- Changes
- Scenario pack was moved to the base game package.
- Bugfixes
- Any changes in the mods settings will automatically trigger the game to be restarted. (https://forums.factorio.com/forum/vie ... hp?t=20026)
- The alerts are disabled when player or combat robots get hurt/destroyed. (It was especially annoying in multiplayer).
- Underground belt connection visualisation in the "to build preview" wasn't proper. (https://forums.factorio.com/forum/vie ... hp?t=19491)
- Fixed that picked up item event wasn't fired when picking items from the belt. (https://forums.factorio.com/forum/vie ... hp?t=19506)
- Fixed that technology list and preview weren't updated when technology was researched in multiplayer. (https://forums.factorio.com/forum/vie ... hp?t=19449)
- Fixed a crash after merging forces when the destroyed force's labs were researching (https://forums.factorio.com/forum/vie ... hp?t=19650).
- Fixed that it looked like it was possible to repair a tree in multiplayer. (https://forums.factorio.com/forum/vie ... hp?t=19512)
- Fixed that the max health instead of current health was used for crash calculations. (https://forums.factorio.com/forum/vie ... php?=19875)
- Fixed that the game could desync when someone joined while someone else was shooting.
- Fixed that trains were signalling No Path after update (https://forums.factorio.com/forum/vie ... hp?t=19443).
- Fixed that accumulators kept their energy when destroyed and retuilt by robots. (https://forums.factorio.com/forum/vie ... hp?t=20107)
- Fixed the occasional 1pixel gap between vertical steam engine and a pipe.
- Fixed beacon would not re-activate when its deconstruction order was canceled.
- Fixed various desynchronisations in multiplayer caused by beacon. (https://forums.factorio.com/forum/vie ... hp?t=19756)
- Fixed Combinator "each" special signal not summing the inputs correctly (https://forums.factorio.com/forum/viewtopic.php?t=20120)
- Fixed players in multiplayer game would not see progress of new player downloading a map in server/client configuration.
- Fixed crash when checksum error was detected while connecting to multiplayer game. (https://forums.factorio.com/forum/vie ... hp?t=19856)
- Fixed that the full mod change info for recipes wouldn't display if only the counts were modified on the recipe. (https://forums.factorio.com/forum/vie ... hp?t=20308)
- Fixed crash when car collided with decorative entity in object layer. (https://forums.factorio.com/forum/vie ... hp?t=20293)
- Scripting
- Fixed that game.load (inner load) crashed the game in multiplayer. It still causes disconnect though.
- Removed the screen2realposition and real2screenposition methods from lua api.
- Sound
- Extended the soundtrack.
Version 0.12.23
- FactorioBot
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Version 0.12.23
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Re: Version 0.12.23
Ohhhhh my, wonder what these will sound like.Extended the soundtrack.
- StoneLegion
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Re: Version 0.12.23
Not bad
Edit:
Does anyone know if we might be getting slightly early access on steam like the night before to make sure things work well for the release? I can see big bonus in helping reviews / guides, videos, etc for the release so new players are better informed.
Edit:
Does anyone know if we might be getting slightly early access on steam like the night before to make sure things work well for the release? I can see big bonus in helping reviews / guides, videos, etc for the release so new players are better informed.
Re: Version 0.12.23
We might release the keys a few days before the release so that you can activate the game on steam, we will let you (all) know when its live and the procedure for redeeming your keyKane wrote: Does anyone know if we might be getting slightly early access on steam like the night before to make sure things work well for the release? I can see big bonus in helping reviews / guides, videos, etc for the release so new players are better informed.
- StoneLegion
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Re: Version 0.12.23
I just giggled like a school girlKlonan wrote:We might release the keys a few days before the release so that you can activate the game on steam, we will let you (all) know when its live and the procedure for redeeming your keyKane wrote: Does anyone know if we might be getting slightly early access on steam like the night before to make sure things work well for the release? I can see big bonus in helping reviews / guides, videos, etc for the release so new players are better informed.
I can't wait thanks for the info. Clearly this is subject to change of course for anyone else reading this so be warned!
Re: Version 0.12.23
Keep in mind activating the game on steam only adds it to your account and likely won't give you early access to the steam version of the game.
- StoneLegion
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Re: Version 0.12.23
When you normally add a key or third party idk how to explain it but when it's normally outside of actually clicking on buy button within steam it tends to actually reward you right away with the ability to play.gibbsman wrote:Keep in mind activating the game on steam only adds it to your account and likely won't give you early access to the steam version of the game.
But clearly the devs I assume can change this but I highly doubt they would. I assume it might be labeled beta build or something till the date of release.
Re: Version 0.12.23
"The alerts are disabled when player or combat robots get hurt/destroyed." THANK YOU
Time to check out the new music!
Time to check out the new music!
- Stragemque
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- StoneLegion
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Re: Version 0.12.23
Yes you can continue to keep downloading the same way you have been.Stragemque wrote:will we still be able to play the game without steam?
Re: Version 0.12.23
Nice work guys!
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Re: Version 0.12.23
A few days before the release which is in 2 days. So it will be released today?Klonan wrote:We might release the keys a few days before the release so that you can activate the game on steam, we will let you (all) know when its live and the procedure for redeeming your keyKane wrote: Does anyone know if we might be getting slightly early access on steam like the night before to make sure things work well for the release? I can see big bonus in helping reviews / guides, videos, etc for the release so new players are better informed.
Waste of bytes : P
- StoneLegion
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Re: Version 0.12.23
Or not or yeskeyboardhack wrote:A few days before the release which is in 2 days. So it will be released today?Klonan wrote:We might release the keys a few days before the release so that you can activate the game on steam, we will let you (all) know when its live and the procedure for redeeming your keyKane wrote: Does anyone know if we might be getting slightly early access on steam like the night before to make sure things work well for the release? I can see big bonus in helping reviews / guides, videos, etc for the release so new players are better informed.
I'm going to bed but maybe I will wake up to good news.
Re: Version 0.12.23
http://www.factorio.com/blog/post/steam-keys-availablekeyboardhack wrote:A few days before the release which is in 2 days. So it will be released today?Klonan wrote:We might release the keys a few days before the release so that you can activate the game on steam, we will let you (all) know when its live and the procedure for redeeming your keyKane wrote: Does anyone know if we might be getting slightly early access on steam like the night before to make sure things work well for the release? I can see big bonus in helping reviews / guides, videos, etc for the release so new players are better informed.
I have the cape.
I make the fucking whoosh noises.
I make the fucking whoosh noises.
Re: Version 0.12.23
Unfortunately if the game isn't released and you add a key you don't get access to play it until steam releases it to the public. Different keys are required for early reviews, youtube vids, twitch streams, etc.Kane wrote:When you normally add a key or third party idk how to explain it but when it's normally outside of actually clicking on buy button within steam it tends to actually reward you right away with the ability to play.gibbsman wrote:Keep in mind activating the game on steam only adds it to your account and likely won't give you early access to the steam version of the game.
But clearly the devs I assume can change this but I highly doubt they would. I assume it might be labeled beta build or something till the date of release.
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Re: Version 0.12.23
The game gets even restarted if you don't change anything. Just going into mods and back is enough. I guess that was not planned or?FactorioBot wrote:
- Bugfixes
- Any changes in the mods settings will automatically trigger the game to be restarted. (https://forums.factorio.com/forum/vie ... hp?t=20026)
.
Re: Version 0.12.23
It will be fixed in the next release: [0.12.23] Exiting Mod screen without changes restarts gameRingkeeper wrote:The game gets even restarted if you don't change anything. Just going into mods and back is enough. I guess that was not planned or?FactorioBot wrote:
- Bugfixes
- Any changes in the mods settings will automatically trigger the game to be restarted. (https://forums.factorio.com/forum/vie ... hp?t=20026)
.
HanziQ wrote:This has been fixed for the next release (not sure if there are enough bugs for .24 to happen).
Re: Version 0.12.23
Puh winter weekend saved ! No mod breaking features !
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
- bigyihsuan
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Re: Version 0.12.23
So, where do you find the scenarios?Scenario pack was moved to the base game package.
- StoneLegion
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Re: Version 0.12.23
Sadly they gave us retail key and not like a beta key. So none of us can actually play it till release date. Strange with most game I had gotten before their stream release this is one the few that have done this. Most them you could play before the release on steam if it was released on their site giving out steam keys to play on steam early
oh well 2 days to go.
oh well 2 days to go.