Экспериментальная версия Factorio обновилась до 0.12.30!
Скачать Factorio 0.12.30 можно на нашем сайте.
Список изменений версии 0.12.30(Changelog):
На Английском языке (оригинал)
Changes:
— Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.
Bufixes:
— Fixed strange outer corner rendering for terrains with the same layer.
— Fixed Factorio timing out of a multiplayer game when closed by pressing the X button.
— Building things after quitting a multiplayer game is no longer possible and no longer crashes the game.
— Fixed memory leak with special signals in the circuit network.
— Fixed crash when killing the player in on_built_entity.
— Fixed crash when making blueprints of ghosts with some now-invalid circuit connections to other ghosts.
— Fixed player’s shooting target not updating properly when the target’s force became friendly
— Fixed the documentation of CircuitCondition
— Fixed that the ignore_planner field of Command would expect an integer instead of a boolean.
— Starting value of progress bar is now properly set based on the input.
— Fixed crash when destroying entity with empty corpse string.
— Fixed mining drills getting stuck when built pointing at rails and then rotated.
— Fixed remote.call() within the same mod passing invalid data.
— Fixed the typo in the error «mulitplayer.cannot-load-downloaded-map», the cause of the error wasn’t displayed because of it.
— Fixed that the server could get desynced and in a state where he has no one to download from.
— Fixed that the train tooltip was showing the current station as the next one when in the station.
— Fixed crash when a Lua function was used as a value in a table in data.raw.
— Fixed the tooltip of the inventory limit feature to «Limit the inventory part to be filled by machines.»,
so it is clear, it limits only input, but not output.
— Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily.
— Fixed crash when a force other than player, enemy or neutral was used in autoplace specification.
— Fixed crash when a network interface is deactivated during multiplayer game (https://forums.factorio.com/20078)
— Fixed white bar on top of the screen was sometimes present in fullscreen on OS X (https://forums.factorio.com/16720).
— Unified the processing of savegame name in —load-game —start-server and —mp-load-game. It can all be supplied with or without the .zip
— Fixed that collision with point wasn’t working properly for curved rail.
Modding:
— Added LuaEntity::unit_group read-only attribute
— Proper error message when subgroup specified by empty string.
— Fixed projectiles with negative acceleration would turn around, fly back and break the game.
— Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.
Bufixes:
— Fixed strange outer corner rendering for terrains with the same layer.
— Fixed Factorio timing out of a multiplayer game when closed by pressing the X button.
— Building things after quitting a multiplayer game is no longer possible and no longer crashes the game.
— Fixed memory leak with special signals in the circuit network.
— Fixed crash when killing the player in on_built_entity.
— Fixed crash when making blueprints of ghosts with some now-invalid circuit connections to other ghosts.
— Fixed player’s shooting target not updating properly when the target’s force became friendly
— Fixed the documentation of CircuitCondition
— Fixed that the ignore_planner field of Command would expect an integer instead of a boolean.
— Starting value of progress bar is now properly set based on the input.
— Fixed crash when destroying entity with empty corpse string.
— Fixed mining drills getting stuck when built pointing at rails and then rotated.
— Fixed remote.call() within the same mod passing invalid data.
— Fixed the typo in the error «mulitplayer.cannot-load-downloaded-map», the cause of the error wasn’t displayed because of it.
— Fixed that the server could get desynced and in a state where he has no one to download from.
— Fixed that the train tooltip was showing the current station as the next one when in the station.
— Fixed crash when a Lua function was used as a value in a table in data.raw.
— Fixed the tooltip of the inventory limit feature to «Limit the inventory part to be filled by machines.»,
so it is clear, it limits only input, but not output.
— Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily.
— Fixed crash when a force other than player, enemy or neutral was used in autoplace specification.
— Fixed crash when a network interface is deactivated during multiplayer game (https://forums.factorio.com/20078)
— Fixed white bar on top of the screen was sometimes present in fullscreen on OS X (https://forums.factorio.com/16720).
— Unified the processing of savegame name in —load-game —start-server and —mp-load-game. It can all be supplied with or without the .zip
— Fixed that collision with point wasn’t working properly for curved rail.
Modding:
— Added LuaEntity::unit_group read-only attribute
— Proper error message when subgroup specified by empty string.
— Fixed projectiles with negative acceleration would turn around, fly back and break the game.
На Русском языке(отсутствует)
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