Search found 519 matches

by FactorioBot
Fri Dec 04, 2015 1:45 pm
Forum: Releases
Topic: Version 0.12.20
Replies: 32
Views: 55148

Version 0.12.20

Bugfixes Fixed crash when attempting to set font color on styles that don't support it. (https://forums.factorio.com/forum/viewtopic.php?t=18051) Fixed Lua stack overflow when data.raw got too big (https://forums.factorio.com/forum/viewtopic.php?t=18106). Fixed units sometimes getting stuck at the ...
by FactorioBot
Tue Nov 24, 2015 7:21 pm
Forum: Releases
Topic: Version 0.12.19
Replies: 13
Views: 43115

Version 0.12.19

Bugfixes Fixed Optics technology icon was corrupted sometimes on OSX. (https://forums.factorio.com/forum/viewtopic.php?t=17776) Fixed crash in GroupBehavior (https://forums.factorio.com/forum/viewtopic.php?t=17971). Ingame changelog only shows changes since the last stable release. Fixed beam weapo...
by FactorioBot
Mon Nov 23, 2015 1:30 pm
Forum: Releases
Topic: Version 0.12.18
Replies: 16
Views: 35725

Version 0.12.18

Bugfixes Fixed replay of a game created from another replay would crash the game. (https://forums.factorio.com/forum/viewtopic.php?t=17703) Fixed that rotating an unpaired underground transport belt wouldn't make its items go back (https://forums.factorio.com/forum/viewtopic.php?t=17663). Fixed con...
by FactorioBot
Thu Nov 12, 2015 6:50 pm
Forum: Releases
Topic: Version 0.12.17
Replies: 36
Views: 42020

Version 0.12.17

Graphics New technology Icons! New item group icons. Updated the icons of rocket silo, beacon, sulfur, armors, stone brick and radar. Bugfixes Fixed that assembling machines/furnaces could get stuck after changing mod configuration that affects their recipe. (https://forums.factorio.com/forum/viewt...
by FactorioBot
Sat Oct 31, 2015 12:48 am
Forum: Releases
Topic: Version 0.12.16
Replies: 18
Views: 38787

Version 0.12.16

Bugfixes Fixed chain signal state propagation (https://forums.factorio.com/forum/viewtopic.php?t=14103). Added "markers" that will be recognized by nVidia and AMD drivers as hints to run Factorio on high performance GPU if switchable graphics technology is present. (https://forums.factori...
by FactorioBot
Wed Oct 28, 2015 11:52 am
Forum: Releases
Topic: Version 0.12.15
Replies: 21
Views: 35626

Version 0.12.15

Bugfixes Fixed that it wasn't possible to execute ui actions while the game was stopped (research, tips and trikcs etc.) Fix of fix of loading of game containing lua objects. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://...
by FactorioBot
Mon Oct 26, 2015 11:17 pm
Forum: Releases
Topic: Version 0.12.14
Replies: 14
Views: 35335

Version 0.12.14

Graphics Added new smoke graphics Bugfixes Fixed loading of game containing duplicate lua tables. (https://forums.factorio.com/forum/viewtopic.php?t=17275) Fixed flickering light intensity at the edge of the screen when moving. Fixed crash when pasting from empty clipboard into console on OS X. Fix...
by FactorioBot
Fri Oct 16, 2015 1:24 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 47039

Version 0.12.11

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 n...
by FactorioBot
Fri Oct 02, 2015 7:19 pm
Forum: Releases
Topic: Version 0.12.10
Replies: 42
Views: 48871

Version 0.12.10

Changes Script created beam entities will now destroy themselves when the source or target entity becomes invalid. Bugfixes Fixed crash when research completed in the same tick as inserting equipment into power armor. (https://forums.factorio.com/forum/viewtopic.php?t=16545) Fixed hand not refillin...
by FactorioBot
Thu Oct 01, 2015 12:54 am
Forum: Releases
Topic: Version 0.12.9
Replies: 29
Views: 36617

Version 0.12.9

Features Added reset button to the control settings dialog. It will set the controls back to the default. Graphics Destroyer electric beams now use soft additive blend mode. Changes Added --load-game: Will automatically load a save after initialising Factorio and go straight to the game, skipping m...
by FactorioBot
Wed Sep 16, 2015 8:57 pm
Forum: Releases
Topic: Version 0.12.8
Replies: 36
Views: 45402

Version 0.12.8

Graphics New graphics of the steel furnaces. Bugfixes Fixed that it was possible to spawn inside an entity in multiplayer (https://forums.factorio.com/forum/viewtopic.php?p=106810). Fixed that the amount of slots shown in the right panel didn't depend on its with. (Which is indirectly dependent on ...
by FactorioBot
Thu Sep 10, 2015 1:17 pm
Forum: Releases
Topic: Version 0.12.7
Replies: 16
Views: 38110

Version 0.12.7

Changes Added 5th level of character logistic slots research. New command line options for the headless server: --disallow-commands and --peer-to-peer Entries in the mod list GUI are highlighted in red only when enabled and invalid at the same time. Added natural case-insensitive string ordering fo...
by FactorioBot
Tue Sep 01, 2015 12:08 pm
Forum: Releases
Topic: Version 0.12.6
Replies: 47
Views: 50678

Version 0.12.6

Changes Smaller breaks between ambient music tracks, some volume tweaks and moved a few tracks to the interlude category. Ambient settings can be controlled from the config file. By using: sound.ambient_music_pause_mean_seconds (default 60), sound.ambient_music_pause_variance_seconds (default 30) a...
by FactorioBot
Fri Aug 28, 2015 2:10 pm
Forum: Releases
Topic: Version 0.12.5
Replies: 42
Views: 50696

Version 0.12.5

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 n...
by FactorioBot
Fri Aug 14, 2015 5:42 pm
Forum: Releases
Topic: Version 0.12.4
Replies: 36
Views: 51042

Version 0.12.4

Features Simple mechanism for multiplayer relaying via the server. Changes Renamed "multisampling" to "multisampling-level" in the config file. This will reset everyone's multisampling setting to 0. Construction robots take things primary from the main inventory, then quickbar. ...
by FactorioBot
Fri Aug 07, 2015 8:03 pm
Forum: Releases
Topic: Version 0.12.3
Replies: 47
Views: 49095

Version 0.12.3

Features: Circuit wire building and repairing is incorporated in the latency hiding logic. Changes: Cars of your own force always render their tags on the map. Multisampling not officially supported from now on. It can still be manually specified in the config, but not in the graphic settings gui. ...
by FactorioBot
Fri Jul 31, 2015 12:41 pm
Forum: Releases
Topic: Version 0.12.2
Replies: 22
Views: 37160

Version 0.12.2

Features Enabled swapping held blueprints with other blueprints directly. Force-building blueprints will mark any colliding trees for deconstruction. Added filters to car and tank main inventories. Changes Inserters will never take more than the maximum stack size of the item. Way more relaxed time...
by FactorioBot
Fri Jul 24, 2015 2:38 pm
Forum: Releases
Topic: Version 0.12.1
Replies: 77
Views: 60306

Version 0.12.1

Features Burner inserters start with enough energy to pick up 1 item and fuel them selfs. Changes Train station names use natural string comparing (station "Iron 10" comes after "Iron 9", not after "Iron 1"). New command-line parameter: --latency-ms. Allows to set serv...
by FactorioBot
Fri Jul 17, 2015 2:51 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 140635

Version 0.12.0

The release is here! Features The game is now finished by launching the rocket with satellite. Added chain signals, they can be used to make more complicated junctions and stations without deadlocks. Added personal roboport as modular armor equipment. Once it is active, it uses the materials and rob...

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