Version 0.12.0

Information about releases and roadmap.
Gouada
Fast Inserter
Fast Inserter
Posts: 103
Joined: Sun Sep 21, 2014 3:57 pm
Contact:

Re: Version 0.12.0

Post by Gouada »

Thank you for your hard work!
I would much rather have a few large and stable updates like this one than cheap updates every week! :P
I'm so happy that we can finally automatically control the 3 oil factions, instead of trying to baby them and only noticing that something's wrong when you've got no more plastic or something.
Unfortunately, I can't play right now but I'm looking forward to using all these new features!!! :D
No, I'm not a piece of cheese! :D

roman566
Fast Inserter
Fast Inserter
Posts: 136
Joined: Sat May 24, 2014 10:53 pm
Contact:

Re: Version 0.12.0

Post by roman566 »

Why bigger enemies were added? The defense strategy will remain the same - just add more turrets. The attack strategy will not change - just use more turrets. So, what's the point of them other than forcing the player to build more turrets?

FishSandwich
Smart Inserter
Smart Inserter
Posts: 1847
Joined: Sun Feb 23, 2014 3:37 pm
Contact:

Re: Version 0.12.0

Post by FishSandwich »

roman566 wrote:Why bigger enemies were added? The defense strategy will remain the same - just add more turrets. The attack strategy will not change - just use more turrets. So, what's the point of them other than forcing the player to build more turrets?
It was talked about a few Friday facts ago, they were basically added to reduce the strain on pathfinding.

DeserveVictory
Burner Inserter
Burner Inserter
Posts: 7
Joined: Thu Feb 05, 2015 12:50 pm
Contact:

Re: Version 0.12.0

Post by DeserveVictory »

Twinsen wrote:
DeserveVictory wrote:How long can I expect to wait until the in-game update feature will update to 0.12? I'm too lazy to uninstall and reinstall with a new download, and my internet here is so bad that it's prohibitive to do that anyways.
It will not be fixed sooner than Monday. The problem with releasing on Friday I guess :)

Good to know. Probably wasn't going to play it this weekend anyways, and this saves me worrying about getting it updated.

Oxyd
Former Staff
Former Staff
Posts: 1428
Joined: Thu May 07, 2015 8:42 am
Contact:

Re: Version 0.12.0

Post by Oxyd »

DopeEx wrote:there will be a Windows Server multiplayer version? Without graphics, for a root with windows would be great.
I don't think we even have a Windows Server machine anywhere in the office.

Nevertheless, the Windows binary should come with the same --start-server option as the Linux and Mac binaries. So, if you're feeling adventurous, you can give it a go on your Windows Server. Let me know how well it works, if at all.

Gouada
Fast Inserter
Fast Inserter
Posts: 103
Joined: Sun Sep 21, 2014 3:57 pm
Contact:

Re: Version 0.12.0

Post by Gouada »

FishSandwich wrote:
roman566 wrote:Why bigger enemies were added? The defense strategy will remain the same - just add more turrets. The attack strategy will not change - just use more turrets. So, what's the point of them other than forcing the player to build more turrets?
It was talked about a few Friday facts ago, they were basically added to reduce the strain on pathfinding.
The problem with this is that you won't get a swarm of enemies anymore...
Maybe the devs could make it so that once attacked, the giant enemy splits into multiple smaller biters, reforming that intimidating swarm. This could be a good compromise, as less pathfinding is done from the spawner to the player's base but you still get giant waves of biters. :twisted:
No, I'm not a piece of cheese! :D

Boogalo
Inserter
Inserter
Posts: 24
Joined: Thu Dec 04, 2014 12:42 pm
Contact:

Re: Version 0.12.0

Post by Boogalo »

Oxyd wrote:
DopeEx wrote:there will be a Windows Server multiplayer version? Without graphics, for a root with windows would be great.
I don't think we even have a Windows Server machine anywhere in the office.

Nevertheless, the Windows binary should come with the same --start-server option as the Linux and Mac binaries. So, if you're feeling adventurous, you can give it a go on your Windows Server. Let me know how well it works, if at all.
I think windows server is a misnomer. Running headless server doesn't seem to work whether you use it on a Windows desktop OS, or "windows server" server.

It did not work for me. It seems to have trouble parsing the command to load the world. Windows 7, 64bit.

command: C:\Games\Factorio\bin\x64\Factorio.exe -start-server -mp-load-game Multiplayer1.zip

0.000 2015-07-17 18:08:59; Factorio 0.12.0 (Build 103, win64)
0.001 Operating system: Windows 7 Service Pack 1
0.001 Read data path: C:/Games/Factorio/data
0.001 Write data path: C:/Games/Factorio
0.001 Binaries path: C:/Games/Factorio/bin
0.015 Running in headless mode
0.018 Loading mod core 0.0.0 (data.lua)
0.021 Loading mod base 0.12.0 (data.lua)
0.575 Info Updater.cpp:720: Downloading https://www.factorio.com/updater/get-av ... iVersion=2
0.777 0 packages available to download (experimental updates enabled).
0.778 Factorio initialised
0.779 Error Util.cpp:45: Opening zip C:/Games/Factorio/saves/tart-server failed
9.415 Goodbye

With --

C:\Games\Factorio\bin\x64\Factorio.exe --start-server --mp-load-game Multiplayer1.zip

0.001 2015-07-17 23:33:37; Factorio 0.12.0 (Build 103, win64)
0.001 Operating system: Windows 7 Service Pack 1
0.001 Read data path: C:/Games/Factorio/data
0.001 Write data path: C:/Games/Factorio
0.001 Binaries path: C:/Games/Factorio/bin
0.016 Running in headless mode
0.019 Loading mod core 0.0.0 (data.lua)
0.022 Loading mod base 0.12.0 (data.lua)
0.573 Info Updater.cpp:720: Downloading https://www.factorio.com/updater/get-av ... iVersion=2
0.828 0 packages available to download (experimental updates enabled).
0.829 Factorio initialised
0.830 Info Router.cpp:405: Router peerID(0) shutting down.
0.831 Info Router.cpp:432: Router state -> Disconnected
0.831 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
0.831 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
0.831 Loading map C:/Games\Factorio\saves\--mp-load-game
0.854 Error MultiplayerManager.cpp:107: MultiplayerManager failed: "Opening zip C:/Games/Factorio/saves/--mp-load-game failed"
0.854 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
0.854 Error Main.cpp:197: Couldn't load the game for MP: Opening zip C:/Games/Factorio/saves/--mp-load-game failed

i'll write up a bug report. It is intended for us to be able to run dedicated server on a windows box?

RocketWill
Burner Inserter
Burner Inserter
Posts: 12
Joined: Tue Mar 31, 2015 1:57 am
Contact:

Re: Version 0.12.0

Post by RocketWill »

How do I create a force?

johanwanderer
Fast Inserter
Fast Inserter
Posts: 157
Joined: Fri Jun 26, 2015 11:13 pm

Re: Version 0.12.0

Post by johanwanderer »

Try:

C:\Games\Factorio\bin\x64\Factorio.exe --start-server Multiplayer1.zip

That *might* work from what I have seen in the log.

User avatar
vampiricdust
Filter Inserter
Filter Inserter
Posts: 314
Joined: Wed Jan 14, 2015 1:31 am
Contact:

Re: Version 0.12.0

Post by vampiricdust »

Wow, so now if you split stacks in your inventory to divide between machines, it will combine all the split stacks into your hand. Not only is this change not mentioned, but it's incredibly frustrating & annoying change. The start of a new game was already tedious & annoying as it was, now it just got even more annoying.

Oilura
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sat May 16, 2015 3:35 am
Contact:

Re: Version 0.12.0

Post by Oilura »

FactorioBot wrote: [*]Items on transport belts don't go off the belt at the end, so the transport belt has
to go directly in front of the required inserter.
D=

This is neither realistic nor fun.

LoSboccacc
Filter Inserter
Filter Inserter
Posts: 251
Joined: Wed Feb 20, 2013 9:35 pm
Contact:

Re: Version 0.12.0

Post by LoSboccacc »

you might want to check your website tab navigation: I'm trying to set up a server, got authenticated using elinks, got to the download page, selected experimental but couldn't tab to the actual release number

well, I'll scp the executable, however, a little fix on that page could save load of work to server adms

Batsma2
Burner Inserter
Burner Inserter
Posts: 7
Joined: Thu Jun 11, 2015 11:14 am
Contact:

Re: Version 0.12.0

Post by Batsma2 »

TeDeum wrote:From OP
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....

I have no knowledge of LUA whatsoever, so maybe im missing something really obvious, but please help me out by posting what I actually have to type in the console

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: Version 0.12.0

Post by orzelek »

Batsma2 wrote:
TeDeum wrote:From OP
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....

I have no knowledge of LUA whatsoever, so maybe im missing something really obvious, but please help me out by posting what I actually have to type in the console
Try following:

Code: Select all

/c game.player.kill_all_units()
Worked for me with chart command thats part of force also.

DopeEx
Manual Inserter
Manual Inserter
Posts: 4
Joined: Fri Jul 17, 2015 11:08 pm
Contact:

Re: Version 0.12.0

Post by DopeEx »

Oxyd wrote:
DopeEx wrote:there will be a Windows Server multiplayer version? Without graphics, for a root with windows would be great.
I don't think we even have a Windows Server machine anywhere in the office.

Nevertheless, the Windows binary should come with the same --start-server option as the Linux and Mac binaries. So, if you're feeling adventurous, you can give it a go on your Windows Server. Let me know how well it works, if at all.
Operating system: Windows Server 2012

D:\Factorio\bin\x64\Factorio.exe --start-server --mp-load-game MP.zip
0.001 2015-07-18 11:58:12; Factorio 0.12.0 (Build 103, win64)
0.002 Operating system: Windows 8
0.002 Read data path: D:/Factorio/data
0.003 Write data path: C:/Users/Administrator/AppData/Roaming/Factorio
0.003 Binaries path: D:/Factorio/bin
0.029 Running in headless mode
0.036 Loading mod core 0.0.0 (data.lua)
0.043 Loading mod base 0.12.0 (data.lua)
0.842 Factorio initialised
0.843 Info Router.cpp:405: Router peerID(133) shutting down.
0.845 Info Router.cpp:432: Router state -> Disconnected
0.845 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
0.846 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
0.846 Loading map C:/Users\Administrator\AppData\Roaming\Factorio\saves\--mp-load-game
0.866 Error MultiplayerManager.cpp:107: MultiplayerManager failed: "Opening zip C:/Users/Administrator/AppData/Roaming/Factorio/saves/--mp-load-game failed"
0.866 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
0.867 Error Main.cpp:197: Couldn't load the game for MP: Opening zip C:/Users/Administrator/AppData/Roaming/Factorio/saves/--mp-load-game failed

Oxyd
Former Staff
Former Staff
Posts: 1428
Joined: Thu May 07, 2015 8:42 am
Contact:

Re: Version 0.12.0

Post by Oxyd »

Batsma2 wrote:
TeDeum wrote:From OP
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....

I have no knowledge of LUA whatsoever, so maybe im missing something really obvious, but please help me out by posting what I actually have to type in the console
It's /c game.forces['enemy'].kill_all_units()

Oxyd
Former Staff
Former Staff
Posts: 1428
Joined: Thu May 07, 2015 8:42 am
Contact:

Re: Version 0.12.0

Post by Oxyd »

DopeEx wrote:D:\Factorio\bin\x64\Factorio.exe --start-server --mp-load-game MP.zip
You have a superfluous --mp-load-game there.

The correct command line is factorio.exe --start-server MP.zip

Batsma2
Burner Inserter
Burner Inserter
Posts: 7
Joined: Thu Jun 11, 2015 11:14 am
Contact:

Re: Version 0.12.0

Post by Batsma2 »

Oxyd wrote:
Batsma2 wrote:
TeDeum wrote:From OP
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....

I have no knowledge of LUA whatsoever, so maybe im missing something really obvious, but please help me out by posting what I actually have to type in the console
It's /c game.forces['enemy'].kill_all_units()

thanks, this one worked!

DopeEx
Manual Inserter
Manual Inserter
Posts: 4
Joined: Fri Jul 17, 2015 11:08 pm
Contact:

Re: Version 0.12.0

Post by DopeEx »

Oxyd wrote:
DopeEx wrote:D:\Factorio\bin\x64\Factorio.exe --start-server --mp-load-game MP.zip
You have a superfluous --mp-load-game there.

The correct command line is factorio.exe --start-server MP.zip
oh thank you ok! It works now!

D:\factorio\bin\x64\factorio.exe --start-server MP.zip
0.001 2015-07-18 13:05:02; Factorio 0.12.0 (Build 103, win64)
0.002 Operating system: Windows 8
0.002 Read data path: D:/factorio/data
0.003 Write data path: C:/Users/Administrator/AppData/Roaming/Factorio
0.003 Binaries path: D:/factorio/bin
0.031 Running in headless mode
0.038 Loading mod core 0.0.0 (data.lua)
0.045 Loading mod base 0.12.0 (data.lua)
0.944 Factorio initialised
0.946 Info Router.cpp:405: Router peerID(79) shutting down.
0.947 Info Router.cpp:432: Router state -> Disconnected
0.948 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
0.948 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
0.949 Loading map C:/Users\Administrator\AppData\Roaming\Factorio\saves\MP.zip
1.016 Info Scenario.cpp:160: Map version 0.12.0-36
1.077 Info WindowsUDPSocket.cpp:73: Opening socket at port (34197)
1.078 Info Router.cpp:432: Router state -> Connected
1.079 Info Synchronizer.cpp:55: NetworkTick(0) initialized Synchronizer local peer(0) latency(6).
1.079 Hosting game at port 34197, peerID 0, session magic 1199
1.080 Info MultiplayerManager.cpp:848: networkTick(0) mapTick(1186) changing state from(CreatingGame) to(InGame)
1.080 Info NetworkInputHandler.cpp:40: mapTick(1186) networkTick(0) initialized NetworkInputHandler local peer(0).
1.199 Info MultiplayerManager.cpp:1311: Received peer info for peer(0) username(<server>).
1.199 Info MultiplayerManager.cpp:989: networkTick(6) mapTick(1186) received stateChanged peerID(0) oldState(Ready) newState(CreatingGame)
1.200 Info MultiplayerManager.cpp:989: networkTick(6) mapTick(1186) received stateChanged peerID(0) oldState(CreatingGame) newState(InGame)

l4m3r
Burner Inserter
Burner Inserter
Posts: 16
Joined: Sat Jul 18, 2015 11:31 am
Contact:

Re: Version 0.12.0

Post by l4m3r »

Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces
Is this in ? I found nothig where i can set this

Post Reply

Return to “Releases”