Version 0.12.1

Information about releases and roadmap.
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FactorioBot
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Version 0.12.1

Post by FactorioBot » Fri Jul 24, 2015 2:38 pm

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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Re: Version 0.12.1

Post by DRE » Fri Jul 24, 2015 2:47 pm

FactorioBot wrote:Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
This is the best! I can use them to fuel boilers!
It was unusable before, you had to put coal to each of hundreds of inserters.

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Re: Version 0.12.1

Post by cube » Fri Jul 24, 2015 2:55 pm

Sorry for the two posts, FactorioBot had some kind of a hiccup, and while I made the post manually, it woke up and finished its work :-)

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Re: Version 0.12.1

Post by keyboardhack » Fri Jul 24, 2015 2:59 pm

FactorioBot wrote:
  • Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
  • Changed Assembling machine's auto-insertion behaviour when using speed module effects. Faster speed with fast recipes will insert more items sooner.
Woo! Thanks you :D

Time to play!
Waste of bytes : P

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Re: Version 0.12.1

Post by ssilk » Fri Jul 24, 2015 3:07 pm

WOA. :shock: Such many fixes in one week. Congratulations. :)
With that speed my guess comes eventually true? https://forums.factorio.com/forum/vie ... 357#p89869 :?
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Re: Version 0.12.1

Post by FishSandwich » Fri Jul 24, 2015 3:16 pm

FactorioBot wrote:Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Possibly the best and most wanted new feature. :D Great!

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Re: Version 0.12.1

Post by Greg40 » Fri Jul 24, 2015 3:43 pm

Thank you for the fast update

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Re: Version 0.12.1

Post by OBAMA MCLAMA » Fri Jul 24, 2015 4:45 pm

I read every change.... once again.... agh.
And im probably not as hyped about the burner inserters than some.... been using a mod for it this whole time!

But yay super glad it works!
The change im most glad about is fixing the splitters, oh my god did that annoy the hell out of me!
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Re: Version 0.12.1

Post by Xterminator » Fri Jul 24, 2015 5:00 pm

Awesome! Love these quick fixes. :D
Super happy about the burner inserter change, I might actually use them now. :)
Good job as always guys.
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Re: Version 0.12.1

Post by Gandalf » Fri Jul 24, 2015 6:41 pm

FishSandwich wrote:
FactorioBot wrote:Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Possibly the best and most wanted new feature. :D Great!
One of the few mods I was considering using for “basically vanilla” games.
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Re: Version 0.12.1

Post by A_Factorio457 » Fri Jul 24, 2015 7:38 pm

It says no new updates (with experimental option checked) and the website has the installers for 0.12.0. I assume I have to wait?

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Re: Version 0.12.1

Post by ratchetfreak » Fri Jul 24, 2015 7:56 pm

A_Factorio457 wrote:It says no new updates (with experimental option checked) and the website has the installers for 0.12.0. I assume I have to wait?
or check the experimental downloads section: https://www.factorio.com/download/experimental

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Re: Version 0.12.1

Post by A_Factorio457 » Fri Jul 24, 2015 8:26 pm

ratchetfreak wrote:or check the experimental downloads section: https://www.factorio.com/download/experimental
It still says 0.12.0 (demo). Unless they forgot to update the name.

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Re: Version 0.12.1

Post by MeduSalem » Fri Jul 24, 2015 8:31 pm

FactorioBot wrote:]Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Yay. \o/

But somehow I could slap myself now because I just put down like another 168 Burner Inserters for my Steam Power Plant earlier this morning and filled each one of them manually. :D



Is there a thread about the nasty habit of Construction Robots from your Personal Roboport taking priority over the normal Logistic Network?

Because I had to stop using the Personal Roboport because of how annoyingly the Construction Robots dumped everything into my inventory even the stuff marked for deconstruction was located in the logistics area of regular roboports. At least I can't deal with that sort of behavior every time I want to deconstruct something... and I don't feel like equipping/unequipping the Personal Roboport all the time.

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Re: Version 0.12.1

Post by waduk » Fri Jul 24, 2015 8:47 pm

Ctrl+F, find "Tank".
Not among the bug fix list.
:crying in the corner:

Nah, just kidding, minor bug. I'm sure it will be fixed eventually.

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Re: Version 0.12.1

Post by vampiricdust » Fri Jul 24, 2015 9:15 pm

MeduSalem wrote:
FactorioBot wrote:]Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Yay. \o/

But somehow I could slap myself now because I just put down like another 168 Burner Inserters for my Steam Power Plant earlier this morning and filled each one of them manually. :D



Is there a thread about the nasty habit of Construction Robots from your Personal Roboport taking priority over the normal Logistic Network?

Because I had to stop using the Personal Roboport because of how annoyingly the Construction Robots dumped everything into my inventory even the stuff marked for deconstruction was located in the logistics area of regular roboports. At least I can't deal with that sort of behavior every time I want to deconstruct something... and I don't feel like equipping/unequipping the Personal Roboport all the time.

That is the way they made it work. I agree though it is a bad implenamentation as it should have no usage inside a network or let us set each network's priority.

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Re: Version 0.12.1

Post by Pinstar » Fri Jul 24, 2015 10:04 pm

FactorioBot wrote:
  • The delete button in Load Game or Save Game dialogs now asks for confirmation before deleting
THANK YOU. Hopefully this will prevent my 5 year old from deleting all my saves....again...should he sneak onto my computer.

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Re: Version 0.12.1

Post by Stickman » Fri Jul 24, 2015 11:14 pm

FactorioBot wrote:Changed default maximum range of projectiles from 10^308 to 1000.
So does this mean weapons shoot farther? Or not as far?
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Re: Version 0.12.1

Post by DaveMcW » Fri Jul 24, 2015 11:21 pm

It means modders won't accidentally make infinite range weapons, unless they really want to.

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Re: Version 0.12.1

Post by Oxyd » Fri Jul 24, 2015 11:24 pm

Pinstar wrote:
FactorioBot wrote:
  • The delete button in Load Game or Save Game dialogs now asks for confirmation before deleting
THANK YOU. Hopefully this will prevent my 5 year old from deleting all my saves....again...should he sneak onto my computer.
You sure a 5-year-old won't just OK the confirmation dialogue? :P

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