Version 0.17.48

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FactorioBot
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Version 0.17.48

Post by FactorioBot » Tue Jun 11, 2019 2:14 pm

Changes
  • Improved manual building of character corpses through the map editor. (71686)
  • Textures that are being streamed are compressed now to reduce RAM usage and increase rendering performance.
Bugfixes
  • Fixed production statistics were not cleared before starting the Introduction scenario (71802)
  • Fixed Compilatron getting stuck in a loop between two help nodes. (71617)
  • Fixed various bugs uncovered (mainly) by more rigid rail signal handling.
  • Fixed that when starting a server with --start-server-load-scenario, --map-settings would have no effect. (67813)
  • Fixed that the minimap radar coverage preview would show radars on different surfaces. (71705)
  • Fixed that turrets would show the glow animation in some cases when dead. (71707)
  • Fixed that checking for mod updates would work correctly if the mod author had previously uploaded a broken version of the mod. (71709)
  • Fixed that crafting machine lights wouldn't render correctly when off-screen partially. (71729)
  • Fixed that the map editor extra-settings GUI didn't resize correctly. (71741)
  • Fixed that the bonus GUI had transparent edges when the vertical scroll bar was visible. (71643)
  • Added workaround for issue with missing icons on macOS with Intel GPUs. (71649)
  • Fixed framerate issues caused by overloading GPU. (71682)
  • Fixed a crash when using some hotkeys while in cutscenes. (71807)
  • Fixed that re-mapping "stack split" didn't work correctly. (71824)
  • Fixed speech bubbles jittering when their target moved across a chunk boundary.
  • Fixed that tank could not drive backwards. (71804)
  • Fixed that rendering.draw_line() sometimes did not render lines. (71859)
  • Fixed that the map wouldn't update during a non-blocking save. (65826)
  • Fixed that LuaPlayer::set_controller() would crash if set to another players character. (71822)
  • Fixed bug where NPE could get stuck in a cutscene. (71772)
Modding
  • Limited maximum number of picture variations that will be loaded from item prototype definition to 16.
  • Added y_offset property to speech_bubble prototype.
Scripting
  • Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM.
  • Added LuaFlowStatistics::clear().
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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eradicator
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Re: Version 0.17.48

Post by eradicator » Tue Jun 11, 2019 2:36 pm

FactorioBot wrote:
Tue Jun 11, 2019 2:14 pm
Fixed that checking for mod updates would work correctly if the mod author had previously uploaded a broken version of the mod. (71709)
Phew. So it's properly broken now :twisted: ?
Author of: Hand Crank Generator, Screenshot Hotkey 2.0
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.

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BattleFluffy
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Re: Version 0.17.48

Post by BattleFluffy » Tue Jun 11, 2019 3:06 pm

woohoo, testing this now :D

EDIT - No crash so far. Seems awesome. Thank you guys!!! :D

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Re: Version 0.17.48

Post by Legoman165 » Tue Jun 11, 2019 3:09 pm

FactorioBot wrote:
Tue Jun 11, 2019 2:14 pm
  • Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM.
That is a hell of a lot of ram, servers dont even have that much!

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Shingen
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Re: Version 0.17.48

Post by Shingen » Tue Jun 11, 2019 3:16 pm

Legoman165 wrote:
Tue Jun 11, 2019 3:09 pm
FactorioBot wrote:
Tue Jun 11, 2019 2:14 pm
  • Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM.
That is a hell of a lot of ram, servers dont even have that much!
no amount of RAM is enough for a little piece of bugged code, or one that accepts any value a user can enter :)

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TatsuZZMage
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Re: Version 0.17.48

Post by TatsuZZMage » Tue Jun 11, 2019 3:54 pm

wow that memory glich, hahaha thats a super cluster of ram there boyo. and even thoese are limited to about a 1tb per physical cpu :lol:

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Light
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Re: Version 0.17.48

Post by Light » Tue Jun 11, 2019 4:49 pm

FactorioBot wrote:
Tue Jun 11, 2019 2:14 pm
Scripting
  • Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM.
This is why I applied to work for Intel to use their company servers. Dodged a bullet there.

theolderbeholder
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Re: Version 0.17.48

Post by theolderbeholder » Tue Jun 11, 2019 6:46 pm

Legoman165 wrote:
Tue Jun 11, 2019 3:09 pm
FactorioBot wrote:
Tue Jun 11, 2019 2:14 pm
  • Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM.
That is a hell of a lot of ram, servers dont even have that much!
We have a pair of 64TByte machines, but I´ll get either shot by the other admins for trying to install or we´ll ruin the company ifwhen I infect the others with factorio. Either way I´d need a build for AIX...

starxplor
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Re: Version 0.17.48

Post by starxplor » Wed Jun 12, 2019 3:46 am

theolderbeholder wrote:
Tue Jun 11, 2019 6:46 pm
Legoman165 wrote:
Tue Jun 11, 2019 3:09 pm
FactorioBot wrote:
Tue Jun 11, 2019 2:14 pm
  • Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM.
That is a hell of a lot of ram, servers dont even have that much!
We have a pair of 64TByte machines, but I´ll get either shot by the other admins for trying to install or we´ll ruin the company ifwhen I infect the others with factorio. Either way I´d need a build for AIX...
I second the AIX build request!

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Re: Version 0.17.48

Post by SkiCarver » Wed Jun 12, 2019 4:40 am

starxplor wrote:
Wed Jun 12, 2019 3:46 am
theolderbeholder wrote:
Tue Jun 11, 2019 6:46 pm
Legoman165 wrote:
Tue Jun 11, 2019 3:09 pm
FactorioBot wrote:
Tue Jun 11, 2019 2:14 pm
  • Added a sanity check to LuaForce::chart() that errors on large sizes instead of trying to use 71,000 gigabytes of RAM.
That is a hell of a lot of ram, servers dont even have that much!
We have a pair of 64TByte machines, but I´ll get either shot by the other admins for trying to install or we´ll ruin the company ifwhen I infect the others with factorio. Either way I´d need a build for AIX...
I second the AIX build request!
ahhh AIX. It has been a long time since I used that (a wonderful OS)

ps - e | grep "Factorio"
Factorio 18723

Ahhh bliss!! :-)

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BattleFluffy
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Re: Version 0.17.48

Post by BattleFluffy » Wed Jun 12, 2019 7:57 am

Everything works in this new version. :> Super stable once again, and the new ore icons look awwwwesome! :D

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ChurchOrganist
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Re: Version 0.17.48

Post by ChurchOrganist » Wed Jun 12, 2019 10:08 am

Is anyone else getting an "on_placed_blueprint" message when pasting or placing a blueprint with non-vanilla entities??
Want to know where the biters chewing your power plant have come from??
Wondering where your next iron is going to come from??
You need Long Range Radar

akynaston
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Re: Version 0.17.48

Post by akynaston » Thu Jun 13, 2019 2:43 pm

Love the updates, thx guys. Quick side question: What source code repository do you use to store your code? GIT? SVN? CVS (gasp . .) . .

Bilka
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Re: Version 0.17.48

Post by Bilka » Thu Jun 13, 2019 2:45 pm

We use git.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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