Factorio 0.11.16 Windows 32 & 64 bitseeders: 7
leechers: 9
Factorio 0.11.16 Windows 32 & 64 bit (Size: 291 MB)
Description
Factorio - Windows 32 bit and 64 Bit Version: 0.11.16 Date: 02.19.2015 Features: - Option to specify non-standard ui scale. Bugfixes: - Various fixes of multiplayer logic. - Fixed the error reporting while the game is being updated. - Fixed the updater logic for the unicode character paths. - Fixed that the game always crashed when ran on unicode path. - Fixed a bug in the updater logic that could cause it to crash when the update is finished. - Marked Factorio as DPI aware. It should fix different kind of problems with Win 8.1 and it's scaling "features". - Pressing some key combinations while entering text in a text field will no longer activate game actions(e.g. pressing Ctrl+C no longer fires the shotgun) - Fixed problems with low download speed when connecting to multiplayer game. - Fixed that transport belts built by the construction robots were not deactivated properly. - Fixed that entities deactivated internally (automatically) didn't show the no-electricity icon. The icon is disabled only for manually deactivated entities from now on. - Fixed that removing construction robot on the way didn't re-assigned new robot to the task of deconstruction properly. - Fixed shift-clicking equipment out of the equipment grid deleting equipment if there was no room in the players inventory (viewtopic.php?t=8513) - Revived character (after dying in multiplayer) are placed on the spawn point instead of the center of the map. - Better error message when the (mod) config file can't be saved. - Fixed the black stripes in tiles visible on some specific location with specific zoom levels. - Fixed that the curved rail didn't show the colliding entities when properly when building. (viewtopic.php?t=8521) - Fixed that the autosave could randomly make switch the game into the main manu without the chance to continue. (viewtopic.php?t=8467) - Fixed that the personal laser defense didn't agro biters the same way as shooting in peaceful mode. - Fixed that the debug info config was reset when the the game was updated. - Fixed that all the personal defense lasers were shooting at the same moment. - Fixed the crash when resizing window with bitmap caching on. - Fixed that the bitmap caching option was confusing, as the high values were saving video memory usage, for slower performance. - There is just video memory usage selector, where high values means higher performance. - Fixed that the accumulator capacity was shown only for the first network the accumulator was in (when it is in multiple networks). - Fixed that removing station from schedule could change the current train destination. - Enemy structures can't be mined or opened. - Enemy power poles can't be disconnected. - Enemy structures can't be fast transfered. (control click) - Dead character in the ghost move can't move and explore while waiting for respawn. - Map/minimap is separated properly for different forces, and also switched properly when the force is changed. - The command history entries are unified. - Fixes of the notice of the respawn time. - Assembling machine recipe tooltip doesn't use autocrafting logic. (viewtopic.php?t=5836) - Player recipe tooltip doesn't "eat" materials when the auto crafting calculation results in the ingredient not being craftable. - Fixed the selection priority, ghosts have lower selection priority than other objects now. - Fixed compatibility problems with older Mac OSX versions. - Fixed rail inconsistencies when train crashes to itself. - Fixed the crash when the map can't be saved because there is not enough free space, proper message is given instead, and the game continues to run. - Fixed desynchronisation issues on 32bit vs 64bit system related to blueprints and movement bonuses. - Fixed the transport belt ending drawing logic (viewtopic.php?f=30&t=5018&start=10#p69109). - Fixed crash when inserting items to entity that was closed in the same moment in multiplayer. - Fixed that the player income of items inside assembling machine that was reset was not shown. (viewtopic.php?t=8646). - Fixed that items could get lost from assembling machine when doing copy-paste. - Fixed that the crafting queue slots didn't have tooltips. - Fixed crash when removing transport belts connected to splitter that was rotated. - Fixed improper activation of rotated splitter. - Fixed desync when changing to the god controller. Scripting: - Moved builddistance, dropitemdistance, reachdistance, reachresourcedistance, tickstokeepgun, and tickstokeepaimingdirection to the player character prototype. - Added LuaEntity::signalstate read for Rail Signal entities. - Added LuaEntity::isitemonbelt read - returns true/false if an item entity is on a transport belt variant entity. - Added LuaInventory::hasbar()/getbar()/setbar() - the inventory limit of a container. - Fixed that module restriction wasn't working for fast entity transfer. - Added read/write access to player force. - Changing player force automatically changes character force and changing character force automatically changes player force. - Additional research related fixes, to make different research of different forces to work correctly (independenly). - create-entity trigger effect now has an array of offsets specified by the "offsets" property. The "offset" property was removed. - Fixed several zero-inventory size related crashes with modded entities (viewtopic.php?t=8420) - Added LuaRecipe::products/ingredients read - the products/ingredients for a given LuaRecipe. - Fixed that the order of ingredients in the recipe was fixed. The order of ingredients depends on the order of definition in the prototype. - Mods using recipes with more than one fluid input/output might have the inputs in different order than before, which might be problem of compatibility - on existing maps, but it can be solved by updating the order of the ingredients in those mods (the same way we fixed that in the base) Related Torrents
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