter
- Posts: 61
- Joined: Thu Sep 10, 2015 2:29 am
- Contact:
Re: Version 0.12.21
Awesome. just ran into this and was wondering why i had no power for quite a while after equipping a roboport TIme to update!Fixed that the energy progress bar was missing on personal roboport equipment.
Re: Version 0.12.21
Why stable version is still 0.12.20 on Factorio Download site, while 0.12.21 is experimental?
Re: Version 0.12.21
0.12.21 still has to prove itself, there may have been some bugs which haven't shown themselves yet, but If all goes well it should be declared the stable build hopefully soonMion wrote:Why stable version is still 0.12.20 on Factorio Download site, while 0.12.21 is experimental?
Re: Version 0.12.21
Does Devs have any specific period, in which if there is no serious bugs after release, then version comes stable? For example, 2-3 weeks.Klonan wrote:0.12.21 still has to prove itself, there may have been some bugs which haven't shown themselves yet, but If all goes well it should be declared the stable build hopefully soonMion wrote:Why stable version is still 0.12.20 on Factorio Download site, while 0.12.21 is experimental?
Re: Version 0.12.21
Nope, it gets changed when we feel that it's stable enough.Mion wrote:Does Devs have any specific period, in which if there is no serious bugs after release, then version comes stable? For example, 2-3 weeks.Klonan wrote:0.12.21 still has to prove itself, there may have been some bugs which haven't shown themselves yet, but If all goes well it should be declared the stable build hopefully soonMion wrote:Why stable version is still 0.12.20 on Factorio Download site, while 0.12.21 is experimental?
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- Inserter
- Posts: 38
- Joined: Sat Dec 12, 2015 9:52 pm
- Contact:
Re: Version 0.12.21
question does this version implement the new style of rail laying?
Re: Version 0.12.21
Nope, this version only has what's written in the first post that's new. The improved rail layer will come later.
Koub - Please consider English is not my native language.
Re: Version 0.12.21
It's unusual for the devs to add anything new unless it's a completely new .0 iteration. I'm surprised they even added the new icons for the research/inventory UI, mid-way. My expectation had been that we wouldn't get those until alpha 13.0.kaleb_boren wrote:question does this version implement the new style of rail laying?
Re: Version 0.12.21
There are two good reasons for the icons.Peter34 wrote:It's unusual for the devs to add anything new unless it's a completely new .0 iteration. I'm surprised they even added the new icons for the research/inventory UI, mid-way. My expectation had been that we wouldn't get those until alpha 13.0.kaleb_boren wrote:question does this version implement the new style of rail laying?
1. They are needed for the steam release. 0.13 will not be ready for that date. Therefore the icons must go into 0.12.
2. Simply changing the icons most likely doesn't introduce any new bugs. Those dot-releases are for squishing bugs.
- bobingabout
- Smart Inserter
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Re: Version 0.12.21
I havn't played 0.12.21 yet, but I have played 0.12.20.
Did they update the Iron Plate icon? The "Old" one is stolen straight from a final fantasy game. I'd need to look it up again to know which game.
There were a couple of other obviously stolen ones too, but I can't remember them right now, I know most of them have been replaced already.
The icons that are chemical symbols, such as Petroleum Gas and Sulfuric Acid were also "Stolen" from Wikipedia, however, those icons were posted as a "Free to use" image.
Did they update the Iron Plate icon? The "Old" one is stolen straight from a final fantasy game. I'd need to look it up again to know which game.
There were a couple of other obviously stolen ones too, but I can't remember them right now, I know most of them have been replaced already.
The icons that are chemical symbols, such as Petroleum Gas and Sulfuric Acid were also "Stolen" from Wikipedia, however, those icons were posted as a "Free to use" image.
Re: Version 0.12.21
Nope. Keep hanging in there, we'll get it soon enough!kaleb_boren wrote:question does this version implement the new style of rail laying?
- bobingabout
- Smart Inserter
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Re: Version 0.12.21
That's the one.DaveMcW wrote:http://ffxiv.consolegameswiki.com/wiki/Iron_Plate
It really does need replacing. I've lost count of how many times I've tried to point it out.