- Bugfixes
- Fixed the freezes related to train building.
- Fixed the inserter activation logic related to situations where inserter takes the fuel from the entities powered by fuel.
- Fixed the collision checks related to gun turrets.
- Fixed the train colliding with itself when the destination was changed manually. (https://forums.factorio.com/forum/vie ... php?t=8088)
- Stopped, manually controlled train adds additional penalty (related to train path finding) of 200 tiles to the block it occupies.
- Fixed the possible crashes related to invalid map exchange string.
- Fixed crash related to loading save that is autosaved the very next tick.
- Gates open in front of the moving character the same way as in front of the moving car.
Version 0.11.13
Version 0.11.13
-
- Smart Inserter
- Posts: 1847
- Joined: Sun Feb 23, 2014 3:37 pm
- Contact:
Re: Version 0.11.13
Yeah, amazing job as always.
Re: Version 0.11.13
Woot, now I just have to get out of work so I can test it!!!
- Xterminator
- Filter Inserter
- Posts: 981
- Joined: Sun Jun 15, 2014 4:49 pm
- Contact:
Re: Version 0.11.13
Ah yes perfect timing! Was just at the point of needing trains, glad this got fixed. Great job as always guys!
Re: Version 0.11.13
Thank you very muchkovarex wrote:
- Bugfixes
- Gates open in front of the moving character the same way as in front of the moving car.
I am Nic and I love to play games - the more unique the game concept is, the more I am up to buy a game and support the developers with my ideas.
If you want to watch my gameplay videos you do find them on YouTube: http://fwd.nicmd.de/ytng
If you want to watch my gameplay videos you do find them on YouTube: http://fwd.nicmd.de/ytng
Re: Version 0.11.13
The windows x64 seems to be working fine. The mac version still crashes before the loading screen.
>>> Maxwell R. Black <<<
* * *
* * *
Re: Version 0.11.13
The mac version works great here on Yosemite 10.10.1, you can check the console app for errors when starting up factorio.FlyHigh wrote:The windows x64 seems to be working fine. The mac version still crashes before the loading screen.
Or check the log file in /Users/USERNAME/Library/Application\ Support/factorio
Re: Version 0.11.13
Thank you! I know bugfixes aren't as glamorous but this is way more stable on my machine, especially now that the issue with trains is gone.
Re: Version 0.11.13
Actually the log hasn't been written since the update which was apparently successful. Yet the game still refuses to start, let alone load.vlczero wrote: The mac version works great here on Yosemite 10.10.1, you can check the console app for errors when starting up factorio.
Or check the log file in /Users/USERNAME/Library/Application\ Support/factorio
I've started a thread here in the forum. Not replies as of yet.
>>> Maxwell R. Black <<<
* * *
* * *
Re: Version 0.11.13
How can i stop the chunk-count goes crazy ?
screenshot shows only 13K but 2-4 mins later it reaches 180K in a savegame - equals ~ 3.5 GB used memory ... then the game crashes. (there is no outpost, this is the whole map)
with no movement, just viewing map the chunks raised always ~80 every ~10s.
other savegames stable around 4096 chunks.
screenshot shows only 13K but 2-4 mins later it reaches 180K in a savegame - equals ~ 3.5 GB used memory ... then the game crashes. (there is no outpost, this is the whole map)
with no movement, just viewing map the chunks raised always ~80 every ~10s.
other savegames stable around 4096 chunks.
Re: Version 0.11.13
It is most probably caused by some of the mods.YuokiTani wrote:How can i stop the chunk-count goes crazy ?
screenshot shows only 13K but 2-4 mins later it reaches 180K in a savegame - equals ~ 3.5 GB used memory ... then the game crashes. (there is no outpost, this is the whole map)
with no movement, just viewing map the chunks raised always ~80 every ~10s.
other savegames stable around 4096 chunks.
Re: Version 0.11.13
Sorry wrong thread, but can you explain what internal needed to create new chunks ? who is the trigger that say, i need more chunks ? (except move player, or radar)
first i'd thinking a biter runs in wrong way and explore new chunks instead of running around the lake to attack, but pollution can't also spread not so far away.
i removed the suspicus mod, but still counts higher, i will test without mods.
first i'd thinking a biter runs in wrong way and explore new chunks instead of running around the lake to attack, but pollution can't also spread not so far away.
i removed the suspicus mod, but still counts higher, i will test without mods.
Re: Version 0.11.13
Game crash when loading manual save, where after about 15 seconds game was autosaved, i have save where no crashes if game not autosaved during about 15 seconds after manual savingkovarex wrote: Fixed crash related to loading save that is autosaved the very next tick.
Are you sure you fixed this problem?
it only remains for me only to increase the autosave interval
I have avast free antivirus 2015 and comodo firewall - can anything of them cause crash? - before crashing the save loading really long - about 30 seconds or more
Nickname on ModPortal - Naron79
-
- Smart Inserter
- Posts: 1847
- Joined: Sun Feb 23, 2014 3:37 pm
- Contact:
Re: Version 0.11.13
Please make a bug report with all the relevant information (crash log, save, steps to reproduce etc)aklesey1 wrote:Game crash when loading manual save, where after about 15 seconds game was autosaved, i have save where no crashes if game not autosaved during about 15 seconds after manual savingkovarex wrote: Fixed crash related to loading save that is autosaved the very next tick.
Are you sure you fixed this problem?
it only remains for me only to increase the autosave interval
I have avast free antivirus 2015 and comodo firewall - can anything of them cause crash? - before crashing the save loading really long - about 30 seconds or more
Re: Version 0.11.13
Here - https://yadi.sk/d/sr7n-MdLeJg5x the bad save is UUP_002FishSandwich wrote:Please make a bug report with all the relevant information (crash log, save, steps to reproduce etc)aklesey1 wrote:Game crash when loading manual save, where after about 15 seconds game was autosaved, i have save where no crashes if game not autosaved during about 15 seconds after manual savingkovarex wrote: Fixed crash related to loading save that is autosaved the very next tick.
Are you sure you fixed this problem?
it only remains for me only to increase the autosave interval
I have avast free antivirus 2015 and comodo firewall - can anything of them cause crash? - before crashing the save loading really long - about 30 seconds or more
Nickname on ModPortal - Naron79
Re: Version 0.11.13
Just for your information: a bug report is explained here https://forums.factorio.com/forum/vie ... f=7&t=3638
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 0.11.13
A bunch of us just finished a loooong game of mostly having 3 or more players at once. Overall it was a good experience, but there were several crashes and here's a link to an archive of the logs. I know that without context these logs will be mostly useless, but suffice it to say that they are all crashes after a player joined or after they desync'd.
Crash logs. Ignore the SSL error, it's valid but not for this subdomain.
https://owncloud.lennier.info/public.ph ... c8d3aff61c
And a link to the save and some neato things about the game itself:
https://forums.factorio.com/forum/vie ... f=8&t=8350
Crash logs. Ignore the SSL error, it's valid but not for this subdomain.
https://owncloud.lennier.info/public.ph ... c8d3aff61c
And a link to the save and some neato things about the game itself:
https://forums.factorio.com/forum/vie ... f=8&t=8350
Re: Version 0.11.13
well, the not experimental is in 0.10.12, your game is only update in experimental way in futur ?
when fatorio come in 0.11 in stable way ? it is better to get out before the 0.12 in unstable, i think... (in other words, you should finish what you start before begin another stuff)
when fatorio come in 0.11 in stable way ? it is better to get out before the 0.12 in unstable, i think... (in other words, you should finish what you start before begin another stuff)
-
- Smart Inserter
- Posts: 1847
- Joined: Sun Feb 23, 2014 3:37 pm
- Contact:
Re: Version 0.11.13
When a version is stable(0.10.12 for example) they stop working on it and release the experimental. Then they work to stabilise the experimental version, and when the experimental is stable it replaces the old stable version and a new experimental is released etc etc.nours77 wrote:well, the not experimental is in 0.10.12, your game is only update in experimental way in futur ?
when fatorio come in 0.11 in stable way ? it is better to get out before the 0.12 in unstable, i think... (in other words, you should finish what you start before begin another stuff)
As for when 0.11 will be stable, your guess is as good as mine, but seems like end of February is most likely.
Re: Version 0.11.13
For singleplayer, in many ways I believe that 0.11 is more stable than 0.10FishSandwich wrote:When a version is stable(0.10.12 for example) they stop working on it and release the experimental. Then they work to stabilise the experimental version, and when the experimental is stable it replaces the old stable version and a new experimental is released etc etc.nours77 wrote:well, the not experimental is in 0.10.12, your game is only update in experimental way in futur ?
when fatorio come in 0.11 in stable way ? it is better to get out before the 0.12 in unstable, i think... (in other words, you should finish what you start before begin another stuff)
As for when 0.11 will be stable, your guess is as good as mine, but seems like end of February is most likely.