Factorio 0.11.18

seeders: 87
leechers: 19
Added on March 16, 2015 by Asayhemin Games > PC
Torrent verified.



Factorio 0.11.18 (Size: 291.22 MB)
 Setup_Factorio_x64_0.11.18.exe146.41 MB
 Setup_Factorio_Win32_0.11.18.exe144.82 MB

Description

0.11.18 change notes:

Features:

Blueprints can be built over things marked for deconstruction.
Blueprints can be force placed using alternative build mode (shift click).


Balancing:

Increased the cargo wagon inventory size (20->30).
Increased the crafting cost of the cargo wagon and locomotive.


Bugfixes:

Fixed save corruption (rare probability) related to rendering alerts and saving the map.
Fixed crash in map editor when changing / setting assembling machine recipe.
Fixed desync loop when changing player force via script - in PvP mod for instance.
Added explaining text for the second new hope campaign supplies objectives. (that the car supplies count only the user is in the car)
The flamethrower fluid input order is the same as before, so it matches the refinery outputs.
Fixed clearing the cursor while attempting to repair something.
Fixed that changing force of roboport (in map editor or by a script) didn't update the connections properly.
Roboports now behave correctly when teleported using scripts.
Fixed that some of the technology icons were scaled down in the technology selection.
Fixed that the Not minable checkbox was set based on the Indestructible value in the map editor.
Fixed that the two way signals weren't possible to build on diagonal rails.
Fixed copy-paste for Cargo wagons not activating inserters.
Fixed copy-paste for entities with inventory limits not copying the limit.
Fixed that the "Electric demand satisfaction" label was not translatable.
Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.
The line height in the debug info is dependent on the scale, so they don't overlap or take too much space on different scales.
Fixed "Trying to make chunk at unreasonable position" caused by some vehicle collisions.
Fixed weird behaviour and bad damage calculations when colliding with multiple objects while in a car or tank.


Changes:

Small change of collision box of curved rail, so the underground belts can be built on one additional particular position.
Car and tank movement should be better. Tank should no longer get stuck. Tank can now destroy objects by accelerating into them even when standing still.

Scripting:

Fixed that non valid require did crash the game instead of giving proper error message.
Setting technology as finished using the script also fires the ontechnologyresearched event.
Order to chart a big area doesn't slow the game horribly anymore.
Added onresourcedepleted - called when a resource is depleted to its minimum yield or 0. Passes the resource entity as event.entity.
Car prototype now uses "energy_per_hit_point" instead of "crash_damage_multiplier", consistent with train prototypes.


Modding:

Moved the player hit tint color into the player prototype


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291.22 MB
seeders:87
leechers:19
Factorio 0.11.18

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