Factorio 0.12.11 Windows x64 & x86

seeders: 1
leechers: 0
Added on October 18, 2015 by mariomanZ28in Games
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Factorio 0.12.11 Windows x64 & x86 (Size: 378.09 MB)
 Factorio_0.12.11 x64.7z189.33 MB
 Factorio_0.12.11 x86.7z188.76 MB


Description

Factorio version 0.12.11 for both Windows x64 and x86. Just extract to your current Factorio directory to update or an empty directory for a new install. Use WinRAR 5 or 7zip to extract. Enjoy!

ChangelogVersion: 0.12.11Date: 16. 10. 2015 Features: - Added --no-auto-pause: When running as a server, --no-auto-pause will prevent stopping the game when no players are connected. Optimisations: - Optimised the particle performance. Helps during heavy fights. Changes: - Showing the log file location when the game crashes, so it is eaiser to find when reporting the bug. - The "graphics.force-opengl" option default value is true when AMD graphics card is present. Bugfixes: - Fixed that multiple electric networks connected to a solar panel could be exploited to generate more energy. (http://www.factorioforums.com/forum/viewtopic.php?t=16778) The energy of the solar panel is now fractioned between all the networks it is connected to. - Fixed character entities disconnected from players not working correctly when in vehicles. (http://www.factorioforums.com/forum/viewtopic.php?t=16812) - Fixed small-pump and offshore-pump not saving/restoring circuit conditions in LuaItemStack::get_blueprint_entities/set_blueprint_entities. (http://www.factorioforums.com/forum/viewtopic.php?t=16715) - Fixed threading issue when loading games. (http://www.factorioforums.com/forum/viewtopic.php?t=16808) - Fixed OS X Finder argument crashing the game on startup (http://www.factorioforums.com/forum/viewtopic.php?t=16719). - Burner inserter now grabs fuel for itself even if the target doesn't need it (http://www.factorioforums.com/forum/viewtopic.php?p=111765). - Fixed active sound playing on machines without power (http://www.factorioforums.com/forum/viewtopic.php?t=16754). - Fixed empty unit groups crashing the game (http://www.factorioforums.com/forum/viewtopic.php?t=16371). - Fixed crash when building locomotives in latency hiding. - Fixed cannot load save with modded rails when a rail mod is disabled (will work only on 0.12.11+ saves) (http://www.factorioforums.com/forum/viewtopic.php?t=16834). - Fixed crash when setting filters in the tank/car while riding in them. (http://www.factorioforums.com/forum/viewtopic.php?t=16910) - Fixed crash when migrating/removing entities marked for deconstruction. (http://www.factorioforums.com/forum/viewtopic.php?&t=16726) - Removed one possible logical deadlock in the tutorial. (http://www.factorioforums.com/forum/viewtopic.php?t=16980) - Fixed that remove_item didn't remove from player ammo, gun, tool and armor slots. (http://www.factorioforums.com/forum/viewtopic.php?t=16960) Scripting: - Changed LuaSurface::set_multi_command signature. Now the function takes a table with following keys: command(required), unit_count(required), force(optional), unit_search_distance(optional) This solves issue with not finding any enemies to attack: http://www.factorioforums.co...iewtopic.php?f=7&t=16541 - Removed game.on_save function. There should be no need for it and it was causing too many problems. - Lua on_load function is not called when saving the game anymore. It is called only on actual load now. - Lua API calls on_load, on_init, on_configuration_changed, on_event and generate_event_name have been moved to a new namespace called script (so from now use script.on_load(...)). This will break many mods! The callback registered in on_load function doesn't have access to the game API. This is to avoid common desyncs. The on_init and on_configuration_changed still retain the access to the game API. - on_configuration_changed is fired when the map version changes, a mod version changes, a mod is added, or a mod is removed and passes "data": Pushes old_version="x.x.x", new_version="x.x.x" when loading map versions other than the current version When a mod version is changed it appears as a table of mod changes: {["Mod name"] = {old_version="x.x.x", new_version="x.x.x"}, ...} When a mod is added it appears as: ["Mod name"] = {old_version=nil, new_version="x.x.x"} When a mod is removed it appears as: ["Mod name"] = {old_version="x.x.x", new_version=nil} - Changed LuaGameScript::makefile to LuaGameScript::write_file and added an optional third parameter bool to append. Modding: - Replaced entity type "rail" with types "straight-rail" and "curved-rail". Property "bending_type" is optional for rail entities, but is still mandatory for rail remnants.---------------------------------------------------------------------------------------------------Version: 0.12.10Date: 02. 10. 2015 Changes: - Script created beam entities will now destroy themselves when the source or target entity becomes invalid. Bugfixes: - Fixed crash when research completed in the same tick as inserting equipment into power armor. (http://www.factorioforums.com/forum/viewtopic.php?t=16545) - Fixed hand not refilling with repair packs after a repair pack was consumed (http://www.factorioforums.com/forum/viewtopic.php?t=16714). - Fixed small pump not saving its condition in a blueprint (http://www.factorioforums.com/forum/viewtopic.php?t=16715). - Fixed rocket silo GUI bug. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=16707) - Fixed "failed to create display" error on systems with multiple graphics devices (http://www.factorioforums.com/forum/viewtopic.php?t=16730). - Fixed the blinking problem in the multiplayer. (http://www.factorioforums.com/forum/viewtopic.php?t=16724) - Fixed units disappearing when they shouldn't (http://www.factorioforums.com/forum/viewtopic.php?t=16779).

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Factorio 0.12.11 Windows x64 & x86

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