Re: Version 0.11.16
Posted: Thu Feb 19, 2015 11:02 pm
Your right. They should shutdown the forums and introduce a gag order for any and all talk about the game.Nova wrote:It doesn't make sense to discuss this.
Your right. They should shutdown the forums and introduce a gag order for any and all talk about the game.Nova wrote:It doesn't make sense to discuss this.
Fuck yeah. >:Dkovarex wrote:All PvP related features/fixes
I expect to see some PVP youtube vids now!!! lolFishSandwich wrote:Fuck yeah. >:Dkovarex wrote:All PvP related features/fixes
Only that orientation looks wrong. With the other facings, the box covers the output and looks like it feeds directly. Seems like a depth issue, but it isn't a recent 'bug'.Kane wrote:Not sure if this is a bug or always been the case I have not played since sept I guess it was.
Not sure who is redefining gravity. But the chest should be 1 tile down not there
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[AdvancedTile/OneEntityInsertion] 0.0189s
[AdvancedTile/TwoEntitiesOnOneAdvancedTile] 0.0183s
[AdvancedTile/ThreeEntitiesOnOneAdvancedTile] 0.0180s
[AdvancedTile/OneEntityOnTwoAdvancedTiles] 0.0182s
[AdvancedTile/OneEntityOnThreeAdvancedTiles] 0.0211s
[AdvancedTile/moreEntitiesTest] 0.0180s
[AdvancedTile/GetCoordinates] 0.0180s
[AllegroFileToPackageWriterPathAdapter/WriteAndSeek] 0.0059s
[Boost/TestBinomialHeap] 0.0016s
[BoundingBox/ConstructorFromRealPosition] 0.0001s
[BoundingBox/ConstructorFromDoubles] 0.0001s
[BoundingBox/ConstructorDefault] 0.0001s
[BoundingBox/Collide] 0.0048s
[BoundingBox/CarCollide] 0.0009s
[BoundingBox/SegmentCollide] 0.0002s
[BoundingBox/OperatorAddRealPosition] 0.0001s
[BoundingBox/OperatorAddTilePosition] 0.0002s
[BoundingBox/FirstCollisionPoint] 0.0001s
[BoundingBox/RotatedVerticiesDeterminism] 0.0073s
[CraftingMachine/Transfer] 0.0251s
[CraftingMachine/Direction] 0.0256s
[CraftingQueue/SimpleAddCraftingOrder] 0.0118s
[CraftingQueue/UpdateItemCountsForPromise] 0.0097s
[CraftingQueue/FinishCrafting] 0.0098s
[CraftingQueue/CancelCrafting] 0.0103s
[ExchangeString/Base64] 0.0006s
[FileUtil/CheckScriptOutputPath] 0.0063s
[FloatingPoint/SumOfDoubles] 0.0009s
[FloatingPoint/SumOf3Doubles] 0.0010s
[FloatingPoint/SumOf4Doubles] 0.0011s
[FloatingPoint/MultiplicationOfDoubles] 0.0009s
[FloatingPoint/MultiplicationOf3Doubles] 0.0009s
[FloatingPoint/MultiplicationOf4Doubles] 0.0010s
[FloatingPoint/CombinationOfMultiplicationAndDivision] 0.0033s
[FloatingPoint/MultiplicationOfFloats] 0.0011s
[FloatingPoint/MultiplicationOfFloatAndDouble] 0.0010s
[FloatingPoint/Sin] 0.0012s
[FloatingPoint/CustomSinCorrectness] 0.0015s
[FloatingPoint/Cos] 0.0013s
[FloatingPoint/CustomCosCorrectness] 0.0013s
[FloatingPoint/Tan] 0.0221s
[FloatingPoint/CustomTanCorrectness] 0.0020s
[FloatingPoint/ATan] 0.0012s
[FloatingPoint/CustomATanCorrectness] 0.0014s
[FloatingPoint/ATan2] 0.0014s
[FloatingPoint/CustomATan2Correctness] 0.0014s
[FloatingPoint/Sqrt] 0.0008s
[FloatingPoint/VectorFromDistanceAndOrientation] 0.0023s
[FloatingPoint/VectorRotation] 0.0030s
[InfiniteRectangle/Empty] 0.0001s
[InfiniteRectangle/DataSizeStaysReasonable] 0.0009s
[InfiniteRectangle/DataSizeStaysReasonableAllSides] 0.0054s
[InfiniteRectangle/DifferentOrder] 0.0011s
[Map/MapRemovePlayer] 0.0005s
[MemoryPool/AllocateDeallocate] 0.0003s
[NetworkInputHandler/tryToCloseTick] ..\tests\UnitTests\TestNetworkInputHandler.
cpp(120): error: Failure in tryToCloseTick: Expected 1 but was 0
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Problem signature:
Problem Event Name: APPCRASH
Application Name: FactorioTestUnit.exe
Application Version: 0.0.0.0
Application Timestamp: 54e5ea8e
Fault Module Name: FactorioTestUnit.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 54e5ea8e
Exception Code: c0000005
Exception Offset: 00000000000271bb
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 7e49
Additional Information 2: 7e49537c318bbb9a11a3183a649fbce3
Additional Information 3: ef2f
Additional Information 4: ef2f28e2f3ba0d656355fe1847f1b228
It is. Thankscube wrote:It should work now. We moved to new deploy scripts on linux and mac (windows will follow soon), and some bugs escaped.
Ping has no relation to the desyncs. Maybe you can give more details about the desync, or report it as a bug report.Ojelle wrote:HMm, I keep getting desync in multiplayer, even with ping on 999 and we are on the same network with LAN cables. Lets hope reinstalling works :s
Did you try saving and loading again like it says in OP?Ojelle wrote:HMm, I keep getting desync in multiplayer, even with ping on 999 and we are on the same network with LAN cables. Lets hope reinstalling works :s
Could you clarify what the full selection priority order is? Is there any replacement that had the old behaviour of ghost-layer collision mask?kovarex wrote: [*]Fixed the selection priority, ghosts have lower selection priority than other objects now.
I played it last night and it worked OK. I had some problems placing and selecting things. It was as if my cursor was offset by a tile or so.Bart wrote:Can someone confirm multiplayer is working?
https://forums.factorio.com/forum/vie ... 16&p=68422gnz wrote:Could you clarify what the full selection priority order is? Is there any replacement that had the old behaviour of ghost-layer collision mask?kovarex wrote: [*]Fixed the selection priority, ghosts have lower selection priority than other objects now.
That doesn't quite answer my question though. For context, the problem is proxy entities which needs to be highlighted or opened. With the limited API then that's the only way to do certain mods at the moment and this changes how it can be done in a negative way. I'm simply wondering if there is another collision mask that has no collision with other entities and is still selectable.FishSandwich wrote:https://forums.factorio.com/forum/vie ... 16&p=68422gnz wrote:Could you clarify what the full selection priority order is? Is there any replacement that had the old behaviour of ghost-layer collision mask?kovarex wrote: [*]Fixed the selection priority, ghosts have lower selection priority than other objects now.