Factorio 0.14.9 changelog, download game

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Factorio updated to experimental 0.14.9!
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Changelog version 0.14.6-0.14.9 (Changelog):

На Английском языке (оригинал)
Version: 0.14.9
Changes:
-Added admin field to server-settings. json list of case sensitive usernames that will become admins on connecting.
-Admins are exempt from player count limit.
Bugfixes:
-Fixed that the server could be running even if it was supposed to be stopped.
-Fixed Modded key bindings would fire extra times if 2 mods had the same keybinding. (//forums.factorio.com/33050)
-Fixed that the players by index parsing in scripts didn't work correctly. (//forums.factorio.com/33125)
-Fixed that Factorio wouldn't release memory back to the OS after unloading a large save on Linux. (//forums.factorio.com/33151)
-Fixed crash when restarting Factorio due to mod change when the executable is read-only on Linux. (//forums.factorio.com/32991)
-The Game will no longer be capped at 300UPS when using high game speed and vsync. New cap is FPS * 5 * game speed. (//forums.factorio.com/33123)
-Fixed possible crashes when setting the parameters of the combinator.
-Fixed that clients could send a lot of useless data when recovering after connectiontion problems while playing a multiplayer game.
-Fixed that overload_multiplier recipe wasn't used for furnaces. (//forums.factorio.com/33121)
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Version: 0.14.8
Optimizations:
-The crc check cycles between sets of 10 players, reducing the time of it in crowded games.
Minor features:
-Disconnecting wires now updates the "last user" tag.
-Technology progress is preserved when the research is changed before it is completed.
-Added ignore_player_limit_for_returning_players option to the server-settings and equivalent when hosting from the game.
-Added in game/config password command. It allows server admins to change the server password.
-Added in the/config command max-game players. It allows server admins to change the maximum number of players.
-With more than 10 players in a multiplayer game, the server only saves the map for joining players once in a while,
so the game isn't are interrupted by saving every couple of seconds in bigger games.
It goes from the 1s with 10 players up to 45s with 450 players (which is the maximum).
-Added only_admins_can_pause_the_game into the server settings.
Bugfixes:
-Fixed that you could enter enemy vehicles. (//forums.factorio.com/32724)
-Fixed that zooming the view during pause (via Shift-Space) would teleport the player. (//forums.factorio.com/32758)
-Fixed vehicle machine guns not showing bonuses. (//forums.factorio.com/32747)
-Fixed performance issue on maps with lot of surfaces (for example maps with Factorissimo mod.)
-Fixed not opening the gates for characters soon enough. (//forums.factorio.com/32818)
-Fixed some campaign levels didn't allow interacting with any entities at some places. (//forums.factorio.com/32839)
-Fixed crash when opening the character in the GUI map editor. (//forums.factorio.com/32081)
-Fixed redundant technology requirement. (//forums.factorio.com/32886)
-Fixed server browser playtime column formatting (//forums.factorio.com/32942)
-Fixed crash related to rail-signal connection. (//forums.factorio.com/32740)
-Fixed crash when healing attempt is refused. (//forums.factorio.com/32937)
-Fixed that when server quit/dropped, the dialog could be hidden behind the menu. (//forums.factorio.com/32859)
-Optimised inserting items to chests with large inventories; This will boost performance for some games with Warehousing mod. (//forums.factorio.com/32384)
-Fixed duplicate mods the game crashing on startup (//forums.factorio.com/31790)
Instead, a notice box is displayed and the highest (possibly unzipped) version is preferred.
-Moved the downloading/saving/loading progress bar of other people in a scroll pane so it doesn't cover the whole left part of the screen with a lot of people.
-Fixed the quickbar selection wouldn't update properly when interacting with other entities in some cases. (//forums.factorio.com/32952)
-Fixed that-benchmark would process its argument differently than all other command line parameters (//forums.factorio.com/32993)
-Fixed crash when loading a game with character in flying vehicle from the mod that is over water. (//forums.factorio.com/33014)
—————————————————————————————————
Version: 0.14.7
Bugfixes:
-Fixed GUI technology in single player.
—————————————————————————————————
Version: 0.14.6
Changes:
-Drop detection got a little bit stricter so drop the timeout was increased from 10 to 20 seconds.
-If you log in with your email address, your multiplayer gets set username to your actual username, not your email address.
Minor features:
-Added-start-server-load-scenario command to start the scenario with the given name.
-As a tribute to Arumba's mega-game, the "build by" was renamed to "last user" and it is updated whenever the entity is:
rotated, has the condition changed setting circuit pre-pasted, changed filter recipe changed output signal changed combinator settings changed
-Added speed change based on zoom when in god mode into the latency hiding.
-The player was killed messages now contain a name of the entity or player who caused that.
Bugfixes:
-Player killed messages are shown only to players of the same force.
-Fixed that zoom to cursor didn't work in ghost/god controller.
-Fixed that player dropped, but it shown the "the can't keep up the message" instead.
-Fixed that server got when changing the deselected or sorting filters in public game list. (//forums.factorio.com/29561)
-Additional attempt to make the keyboard settings compatible between linux and windows. (//forums.factorio.com/29686)
-Fixed that player crafting categories accepted empty string as value, which resulted in the crash later. (//forums.factorio.com/32507)
-Fixed that the progress bar during updating mods wasnt moving (//forums.factorio.com/31844)
-Fixed beam damage_interval of 0 would crash the game. (//forums.factorio.com/32527)
-Fixed gates wouldn't open while in a vehicle without a character. (//forums.factorio.com/32525)
-Fixed GUI scaling in the mod browser. (//forums.factorio.com/30196)
-Fixed (hopefully) that the wrong server details were displayed (//forums.factorio.com/27110)
-Fixed that it wasn't possible to build rail blueprint over floor-tile ghost. (//forums.factorio.com/32454)
-Fluid status icons will display floored values, same as all other icons. (//forums.factorio.com/32439)
-Fixed crash that prevented the game to start on some OS X configurations. (//forums.factorio.com/32515)
-Fixed that changing direction from character script didn't work. (//forums.factorio.com/32318)
-Fixed game getting stuck when a new account was created from the Steam version (//forums.factorio.com/31642)
-Additional signal/rail building fix. (//forums.factorio.com/30350)
-Fixed that some entities would not remember their circuit parameters in the map editor. (//forums.factorio.com/32153)
-Fixed the tooltip update wouldn't blueprint when clearing a blueprint. (//forums.factorio.com/32038)
-Fixed crash when loading some old save files containing circuit connections to be removed. (//forums.factorio.com/32009)
-Fixed crash when removing migrated equipment grids due to mod removal while mods had references to the grids. (//forums.factorio.com/32420)
-Fixed wires wouldn't get applied to inserters through blueprints in some cases. (//forums.factorio.com/32045)
-Fixed that the player could get unkickable under specific circumstances.
-Fixed train crash when it found a path in the opposite direction that it just started moving. (//forums.factorio.com/29610)
-Fixed Factorio updater didnt pass command line arguments when restarting the game after update. (//forums.factorio.com/32412)
-Fixed crashes when loading old or some invalid maps in the map editor. (//forums.factorio.com/32488)
-Clearer error messages and interaction when loading old or invalid maps.
-Fixed curved rail bounding box not allowing large electric poles to be build in specific configurations. (//forums.factorio.com/32532)
-Fixed that joining games through Steam wouldn't work. (//forums.factorio.com/32479)
-Fixed not being able to interact with the error dialog when an error happens while interacting with GUIs. (//forums.factorio.com/32259)
-Fixed UI not responding to input in some situations when progress guis were shown. (//forums.factorio.com/32522)
-Fixed personal roboport wouldn't update properly when modded equipment was used in some cases.
-Fixed train ignoring wait conditions in some cases (//forums.factorio.com/32562)
-Fixed chain signal visual state right before a station (//forums.factorio.com/30881)
-Fixed that the client was stuck when he disconnected after a reconnect.
-Fixed Save As GUI not responding to input after multiplayer with chat on the pop open. (//forums.factorio.com/32574)
-Fixed inserter placement in the 2nd level of new hope campaign mission. (//forums.factorio.com/31688)
-Server automatically deletes temporary files save once the upload of finishes.
-Fixed recipe tooltips containing fluid in matters machines wouldn't show the available fluids properly. (//forums.factorio.com/32647)
-Fixed desync when placing floor blueprint and mining placed ghosts at the same time. (//forums.factorio.com/32378)
-Fixed that you could disconnect wires in from Transport Belt Madness scenario's Electric Poles. (//forums.factorio.com/29168)
-Fix Potential of crash after desync.
-Attempted to handle socket error unblock in a way that won't crash the game. (//forums.factorio.com/32663)
Scripting:
-Added LuaGameScript::p rint-print to all players.
-Added LuaForce::p rint-print to all players on the force.
-Added LuaSurface::p rint-print to all players on the surface.
-Fixed entities with positive emissions_per_tick would generate pollution even when pollution was disabled. (//forums.factorio.com/32602)
-Renamed LuaEntity to built_by: LuaEntity: last_user

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