Version 0.11.17

Information about releases and roadmap.
kovarex
Factorio Staff
Factorio Staff
Posts: 8188
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Version 0.11.17

Post by kovarex »

We have been playing half a day today with four people without a problem with full base of trains robots etc. and we were having no real trouble. The stable will come ....
  • Features
    • Tooltips are now generated automatically for some items. You will now see more detailed info for capsules, turrets, ammo(https://forums.factorio.com/forum/vie ... php?t=6791)
    • Autosaves in multiplayer are performed at the same time by all clients (interval is set by hosting player).
    • Progress bar is shown when non-responsive peers are about to be dropped from the game in the Multiplayer.
    • Progress bar is shown when other peers in multiplayer are saving map.
    • Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance.
    • Better construction robot strategy.
      When the construction is processed, the closest available supply of the required item is found and the closest robot to this supply is selected for the construction.
    • The game shows name of other players above their head.
  • Balancing
    • Increased the stack size of straight rail (50->100).
  • Bugfixes
    • Fixed desync issue related to removing of active entities.
    • Fixed desync issue related to blueprint with more than one icon.
    • Don't get stuck in Multiplayer when left alone downloading the map.
    • Desync report in multiplayer is generated in parallel avoiding desynced player being dropped.
    • Fixed that the train didn't continue when it crashed to something (typically player) while breaking for signal/station.
    • Fixed that the technology ingredients weren't sorted.
    • Unified the rail align of signal to the diagonal rails (https://forums.factorio.com/forum/vie ... php?t=8697).
    • Fixed crash when the recipe of assembling machine is changed while the gui is opened. (https://forums.factorio.com/forum/vie ... php?t=8701)
    • Fixed another updater post-update logic error on windows.
    • Fixed shift-removing equipment from the equipment grid freezing the game. (https://forums.factorio.com/forum/vie ... php?t=8738)
    • Fixed the item to entity insertion logic. (https://forums.factorio.com/forum/vie ... php?t=8766)
    • Fixed crash when autosave happens immediately after loading a multiplayer map as a new player.
    • Fixed some UI icons not scaling correctly and not being displayed pixel-perfect(https://forums.factorio.com/forum/vie ... php?t=8827)
    • Fixed that the order of products in the recipe is now specifiable by the lua definition the same way as the ingredients.
    • Fixed that saves with corrupted energy sources because of the double entities problem in 0.11.16 are not loadable now.
    • Fixed the crashes that can happen when accessing the train controls in multiplayer. (https://forums.factorio.com/forum/vie ... php?t=8799)
    • Fixed electric energy logic, so it is handled properly when the electric poles /electric machines are moved (mod related).
    • Fixed that rail signal disconnected from rail didn't show health bar and deconstruction icon.
    • Fixed crash when clicking into gui in replay mode.
    • Fixed that the button based questions in the sandbox scenario logic could interfere with other mods. (https://forums.factorio.com/forum/vie ... php?t=8815)
    • Fixed ocasional crash when building cargo wagons/locomotives. (https://forums.factorio.com/forum/vie ... php?t=8813)
    • Fixed crash when removing rail under train in map editor or from a script. The train on the rail is destroyed in that case.
    • Fixed wrong saving directory in the non-hosting MP client(https://forums.factorio.com/forum/vie ... f=7&t=7808).
    • Progress bars in Multiplayer (loading map, autosaving, etc.) don't overlap but instead stack.
    • Fixed missing exexcutable permissions in linux tarball.
    • Fixed minor issue with generated map even size being rounded up (https://forums.factorio.com/forum/vie ... f=7&t=8807).
    • Electric turret shows energy consumption properly depending on the shooting speed upgrades.
    • Fixed that the north pipe covers of machines were drawn over the entity. (https://forums.factorio.com/forum/posting.php?t=8871)
    • Fixed the crash when autosave is triggered while the computer is locked. The game will be saved without the preview picture in this situation.
    • Fixed lockup when iterating large numerical arrays in lua (https://forums.factorio.com/forum/vie ... 19&p=71104)
    • Fixed that the small electric pole has wire reach 7.5, but the game was showing 8 in the tooltip.
    • Fixed the tank controls, as it could start to break when it hit someting. The tank doesn't get stuck when plowing through stuff now.
    • Fixed, that the gui of inactive mod wasn't deleted the same way as the mod was removed completely. (https://forums.factorio.com/forum/vie ... php?t=8942)
    • When the player data file gets corrupted, the file is ignored and the game can be still launched.
    • Fixed that furnace can be modded to have no output/input inventories without the game crashing.
  • Changes
    • Increased the pathing penalty for non-moving train in manual mode from 200 to 1000.
  • Debug
    • When building/selecting rail signal, the connected rail is shown by the green selection box.
    • Added verbose logging option in other settings. This adds extra logging for the Multiplayer.
  • Scripting
    • Fixed that player.caninsert returned always true. (https://forums.factorio.com/forum/vie ... php?t=7307)
    • Fixed that the access luaPlayer/luaGuiElement and luaGuiStyle could result into crash when the corresponding player was removed.
    • Trigger effects of type create-entity now have a property "show_in_tooltip" which determines if the creation of the entitie(s) should be shown in automatically generated tooltips.
    • Added LuaTechnology:: upgrade, prerequisites, researchunitingredients, effects, researchunitcount, researchunitunergy read.
    • Moved radar nearby scan range into the prototype.
    • Moved the night vision tint color into the night vision equipment prototype.
    • Fixed game::alwaysday read not returning anything.
    • entity.teleport is no longer permitted for walls, transport belts or entities with fluid boxes. The method returns false in this case.

User avatar
mngrif
Fast Inserter
Fast Inserter
Posts: 173
Joined: Wed Feb 13, 2013 10:44 am
Contact:

Re: Version 0.11.17

Post by mngrif »

kovarex wrote: Balancing
  • Increased the stack size of straight rail (50->100).
THIS CHANGES EVERYTHING.

Thank you so much for your hard work and fixed bugs \o/
My Silly Factorian Tricks
<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK

User avatar
Mr. Thunder_Tw
Long Handed Inserter
Long Handed Inserter
Posts: 53
Joined: Mon Sep 29, 2014 2:15 pm
Contact:

Re: Version 0.11.17

Post by Mr. Thunder_Tw »

:o :o Could this be the stable release? The end of 11.x? The beginning of the end-ing?
my Mod: ThunderGui

User avatar
y.petremann
Filter Inserter
Filter Inserter
Posts: 416
Joined: Mon Mar 17, 2014 4:24 pm
Contact:

Re: Version 0.11.17

Post by y.petremann »

I've got this error when auto-updating :

Code: Select all

Update failed:
File /home/user/.local/opt/factorio/data/base/scenarios/sandbox/control.lua has unexpected content

kovarex
Factorio Staff
Factorio Staff
Posts: 8188
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.11.17

Post by kovarex »

Mr. Thunder_Tw wrote::o :o Could this be the stable release? The end of 11.x? The beginning of the end-ing?
Definitely no, but in 1 or 2 stabilisation releases it is possible (My guess is 3 )

FishSandwich
Smart Inserter
Smart Inserter
Posts: 1847
Joined: Sun Feb 23, 2014 3:37 pm
Contact:

Re: Version 0.11.17

Post by FishSandwich »

y.petremann wrote:The game shows name of other players above their head.
Been waiting for this one since 0.11 first came. :D

kovarex
Factorio Staff
Factorio Staff
Posts: 8188
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.11.17

Post by kovarex »

FishSandwich wrote:
y.petremann wrote:The game shows name of other players above their head.
Been waiting for this one since 0.11 first came. :D
Once we actually played a little, it became quite obvious that it is needed :)

FumblerX
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Mar 06, 2015 12:44 am
Contact:

Re: Version 0.11.17

Post by FumblerX »

kovarex wrote:
  • Better construction robot strategy.
Awe sweet :P

diegokilla
Inserter
Inserter
Posts: 32
Joined: Thu May 15, 2014 6:04 am
Contact:

Re: Version 0.11.17

Post by diegokilla »

Fixed the tank controls, as it could start to break when it hit someting. The tank doesn't get stuck when plowing through stuff now.
Well I know a streamer who is going to be ecstatic :)

Grimshad
Inserter
Inserter
Posts: 42
Joined: Thu Dec 11, 2014 12:37 am
Contact:

Re: Version 0.11.17

Post by Grimshad »

Just wondering, but why is Factorio in the Concepts section of steam greenlight where it cannot be greenlit?

User avatar
Smarty
Global Moderator
Global Moderator
Posts: 816
Joined: Sat Oct 04, 2014 5:00 pm
Contact:

Re: Version 0.11.17

Post by Smarty »

even more fixes than 0.11.16 has

Awesome! Good job

User avatar
cube
Former Staff
Former Staff
Posts: 1111
Joined: Tue Mar 05, 2013 8:14 pm
Contact:

Re: Version 0.11.17

Post by cube »

y.petremann wrote:I've got this error when auto-updating :

Code: Select all

Update failed:
File /home/user/.local/opt/factorio/data/base/scenarios/sandbox/control.lua has unexpected content
Are you sure you didn't edit the file manually?

kovarex
Factorio Staff
Factorio Staff
Posts: 8188
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.11.17

Post by kovarex »

Grimshad wrote:Just wondering, but why is Factorio in the Concepts section of steam greenlight where it cannot be greenlit?
Because we are perfectionists.

infinitehubgear
Long Handed Inserter
Long Handed Inserter
Posts: 67
Joined: Mon Sep 01, 2014 7:02 am
Contact:

Re: Version 0.11.17

Post by infinitehubgear »

Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance.

I approve :D

kds71
Long Handed Inserter
Long Handed Inserter
Posts: 91
Joined: Fri Mar 06, 2015 12:27 pm
Contact:

Re: Version 0.11.17

Post by kds71 »

I'm fighting some bitters using laser turrets. The game is crashing every time I repair a turret and press Q to unequip repair pack. It displays a message:

Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.

Here is a log file: http://pastebin.com/P0zGA3cm

Edit: It seems that this bug is unrelated to laser turrets - I figured out that if I press Q while I have repair pack equipped and my mouse cursor is hovering over any building (let it be laser turret, wall, furnace, whatever), the game crashes. If mouse cursor is over an empty land when I press Q, everything is fine.

User avatar
Xterminator
Filter Inserter
Filter Inserter
Posts: 981
Joined: Sun Jun 15, 2014 4:49 pm
Contact:

Re: Version 0.11.17

Post by Xterminator »

So many fixes and awesome changes!! :D Super happy for the name tags, now we can actually see who is coming to kill us in PvP. :D
Also love the changes of not having to hold F to pick stuff up, that for very tedious with collecting the alien artifacts.haha


As always, great work guys! Can't wait for Friday Facta today.
Image Image Image

User avatar
GewaltSam
Filter Inserter
Filter Inserter
Posts: 345
Joined: Thu May 08, 2014 5:42 pm
Contact:

Re: Version 0.11.17

Post by GewaltSam »

kds71 wrote:I'm fighting some bitters using laser turrets. The game is crashing every time I repair a turret and press Q to unequip repair pack. It displays a message:

Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.

Here is a log file: http://pastebin.com/P0zGA3cm

Edit: It seems that this bug is unrelated to laser turrets - I figured out that if I press Q while I have repair pack equipped and my mouse cursor is hovering over any building (let it be laser turret, wall, furnace, whatever), the game crashes. If mouse cursor is over an empty land when I press Q, everything is fine.
A report in the bug report forum would be more practical, but I guess they'll see it here also.

Ojelle
Fast Inserter
Fast Inserter
Posts: 143
Joined: Thu Feb 12, 2015 9:21 am
Contact:

Re: Version 0.11.17

Post by Ojelle »

Items dropped by the enemies are collected automatically (without the pressed f) and from bigger distance.
I guess this is about alien artefacts? In my world it doesnt seem to work. I did bound it to another button. Might be that? (mouse5) And the area in wich I pick them up is the same too. Or does it only work on 'new' artefacts. And the old ones remain the way it was? (my world is just dotted with these thing, I think over a 100k (and do they actually slow your pc? Or are that the 3K flying robots? Got a nice rig and it only gets 30UPS and 11 FPS or so :s ).

Edit: Just tryd it out, it only works on new ones :( Is there a command to get rid off every item laying lose on the ground at once? If not, do they slow down your comp? Would be a nice feature.
Choumiko wrote:
sillyfly wrote:kovarex just posted the thread... but with #118 in the title. I think they had too much beer :D
It's a wonder how good the game is, if you consider how bad they are with the FFF numbers :mrgreen:

infinitehubgear
Long Handed Inserter
Long Handed Inserter
Posts: 67
Joined: Mon Sep 01, 2014 7:02 am
Contact:

Re: Version 0.11.17

Post by infinitehubgear »

Can confirm that you can only pick up newly generated alien artefacts. You'll have to collect the old eggs the old fashioned way. Its probably worth a bug report if you think its slowing your game down.

Ojelle
Fast Inserter
Fast Inserter
Posts: 143
Joined: Thu Feb 12, 2015 9:21 am
Contact:

Re: Version 0.11.17

Post by Ojelle »

I doubt its just the artefacts. But I got no clue what slows down how much (robots, belts, inserters, idle furnaces, rail signals,...) (relative to eachother) so ill play slowed at the moment. As long as its above 30UPS I think I can live with it. And what could I submit in the bug report? Its not exactly a bug, but its annoying indeed.
Choumiko wrote:
sillyfly wrote:kovarex just posted the thread... but with #118 in the title. I think they had too much beer :D
It's a wonder how good the game is, if you consider how bad they are with the FFF numbers :mrgreen:

Post Reply

Return to “Releases”