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Version 0.9.4

Posted: Fri Mar 21, 2014 12:07 pm
by kovarex
Hello, the update is here:
  • Known issues:
    If you are using Dytech mod you will need to download the new version, otherwise the game won't even start. This is due to the change of provider chest to active provider chest.
  • Features:
    • Added passive provider chest. Provides items only for requester, construction and player. Not for storage chests.
  • Bugfixes:
    • Moved lubricant recipe from engine technology to oil processing as lubricant is not needed for basic engine anymore.
    • Enabled engine technology in the campaign level 2.
    • Fixed various problems when mod changes electric usage priority of existing entities.
    • Fixed a bug in displaying electricity production / consumption.
    • Battery technology unlocks science pack 3 instead of rocketry.
    • Fixed too wide filter selection gui when too many items are in one subgroup.
    • Limit the size of the blueprint preview, so it is usable for huge blueprints.
    • Fixed that control clicking to get items from the logistic robot could crash the game in some cases.
    • Fixed that having error in the mod init rewrote the config file specifying which mods are enabled.
    • Fixed crash that could happen when save containing mods altering damage types is used without the original mod and car/crain crash happens.
    • Fixed dangling tooltip of the slot inserter logistic condition when closed.
    • Fixed small-plane recipe in campaign level 4.
    • Removed accumulator research and requirement from the 2nd beta level.
    • Updater checks update packages to be applied before actually running them.
    • Fixed that assembling machine recipe configuration was lost when using blueprints.
    • Objects with even dimensions like 2X2 are centered over the cursor better when building.
  • Changes:
    • Using subgroups and item groups for entities as well. This partially fixes problem with overflowing window for entities in the map editor.
    • Dynamic window size for smaller displays.
  • Modding:
    • Added a way to specify recipe hidden, so it doesn't appear in the crafting window.
    • Added a way to specify whether to use apply_projection for rotated sprite or not.
  • Scripting:
    • Added way to add ghost structures.
    • Added way to order/cancel deconstruction from script.
    • Limit the entity.energy write property by <0, max buffer size>.
  • Translations:
    • Added simplified chinese translation.
Downloadable at https://www.factorio.com/download/experimental as usual, or by automatic updater as long as you have checked to download experimental releases

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 12:34 pm
by Rockstar04
WHOO LINUX VERSION!

And the passive chest is something I have wanted for a LONG TIME! Thanks!!

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 1:45 pm
by Blackdots
I just tried to start the game after updating and it complains the following:

Error in assignID, 'enemies' was not recognized id of item sub-group

any help? :(

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 1:56 pm
by LoSboccacc
uhm, can someone paste a console script to change all active provider into passive provider chests?

thanks

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 2:13 pm
by drs9999
LoSboccacc wrote:uhm, can someone paste a console script to change all active provider into passive provider chests?

thanks
You can do the following.
- Goto data/base/migrations/2014-03-17_Factorio_0.9.4.json
- Change "active" into "passive"

Load a pre0.9.4 save => all provider-chests will be replaced with passive-provider-chests instead the active-ones on load

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 2:18 pm
by slpwnd
drs9999 wrote:
LoSboccacc wrote:uhm, can someone paste a console script to change all active provider into passive provider chests?

thanks
You can do the following.
- Goto data/base/migrations/2014-03-17_Factorio_0.9.4.json
- Change "active" into "passive"

Load a pre0.9.4 save => all provider-chests will be replaced with passive-provider-chests instead the active-ones on load
Exactly. Alternatively you can make your own "temporary" json migration in that folder (the name doesn't matter as long as it is new for that sve).

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 2:20 pm
by cube
Blackdots wrote:I just tried to start the game after updating and it complains the following:

Error in assignID, 'enemies' was not recognized id of item sub-group

any help? :(
Let's continue here: https://forums.factorio.com/forum/vie ... f=7&t=2895

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 2:22 pm
by LoSboccacc
thanks a mil! that worked

now I can deconstruct all the things and renovate my factory! wonderful!

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 2:40 pm
by jeroon
tnx for the update, I'm sorry to ruin your chance to finally get a beer on a friday night, but i've found a (small) bug ;)

win 7, x64 version

First time I'd try to start it, I got
Image
and the game exited.

Second time i started, it went well, i got the update, but then the auto-restarts, and i got the error with the wrong path again.

3rd time i started it, it crashed straight away (which happens sometimes on this machine, with all versions so far, can't seem to find a pattern though).

4th time i started it, i could play! ;)

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 5:09 pm
by Deathmage
Well my thread about limiting logistics storage has became useless...

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 7:08 pm
by Greg40
Thank you very much for the work -> just for the week end 8-)
good to see linux version again.

Re: Version 0.9.4

Posted: Fri Mar 21, 2014 7:19 pm
by Copperfield
thx for updated version..

but

playing a new game with a manual settings dont generate the correct world..

I set all resources and high and there are still small..

Re: Version 0.9.4

Posted: Sat Mar 22, 2014 4:56 am
by DRBLN
I can't start the game :(

Image

That ile is really missing.

Re: Version 0.9.4

Posted: Sat Mar 22, 2014 5:10 am
by DRBLN
Please, could advise how to fix that?

Re: Version 0.9.4

Posted: Sat Mar 22, 2014 6:22 am
by ludsoe
DRBLN wrote:Please, could advise how to fix that?
Delete the base mod and reupdate?

Re: Version 0.9.4

Posted: Sat Mar 22, 2014 6:30 am
by DRBLN
ludsoe wrote:
DRBLN wrote:Please, could advise how to fix that?
Delete the base mod and reupdate?
The game doesn't reupdate the base mod if it is deleted

Re: Version 0.9.4

Posted: Sat Mar 22, 2014 7:41 am
by drs9999
It is not a bug in the vanilla game. It is caused by dytech, because the sprite is used there but do not exist anymore.
Easy workaround: copy the sprite from the active/passive privider chest and rename the copy back to logistic-chest-provider

Re: Version 0.9.4

Posted: Sat Mar 22, 2014 7:42 am
by Dysoch
DRBLN wrote:Please, could advise how to fix that?
you know this probblem is caused by my mod. So there is no need to post 3 times on 3 different forum sections.
because it is caused by mod, ONLY post it on my bug reports section, and wait till i release an update (i just did)

being impatient never rewards!

Re: Version 0.9.4

Posted: Sat Mar 22, 2014 10:53 am
by N3X15
Regarding the deconstruction trigger: When you have spare time (which is rare, I completely understand), could you please let us know what we're supposed to be calling? I've checked the wiki and the forums without success. Looping through the entity's metatables and listing the available functions isn't an option due to how the native functions are implemented.

Thanks.

Re: Version 0.9.4

Posted: Sat Mar 22, 2014 1:16 pm
by drs9999
N3X15 wrote:Regarding the deconstruction trigger: When you have spare time (which is rare, I completely understand), could you please let us know what we're supposed to be calling? I've checked the wiki and the forums without success. Looping through the entity's metatables and listing the available functions isn't an option due to how the native functions are implemented.

Thanks.
The devs added 3 new methods related to it.These are:

Code: Select all

orderdeconstruction(force)
canceldeconstruction(force)
tobedeconstructed(force) <= returns boolean
They can be used only with entities (obviously) and the entity has to belong either to the player force or neutral force.


Code-Snippets:

Code: Select all

--shows if the selected entity is marked for deconstruction--
if game.player.selected.tobedeconstructed(game.player.force) then
   game.player.print("true")
else
   game.player.print("false")
end

-- Mark the selected entity for deconstruction--
game.player.selected.orderdeconstruction(game.player.force)

--Unmark selected entity for deconstruction--
game.player.selected.canceldeconstruction(game.player.force)