Version 0.12.11
Posted: Fri Oct 16, 2015 1:24 pm
Warning: Most of the mods will be broken by this release, most of the problems can be solved by find and replace of "game.on_" to "script.on_" in the mod script files.
- Features
- Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected.
- Optimisations
- Optimised the particle performance. Helps during heavy fights.
- Changes
- Showing the log file location when the game crashes, so it is eaiser to find when reporting the bug.
- The "graphics.force-opengl" option default value is true when AMD graphics card is present.
- Bugfixes
- Fixed that multiple electric networks connected to a solar panel could be exploited to generate more energy. (https://forums.factorio.com/forum/vie ... hp?t=16778) The energy of the solar panel is now fractioned between all the networks it is connected to.
- Fixed character entities disconnected from players not working correctly when in vehicles. (https://forums.factorio.com/forum/vie ... hp?t=16812)
- Fixed small-pump and offshore-pump not saving/restoring circuit conditions in LuaItemStack::get_blueprint_entities/set_blueprint_entities. (https://forums.factorio.com/forum/vie ... hp?t=16715)
- Fixed threading issue when loading games. (https://forums.factorio.com/forum/vie ... hp?t=16808)
- Fixed OS X Finder argument crashing the game on startup (https://forums.factorio.com/forum/vie ... hp?t=16719).
- Burner inserter now grabs fuel for itself even if the target doesn't need it (https://forums.factorio.com/forum/vie ... p?p=111765).
- Fixed active sound playing on machines without power (https://forums.factorio.com/forum/vie ... hp?t=16754).
- Fixed empty unit groups crashing the game (https://forums.factorio.com/forum/vie ... hp?t=16371).
- Fixed crash when building locomotives in latency hiding.
- Fixed cannot load save with modded rails when a rail mod is disabled (will work only on 0.12.11+ saves) (https://forums.factorio.com/forum/vie ... hp?t=16834).
- Fixed crash when setting filters in the tank/car while riding in them. (https://forums.factorio.com/forum/vie ... hp?t=16910)
- Fixed crash when migrating/removing entities marked for deconstruction. (https://forums.factorio.com/forum/vie ... p?&t=16726)
- Removed one possible logical deadlock in the tutorial. (https://forums.factorio.com/forum/vie ... hp?t=16980)
- Fixed that remove_item didn't remove from player ammo, gun, tool and armor slots. (https://forums.factorio.com/forum/vie ... hp?t=16960)
- Scripting
- Changed LuaSurface::set_multi_command signature. Now the function takes a table with following keys: command(required), unit_count(required), force(optional), unit_search_distance(optional) This solves issue with not finding any enemies to attack: https://forums.factorio.com/forum/vie ... =7&t=16541
- Removed game.on_save function. There should be no need for it and it was causing too many problems.
- Lua on_load function is not called when saving the game anymore. It is called only on actual load now.
- Lua API calls on_load, on_init, on_configuration_changed, on_event and generate_event_name have been moved to a new namespace called script (so from now use script.on_load(...)). This will break many mods! The callback registered in on_load function doesn't have access to the game API. This is to avoid common desyncs. The on_init and on_configuration_changed still retain the access to the game API.
- on_configuration_changed is fired when the map version changes, a mod version changes, a mod is added, or a mod is removed and passes "data": Pushes old_version="x.x.x", new_version="x.x.x" when loading map versions other than the current version When a mod version is changed it appears as a table of mod changes: {["Mod name"] = {old_version="x.x.x", new_version="x.x.x"}, ...} When a mod is added it appears as: ["Mod name"] = {old_version=nil, new_version="x.x.x"} When a mod is removed it appears as: ["Mod name"] = {old_version="x.x.x", new_version=nil}
- Changed LuaGameScript::makefile to LuaGameScript::write_file and added an optional third parameter bool to append.
- Modding
- Replaced entity type "rail" with types "straight-rail" and "curved-rail". Property "bending_type" is optional for rail entities, but is still mandatory for rail remnants.