- 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 server latency in milliseconds rather than ticks
- You can copy paste circuit network conditions between Inserter, Lamp, Pump and Offshore Pump.
- The delete button in Load Game or Save Game dialogs now asks for confirmation before deleting
- Locomotive on schedule can't be rotated while moving anymore.
- Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.
- Changed Assembling machine's auto-insertion behaviour when using speed module effects. Faster speed with fast recipes will insert more items sooner.
- Bugfixes
- Very rough support for RTL languages, the texts are no longer rendered backwards (but the gui still is and multiline text will cause problems).
- Fixed Rocket Silo rocket inventory tool tip sticking around when it shouldn't (https://forums.factorio.com/forum/vie ... =7&t=13551).
- Fixed furnaces rendering light when inactive (https://forums.factorio.com/forum/vie ... hp?t=13532).
- Fixed transport belt to ground in blueprints when rotating crashing the game (https://forums.factorio.com/forum/vie ... =7&t=13572).
- Fixed LuaSurface::can_place_entity checks for rails (https://forums.factorio.com/forum/vie ... hp?t=13521).
- Fixed inserters putting items only on left line of underground belts. (https://forums.factorio.com/forum/vie ... hp?t=13519)
- Fixed ghost building concrete/stone not updating charting (https://forums.factorio.com/forum/vie ... hp?t=13675).
- Fixed ghost building concrete/stone distance being restricted (https://forums.factorio.com/forum/vie ... hp?t=13662).
- Fixed crash when leaving vehicle while on a transport belt entity (https://forums.factorio.com/forum/vie ... =7&t=13616).
- Fixed charging from primary and secondary energy sources (aka shield insta charge) (https://forums.factorio.com/forum/vie ... =7&t=13564, https://forums.factorio.com/forum/vie ... =7&t=13698).
- Fixed crash when trying to set filter on vehicle ammo inventories (https://forums.factorio.com/forum/vie ... =7&t=13684).
- Fixed mining concrete/tiles sometimes making water where it shouldn't be (https://forums.factorio.com/forum/vie ... =7&t=13735).
- Fixed character-logistic-trash-slots-2 technology prequisite (https://forums.factorio.com/forum/vie ... =7&t=13596).
- Fixed crash when calling game.player.surface.set_multi_command (https://forums.factorio.com/forum/vie ... =7&t=13621)
- Fixed electric wire rendering on low graphics quality settings (https://forums.factorio.com/forum/vie ... =7&t=13520).
- Fixed unable to load 0.11 savegames with active combat robots (https://forums.factorio.com/forum/vie ... =7&t=13566).
- Fixed robots building paths over existing paths not mining the existing paths first (https://forums.factorio.com/forum/vie ... =7&t=13712).
- Fixed personal robots would sometimes follow player instead of stationing when they use up all material for terrain building.
- Fixed splitters/transport belts still running when marked for deconstruction (https://forums.factorio.com/forum/vie ... =7&t=13772).
- Fixed death after launching the rocket not ending the game in single player (https://forums.factorio.com/forum/vie ... =7&t=13701).
- Fixed crash when disconnecting character from player while crafting (https://forums.factorio.com/forum/vie ... =7&t=13561).
- Fixed inserters sometimes not loading Rocket Silo after launch (https://forums.factorio.com/forum/vie ... =7&t=13703).
- Fixed circuit network sometimes showing items with no number.
- Fixed crash when the game attempted to play a sound in headless mode (https://forums.factorio.com/forum/vie ... 30&t=13720)
- Fixed incorrect gun turret health (https://forums.factorio.com/forum/vie ... 30&t=13748)
- Copy pasting now works for Small pumps and Offshore Pumps.
- Fixed crash when loading single-player save in multiplayer without "Allow commands" checked (https://forums.factorio.com/forum/vie ... 30&t=13584).
- Fixed not being able to set the UI scale back to normal after accidentally setting it to 200% (https://forums.factorio.com/forum/vie ... =7&t=13750).
- Fixed locomotive lights and vehicle indicators being rendered across different surfaces (https://forums.factorio.com/forum/vie ... =7&t=13846).
- Fixed not being able to fast-transfer stone bricks and concrete into entities.
- Fixed splitters giving priority to one input belt (https://forums.factorio.com/forum/vie ... 83&p=93380).
- Fixed actions during saves strangeness (https://forums.factorio.com/forum/vie ... 085#p93085).
- Fixed logistic inconsistency when removing mods that added logistic/construction robots (https://forums.factorio.com/forum/vie ... =7&t=13575).
- Fixed crash when removing mods that added biter spawners (https://forums.factorio.com/forum/vie ... =7&t=13575).
- Fixed crash related to changing forces on units (https://forums.factorio.com/forum/vie ... 486#p92486).
- Fixed assembling machines going to sleep when their fluid output had fluid but the ingredient slot didn't have enough item ingredients.
- Fixed crash when trying to read LuaSurface from disconnected player through mods (https://forums.factorio.com/forum/vie ... =7&t=13910).
- Fixed train going into automatic mode when hitting something (again) (https://forums.factorio.com/forum/vie ... =7&t=10220).
- Fixed laser turrets cause other eletric machines to drain more power from accumulators than they should. (https://forums.factorio.com/forum/vie ... =7&t=13878).
- Fixed crashes when connecting to MP game on older ubuntu (and possibly other distributions; https://forums.factorio.com/forum/vie ... 574#p91574)
- Fixed crash when projectile with default maximum range doesn't hit anything and flies forever (https://forums.factorio.com/forum/vie ... =7&t=13956).
- Scripting
- LuaSurface::set_multi_command now takes an optional third argument specifying the force to send the command to. Default is the enemy force
- Default mods are always enabled if mod-list.json is lost (even when enable new mods option is disabled).
- LuaSurface can be invalid when read from LuaPlayer and Player entity if the player is disconnected from the game (MP disconnect) - use LuaSurface.valid to check. Note: LuaSurface currently never switches between valid and not valid so the check only has to be done when it's first read from the LuaPlayer.
- Changed default maximum range of projectiles from 10^308 to 1000.
Version 0.12.1
- FactorioBot
- Factorio Staff
- Posts: 423
- Joined: Tue May 12, 2015 1:48 pm
Version 0.12.1
Re: Version 0.12.1
This is the best! I can use them to fuel boilers!FactorioBot wrote:Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
It was unusable before, you had to put coal to each of hundreds of inserters.
Re: Version 0.12.1
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 :-)
-
- Filter Inserter
- Posts: 478
- Joined: Sat Aug 23, 2014 11:43 pm
- Contact:
Re: Version 0.12.1
Woo! Thanks youFactorioBot 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.
Time to play!
Waste of bytes : P
Re: Version 0.12.1
WOA. Such many fixes in one week. Congratulations.
With that speed my guess comes eventually true? https://forums.factorio.com/forum/vie ... 357#p89869
With that speed my guess comes eventually true? https://forums.factorio.com/forum/vie ... 357#p89869
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
-
- Smart Inserter
- Posts: 1847
- Joined: Sun Feb 23, 2014 3:37 pm
- Contact:
Re: Version 0.12.1
Possibly the best and most wanted new feature. Great!FactorioBot wrote:Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Re: Version 0.12.1
Thank you for the fast update
-
- Filter Inserter
- Posts: 337
- Joined: Fri May 30, 2014 4:23 am
- Contact:
Re: Version 0.12.1
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!
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!
When i stream twitch i always answer questions and try to help, come visit me.
- Xterminator
- Filter Inserter
- Posts: 981
- Joined: Sun Jun 15, 2014 4:49 pm
- Contact:
Re: Version 0.12.1
Awesome! Love these quick fixes.
Super happy about the burner inserter change, I might actually use them now.
Good job as always guys.
Super happy about the burner inserter change, I might actually use them now.
Good job as always guys.
Re: Version 0.12.1
One of the few mods I was considering using for “basically vanilla” games.FishSandwich wrote:Possibly the best and most wanted new feature. Great!FactorioBot wrote:Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
OS: Linux Mint 19 x64 | desktop: Awesome 4.2 | Intel Core i5 8600k | 16GB DDR4 | NVidia GTX 1050 Ti (driver version: 410.104) (2019-03)
-
- Burner Inserter
- Posts: 9
- Joined: Wed May 27, 2015 7:11 am
- Contact:
Re: Version 0.12.1
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?
-
- Filter Inserter
- Posts: 952
- Joined: Sat May 23, 2015 12:10 pm
- Contact:
Re: Version 0.12.1
or check the experimental downloads section: https://www.factorio.com/download/experimentalA_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?
-
- Burner Inserter
- Posts: 9
- Joined: Wed May 27, 2015 7:11 am
- Contact:
Re: Version 0.12.1
It still says 0.12.0 (demo). Unless they forgot to update the name.ratchetfreak wrote:or check the experimental downloads section: https://www.factorio.com/download/experimental
Re: Version 0.12.1
Yay. \o/FactorioBot wrote:]Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
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.
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.
Re: Version 0.12.1
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.
Not among the bug fix list.
:crying in the corner:
Nah, just kidding, minor bug. I'm sure it will be fixed eventually.
- vampiricdust
- Filter Inserter
- Posts: 317
- Joined: Wed Jan 14, 2015 1:31 am
- Contact:
Re: Version 0.12.1
MeduSalem wrote:Yay. \o/FactorioBot wrote:]Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
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.
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.
Re: Version 0.12.1
THANK YOU. Hopefully this will prevent my 5 year old from deleting all my saves....again...should he sneak onto my computer.FactorioBot wrote:
- The delete button in Load Game or Save Game dialogs now asks for confirmation before deleting
Re: Version 0.12.1
So does this mean weapons shoot farther? Or not as far?FactorioBot wrote:Changed default maximum range of projectiles from 10^308 to 1000.
I tried snorting coke once. The ice cubes got stuck up my nose.
Re: Version 0.12.1
It means modders won't accidentally make infinite range weapons, unless they really want to.
Re: Version 0.12.1
You sure a 5-year-old won't just OK the confirmation dialogue?Pinstar wrote:THANK YOU. Hopefully this will prevent my 5 year old from deleting all my saves....again...should he sneak onto my computer.FactorioBot wrote:
- The delete button in Load Game or Save Game dialogs now asks for confirmation before deleting