Factorio se ha elevado a la versión 0.10.12. Recientemente se actualizó a la 0.10.10 y desde entonces ha recibido dos actualizaciones menores.
Mientras tanto, desde este momento se van a centrar todos los esfuerzos en el apartado multijugador del juego, pero no se abandonará la mejora del juego tanto internamente como a nivel de gráficos.
Leer más.
Mientras tanto, desde este momento se van a centrar todos los esfuerzos en el apartado multijugador del juego, pero no se abandonará la mejora del juego tanto internamente como a nivel de gráficos.
Leer más.
- Factorio 0.10.12 has just been released, we consider this a stable candidate again.
- Corrección de errores:
- Fixed that it wasn't possible to set a filter.
- Fixed that fast replacing moved items primary to character, it made upgrading chests and machines not practical. Instead, when fast replacing, the content is always transferred to the new entity, when it can't fit, it transfers to player, and if it can't be moved to the player as well it makes the good old item bomb.
- The right ui container is slightly larger, so it can contain the roboport info without enlarging.
- The worm turrets are not taken into consideration when deciding enemy expansions.
- Fixed that enemy expansion candidates were not updated correctly when base was destroyed.
- Fixed that combat robots were on the map/minimap.
- Fixed extra mousebuttons over gui behavior (viewtopic.php?f=7&t=5810).
- Balancing:
- The maximum distance of enemy expansion was increased from 5 to 7.
- Scripting:
- makefile, takescreenshot and removepath now use logger to report failures, minor fixes in the path verification
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental - Factorio 0.10.11 has just been released, we consider this a stable candidate again.
- Corrección de errores:
- Fixed that number keys and enter were sometimes randomly not working (viewtopic.php?t=5767).
- Fixed that the pipe to ground was missing the health bar (viewtopic.php?t=5768).
- Fixed crash on mouse over ghost of rail signal that was connected to rail destroyed afterwards (viewtopic.php?f=7&t=5766).
- Fixed that the blueprint preview could go outside the window in some cases (viewtopic.php?t=5753).
- Fixed the crash when the selection window of filter slots of cargo wagon is opened while the cargo wagon gets away (or id destroyed) and the filter is selected. Now the crash doesn't occur and the window is closed automatically (viewtopic.php?t=5787).
- Show the logistic network areas when the deconstruction tool is in hand (viewtopic.php?t=5779).
- Fixed that the long entity names permanently enlarged the sidebar (viewtopic.php?t=5786).
- Fixed that downgrading container containing enough items to not fit into the inventory resulted in both the new and old container on the same spot (viewtopic.php?t=5800).
- Fixed that wire connection isn't cleared when the wire is put away in godmode (viewtopic.php?t=5801&).
- Fixed that cursor for wire placing was inconsistent sometimes (posting.php?mode=reply&t=5802).
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental. - Factorio 0.10.10 acaba de ser lanzado, consideramos que este candidato estable.
- Corrección de errores:
- Corregido que el proveedor pasivo del inventario actuaba como proveedor del inventario como activo después de cargar la partida
- Corregido que el jugador podía caminar a través de las torretas después de haberlas reconstruido ( viewtopic.php? f = 7 & t = 5618 ).
- Corregido que el inventario inicial del modo cajón de arena (sandbox) no contenía unos pocos elementos amontonados completamente.
- Corregido que el control de pausar la partida se restablecerá a los valores predeterminados después de cada reinicio.Corregido el nombre incorrecto del directorio donde iban las partidas (antes era "currently-saving", ahora es el mismo que el nombre la partida)
- Corregido que map2scenario no copiaba el sitio y estado de la configuración del escenario.
- Corregido el fallo relacionado con el cálculo de rutas del enemigo.
- Corregida la información incorrecta sobre la cantidad de artículos que el jugador obtenía de la minería en máquinas/contenedores ( viewtopic.php? t = 5688 ).
- Corregidos los iconos identificativos de robots defensores/distractores/destructores.
- Corregido que la deconstrucción de la cinta transportadora subterránea eliminaría los artículos que llevaba ( viewtopic.php? t = 5667 ).
- Corregido que introductores deconstruyendo posean elementos serían eliminar elementos que tenían ( viewtopic.php? t = 5636 ).
- The notifications of destroyed buildings are created only when someone other than player (or his machines) destroyed the building. This affects player destroying his buildings manually and also land-mine destroying itself on impact.
- Fixed, that slightly more robots than needed could be send to empty provider chest (viewtopic.php?t=5613).
- When unresearching (using script) the toolbelt, the items that can't fit it are inserted back into the player's inventory (viewtopic.php?t=5659).
- Recipes changed by mods will be refreshed to original value automatically when mod is removed (viewtopic.php?t=5676).
- Fixed crash, when opening save that contained mods that are not already present, that had the active crafting group selected to group presented by the mod (so it is not present anymore), the crash occured when the crafting menu was opened.
- Fixed that items were moved into quickbar even when there was already stack of the type in quickbar (currently selected in hand) (viewtopic.php?t=5661)
- Fixed the missing check of gun->ammo compatibility when putting the gun there using shift-click or when the gun was crafted (posting.php?mode=reply&f=7&t=5682).
- Fixed that the visualisation radius of throwables (the green circle) wasn't visible when the player was in vehicle (viewtopic.php?t=5595).
- Fixed that the inventory didn't get sorted after the container couldn't be mined as all the items couldn't fit the inventory (viewtopic.php?=5614).
- Fixed that when enemy unit was modded to attack by destroying everything including itself crashed the game (viewtopic.php?t=5727)
- Fixed that the player mined item event was not called when he got just part of the inventory (viewtopic.php?t=5608).
- Fixed that it wasn't possible to start fullscreen game in other than the primary window. There is now settings in config in category [graphics] section: preffered-screen-index. Changing the value changes the display adapter (monitor) that is used. If many people use this feature in the future, we can put it in the graphics settings ingame as well (viewtopic.php?t=5048).
- mber input box "consumes" only numeric input, other keys for walking or closing the still works when the field is selected. This is true as long as these are not mapped to numbers, bad luck in that case (viewtopic.php?t=5741)
- Fixed that actions made in the last tick before closing the scenario due to error were applied again when different game was opened (viewtopic.php?t=5741).
- Debugging:
- Added option to turn off vertical synchronisation of the display (v-sync).
- Fixed crash when starting game without config file.
- Gui:
- Progress bar showing electricity availability is now colored. Green for all required energy available, yellow, more than half, red less than half)
- Modding:
- Progress bar style enables to specify different colors for different ranges of values.
- Scripting:
- Added game.getchunks() iterator and game.ischunkgenerated(...) and game.player.force.ischunkcharted() methods
- Pre player mined item event is called really before the player starts to get items from the inventory. Note that the change means, that the event is called even when the mine can eventually fail (not enough inventory to hold all the items). This means, that there might we could also other some other event, that will be called only when the entity is really going to be removed.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.- Debugging: