Version 0.12.27

Information about releases and roadmap.
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FactorioBot
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Version 0.12.27

Post by FactorioBot »

  • Changes
    • The area of 400X400 tiles is explored when the game starts.
  • Bufixes
    • Fixed that merging two electric network didn't merge the statistics. (21662)
    • Fixed the cyclic/overlaping win/lost sound sample when the game is finished in multiplayer. (21686)
    • Fixed that extra pipe covers could be drawn on top of connected pipes. (20843)
    • Fixed misaligned turrets in the 4. New hope mission. (20998)
    • Fixed some inconsistencies related to zero-signals in circuit networks. (20991)
    • Fixed inconstency between the way inserters and logistic robots picked items from inventories. Logistic robots now prefer items at the end of the inventory and ignore inventory limit. (21002)
    • Fixed LuaForce::clear_chart() would crash game. (20975)
    • The report of different mods when trying to connect to multiplayer game is now scrollable when needed. (20915)
    • Fixed Cargo Wagon Inserter input output inconsistency. (19604)
    • Fixed the mod difference reporting when connecting to multiplayer game. (21035)
    • Found workaround for issue in Visual C++ math library that was causing crashes on unpatched Windows 7. Service Pack 1 for Windows 7 is no longer required.
    • Fixed that placing a rotated blueprint containing a splitter was not possible in some cases (21243).
    • Fixed crash after revive by player port when personal roboport is equipped (21130).
    • Optimised the map bitmap refresh logic 16 times. (the freeze after loading a game or resizing window while playing big saves).
    • Fixed that the "you joined a paused game" message would display on all peers, rather than just the peer who just joined (21259).
    • Fixed slow sprite loading on Direct3D (21343).
    • Fixed the documentation of LuaGameScript::show_message_dialog (21394).
    • Fixed the order of parameters of some functions in the documentation (21404).
    • Fixed that the research screen would pre-select Automation even though it was disabled (21421).
    • Fixed rare crash that could happen when assembling machine recipe was reset the same tick as autosave started. (21441)
    • Fixed the laser/discharge defense names in the set filter dialog. (21445)
    • Better error when wrong bounding box definition is given. (21444)
    • Creating message dialog with non existent image doesn't crash the game anymore. (21395)
    • Localisation errors will no longer stop the game, the result string will just contain the error. (21426)
    • Fixed that the stone wall research was disabled in the New hope campaign level 4, so gates weren't researchable. (21318)
    • The starting value of text property of textfield is properly set based on the input. (21372)
    • Fixed that changing request slots of opened entity through script didn't update the ui. (17196)
    • Fixed map exchange string problems with mods (21397).
    • Fixed freezes on exit with recent NVidia drivers on Gentoo and Arch Linux (20583)
    • Proper notification when quick bar slot can't be selected as there is no place to put the item in the cursor.
    • Fixed crash on Linux after running xrandr --off (21532).
    • Fixed Rocket Silo GUI skipping 53%. (21548)
    • Another attempt at fixing X11 copy/paste (18956).
    • Better message when the server leaves a multiplayer game (21521).
    • Fixed the bad values of defines.furnace_source, defines.furnace_result and added missing defines.furnace_modules. (21627)
    • Fixed that modded saves could get unloadable without mods when they have entities removed in the loading transitions that were in more than one network.
    • Fixed that it was possible to have unlimited range with melee weapon after running out of ammo. (21750)
    • Fixed that LuaPlayer::remove_item didn't remove from cursor stack when the player was using god controller. This also fixes the bug in the tight spot scenario. (21737)
    • Fixed black screen after UAC poped up in main menu (16792)
  • Scripting
    • Documented extra unit group status return values. (21723)
  • Modding
    • Added action_range to mining tool prototype (with the default of 1.5).
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.
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Klonan
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Re: Version 0.12.27

Post by Klonan »


The area of 400X400 tiles is explored when the game starts.


Ooo thats a big change
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mngrif
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Re: Version 0.12.27

Post by mngrif »

Fantastic update, thanks!
My Silly Factorian Tricks
<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK
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Re: Version 0.12.27

Post by Hamster »

Nice. :) Thanks
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Re: Version 0.12.27

Post by sillyfly »

Klonan wrote:
The area of 400X400 tiles is explored when the game starts.


Ooo thats a big change
What was the previous value?
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Re: Version 0.12.27

Post by Zeblote »

Not on steam yet?
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Re: Version 0.12.27

Post by kovarex »

sillyfly wrote:
Klonan wrote:
The area of 400X400 tiles is explored when the game starts.


Ooo thats a big change
What was the previous value?
200X200

Edit: actually not, only the view of the player 200X200 was pre-generated.
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Re: Version 0.12.27

Post by Hamster »

Zeblote wrote:Not on steam yet?
It's on Steam - just enable the "experimental" versions.

Factorio - properties - there the BETAS tab
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Klonan
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Re: Version 0.12.27

Post by Klonan »

This is how big the new revealed area is
Image
mooklepticon
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Re: Version 0.12.27

Post by mooklepticon »

Klonan wrote:
The area of 400X400 tiles is explored when the game starts.


Ooo thats a big change
Nice one, Dad.
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Re: Version 0.12.27

Post by roy7 »

Was the smart inserter speed fix applied? Didn't spot it in notes.
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Re: Version 0.12.27

Post by nico »

The area of 400X400 tiles is explored when the game starts.

How does this compare with the Initial Scan mod?
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Re: Version 0.12.27

Post by MiniMe943 »

nico wrote:The area of 400X400 tiles is explored when the game starts.

How does this compare with the Initial Scan mod?
I think this is about on par with the default settings of the Inital Scan mod. I saw this and thought "Oh, that'll make the mod obsolete", but I forgot that the IS mod gives a lot more flexibility.
Last edited by MiniMe943 on Thu Mar 31, 2016 4:48 am, edited 1 time in total.
daniel34
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Re: Version 0.12.27

Post by daniel34 »

roy7 wrote:Was the smart inserter speed fix applied? Didn't spot it in notes.
Was already fixed in 0.12.25.
FactorioBot in Version 0.12.25 wrote:
  • Fixed double key in smart inserter definition, causing it to be slower than fast inserter. (viewtopic.php?t=20804)
quick links: log file | graphical issues | wiki
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Xterminator
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Re: Version 0.12.27

Post by Xterminator »

Ooo a bunch of fixes is always good to see. Also glad that the mod Mismatch issue was fixed!

Good change too to have the initial revealed area larger. Definitely will save some time of having to walk around and explore it manually on every start. :D
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Re: Version 0.12.27

Post by tetryon »

What's the forum post for this?
"Fixed that modded saves could get unloadable without mods when they have entities removed in the loading transitions that were in more than one network."
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Re: Version 0.12.27

Post by daniel34 »

tetryon wrote:What's the forum post for this?
"Fixed that modded saves could get unloadable without mods when they have entities removed in the loading transitions that were in more than one network."
It was probably this one, although the title may not look like it:
[0.12.26] [kovarex] Pipe covers render on top of the pipes
kovarex wrote:Ok, so the second (and actually more important) bug is fixed, the save is now loadable without mods in 0.12.27.

Now I will get to the first one.
quick links: log file | graphical issues | wiki
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Re: Version 0.12.27

Post by lancar »

Man, 27? That's a pretty high number.
The highest Factorio sub-version ever, I believe.

So... any indication on how far away 0.13 is? Weeks? Months?
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Re: Version 0.12.27

Post by matjojo »

lancar wrote:Man, 27? That's a pretty high number.
The highest Factorio sub-version ever, I believe.

So... any indication on how far away 0.13 is? Weeks? Months?
pretty interested in that too, Amazing work devs!
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Re: Version 0.12.27

Post by kovarex »

  • 12 trello tasks in progress
  • 15 trello tasks as priority
  • 60 trello tasks for 0.13
  • 44 bug reports on the forums.
2-3 months is a possibility :)
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