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Re: Friday facts #95 - 0.12 Release today

Posted: Fri Jul 17, 2015 8:16 pm
by jockeril
I was 95% certain that there will be a version today, after last week's FFF #94 (kovarex said they will give us a version to play single player) - I ok with multiplayer problems in the experimental version, since I don't play multiplayer yet...

Have a great week end everyone ! hope you stop to eat and get off the chair every now and then :D
cyanit wrote:
Twinsen wrote:
Arakasi wrote:No new updates on win x64.
Windows automatic update is disabled for now due to an issue.
You will have to use the installer or zip for now.

Any idea when the automatic update will be fixed? Because I'm stuck with really crappy Internet for now and I don't want to download the whole client with 10kb/sec :D
I suggest you don't wait for the fix - better wait for the whole client D/L ( I think that's what the update does anyway, since this is a major update)

Re: Friday facts #95 - 0.12 Release today

Posted: Fri Jul 17, 2015 8:36 pm
by cpy
Hype is real!

Re: Friday facts #95 - 0.12 Release today

Posted: Fri Jul 17, 2015 9:43 pm
by Venti
Congrats on first automated release! Build more robots!

Re: Friday facts #95 - 0.12 Release today

Posted: Fri Jul 17, 2015 10:04 pm
by bobingabout
When do we get steam keys?

Re: Friday facts #95 - 0.12 Release today

Posted: Fri Jul 17, 2015 10:37 pm
by DaemosDaen
Time to start a new game :)

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 12:36 am
by Mattyrogue
bobingabout wrote:When do we get steam keys?
That's not going to start until 0.12 is declared 'Stable' and released on Steam, which will likely take more than a few weeks, then they have to go through the Greenlight process (or alternatively get in touch with Valve themselves, given Factorio is a lot more than just 'proof of concept' at this point)... Unless someone from the actual design team wants to drop in and explain the plans for Steam so far.

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 2:00 am
by Gouada
Umm...
So I just got home and updated the game and now it won't open. :(
When I launch it the window pops up and then closes. I'm on linux.
Is anyone else having this problem?

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 4:06 am
by immibis
I noticed you said the circuit network can be connected to the existing storage tanks, pumps and offshore pumps.

That is, there are not separate smart tanks and smart pumps.

Is this a temporary thing, or is this going to be the future direction of the circuit network?

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 4:06 am
by EstebanLB
@kovarex, soon the Friday Facts are going to be fully automated and the progress reports are going to be done by some obscure script of yours. Let's just hope it doesn't grow a conscience of it's own

Re: Friday Facts #87 - Visitors

Posted: Sat Jul 18, 2015 4:23 am
by delus
I'm liking the update so far but I do have one question. Is there any way to remove stone path after placing it?

Keep up the great work!
Delus
[Post moved in the right topic by Koub]

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 7:03 am
by hitzu
What if to hide rail sleepers under the pavement?
Image

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 7:35 am
by GTMasterMan
Why isn't it there for me? I have experimental build on but I have no update... Can you help me?

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 7:40 am
by NightRavn
Twinsen wrote:
Arakasi wrote:No new updates on win x64.
Windows automatic update is disabled for now due to an issue.
You will have to use the installer or zip for now.

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 7:45 am
by immibis
hitzu wrote:What if to hide rail sleepers under the pavement?
Image
Ooh, fancy.

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 7:58 am
by vampiricdust
The changing of way stacks in hand are handled have been changed and not mentioned.

I play with the auto sorting off & used split stacking to control production in new construction for testing, feeding things manually, as well as manually running things when I want to. However, this change in the way the hand now grabs a full stack from your inventory & completely ignores very intentional & deliberate split stacks. It works just fine opening each machine & then shift clicking, but now it's a lot slower inputting smaller stacks of things.

If there won't be an option to disable this change or give us back the old stack preserving method, then could you at least add it to the changelog? A very frustrating & annoying change.

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 12:00 pm
by ssilk
I must admit, that I cannot follow your description. I think this is one of those cases when a picture says more than 1000 words. :)

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 12:52 pm
by akyuky@gmail.com
can someone send me photos regarding timer from combiners ( which settings are combiners )

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 12:59 pm
by ratchetfreak
akyuky@gmail.com wrote:can someone send me photos regarding timer from combiners ( which settings are combiners )
there is a timer described in this topic: https://forums.factorio.com/forum/vie ... 18&t=13606

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 1:54 pm
by ScoobTheNoob
They said ..

"Download stable release

This is the cutting edge "experimental" version. There might be some nasty bugs. Use on your own risk. Your computer probably won't explode though :). "

This happened. :(
Image

Re: Friday facts #95 - 0.12 Release today

Posted: Sat Jul 18, 2015 2:24 pm
by mikeyjd25
ScoobTheNoob wrote:They said ..

"Download stable release

This is the cutting edge "experimental" version. There might be some nasty bugs. Use on your own risk. Your computer probably won't explode though :). "

This happened. :(
Image
That's why it says "probably" :D