Update 0.6.0

Information about releases and roadmap.
kovarex
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Re: Update 0.6.0

Post by kovarex »

knut wrote:help. error:content title
player prototype required but missing
It seems like you have disabled or missing the base mod (check the Main menu -> mods)

knut
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Re: Update 0.6.0

Post by knut »

kovarex wrote:
knut wrote:help. error:content title
player prototype required but missing
It seems like you have disabled or missing the base mod (check the Main menu -> mods)
thanks. you were right

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Re: Update 0.6.0

Post by wrtlprnft »

tonberrytoby wrote:How do you order items from the logistics bots directly?
After you research Character logistics slots 1, your inventory screen (e) acts like a requester chest.

Logistics robots really need some sort of home station, because now I leave a trail of them behind after they deliver my stuff, and if I'm outside my base they're easy targets for the creepers. Otherwise I really like that feature, and I also like the upgradeable assemblers :-)

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Re: Update 0.6.0

Post by drs9999 »

Can you please list all scripting/modding changes?

Because my scenarios for the contest are not working anymore. For both I receive an undefined error ("Error -1"). For snaketorio the game completly crashs and for the maze-scenario the game returns to main-menu.
Also blueprints mod do not work as well, here a hard crash occurs, too, but without any error message.

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Re: Update 0.6.0

Post by Zinzin »

I also had a problem with the auto-upgrade. The file noise-layers.lua was not installed.
I had originally a 0.5.1 that had upgraded itself to 0.5.3 .

Uninstalling and reinstalling fixed it :)

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Re: Update 0.6.0

Post by kovarex »

drs9999 wrote:Can you please list all scripting/modding changes?

Because my scenarios for the contest are not working anymore. For both I receive an undefined error ("Error -1"). For snaketorio the game completly crashs and for the maze-scenario the game returns to main-menu.
Also blueprints mod do not work as well, here a hard crash occurs, too, but without any error message.
Thanks for the report, we probably found the issue and will repair it in 0.6.1.
Zinzin wrote:I also had a problem with the auto-upgrade. The file noise-layers.lua was not installed.
I had originally a 0.5.1 that had upgraded itself to 0.5.3 .

Uninstalling and reinstalling fixed it :)
We will take a look at this.

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Re: Update 0.6.0

Post by slpwnd »

@drs9999

There was a bug in the custom gui that was causing these problems. This is fixed now for 0.6.1. I have tested both the A-Maze-ing and Snaketorio and they work fine now. Also I did some simple copy-pasting with the blueprint mod, fine as well.

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Re: Update 0.6.0

Post by drs9999 »

Thanks for the fast troubleshooting!
And thanks for this great update

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Re: Update 0.6.0

Post by gr0mpel »

awesome update! love all the new textures!
terrain is now looking much much better. great job.

but oh my god how many of these damn module does one need to have to produce?!^^ looked at the raw materials for a lvl 3 one..holy shit - THATS a lot of copper :)

found a little unfortunate energy consumption display:

Image

9 and 11kw are shown correctly..

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ssilk
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New map and map-mode

Post by ssilk »

At my first tries with the new map I found, that the bounds of what you see when zoomed completely out and what is added as new on the map differs. My best example was, that I walked left, until I was able to sew a creeper village. But the village wasn't on the map. Not even some more steps brought it in.
I think the problem is with the different ratios of screen (16:9) to map (1:1), because when walking up/down this problem was the other way around (saw things first on map). I suggest to render the map earlier so that the things are earlier seen. Or other words: the player can see slightly outside of the max zoomed out screen.

The next thing I want to mention is, that it is difficult to understand, what a color in the map-mode means. Is it resource? Ground? Creepers? I mean this needs a bit more tuning, to make the colors more distinct and adding a legend/mouseover to see, what it means. Others mentioned that the ground is too saturated. It's much better now. The map-mode can of course look much more abstract than the real map. No need to take the same colors. In most games I know the ground is there grey/green/brown, enemy is red, myself is blue/white/yellow (for different states).

I like the new map generator. :) I tried several maps and it generates really nice maps. And with the map-mode you are not so unsure, if the surrounding will bring you through the first hour in freeplay. More feeled reliability.
I like the stuff, which looks like craters. Go ahead into that direction, more details, surprising stuff, rocks, pits, different trees, crop, cliffs ... Have you seen the screenshots of Herzog 2? That looks really cool and it is so old!
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Re: Update 0.6.0

Post by RawCode »

no reactor... but atleast we now have some furnace progression, but without reactor it still just grinding.

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Re: Update 0.6.0

Post by Linguini »

What happened with the right button of the mouse to just leave a piece of the selected resource? Now it doesn't work... Also I tried other buttons like Ctrl and the mouse middle button and at the last one the game crashed... :/
Though I love the changelog, is looking very promising. :)

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Re: Update 0.6.0

Post by FrozenOne »

Guys, really awesome work. When i almost feared you are slacking somewhere, not hearing from you over a month, you proved me wrong, you even implemented my suggestion about attack indicator. I see i did well when few weeks ago i bought the extended challenges thus supporting you more, keep up the good work, i'll be looking forward to any new bit!

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ssilk
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Re: New map and map-mode

Post by ssilk »

Just read what I wrote yesterday...
ssilk wrote:The map-mode can of course look much more abstract than the real map. No need to take the same colors. In most games I know the ground is there grey/green/brown, enemy is red, myself is blue/white/yellow (for different states)
what did I wanted to say with that? :shock:

I think it was this:
- copper-resource fields look sometimes like creeper villages. Especially when only small parts of it are exposed. The colors are of course different, but I mixed it up because of the form.
Suggestion: when discovered expose a bigger part of it, so that you see the tiling of a resource field vs. the more or less chaotic look of a creeper village, which makes then the difference.
- I also don't saw the creepers walking. A red dot on brown ground is difficult. I would like to see them as bigger circles, when they are walking, like the own player. Or eventually better as triangle with the head pointing in the direction they walk. In any way: a walking creeper is dangerous and should be clearly visible on the map and minimal.
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zlosynus
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Re: Update 0.6.0

Post by zlosynus »

Is it just me who things that the graphics is getting worse and worse by every release? The reason is that everything just looks the same and it is very hard to orient in it. In my factory, I just see a lot of gray things, all of which are looking the same :(.

I will do tests concerning the speed of the game but it seems to run little faster. (But it is stressing my computer much more, which I don't like that much.) Also the map generation still looks quite silly, it might be a good idea to allow mods to generate maps (even if it would be slower, I wouldn't care that much, if I would get a nice map).

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Re: Update 0.6.0

Post by henry_smith »

slpwnd wrote:@henry_smith, Cerus

Sorry for the inconvenience. The direct download for win is fixed now.
Thanks! I'm enjoying the new electric furnaces and addon modules.

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Re: Update 0.6.0

Post by tonberrytoby »

Does the lab naming really use the full nameset?
I have 10 labs and 2 are named after me. This looks unlikely.

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Re: Update 0.6.0

Post by Finnboghi »

Linguini wrote:What happened with the right button of the mouse to just leave a piece of the selected resource? Now it doesn't work... Also I tried other buttons like Ctrl and the mouse middle button and at the last one the game crashed... :/
Though I love the changelog, is looking very promising. :)
I played around with it, and found that right clicking to pick up now selects one at a time, and then you simply drop all in your hand at once with left click.

I believe control+right click picks up half the stack like it used to.

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ssilk
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Re: Update 0.6.0

Post by ssilk »

zlosynus wrote:Is it just me who things that the graphics is getting worse and worse by every release? The reason is that everything just looks the same and it is very hard to orient in it. In my factory, I just see a lot of gray things, all of which are looking the same :(.
I think it is a bit like in reality. From far away everthing looks the same and the difference appear, when you come closer. :) I like the graphics very much, they are so detailed when zoomed in! For some graphics, a bit more color would be fine, but this is against the steam punk look. https://www.google.de/search?q=steampunk&tbm=isch&tbo=u
I think there is place for much detail improvement (so that everything matches together), but no general issue...
(But it is stressing my computer much more, which I don't like that much.)
Sorry, but I can't take that serious. :) Any program should work as fast as possible.
If you don't like that: you are the admin of your computer. Configure it, so that for example only one CPU is used. But that's not a task for the program. ;)
Also the map generation still looks quite silly, it might be a good idea to allow mods to generate maps (even if it would be slower, I wouldn't care that much, if I would get a nice map).
Hum. I have another opinion. The maps generated are quite interesting, when walking a bit around and I think they will introduce some more stuff into the maps.
I have some ideas, why we are so different opinion, but I wait for other experiences. :geek:
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kovarex
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Re: Update 0.6.0

Post by kovarex »

FrozenOne wrote:Guys, really awesome work. When i almost feared you are slacking somewhere, not hearing from you over a month, you proved me wrong, you even implemented my suggestion about attack indicator. I see i did well when few weeks ago i bought the extended challenges thus supporting you more, keep up the good work, i'll be looking forward to any new bit!
We had one week vacation that month. we really needed that. I believe it helped us to work more effectively after that :)

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