Version 0.12.5
Posted: Fri Aug 28, 2015 2:10 pm
- Features
- The armor window opening is included in the latency hiding.
- Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.
- Added some new ambient sounds (wind, slow tunes).
- Combinators blinking emit light.
- Changes
- Pasting newlines and tabs into Factorio console now no longer strips them. Instead they are replaced by spaces.
- Continuous zoom is much slower in the chart mode. Only applicable when the zoom is setup to keys rather then scroll wheel. (https://forums.factorio.com/forum/posting.php?t=14985)
- Changed open/save dialog and the rail station list to use case insensitive natural ordering.
- Inserter stack size bonus is added to the assembling machine stack limit, to avoid inserters being stuck in certain situations. (https://forums.factorio.com/forum/vie ... hp?t=15219)
- Robots can charge from closer roboport when heading to distant roboport for stationing. (https://forums.factorio.com/forum/vie ... =7&t=15234)
- Optimizations
- Further optimizations in size of the Multiplayer heartbeat (message sent every tick).
- Bugfixes
- Fixed that editing tiles in the map editor on the edge of currently generated map could result in a corrupted scenario.
- Fixed potential stability problems when fast-replacing roboports (mod related).
- Fixed non-deterministic armor sorting which could cause desyncs. (https://forums.factorio.com/forum/vie ... hp?t=14892)
- Fixed crash related to changing recipe prototypes used by entities in inactive chunks. (https://forums.factorio.com/forum/vie ... hp?t=14713)
- Fixed circuit network contents sometimes being reset when removing connections or merging networks. (https://forums.factorio.com/forum/vie ... hp?t=14908)
- Fixed crash when Ctrl-clicking items to the player's main inventory when no character is attached (https://forums.factorio.com/forum/vie ... hp?t=14952).
- LatencyState is suspended when player is killed (and waiting for respawn) in the Multiplayer.
- Fixed crash after finishing the game in MP with headless server (https://forums.factorio.com/forum/vie ... hp?t=14963).
- Fixed crash related to displaying alerts from other surfaces (https://forums.factorio.com/forum/vie ... hp?t=15000).
- Continuous zoom speed is independent of the game speed (https://forums.factorio.com/forum/vie ... hp?t=14985).
- Fixed that it was possible to stack blueprints by inserting them into an assembling machine (https://forums.factorio.com/forum/vie ... hp?t=14999).
- Fixed enemy expansion chunks not being updated properly (https://forums.factorio.com/forum/vie ... hp?t=14980).
- Fixed trains changing state unnecessarily when reserving a signal when arriving to a station (https://forums.factorio.com/forum/vie ... hp?t=14758).
- Fixed smart inserter not waking up when its filter was set from a script (https://forums.factorio.com/forum/vie ... hp?t=15172).
- Fixed signal placement problems with diagonal rails (https://forums.factorio.com/forum/vie ... hp?t=14991 https://forums.factorio.com/forum/vie ... hp?t=14347).
- Fixed last wagon of long train did not wake up inserter at its end (https://forums.factorio.com/forum/vie ... =7&t=14042).
- Additional fix of the puff smoke appering on different surface. (https://forums.factorio.com/forum/vie ... hp?t=15117)
- Fixed portions of previous surface visible after respawn when the player died on a different surface than is their spawn surface (https://forums.factorio.com/forum/vie ... hp?t=15118).
- Fixed internal roboport connection inconsistency that could happen when migrating from 0.11 version. (https://forums.factorio.com/forum/vie ... hp?t=14723)
- Fixed train still having path while being in NO_SCHEDULE state (https://forums.factorio.com/forum/vie ... hp?t=15226).
- Fixed disconnecting roboport from roboport network caused all construction robots in the network to cancel orders (https://forums.factorio.com/forum/vie ... =7&t=15187).
- Fixed that the game could crash when some mod tried to modify the gui in the on_save event. The game now disallows these kind of modifications while processing the on_save event. (https://forums.factorio.com/forum/vie ... hp?t=15066)
- Fixed crash when changing recipes (mod related). (https://forums.factorio.com/forum/vie ... hp?t=15166)
- Fixed solar energy source was not included in electric demand satisfaction. (https://forums.factorio.com/forum/vie ... =7&t=14927)
- Finishing research should no longer interrupt GUI when "Singleplayer game stops when research is completed" is turned off (https://forums.factorio.com/forum/vie ... hp?t=14967).
- Fixed Underground Belts graphics not tiling correctly.
- Fixed recipes not displaying in the correct sort order when adding and removing mods from an existing game.
- Fixed pathfinding penalty for trains with 1 stop in their schedule (https://forums.factorio.com/forum/vie ... hp?t=15241).
- Fixed electric furnace still glowing with no power. (https://forums.factorio.com/forum/vie ... hp?t=15126)
- Fix of loading a map that contains mod with tiles, while the mod is no longer present.
- Fixed that it was not possible to use fast-replace when player was very close to the building. (https://forums.factorio.com/forum/vie ... php?t=8144)
- Right side selection info GUI has fixed size. Description and text properties properly wrap. (https://forums.factorio.com/forum/vie ... hp?t=15139)
- Scripting
- LuaForce::chart now creates a new chart if one doesn't exist yet, instead of erroring out (https://forums.factorio.com/forum/vie ... hp?t=15021).
- Items now have a new optional attribute "stackable": When set to false, assembling machines won't be allowed to create stacks of the item. Currently only used with blueprints, to fix the "crafting machine stacks blueprints" bug.
- Added LuaEntity::rocket_parts read/write, usable on Rocket Silo.
- Added LuaEntity::launch_rocket(), usable on Rocket Silo.
- Added LuaLogisticNetwork - an interface to logistic networks.
- Added LuaLogisticCell - an interface to logistic cells (roboport/player logistic information).
- Added LuaTransportLine::get_contents().
- Added LuaPlayer::connected read - true/false if the player is currently connected to the game.
- Added LuaForce::kill_counts read, set_kill_count/get_kill_count methods to access and manipulate kill counts per force.
- Constant combinators now export their wire connections in LuaItemStack::get_blueprint_entities. (https://forums.factorio.com/forum/vie ... hp?t=15189)
- Added Prototype::order/group/subgroup read + LuaTechnology::order read.
- Added LuaRecipe::force read - the force that owns recipe reference.
- Added LuaEntity::chain_signal_state read - the chain state of chain signals.
- Added LuaEntity::speed read/write - the speed of a car/tank.