Version 0.15.1

Information about releases and roadmap.
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Jon8RFC
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Re: Version 0.15.1

Post by Jon8RFC »

0.15 has such a clean look with the new interface backgrounds, the new icons throughout (I really like the exoskeleton in the modular armor), and the higher resolution images. It looks awesome, y'all!
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cpy
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Re: Version 0.15.1

Post by cpy »

Zeblote wrote:
cpy wrote:Why nobody tells me if belt optimizations are in and update multithreading?
Belt optimizations aren't finished and multi-threaded update was canceled.
NNNNNNNNNNNNNOOOOOOOOOOOOOOO! So much for bigger factories :(
That was one of the things i was looking for in 0.15
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Re: Version 0.15.1

Post by The_Lone_Hunterz »

posila wrote:
The_Lone_Hunterz wrote:I love this new update.
The_Lone_Hunterz wrote:the automatic zooming to the world when looking at the minimap is really frustrating, I like to see my creations from closeby on the minimap.
There is separate control binding for this in control options. I have it mapped to Ctrl + mouse wheel up.
thanks, that helped a lot. I set my alternative scrolling to the mousewheel, and the regular scrolling to the - and the + on the keypad. After testing out the differences, the game crashed.


edit, added the log

Code: Select all

0.002 2017-04-25 15:20:42; Factorio 0.15.1 (build 29050, win64, steam)
   0.002 Operating system: Windows 10 (version 1607) 
   0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 
   0.002 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
   0.002 Write data path: C:/Users/niels/AppData/Roaming/Factorio
   0.002 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
   0.159 System info: [CPU: Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz, 4 cores, RAM: 8074MB]
   0.160 Display options: [FullScreen: 1] [VSync: 0] [UIScale: 100%] [MultiSampling: OFF] [Screen: 255]
   0.186 Available display adapters: 1
   0.186  [0]: \\.\DISPLAY1 - Intel(R) HD Graphics 520 {0x05, [0,0], 1920x1080, 32bit, 60Hz}
   0.187 Create display on adapter 0. Size 1280x720 at position [310, 162].
   3.674 Initialised Direct3D:[0] NVIDIA GeForce GTX 950M; driver: nvd3dumx.dll 21.21.13.7654
   3.680     Video memory size (dedicated video/dedicated system/shared system/available): 2018/0/3990/4088 MB
   3.724 DSound: Starting _dsound_update thread
   3.725 DSound: Enter _dsound_update; tid=2376
   3.725 Device reset internal.
   3.728 Desktop composition is active.
   3.728 Graphics options: [Graphics quality: normal] [Video memory usage: all] [Light scale: 100%] [DXT: false]
   4.185 Loading mod core 0.0.0 (data.lua)
   4.253 Loading mod base 0.15.1 (data.lua)
   4.976 Loading mod base 0.15.1 (data-updates.lua)
   5.070 Checksum for core: 530912544
   5.070 Checksum of base: 2731413614
   5.338 Info PlayerData.cpp:55: Local player-data.json available, timestamp 1493123186
   5.338 Info PlayerData.cpp:60: Cloud player-data.json available, timestamp 1493114426
   5.593 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/game.cso
   5.599 Loaded shader file C:/Program Files (x86)/Steam/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso
   5.621 Initial atlas bitmap size is 16384
   5.627 Created atlas bitmap 16384x10868
   6.314 Created atlas bitmap 4096x1860
   6.327 Created atlas bitmap 4096x3648
  18.924 Sprites loaded
  18.924 Convert atlas 4096x1860 to: trilinear-filtering 
  19.041 Convert atlas 4096x3648 to: mipmap 
  19.742 Loading sounds...
  25.286 Custom inputs active: 0
  25.353 Factorio initialised
 167.610 Loading map C:\Users\niels\AppData\Roaming\Factorio\saves\_autosave1.zip: 5331922 bytes.
 167.809 Loading Level.dat: 9089967 bytes.
 167.814 Info Scenario.cpp:133: Map version 0.15.1-0
 168.200 Loading script.dat: 190 bytes.
 168.214 Checksum for script C:/Users/niels/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 1622069129
 174.656 Error CrashHandler.cpp:232: Received SIGSEGV
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-86tci8\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-86tci8\src\util\logger.cpp (354): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-86tci8\src\util\logger.cpp (408): Logger::logStacktrace
c:\cygwin64\tmp\factorio-86tci8\src\util\crashhandler.cpp (105): CrashHandler::writeStackTrace
c:\cygwin64\tmp\factorio-86tci8\src\util\crashhandler.cpp (235): CrashHandler::SignalHandler
d:\th\minkernel\crts\ucrt\src\appcrt\misc\exception_filter.cpp (219): _seh_filter_exe
d:\th\minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (117): `thread_start<unsigned int (__cdecl*)(void * __ptr64)>'::`1'::filt$0
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF7B05005D8)
00007FF7B05005D8 (Factorio): (filename not available): __C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE4313AB9D)
00007FFE4313AB9D (ntdll): (filename not available): _chkstk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE430D9913)
00007FFE430D9913 (ntdll): (filename not available): RtlImageNtHeaderEx
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE43139CBA)
00007FFE43139CBA (ntdll): (filename not available): KiUserExceptionDispatcher
c:\cygwin64\tmp\factorio-86tci8\libraries\allegro\src\win\d3d_bmp.cpp (897): d3d_draw_bitmap_region_optimised
c:\cygwin64\tmp\factorio-86tci8\src\graphics\spritedraworder.cpp (241): SpriteDrawOrder::renderInternal
c:\cygwin64\tmp\factorio-86tci8\src\graphics\spritedraworder.cpp (154): SpriteDrawOrder::render
c:\cygwin64\tmp\factorio-86tci8\src\graphics\drawqueue.cpp (1082): DrawQueue::renderSprites
c:\cygwin64\tmp\factorio-86tci8\src\graphics\tilerenderer.cpp (122): TileRenderer::render
c:\cygwin64\tmp\factorio-86tci8\src\graphics\gamerenderer.cpp (187): GameRenderer::render
c:\cygwin64\tmp\factorio-86tci8\src\gameview.cpp (909): GameView::render
c:\cygwin64\tmp\factorio-86tci8\src\mainloop.cpp (875): MainLoop::render
c:\cygwin64\tmp\factorio-86tci8\src\mainloop.cpp (405): MainLoop::mainLoopStep
c:\cygwin64\tmp\factorio-86tci8\src\mainloop.cpp (227): MainLoop::run
c:\cygwin64\tmp\factorio-86tci8\src\main.cpp (881): wmain
f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl (253): __scrt_common_main_seh
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE40638364)
00007FFE40638364 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE430F70D1)
00007FFE430F70D1 (ntdll): (filename not available): RtlUserThreadStart
 176.261 Error CrashHandler.cpp:106: Map tick at moment of crash: 475560
 176.261 Error Util.cpp:76: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
kovarex
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Re: Version 0.15.1

Post by kovarex »

cpy wrote:
Zeblote wrote:
cpy wrote:Why nobody tells me if belt optimizations are in and update multithreading?
Belt optimizations aren't finished and multi-threaded update was canceled.
NNNNNNNNNNNNNOOOOOOOOOOOOOOO! So much for bigger factories :(
That was one of the things i was looking for in 0.15
It wasn't cancelled just postponed.
Zeblote
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Re: Version 0.15.1

Post by Zeblote »

kovarex wrote:
cpy wrote:
Zeblote wrote:
cpy wrote:Why nobody tells me if belt optimizations are in and update multithreading?
Belt optimizations aren't finished and multi-threaded update was canceled.
NNNNNNNNNNNNNOOOOOOOOOOOOOOO! So much for bigger factories :(
That was one of the things i was looking for in 0.15
It wasn't cancelled just postponed.
Interesting, this post leaves quite a different impression of that:
Rseding91 wrote:
striepan wrote:Don't forget that multi-threaded update is coming in 0.15. I'm curious how it changes the game regarding Ryzen which is supposed to be good on multi-threaded workloads.
No it's not. It didn't give any worthwhile gains that couldn't be gotten by optimizing it without threads while also complicating the code and making it harder to debug.
Nemoricus
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Re: Version 0.15.1

Post by Nemoricus »

Belt optimizations are still planned. Multi-trheading is not.
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Re: Version 0.15.1

Post by ratchetfreak »

Nemoricus wrote:Belt optimizations are still planned. Multi-trheading is not.
unless they find a way to actually let multithreading do things faster
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Marcely1199
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Re: Version 0.15.1

Post by Marcely1199 »

Hey!
I love the new 15.0 update.
But because of the removement of the Alien Science Pack the aliens has become useless which is kinda sad.
Are there any furthur plans?
Also they are very unbalanced because it's difficult to beat them at first but after some hours of playing they get very easy to kill.
And I am sure it's now more easier because of the upcoming update with the new stronger stuff.
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Re: Version 0.15.1

Post by diederTheBeater »

Bug: Game crashes on deleting of blueprintbook in blueprint libary
Bug: Game crashes on selecting a lan game in "play over lan"

Improvement: Increase building mining speed in mini-tutorials

(Linux 64)

Thanks for you great work
Hidfirefight
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Re: Version 0.15.1

Post by Hidfirefight »

I have a really frustrating problem in 0.15.1
When I run around with an object in my hand it starts dropping it automatically. Not placing it but really dropping it so when I place electricity poles or belts I have to go back and pick up everything I dropped.
Also when I run across the map and my mouse hovers over something I build it sometimes selects it to be build.

Anybody got an idea how to fix this?
If it might be of any help I have specific keys assigned.
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Re: Version 0.15.1

Post by Loewchen »

Do not post info about bugs here! Make a report in the Bug Reports subforum instead, after making sure it has not been filed already.
inick
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Re: Version 0.15.1

Post by inick »

Awwwww

Yes, science packs have been overhauled is quite a work you guys did. But.. bugs are pointless now. They (can) cause destruction and you get nothing back from them. You spend ammo to kill and get nothing in return. You don't get alien artifacts anymore (right? tested via sandmode scenario), so they are just a resource sink, and a nuisance. I disagree with this. No reason to have them around anymore. Create your world without bugs. Pollute all you want. No reason to have them on.

I feel you STILL need to have them drop alien artifacts for research. Or for something else. They are absolutely pointless now.


(goes back to re-learn my Factorio setups all over again. re-learning, YAY!)
-iNick
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Re: Version 0.15.1

Post by bripi »

wilsonyu wrote:I can't install mods... Cannot connect to the mod portal?! Have anyone have this issue after installing the update?
I can't either! In fact, it's telling me it cannot connect to the mod portal. AT ALL. Wazzzup widdat?
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Re: Version 0.15.1

Post by pieppiep »

inick wrote:Awwwww

Yes, science packs have been overhauled is quite a work you guys did. But.. bugs are pointless now. They (can) cause destruction and you get nothing back from them. You spend ammo to kill and get nothing in return. You don't get alien artifacts anymore (right? tested via sandmode scenario), so they are just a resource sink, and a nuisance. I disagree with this. No reason to have them around anymore. Create your world without bugs. Pollute all you want. No reason to have them on.

I feel you STILL need to have them drop alien artifacts for research. Or for something else. They are absolutely pointless now.


(goes back to re-learn my Factorio setups all over again. re-learning, YAY!)
-iNick
Or even disable pollution when you disable the enemies.
No point in killing trees with pollution because they don't go away.
Nemoricus
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Re: Version 0.15.1

Post by Nemoricus »

Biters are long overdue for an overhaul anyway. They're useful for creating trade-offs between expansion and defense, production and military. But mechanically, they're uninteresting and tedious to deal with in the later stages of the game.
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