Factorio 0.12.7 Windows x64 & x86

seeders: 11
leechers: 7
Added on September 11, 2015 by mariomanZ28in Games > PC
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Factorio 0.12.7 Windows x64 & x86 (Size: 378.64 MB)
 Factorio_0.12.7 x64.7z189.74 MB
 Factorio_0.12.7 x86.7z188.9 MB


Description

Factorio version 0.12.7 for both Windows x64 and x86. Just extract to your current Factorio directory to update or an empty directory for a new install. Enjoy!

ChanglogVersion: 0.12.7Date: 10. 09. 2015 Changes: - Added 5th level of character logistic slots research. - New command line options for the headless server: --disallow-commands and --peer-to-peer - Entries in the mod list GUI are highlighted in red only when enabled and invalid at the same time. - Added natural case-insensitive string ordering for the mod list GUI. - There is now only one spawn position per each force and per each surface. This means that only one spawn position can be defined in the map editor as it currently supports only the default surface and the "player" force. - Added force-opengl value in config (under graphics). When set to true, it forces to use opengl on windows instead of D3D. - Map scrolling speed now changes with zoom level. Bugfixes: - Inserters take items from correct line when the input transport belt is rotated (http://www.factorioforums.com/forum/viewtopic.php?t=15127). - Solved the "A blocking operation was interrupted by a call to WSACancelBlockingCall" error (hopefully as we can't reproduce it). (http://www.factorioforums.com/forum/viewtopic.php?t=14251) - Scrolling using the scroll wheel now works much more predictibly (not only when the cursor is over scroll bar or the root scrollable element). (http://www.factorioforums.com/forum/viewtopic.php?t=9924) - Fixed crash when a script attempted to access a previously-destroyed GUI element (http://www.factorioforums.com/forum/viewtopic.php?t=14802). - Fixed that the graphics.max-texture-size property in the config was removed after Factorio restart. - Fixed the tree bounding boxes. - Another attempt to fix map transfer problems. - Fixed disappearing fonts. (http://www.factorioforums.com/forum/viewtopic.php?t=13660) - Fixed destroying a rail under a train would corrupt future save files. Rail can't be destroyed or die if a train is on it.  (http://www.factorioforums.com/forum/viewtopic.php?t=15353) - Robots can charge from closer roboport when heading to distant roboport for stationing (2.0) (http://www.factorioforums.com/forum/viewtopic.php?t=15234) - Fixed problems with IPv6 on linux when only IPv4 is enabled in kernel. (http://www.factorioforums.com/forum/viewtopic.php?t=15162) - Fixed crash when loading save with modded personal roboport in vanilla game. - Fixed opening power armour inside a chest with latency hiding enabled crashing the game (http://www.factorioforums.com/forum/viewtopic.php?t=15529). - Fixed that distractor robots slowly drivted east. - Fixed that that the high overload factor in assembling machines (the effect, that they allow to store more items when they are working very fast) wasn't taken in to consideration when calculating the slot limit. (http://www.factorioforums.com/forum/viewtopic.php?t=15219) - Fixed desync issue related to inventory sorting and blueprints. (http://www.factorioforums.com/forum/viewtopic.php?t=15569) - Fixed that amount_max in recipe specification actually worked as amount_max -1. (http://www.factorioforums.com/forum/viewtopic.php?t=15589) - Fixed that mining tiles did actually create mining particles+sound on the lastly mined entity. - Fixed that the maximize button was disabled when Full screen was turned of in the settings. (http://www.factorioforums.com/forum/viewtopic.php?t=15986) - Fixed accessing the game menu was not possible when some other player paused the game in MP (http://www.factorioforums.com/forum/viewtopic.php?p=106050). - Fixed a graphical bug where the boiler would still glow after running out of water (http://www.factorioforums.com/forum/viewtopic.php?p=106721). - Fixed mergable items (repair packs, bullet magazines, ...) could sometimes confuse personal robots. - Fixed the inserter sound related crashes. (http://www.factorioforums.com/forum/viewtopic.php?t=13832) - Blind fix of some of the transport belt gap issues. (http://www.factorioforums.com/forum/viewtopic.php?t=15979) Scripting: - The LuaEntity::logistic_network now returns also primary logistic network of other entities than roboport. (Inserter, Character, logistic chests) - Placing stone or concrete floors will now remove most of the bushes (http://www.factorioforums.com/forum/viewtopic.php?t=13638). - Fixed crash on exit when config file can't be written (http://www.factorioforums.com/forum/viewtopic.php?t=15436). - Fixed player changing direction when the game is paused (http://www.factorioforums.com/forum/viewtopic.php?t=15233). - LuaEntity::belt_to_ground_type also works on a ghost. - Increased precision of floating point in save files to prevent some desyncs in multiplayer (http://www.factorioforums.com/forum/viewtopic.php?t=15037). - Added LuaEntity::revive() - usable on ghost entities to revive them back to normal. - Fixed that that the resource amount while creating the entity accepted non-positive values. (http://www.factorioforums.com/forum/viewtopic.php?t=15567) - Added LuaForce::set_spawn_position(surface, position) and LuaForce::get_spawn_position(surface) - Fixed that the event queue was never cleared when scripting error occurs while processing it. This lead to processing the same event every update once the game was stopped when error happened. (http://www.factorioforums.com/forum/viewtopic.php?t=15564) - Fixed inserting or removing items from player's inventory through LuaInventory object didn't update logistic supply properly. (http://www.factorioforums.com/forum/viewtopic.php?t=16007)

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378.64 MB
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Factorio 0.12.7 Windows x64 & x86

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All Comments

Yeah I wish they would stick to Fridays, lol that way I can at least check with some regularity. Will hopefully have it up tonight for you guys.
A few reasons actually. First is when I download something from someone I'm not sure about I tend to avoid EXE installers if I can help it. So I'm giving that same courtesy to those downloading mine. This way people can download it and analyse it if they want, transparency really.

Second reason is while the developers provide the game in a zip file without an installer, zip has horrible compression. By using 7zip I cut nearly 30MB off each version of the game and while for most people, myself included, when it comes to downloading it doesn't matter due to the speeds available today, my upload rate is, however, horrendous at 768kbps so saving 60MB off the total upload helps you all get the torrent seeded quicker.
Thanks mario!!