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Factorio (Tomas Kozelek, Marwin Kovarex) (RUS / Multi) [Alpha]

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post 08-Фев-2015 14:25 3[+]

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Factorio

Информация:
Год выпуска: 2013
Жанр: Strategy / Simulator
Разработчик: Tomas Kozelek, Marwin Kovarex
Издатель: Tomas Kozelek, Marwin Kovarex
Тип издания: Alpha
Язык интерфейса: Русский / Multi
Язык озвучки: Английский
Версия игры: Alpha v0.11.15 Experimental
Системные требования:
Операционная система: Windows XP / Vista / 7 / 8
Процессор: 3ГГц
Оперативная память: 2 Гб
Видеокарта: 512 Мб
Звуковое устройство: совместимое с DirectX 9.0с
Место на жестком диске: ~ 600 Мб
Описание:
Factorio - 2D-песочница в которой вам предстоит подготовить чужую планету для комфортного проживания земных жителей!
Вы будете добывать ресурсы, исследовать технологии, строить инфраструктуру, автоматизировать производство, и сражаться с чужеземными врагами.
Используйте воображение для проектирования своих фабрик, комбинируйте простые элементы для создания сложных структур.
Разумно применяйте навыки менеджмента, чтобы все это стабильно функционировало.
Дополнительно:
* Установить игру, выбрав версию для своей ОС
* Для включения русского языка - Main Menu - Options - Other - Locale (ru). Перезапустить игру
* Помимо русской локализации в раздаче присутствует русификатор. Переводит большинство служебных сообщений и подсказок. Для установки необходимо скопировать содержимое папки RUS в папку с игрой, согласившись на замену (не забудьте сделать бэкап заменяемых файлов!)
* Factorio Wiki

Код:

Version: 0.11.15 Experimental Date: 4.2. 2015
Features:
- Map transfer displays transfer speed.
Bugfixes:
- Fixed (one of the sources) of the random crashes when loading games, mainly with mods
containing heavy code in onload/oninit methods.
- Tweaks of the error reporting (stack trace written into the log).
- Fixed GUI goal description overlapping GUI elements (http://www.factorioforums.com/forum/viewtopic.php?t=8367)
- Fixed that inserters weren't woken up when (not) inserting material to furnace because the
recipe using it is not researched upon successful research.
Scripting:
- Disabled the LuaPlayer::cursorposition and zoom as they were not deterministic.
Changes:
- When using the deconstruction planner, the logistic network is not drawn if the mouse if over a GUI element(http://www.factorioforums.com/forum/viewtopic.php?f=7&t=8341)
- Blueprint, deconstruction and cancel deconstruction selection boxes will not get un-selected when hovering over GUI elements, but they will not activate if the mouse is released under a GUI element.

Version 0.11.14 Experimental Date: 2.2. 2015
Bugfixes:
- Proper handling of user paths containing non-asci characters.
- Stack trace is written to log when the game crashes in windows (was non windows only until now).
- Less restrictive (rail collisions related) train signal placement.
- Fixed that the logistic robot storage bonus wasn't used when the full transport belt was being deconstructed.
- Fixed that all the robots were sent for deconstruction of non empty objects with no logistic robot storage bonus research.
- Fixed the required construction robot calculations related to deconstruction of chest/transport belts with mixed contents.
- Fixed loading of save with different mod configuration that caused items to have different type. (http://www.factorioforums.com/forum/viewtopic.php?t=5866)
- Fixed the layer of drawing of pipe covers.
- Fixed that the attempt to clear empty blueprint consumed electronic circuit (http://www.factorioforums.com/forum/viewtopic.php?t=8143)
- Optimised the situation when huge map needed to be recharted (sometimes needed when moving to newer version).
- Optimised the lua garbage collection strategy.
- Fixed few small problems with the building collision check logic. (http://www.factorioforums.com/forum/viewtopic.php?t=8144)
- Fixed the crash when viewing the stop distance debug info of train.
- Fixed the inserter insertion logic when inserting mixed ingredients into the furnace. (http://www.factorioforums.com/forum/viewtopic.php?t=8275)
- Fixed water appearing in maps even when it is disabled.
- Fixed that the deconstruction icon could be under the contents info icon for some entities. (http://www.factorioforums.com/forum/viewtopic.php?t=8216)
- Fixed that transport belts marked for deconstruction still moved the player/car/enemies.
- Fix (theoretical) of the fast speed on 120Hz screens.
- Further fixes of the manual train controls.(http://www.factorioforums.com/forum/viewtopic.php?t=8241)
- Fixed that the big numbers weren't visible in the electric/production statistics.
- Fixed that vertical straight cables wasn't always visible when the game was zoomed out.
Scripting:
- Added write access to ammo amount left of item stack.
- [] operator of LuaInventory returns LuaItemStack object instead of the simplified table.
- LuaInventory::getitemstack was removed as the [] operator can be used instead.
- Added read property LuaItemStack::prototype.
- Added LuaItemStack::drainammo/addammo.
- Fixed crash when assigning non-existent style.
- Fixed crash when assigning invalid pointto in game.showmessagedialog.
- Fixed that teleporting item stack on belt didn't register the item on the belt.
- Removed LuaInventory.isValid() and added LuaInventory.valid for consistency
- Added LuaStyle::name - returns the name of the style.
- Reworked all LuaObjects that can be invalid to support the "valid" readable property.
Modding:
- Furnace never cleans the input/output fluid boxes on load.
- Stable order of the input/output fluid boxes of crafting machines.

Version: 0.11.13 Experimental Date: 19.1. 2015
Bugfixes:
- Fixed the freezes related to train building.
- Fixed the inserter activation logic related to situations where inserter takes the fuel from the entities powered by fuel.
- Fixed the collision checks related to gun turrets.
- Fixed the train colliding with itself when the destination was changed manually. (http://www.factorioforums.com/forum/viewtopic.php?t=8088)
- Stopped, manually controlled train adds additional penalty (related to train path finding) of 200 tiles to the block it occupies.
- Fixed the possible crashes related to invalid map exchange string.
- Fixed crash related to loading save that is autosaved the very next tick.
- Gates open in front of the moving character the same way as in front of the moving car.

Version: 0.11.12 Experimental Date: 16.1. 2015
Bugfixes:
- Fixed building collision check of car/trains.
- Fixed that offline players in multiplayer were receiving alerts that were never cleared, so their alert
counts were increasing forever. This not only increased save game size, but increased the CRC calculation time as well.
- Crc calculation time was heavily optimised and is calculated only for online players.
- Fixed that inserters could take items from flying robots. This also disables control-clicking robots to steal their items,
but it was not intended feature anyway.
- Fixed the logistics request text box. (http://www.factorioforums.com/forum/viewtopic.php?t=8002)
- Changed default logistic request amount for few items to be different (10) than the stack amount (modules + alien artifacts).
- Fixed the problem of the shaking frame of the assembling machine (and possibly other) entities in the gui preview.
- Fixed the shaking image of burner mining drill.
- Fixed the reversed manual controls of train when driving backwards in some cases.
- Fixed the splitter drawing in blueprint preview.
- Gates open in time (depends on the speed) for cars/tanks.
- Proper processing of save loading errors. The error message is shown instead of the crash.
- Fixed crashes when trying to set invalid style to gui elements from script/console.
- Changed stack sizes of battery/energy shield to 50 so it can be built in assembling machine without getting stuck.
- Changed recipe of power armor (less processing units/steel) so it can be automated more easily as well.
- Fixed the occasional crash when some of the internal Factorio directories/files were read-only.
- Fixed that the enemy turrets were attacking in the peaceful mode.
- The logfile contains more specific OS info (currently extended only for windows).
- The game is automatically closed with notification when the service pack on windows 7 is missing.
- Fixed gui error in the mod settings. (http://www.factorioforums.com/forum/viewtopic.php?t=6947)
- Fixed the bug with construction robots following vehicles outside of roboport area (again).
- Fixed that inserter could stretch for wrong wagon when facing a rail curve. (http://www.factorioforums.com/forum/viewtopic.php?t=6391)
- Fixed crash related to connecting tight train wagons or high-speed train crashes.
- Fixed crash related to loading save with entities that need to be removed (mod removal/change), while other mod target these entities.

Version 0.11.11 Experimental Date: 13.01. 2015
Bugfixes
Fixed problems with inserters taking from diagonal wagons.
Fixed several train related bugs and issues, mainly:
Fixed the problem of train occasionally loosing path when moving fast.
This also fixes the problems of mods with super fast trains.
Fixed that trains could occasionaly leave block behind them blocked.
Fixed that trains could do huge detours when some block was blocked.
The pathfinding is based on penalties for blocked segments now.
For trains waiting in station, the more remaining time in the station, the bigger penalty.
Removing train station doesn't remove it from the train list.
If there are no stations with the given name, the station is shown as red in the schedule.
Such station are skipped by the train until the station with the name appears again.
Fixed the way train was preferring non-blocked paths/stations.
Fixed that diagonal parallel curve blocks both tracks. (viewtopic.php?f=7&t=7865)
Partial fix of the constant micro-freezes/frame drops.
Fixed problems with inserters not putting items on belts to ground.
Fixed crash when MP game is refused by the host.
Update doesn't require UAC approval, when the zip package version is used.
Fixed some of the technology prerequisites.
Fixed logistic gui issues (viewtopic.php?t=7942)
The default value of item in the logistic gui is the count of one stack.
Fixed crash when accessing logistic gui that is opened directly in the save game.
Fixed that in the logistic gui selecting already set request didn't work. (viewtopic.php?t=7943)
Radar ignores chunks outside the map borders. (viewtopic.php?t=7604)
Fixed (hopefully) the "unique_path: An Internal error occurred" problem.
Fixed that the inserter was buildable on the top of underground belt.
Fixed that the electric pole was buildable so close to the curved rail that it would be destroyed by the train.
Fixed that the electric network for power armor was ran twice per game tick
Fixed the "trying to make chunk at unreasonable position" bug related to sending empty unit group somewhere from script.

Scripting
Fixed problems in the lua equipment grid interface:
.clear() nolonger crashes, .move() works now, and .generatorenergy reports energy as a floating point value.
Fixed that the rail directions were messed up when building rails from script.
The mechanism, that changes the rail direction based on the position is still used for manual building, to allow the user
to build diagonal rails without having to switch direction after every piece.

историю изменений всех версий см. на официальном форуме
---

Version 0.11.3 Experimental Date: 14.11. 2014
Bugfixes:
Fixed crash when building trains.
Fixed that the sandbox scenario was not working.
(Hopefully) Fixed the missing inet_pton message thus fixing the WinXP compatibility.
Fixed that the alert sounds were not working sometimes.
Fixed crashes when roboport was destroyed or lost power.
Fixed potential crash after using game.removeofflineplayers.

Version 0.11.2 Experimental Date: 13.11. 2014
Features:
Mods that don't affect game state are not needed to be synchronised when playing multiplayer game or replaying game.
This mainly solves the problem of multiplayer games where some of the people had scenario pack mod and some hadn't.
Graphics:
New graphics of construction and logistic robots.
Bugfixes:
Reenabled the windows xp support.
Fixed various buildability collisions problems.
Fixed crashes when using walls in blueprints.
Fixed crash when previewing gates on rails in blueprint.
Fixed problems when rotating blueprint with walls or rotating already built wall.
Fixed that the new hope campaign wasn't working.
Fixed that the "can't build sound" of all players was always played to the first player.
Fixed that the capsule range visualisation was drawn for all players.
Fixed the wrong localisation of No path message of train.
Fixed the script error when finishing FirstSteps/New hope campaigns.
Fixed crashes when someone uses nmap on a computer running MP game.
Fixed multiplayer 3 player "recurring dropping" problem (http://www.factorioforums.com/forum/viewtopic.php?t=6414).
Shift + space pause is switched off when typing in console.
Shift + space pause is switched off in the multiplayer.
Fix that childrennames-method only returns a single name instead of all
Starting equipment in freeplay is given to all the new players.
Fixed that the Allows+Requires+Cost was not wrapped as the effects list in the technology preview window.
Fixed that single item got stuck in underground belt until second item entered it.
Save settings when game automatically sets bitmap-caching because of VRAM shortage. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=6467)
Fixed crash when crafting weapon / ammo in the vehicle (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=6296).
Fixed that modules couldn't be used in electric furnace (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=6337).
Fixed crashes in multiplayer freeplay after building rocket defense.
Fixed train movement problems - both desync and the "Ok, so we didn't make the train movement right" errors.
Fixed that ghosts of turrets were not removed when turret was built over.
Attempted to fix the "receiveMovementImpulse ended up with unreasonable position" car and tank error.
Unified the Floating point model on all windows distributions. That might solve the 32bit/64bit desync issues.
Fixed bug with double-clicking in assembler gui during autosaving (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=6515).
Fixed bug with burner inserter grabbing coal even when setup with full stack (http://www.factorioforums.com/forum/viewtopic.php?t=5856).
Fixed that the command /c game.regeneratetiles could crash easily, because it didn't take the parallel map generation into account.
Fixed train description speed units and locale.
Changes:
In multiplayer game anyone can unpause the game (not just the one who paused it).
Walls and gates are fast replacable.
In Multiplayer, research progress gui (in the top right) blinks once research has completed.
There is no technology window popup anymore. This is optional behavior in single player as well.
Fixed bug that SP game wouldn't have commands allowed after loaded from MP game.
MapEditor doesn't allow to place and edit character anymore. Instead a spawn point (red flag) can be put on map.
Scripting:
Fixed that the onrobotbuiltentity was not working at all.
Fixed that events giving player index were crashing in the sandbox mode. (onpickedupitem, onbuiltentity, onplayermineditem, onpreplayermineditem, onplayercreateditem, onplayerrotatedetity)
Fixed crashes when modifying style of gui of player that has no view (always in multiplayer).
LuaPlayer::name (read) now contains the player name.
Replaced removeofflineplayer with removeofflineplayers. It takes a lua table of player indexed to remove.
If no arguments are provided it removes all the players.

Version 0.10.12 Date: 16.9.2014
Bugfixes:
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

Version: 0.10.10 Date: 12.9. 2014
Bugfixes:
- Fixed that passive provider chest acted as active provider chest after game load.
- Fixed that player turrets could be walked through after reconstructed. (http://www.factorioforums.com/forum/viewtopic.php?f=7&t=5618).
- Fixed that the starting chest in sandbox mode didn't contain some of the items in full stacks.
- Fixed that the pause game control reset itself to default after every restart.
- Fixed wrong directory name inside save (was "currently-saving", now is the same as the save name)
- Fixed that map2scenario didn't copy locale and script state to the scenario.
- Fixed crash related to enemy pathfinding.
- Fixed of wrongly reported amount of items the player got from mining machines/containers (http://www.factorioforums.com/forum/viewtopic.php?t=5688).
- Fixed entity icons of defender/distractor/destroyer robot.
- Fixed that deconstructing transport-belt-to-ground would delete items they held (http://www.factorioforums.com/forum/viewtopic.php?t=5667).
- Fixed that deconstructing inserters holding items would delete items they held (http://www.factorioforums.com/forum/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 (http://www.factorioforums.com/forum/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.
(http://www.factorioforums.com/forum/viewtopic.php?t=5659).
- Changed recipes by mods will be refreshed to original value automatically when mod is removed
(http://www.factorioforums.com/forum/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)
(http://www.factorioforums.com/forum/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.
(http://www.factorioforums.com/forum/posting.php?mod...amp;f=7&t....
- Fixed that the visualisation radius of throwables (the green circle) wasn't visible when the player was in vehicle.
(http://www.factorioforums.com/forum/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.
(http://www.factorioforums.com/forum/viewtopic.php?=5614).
- Fixed that when enemy unit was modded to attack by destroying everything including itself crashed the game
(http://www.factorioforums.com/forum/viewtopic.php?t=5727)
- Fixed that the player mined item event was not called when he got just part of the inventory
(http://www.factorioforums.com/forum/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 (http://www.factorioforums.com/forum/viewtopic.php?t=5048).
- The number 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 (http://www.factorioforums.com/forum/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
(http://www.factorioforums.com/forum/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.

v.0.10.9 Date: 29.08. 2014
Bugfixes:
Fixed crash when the map exchange string is not valid. If is not valid, text color is changed to red.
Fixed the loading of saves containing inner saves (used in tightspot scenario) (viewtopic.php?f=7&t=5482).
Fixed that unresearching quickbar slots crashed the game (viewtopic.php?t=5466).
Fixed crash in map editor when building transport belts after building diagonal rail tracks (viewtopic.php&t=5462).
Fixed crash when entity with no icon shown in the electric network statistics, error icon is shown instead in that case (viewtopic.php?t=5490).
Fixed crash when some modded entity attack_reaction effect killed the attacking biter.
Fixed various problems of not loadable save when energy source type of entities changed or mod specifying entities with energy source missing. (viewtopic.php?f=7&t=5511).
Removed so called "item bomb" effect. It happened When the player tried to a mine chest that contained items that couldn't fit his inventory. Instead of dropping all the items on the ground around (which could be A LOT of items in some cases), the mining just fails, while player gets as many items from the chest as possible.
Fixed performance when cancelling large crafting queues and the player has no room to hold the items. This also fixes performance when a loot-enabled entity dies and drops a large amount of loot.
Fixed bug when sometimes rail segments were messed up by placing rail signals from blueprint (viewtopic.php?f=7&t=5350). Also blueprint which would place two signals next two each other cannot be placed.
Fixed bug when train was self-damaging when driving backwards at the end of the rail (viewtopic.php?f=7&t=5179). This also fixes the resulting crash when the wagon was destroyed.
Fixed bug when train with 2 locomotives with opposite directions was not moving backwards when first locomotive had no coal.
Fixed that laser turrets were not working when built near chunk boundaries (viewtopic.php?f=7&t=5362).
Saving the crc in the replay only once per second, so the replay (and save) size shouldn't grow so fast.
Fixed that the beacon rotating animation was sometimes drawn under the beacon (viewtopic.php?f=7&t=5431).
Fixed bug where placing assembling machine over assembling machine of the same type could result into repetitve placing (posting.php?mode=reply&f=7&t=5479).
Fixed the problem with deconstruction of transport belt with inserter (or something other) putting items on it (viewtopic.php?t=3090)
Fixed that logistic robots were confused when inserting into storage with damaged items (viewtopic.php?t=5326).
Fixed that construction/logistic robots inside a network that was removed weren't re-assigned to the closest logistic network (viewtopic.php?t=3088).
The created effect of entities is not applied in map editor, to avoid too much freezed smoke particles at the same time that slows the render (viewtopic.php?f=7&t=5492).
Worms don't collide with the world during the dying animation (viewtopic.php?t=5409).
Worms don't show healthbar and don't regenerate health during the dying animation.
Fixed scrolling with sliders in game (viewtopic.php?f=7&t=5392).
Fixed bug when some controls didn't work with mouse over the gui (viewtopic.php?f=7&t=5130) Now they work just fine unless there is a gui action (i.e. crafting, transfer) with the same binding.
Fixed extremely low placement probabilities of worms.
Fixed resetting key bindings when changing keyboard layouts (viewtopic.php?f=30&t=5192)
Fixed bug when using deconstruction tool broke the replay (viewtopic.php?f=7&t=5570&p=42998#p42998).
Fixed that pausing the game closed the opened gui (viewtopic.php?t=5563)
Fixed that setting more than 65535 value in the logistics request gui didn't work properly.
Fixed that the number in the logistic gui wasn't set to 0 when the slot was cleared (viewtopic.php?t=5565).
Map map2scenario reports errors correctly instead of crashing.
Using map2scenario no longer resets researched technologies and unlocked recipes.
Migrations are applied even when using map2scenario.
Fixed bug when blueprints were "looting" the items from transport belt to grounds (viewtopic.php?f=7&t=5587).
Debugging:
Added show_active_chunks debug option, shows which chunks are active on the big map.
Scripting:
Fixed that caninsert method ignored set filters (viewtopic.php?f=7&t=5477).
Fixed that LuaForce:reset didn't reset all the force modifiers. Namely: inserter stack size bonus, logistic slots, quickBarCount, followingRobotsCount, ghost time to live.

0.10.2 Date: 27.6. 2014
Bugfixes:
Fixed the crash when opening save with active replay saving.
Fixed crash when smart inserter with logistic condition was rebuilt.
Fixed leak in path finding that was causing huge saves(viewtopic.php?f=7&t=4562&p=34339#p34339).
Fixed that splitter was buildable over transport belt to ground (and vice versa).
Fixed crash when renaming OSX application name.
Rotation of turrets doesn't play role when deciding if the part of the overlapping blueprint doesn't collide. Rotation of other entities like belts, inserters etc. still matters.
Fixed that the underground belt cover did have the same graphics regardless if it was input or output.
Fixed that the underground belt direction when building to be connected with different underground didn't have the preview direction correct (both in blueprint and manual building).
Fixed wrong blueprint positioning when it contained rail/stations and was created just from ghost entities.
Fixed crash when showing tooltip of construction material warning for unbuildable entities.
Locomotive recalculates path on rotation.
Fixed pump collision box so they can be built next to each other.
Fixed "bad allocation" bug when removing/adding roboport from bigger network in some cases.
Fixed that construction robots placed damaged items and full health.
The repair speed of repair packs didn't affect construction robots repair speed when using these.
Fixed bug with placing other objects (i.e. pipes) on top of rail signals.
Game doesn't crash when loading replays from older saves.
Fixed buggy scrolling in train gui when item is crafted.
Ghosts can be mined even out of the building / mining distance.
Added the missing help methods to Lua objects.
Fixed crashes with graphics cards that have larger texture size than available memory.
Fixed bug with train routing when going "backwards" (viewtopic.php?f=7&t=3199).
Fixed crash when placing rail signal for rail loop (viewtopic.php?f=7&t=3482).
Fixed crashes when attempting to use construction robots to deconstruct rails under a train.
Not showing energy for flying robots that don't use energy (combat robots).
Fixed corrupted save problem that occurred when the player had follower robots active, was in a car that had blueprint with roboport in the trunk. Saves corrupted this way from earlier versions are not loadable.
Changes:
Changed the prioritization of resupplying source of logistic robots. Provider has biggest priority, then storage and the last one is passive provider. This is to avoid uncontrolled filling of storage chests from the leftovers.
Graphics:
More realistic train light drawing (light cone in the front, red light in the back).
Balancing:
Wall repair speed is twice the fast.
Translations:
Added Catalan translation.

v.0.9.8
Bugfixes:
Fixed crash when starting the game on MacOSX with less than 512MB video memory. Instead low-graphics is set on and a dialog appears with information (same behavior as on win and linux).
Fixed crash when using fast transfer (control click) in the demo levels 1 and 2.
Removed 0 iron ore resource fields in demo level 1.
Fixed bug in the map editor that created resources with 0 amount.
Fixed that mouse button action set to close gui didn't work over the gui (same for similar actions). Mouse actions that interact with the map, like mining shooting etc still work only outside of the gui.
Slightly better allocation of count of construction robots to deconstruct entity with items inside.
Fixed the allocation of construction robots to targets in some cases, mainly for containers built using blueprints.
Fixed twitching of animation of some entities in special cases.
Scripting:
Fixed gettile/gettileproperties method not fetching correct tile for floating point negative numbers.
Graphics:
New small electric pole graphics.
...


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post 08-Фев-2015 14:27 (спустя 1 минута) [-]0[+]

Топик был перенесен из форума Оформление раздач (Игры для PC) в форум Демо-версии

Dvа2Vо7
 

kurkah

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post 08-Фев-2015 17:59 (спустя 3 часа) [-]0[+]

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В последних 3х патчах, судя по патчнотам, для игроков ничего толком и нету...Только мододелам и починка багов Грущу
А игра в мирном режиме отлично играется в фоне, раз 5-7 минут альт-таб, чтобы что-то перенаправить, построить пару фабрик и снова заниматься своими делами Улыбаюсь
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Dreammer

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post 08-Фев-2015 18:21 (спустя 21 минута) [-]-8[+]

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Древний пошаговый MAX выглядит куда более приятно, чем этот "шедевр" 2015 года...
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berkut2123

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post 08-Фев-2015 18:39 (спустя 18 минут) [-]4[+]

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Dreammer писал(а):

Древний пошаговый MAX выглядит куда более приятно, чем этот "шедевр" 2015 года...
В данной игре важна не графика а песочница. И данная игра хорошо развивает логику. так как ключевой элемент строительство гигансткого завода

добавлено спустя 3 минуты 33 секунды:

Dvа2Vо7
год исправь она в 2013 вышла. у тебя ошибка получается.
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Dvа2Vо7

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post 08-Фев-2015 18:42 (спустя 2 минуты) [-]0[+]

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berkut2123
Ты прав, исправил.

_________________
Второй после Бога
Девственником не умрет никто, жизнь поимеет всех... © Курт Кобейн
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theBesha

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post 08-Фев-2015 18:42 (спустя 49 секунд) [-]0[+]

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И скрины использованы от ранней ранней альфы, разместите скриншоты соответствующие v0.11.15
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FaUST_WEBE

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post 08-Фев-2015 18:46 (спустя 3 минуты) [-]1[+]

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залипал в нее 12 часов подряд.
поезда, фабрики, опять поезда.... жуть как затягивает
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fdkitamory

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post 08-Фев-2015 19:33 (спустя 47 минут) [-]0[+]

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Просил уже другого автора, но не могли бы запилить Linux версию?
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VerTox

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post 08-Фев-2015 20:59 (спустя 1 час 25 минут) [-]0[+]

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fdkitamory
она под вайном отлично играется

_________________
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stserg

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post 09-Фев-2015 00:40 (спустя 3 часа) [-]1[+]

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fdkitamory
Лови

Код:

https://yadi.sk/d/WDeEbYADeYhPG

_________________
Linux its like a vigvam - no windows, no gates and apache inside.
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Vadik778

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post 09-Фев-2015 15:58 (спустя 15 часов) [-]0[+]

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http://clip2net.com/s/3c5V0an

Как быть господа?
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stserg

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post 09-Фев-2015 17:00 (спустя 1 час 1 минута) [-]0[+]

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Vadik778 писал(а):

http://clip2net.com/s/3c5V0an

Как быть господа?
ну, например, сходить вот сюда

Код:


_________________
Linux its like a vigvam - no windows, no gates and apache inside.
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fdkitamory

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post 10-Фев-2015 04:33 (спустя 11 часов) [-]1[+]

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stserg писал(а):

fdkitamory
Лови

Код:

https://yadi.sk/d/WDeEbYADeYhPG
Спасибо Улыбаюсь
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Q6HKi

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post 23-Май-2015 17:41 (спустя 3 месяца 13 дней) [-]1[+]

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Уже есть v0.11.22. Может стоит обновить раздачу?
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berkut2123

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post 05-Окт-2015 10:58 (спустя 4 месяца 12 дней) [-]1[+]

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Автор а обновления будут уже 0.12.8.
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