Version 0.11.2

Information about releases and roadmap.
diablothe2nd
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Re: Version 0.11.2

Post by diablothe2nd »

still getting a lot of desyncs on our abandoned MP map from 11.1 :(

Honestly don't want to waste another 10 hours of gameplay starting a fresh map for the third time to hit the same problem.

Fingers crossed this gets resolved

BurnHard
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Re: Version 0.11.2

Post by BurnHard »

diablothe2nd wrote:still getting a lot of desyncs on our abandoned MP map from 11.1 :(
Honestly don't want to waste another 10 hours of gameplay starting a fresh map for the third time to hit the same problem.
Fingers crossed this gets resolved
I would downgrade to 0.11.1 if there are no gamebraking bugs for you

kovarex
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Re: Version 0.11.2

Post by kovarex »

Desync bugs are something we are continually working on, and we have list of things we know that desynces the game, and we just need to find time to solve them and test them properly, so you just need to wait for later and more stable releases. This particular release (and the next one), aims to fix the crash bugs first.

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Necriptos
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Re: Version 0.11.2

Post by Necriptos »

Hello, we found two bugs with my friend while playing a save from the 0.11.1

One is kinda annoying for us : Each time we finish a research he gets desynced. (so we end up not doing any research)

the other one i have is everytime i try to place a train cargo my game just crash.

i'm not sure if the bug is from the 0.11.2 or the fact that we use a map created on the 0.11.1

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bobingabout
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Re: Version 0.11.2

Post by bobingabout »

I'm having difficulty even loading games created in 0.11.1.

with all the same mods updated (to fix roboport issues) and installed, the game save loads with a black screen, then moments later, the game stops responding.

with only my own mods installed, the same issue happens.

If however, I change my mod configuration to only my own mods in 0.11.1, the game loads fine, then I save it with the mods misssing, and load with the same mod configuaration in 0.11.2, and the game loads fine.

if I disable my mods too, it still loads fine.

Must be something to do with trying to load mods with scripts.


Anyway, more important note, the roboport apears to have a black line through the door, like it's cut in half.
looks like you didn't line up the new door graphics offsets properly.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Smarty
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Re: Version 0.11.2

Post by Smarty »

i dont like the logistics bots textures sorry but the update is great and in the inventory the textures is still the old one
Last edited by Smarty on Fri Nov 14, 2014 3:29 pm, edited 1 time in total.

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Re: Version 0.11.2

Post by Jythier »

New robots? That must be why I didn't recognize my robots. That was rather embarrassing when I didn't recognize Joebot, and I didn't know... should I mention it? Should I not mention it? "Hey, Joebot, looking good in your new duds!"

Will he be offended if I don't notice? If I do notice? Are the robots even aware of the change?

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bobingabout
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Re: Version 0.11.2

Post by bobingabout »

I calculated a 36 pixel shift upwards for door top, ,and 15 pixel shift for door bottom.
Roboport image has a shift of 0.25, which is 8 pixels down.
36-8=28, 28/32=0.875, so a shift of -0.875 for the door top.
15-8=7, 7/32=0.21875, so a shift of -0.21875 for the door bottom.

So, I included these lines in my mod, and it lines up perfectly

Code: Select all

data.raw.roboport["roboport"].door_animation_up.shift = {0.15625, -0.875}
data.raw.roboport["roboport"].door_animation_down.shift = {0.015625, -0.21875}
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I also have a Patreon.

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cpy
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Re: Version 0.11.2

Post by cpy »

Awww yes! Now that's bugfix edition. :D

Alkalyne
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Re: Version 0.11.2

Post by Alkalyne »

"Shift + space pause is switched off on multiplayer"

Is there a way (config) to disable this ? Because now on a dedicaced server is no longer possible to pause the game programmatically (Or I don't know how to do it) when every one leave the game (that's was very useful)

EDIT : Nevermind I just found a Workaround

Arakasi
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Re: Version 0.11.2

Post by Arakasi »

Alkalyne wrote:"Shift + space pause is switched off on multiplayer"

Is there a way (config) to disable this ? Because now on a dedicaced server is no longer possible to pause the game programmatically (Or I don't know how to do it) when every one leave the game (that's was very useful)

EDIT : Nevermind I just found a Workaround
can you share this information?

Alkalyne
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Re: Version 0.11.2

Post by Alkalyne »

I shared my updated script (based on icecube's script) here : https://forums.factorio.com/forum/vie ... =10#p52457

I'm using xdo tool to control the mouse and click on "pause the game", I calculate the coordinates of the button with the window size. (Maybe not the best method but it works fine on my server)

Note : I have a popup "Audio is not supported" on start (ingame) so I need to do this first to hide the message (I press the escape key but maybe Enter works too it will be better) :

Code: Select all

#need to press Escape once because of the Audio popup
 xdotool key Escape
So maybe you don't need this line on your server

I only tested on two servers, maybe it don't work on all servers so the best you can do is to use VNC to view your X11 session (so you can easily find why the script don't work )

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