Page 1 of 3

Version 0.11.17

Posted: Thu Mar 05, 2015 10:11 pm
by kovarex
We have been playing half a day today with four people without a problem with full base of trains robots etc. and we were having no real trouble. The stable will come ....
  • Features
    • Tooltips are now generated automatically for some items. You will now see more detailed info for capsules, turrets, ammo(https://forums.factorio.com/forum/vie ... php?t=6791)
    • Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).
    • Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.
    • Progress bar is shown when other peers in multiplayer are saving map.
    • Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance.
    • Better construction robot strategy.
      When the construction is processed, the closest available supply of the required item is found and the closest robot to this supply is selected for the construction.
    • The game shows name of other players above their head.
  • Balancing
    • Increased the stack size of straight rail (50->100).
  • Bugfixes
    • Fixed desync issue related to removing of active entities.
    • Fixed desync issue related to blueprint with more than one icon.
    • Don't get stuck in Multiplayer when left alone downloading the map.
    • Desync report in multiplayer is generated in parallel avoiding desynced player being dropped.
    • Fixed that the train didn't continue when it crashed to something (typically player) while breaking for signal/station.
    • Fixed that the technology ingredients weren't sorted.
    • Unified the rail align of signal to the diagonal rails (https://forums.factorio.com/forum/vie ... php?t=8697).
    • Fixed crash when the recipe of assembling machine is changed while the gui is opened. (https://forums.factorio.com/forum/vie ... php?t=8701)
    • Fixed another updater post-update logic error on windows.
    • Fixed shift-removing equipment from the equipment grid freezing the game. (https://forums.factorio.com/forum/vie ... php?t=8738)
    • Fixed the item to entity insertion logic. (https://forums.factorio.com/forum/vie ... php?t=8766)
    • Fixed crash when autosave happens immediately after loading a multiplayer map as a new player.
    • Fixed some UI icons not scaling correctly and not being displayed pixel-perfect(https://forums.factorio.com/forum/vie ... php?t=8827)
    • Fixed that the order of products in the recipe is now specifiable by the lua definition the same way as the ingredients.
    • Fixed that saves with corrupted energy sources because of the double entities problem in 0.11.16 are not loadable now.
    • Fixed the crashes that can happen when accessing the train controls in multiplayer. (https://forums.factorio.com/forum/vie ... php?t=8799)
    • Fixed electric energy logic, so it is handled properly when the electric poles /electric machines are moved (mod related).
    • Fixed that rail signal disconnected from rail didn't show health bar and deconstruction icon.
    • Fixed crash when clicking into gui in replay mode.
    • Fixed that the button based questions in the sandbox scenario logic could interfere with other mods. (https://forums.factorio.com/forum/vie ... php?t=8815)
    • Fixed ocasional crash when building cargo wagons/locomotives. (https://forums.factorio.com/forum/vie ... php?t=8813)
    • Fixed crash when removing rail under train in map editor or from a script. The train on the rail is destroyed in that case.
    • Fixed wrong saving directory in the non-hosting MP client(https://forums.factorio.com/forum/vie ... f=7&t=7808).
    • Progress bars in Multiplayer (loading map, autosaving, etc.) don't overlap but instead stack.
    • Fixed missing exexcutable permissions in linux tarball.
    • Fixed minor issue with generated map even size being rounded up (https://forums.factorio.com/forum/vie ... f=7&t=8807).
    • Electric turret shows energy consumption properly depending on the shooting speed upgrades.
    • Fixed that the north pipe covers of machines were drawn over the entity. (https://forums.factorio.com/forum/posting.php?t=8871)
    • Fixed the crash when autosave is triggered while the computer is locked. The game will be saved without the preview picture in this situation.
    • Fixed lockup when iterating large numerical arrays in lua (https://forums.factorio.com/forum/vie ... 19&p=71104)
    • Fixed that the small electric pole has wire reach 7.5, but the game was showing 8 in the tooltip.
    • Fixed the tank controls, as it could start to break when it hit someting. The tank doesn't get stuck when plowing through stuff now.
    • Fixed, that the gui of inactive mod wasn't deleted the same way as the mod was removed completely. (https://forums.factorio.com/forum/vie ... php?t=8942)
    • When the player data file gets corrupted, the file is ignored and the game can be still launched.
    • Fixed that furnace can be modded to have no output/input inventories without the game crashing.
  • Changes
    • Increased the pathing penalty for non-moving train in manual mode from 200 to 1000.
  • Debug
    • When building/selecting rail signal, the connected rail is shown by the green selection box.
    • Added verbose logging option in other settings. This adds extra logging for the Multiplayer.
  • Scripting
    • Fixed that player.caninsert returned always true. (https://forums.factorio.com/forum/vie ... php?t=7307)
    • Fixed that the access luaPlayer/luaGuiElement and luaGuiStyle could result into crash when the corresponding player was removed.
    • Trigger effects of type create-entity now have a property "show_in_tooltip" which determines if the creation of the entitie(s) should be shown in automatically generated tooltips.
    • Added LuaTechnology:: upgrade, prerequisites, researchunitingredients, effects, researchunitcount, researchunitunergy read.
    • Moved radar nearby scan range into the prototype.
    • Moved the night vision tint color into the night vision equipment prototype.
    • Fixed game::alwaysday read not returning anything.
    • entity.teleport is no longer permitted for walls, transport belts or entities with fluid boxes. The method returns false in this case.

Re: Version 0.11.17

Posted: Thu Mar 05, 2015 10:35 pm
by mngrif
kovarex wrote: Balancing
  • Increased the stack size of straight rail (50->100).
THIS CHANGES EVERYTHING.

Thank you so much for your hard work and fixed bugs \o/

Re: Version 0.11.17

Posted: Thu Mar 05, 2015 11:01 pm
by Mr. Thunder_Tw
:o :o Could this be the stable release? The end of 11.x? The beginning of the end-ing?

Re: Version 0.11.17

Posted: Thu Mar 05, 2015 11:01 pm
by y.petremann
I've got this error when auto-updating :

Code: Select all

Update failed:
File /home/user/.local/opt/factorio/data/base/scenarios/sandbox/control.lua has unexpected content

Re: Version 0.11.17

Posted: Thu Mar 05, 2015 11:04 pm
by kovarex
Mr. Thunder_Tw wrote::o :o Could this be the stable release? The end of 11.x? The beginning of the end-ing?
Definitely no, but in 1 or 2 stabilisation releases it is possible (My guess is 3 )

Re: Version 0.11.17

Posted: Thu Mar 05, 2015 11:04 pm
by FishSandwich
y.petremann wrote:The game shows name of other players above their head.
Been waiting for this one since 0.11 first came. :D

Re: Version 0.11.17

Posted: Thu Mar 05, 2015 11:06 pm
by kovarex
FishSandwich wrote:
y.petremann wrote:The game shows name of other players above their head.
Been waiting for this one since 0.11 first came. :D
Once we actually played a little, it became quite obvious that it is needed :)

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 12:48 am
by FumblerX
kovarex wrote:
  • Better construction robot strategy.
Awe sweet :P

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 2:29 am
by diegokilla
Fixed the tank controls, as it could start to break when it hit someting. The tank doesn't get stuck when plowing through stuff now.
Well I know a streamer who is going to be ecstatic :)

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 2:32 am
by Grimshad
Just wondering, but why is Factorio in the Concepts section of steam greenlight where it cannot be greenlit?

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 6:50 am
by Smarty
even more fixes than 0.11.16 has

Awesome! Good job

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 8:15 am
by cube
y.petremann wrote:I've got this error when auto-updating :

Code: Select all

Update failed:
File /home/user/.local/opt/factorio/data/base/scenarios/sandbox/control.lua has unexpected content
Are you sure you didn't edit the file manually?

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 8:39 am
by kovarex
Grimshad wrote:Just wondering, but why is Factorio in the Concepts section of steam greenlight where it cannot be greenlit?
Because we are perfectionists.

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 12:14 pm
by infinitehubgear
Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance.

I approve :D

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 12:35 pm
by kds71
I'm fighting some bitters using laser turrets. The game is crashing every time I repair a turret and press Q to unequip repair pack. It displays a message:

Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.

Here is a log file: http://pastebin.com/P0zGA3cm

Edit: It seems that this bug is unrelated to laser turrets - I figured out that if I press Q while I have repair pack equipped and my mouse cursor is hovering over any building (let it be laser turret, wall, furnace, whatever), the game crashes. If mouse cursor is over an empty land when I press Q, everything is fine.

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 4:37 pm
by Xterminator
So many fixes and awesome changes!! :D Super happy for the name tags, now we can actually see who is coming to kill us in PvP. :D
Also love the changes of not having to hold F to pick stuff up, that for very tedious with collecting the alien artifacts.haha


As always, great work guys! Can't wait for Friday Facta today.

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 5:38 pm
by GewaltSam
kds71 wrote:I'm fighting some bitters using laser turrets. The game is crashing every time I repair a turret and press Q to unequip repair pack. It displays a message:

Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.

Here is a log file: http://pastebin.com/P0zGA3cm

Edit: It seems that this bug is unrelated to laser turrets - I figured out that if I press Q while I have repair pack equipped and my mouse cursor is hovering over any building (let it be laser turret, wall, furnace, whatever), the game crashes. If mouse cursor is over an empty land when I press Q, everything is fine.
A report in the bug report forum would be more practical, but I guess they'll see it here also.

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 6:44 pm
by Ojelle
Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance.
I guess this is about alien artefacts? In my world it doesnt seem to work. I did bound it to another button. Might be that? (mouse5) And the area in wich I pick them up is the same too. Or does it only work on 'new' artefacts. And the old ones remain the way it was? (my world is just dotted with these thing, I think over a 100k (and do they actually slow your pc? Or are that the 3K flying robots? Got a nice rig and it only gets 30UPS and 11 FPS or so :s ).

Edit: Just tryd it out, it only works on new ones :( Is there a command to get rid off every item laying lose on the ground at once? If not, do they slow down your comp? Would be a nice feature.

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 7:13 pm
by infinitehubgear
Can confirm that you can only pick up newly generated alien artefacts. You'll have to collect the old eggs the old fashioned way. Its probably worth a bug report if you think its slowing your game down.

Re: Version 0.11.17

Posted: Fri Mar 06, 2015 8:15 pm
by Ojelle
I doubt its just the artefacts. But I got no clue what slows down how much (robots, belts, inserters, idle furnaces, rail signals,...) (relative to eachother) so ill play slowed at the moment. As long as its above 30UPS I think I can live with it. And what could I submit in the bug report? Its not exactly a bug, but its annoying indeed.