Factorio 0.14.9 список изменений, скачать игру

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Список изменений версии 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 parsing players by index 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 executable is read-only on Linux. (//forums.factorio.com/32991)
– 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 combinator parameters.
– Fixed that clients could send a lot of useless data when recovering after connectiontion problems while playing multiplayer game.
– Fixed that recipe overload_multiplier 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 command /config password . It allows server admins to change the server password.
– Added in game command /config max-players . It allows server admins to change the maximum number of players.
– With more than 10 players in multiplayer game, the server only saves the map for joining players once in a while,
so the game isn’t interrupted by saving every couple of seconds in bigger games.
It goes from 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 gates not opening 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 GUI in the 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 reconnection attempt is refused. (//forums.factorio.com/32937)
– Fixed that when server quit/dropped, the dialog could be hidden behind 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 crashing the game 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 properly update 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 game with character in flying vehicle from mod that is over water. (//forums.factorio.com/33014)
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Version: 0.14.7
Bugfixes:
– Fixed technology GUI in single player.
—————————————————————————————————
Version: 0.14.6
Changes:
– Drop detection got little bit stricter so the drop timeout was increased from 10 to 20 seconds.
– If you log in with your email, your multiplayer username gets set to your actual username, not your email address.
Minor features:
– Added –start-server-load-scenario command to start 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 circuit condition changed, setting pasted, recipe changed, filter 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 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 message” instead.
– Fixed that server got deselected when changing sorting or 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 crash later. (//forums.factorio.com/32507)
– Fixed that progress bar during updating mods wasn’t 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 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 character direction from 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 blueprint tooltip wouldn’t update 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 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 didn’t 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 disconnect with chat 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 save files once the upload of finishes.
– Fixed recipe tooltips containing fluid in assembling 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)
– Potential fix of crash after desync.
– Attempted to handle socket unblock error in a way that won’t crash the game. (//forums.factorio.com/32663)
Scripting:
– Added LuaGameScript::print – print to all players.
– Added LuaForce::print – print to all players on the force.
– Added LuaSurface::print – 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::built_by to LuaEntity::last_user

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