Version 0.18.0
Re: Version 0.18.0
As how these things go, a Friday release may be in the cards.
- MasterBuilder
- Filter Inserter
- Posts: 353
- Joined: Sun Nov 23, 2014 1:22 am
- Contact:
Re: Version 0.18.0
Problem with a Friday release is they can't fix bugs that snuck in over the weekend.
Tuesdays are perfect for that. Monday gets you up to speed, Tuesday you release, and now you have the rest of the week to iron it out.
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
Re: Version 0.18.0
I only play Multiplayer.
IDEA: If last game was Multiplayer, make "Continue" send you to latest joined server IP. ^^
IDEA: If last game was Multiplayer, make "Continue" send you to latest joined server IP. ^^
✧COMFY FACTORIO✧ - Home of Biter Battles, Fish Defense, Chronotrain.. And More!
Re: Version 0.18.0
I'll repost my question (with some modifications) from FFF 330 thread.
From what I know, there is currently 3 types of players in multiplayer:
* users with Factorio account, not lincked to Steam account (they use non-Steam version);
* users with Factorio and Steam accounts linked, who uses non-Steam version;
* users with Factorio and Steam accounts linked, who uses Steam version.
Did you added 4th type:
* users with Steam account, not linked to Factorio account ("mini-accounts", they will use Steam version).
or you make Factorio account creation integrated into Steam version?
And do this change affect users of non-Steam version?
From what I know, there is currently 3 types of players in multiplayer:
* users with Factorio account, not lincked to Steam account (they use non-Steam version);
* users with Factorio and Steam accounts linked, who uses non-Steam version;
* users with Factorio and Steam accounts linked, who uses Steam version.
Did you added 4th type:
* users with Steam account, not linked to Factorio account ("mini-accounts", they will use Steam version).
or you make Factorio account creation integrated into Steam version?
And do this change affect users of non-Steam version?
Re: Version 0.18.0
Yes, we added a 4th account type,Merssedes wrote: ↑Tue Jan 21, 2020 5:17 pm I'll repost my question (with some modifications) from FFF 330 thread.
From what I know, there is currently 3 types of players in multiplayer:
* users with Factorio account, not lincked to Steam account (they use non-Steam version);
* users with Factorio and Steam accounts linked, who uses non-Steam version;
* users with Factorio and Steam accounts linked, who uses Steam version.
Did you added 4th type:
* users with Steam account, not linked to Factorio account ("mini-accounts", they will use Steam version).
or you make Factorio account creation integrated into Steam version?
And do this change affect users of non-Steam version?
You can only login with Steam, and there is no email address
This will not affect users outside of Steam
- BattleFluffy
- Fast Inserter
- Posts: 207
- Joined: Sun Mar 31, 2019 4:58 pm
- Contact:
Re: Version 0.18.0
omgomgomgogmomggogmgomg NEW SOUNDS !!!! :D
-
- Fast Inserter
- Posts: 138
- Joined: Wed Sep 20, 2017 5:45 pm
- Contact:
Re: Version 0.18.0
Yay! more noise! Though running through the hard desert now sounds a bit like we wear boots three numbers too large. Apart from that, night is now much ... nightier :)a
Re: Version 0.18.0
This was fast. Congratulations.
Let the testing begin!
Hiladdar
Let the testing begin!
Hiladdar
Re: Version 0.18.0
Where is that tool for modders to apply the color corrections and the like to our sprites?
Edit: For anyone else: https://github.com/wube/factorio-LUT-tool
New question: This is just a case of the colors are changed once, yes? I use color masks to match existing base assets, so I just need to tweak the RGB values I use to match the color-corrected base assets? Is there anything special I need to do for night?
Edit: For anyone else: https://github.com/wube/factorio-LUT-tool
New question: This is just a case of the colors are changed once, yes? I use color masks to match existing base assets, so I just need to tweak the RGB values I use to match the color-corrected base assets? Is there anything special I need to do for night?
Re: Version 0.18.0
Can I easily switch back and forth between versions through steam? I want to check out some of the changes, but also what to continue with a modded save.
Re: Version 0.18.0
My advice is keep your Steam game as is, and DL the standalone version from the website.
Koub - Please consider English is not my native language.
Re: Version 0.18.0
It should be just a one time thing. It's of course possible we change some individual things if we find the need to improve them.kirazy wrote: ↑Tue Jan 21, 2020 6:38 pm Where is that tool for modders to apply the color corrections and the like to our sprites?
Edit: For anyone else: https://github.com/wube/factorio-LUT-tool
New question: This is just a case of the colors are changed once, yes? I use color masks to match existing base assets, so I just need to tweak the RGB values I use to match the color-corrected base assets? Is there anything special I need to do for night?
You just need to run the tool on your images and you should get a corresponding result.
Most entities were handled by the lut-day.png, but many have their own conversion. You can find exactly which file was converted with which LUT in the txt files here https://github.com/wube/factorio-LUT-to ... structions
Generally colour masks (like player/locomotive/turret/car...) either have their own LUT or aren't modified at all.
Night is applied on top as a shader so you don't need to do anything for that one.
Re: Version 0.18.0
Make sure to backup your blueprint library (blueprint-storage.dat in the game files) if you plan to switch back to a older version. Not sure if still required, but better safe then sorry, if you care for those.
Last edited by T-A-R on Tue Jan 21, 2020 9:45 pm, edited 1 time in total.
Re: Version 0.18.0
This was fast. Congratulations.
Let the testing begin!
Hiladdar
P.S. (1/21/20) How the icon are not stored is quite a bit different from version 0.17. It will take a some time for the mod developers to go through and update the icons. I'm sure once I get more into depth, I'll fine other issues.
Let the testing begin!
Hiladdar
P.S. (1/21/20) How the icon are not stored is quite a bit different from version 0.17. It will take a some time for the mod developers to go through and update the icons. I'm sure once I get more into depth, I'll fine other issues.
Last edited by Hiladdar on Tue Jan 21, 2020 9:04 pm, edited 1 time in total.
- BlueTemplar
- Smart Inserter
- Posts: 3234
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
Re: Version 0.18.0
Oh wow, can't wait to see Factorio with even fancier graphics and effects !
Added a suggestion in the relevant thread.
The latest stable version will be 0.18 eventually, and players could also keep using old mod versions until the stable is out.Squelch wrote: ↑Tue Jan 21, 2020 4:48 pm [...]
Sadly, this new major version renders all mods for 0.17 incompatible by version number, regardless of any functional incompatibilities. I raised the question in the Modding help forum and got a reply from @Klonan that the supported major versions for mods must be explicit. That's fair, but unfortunately has the consequence of either forcing all players using mods to switch to Experimental to continue using updated mods, and/or modders to support only one major version, or have to release copies of their mods that support each major version separately.
Would it not be easier all round if the latest stable version was 0.18 and any minor versions Experimental until the next major release to avoid unnecessary duplication in many cases?
[...]
Added a suggestion in the relevant thread.
BobDiggity (mod-scenario-pack)
Re: Version 0.18.0
Thanks for the tips. I did both of those things.
Opening my megabase in the new version improved my UPS from ~30 to ~40, about 30% faster yay!
Re: Version 0.18.0
Because most mods should work without problems, this is how to "convert" them from 0.17 by yourself.
ATTENTION: More advanced shell-knowledge needed and I made the commands for macOS, but they should work for most bsd-like other shells. I highly recommend to make a backup of your mods-dir before doing this!!!
What keeps - and what I currently don't want to make scripts about - is, that some modder dont care about the filename of the zipfile. But that are not so much, just renaming, or perhaps someone has another script to do that.
Tell me if this worked for you or not. HF
ATTENTION: More advanced shell-knowledge needed and I made the commands for macOS, but they should work for most bsd-like other shells. I highly recommend to make a backup of your mods-dir before doing this!!!
No guarantee to be working for you, because with my (huge) modlist some mods are really broken with 0.18 ! At your own risk!
Code: Select all
// move to factorio mods dir.
cd YOUR_FACTORIO_DIR/mods
# first unzip the files, that could not be updated
find . -not -newermt 2020-01-21 -name '*.zip' -type f -exec unzip {} \;
# remove the zips, keep directories
find . -not -newermt 2020-01-21 -name '*.zip' -type f -exec rm {} \;
# update info.json
find . -name info.json -exec sed -i -e 's/"factorio_version" *: *"0.17"/"factorio_version": "0.18"/g' {} \;
# cause I cannot guarantee, that this finds all occurences, check if all worked well:
grep '"factorio_version"' -r */*.json
Tell me if this worked for you or not. HF
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Re: Version 0.18.0
Wait WHAT!?!
Oh boy.
(Now to wait the three weeks until I'll be able to play it...)
Edit: bets on how long until 18.1?
Oh boy.
(Now to wait the three weeks until I'll be able to play it...)
Edit: bets on how long until 18.1?
There are 10 types of people: those who get this joke and those who don't.
Re: Version 0.18.0
Thanks for this @ssilk it does seem to work for any mods that have no functional disparity with 0.18. There is a caveat of course, and that is that the unzipped mod will loiter after the original mod has been updated and may bring unwanted effects.ssilk wrote: ↑Tue Jan 21, 2020 9:22 pm Because most mods should work without problems, this is how to "convert" them from 0.17 by yourself.
..
What keeps - and what I currently don't want to make scripts about - is, that some modder dont care about the filename of the zipfile. But that are not so much, just renaming, or perhaps someone has another script to do that.
Tell me if this worked for you or not. HF
From a mod makers perspective, it does seem possible to support multiple game versions at once by effectively forking thier mod at the version change. Any later changes relevant to the games major version can be adopted without affecting previous (stable) versions. More discussion on this in the Modders Help forum Supporting multiple Factorio (Major) versions