Version 0.10.0

Information about releases and roadmap.
maysjw
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Re: Version 0.10.0

Post by maysjw »

drs9999 wrote:Lucky me that I just guessed and did not bet ;)
In that case I would suggest to create a bug-report, preferable with some screenshots

P.S.: I am using 2 different monitors with 2 different resolutions :D
Will do, Thanks :)
production
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Re: Version 0.10.0

Post by production »

maysjw wrote:Who on earth uses 2 different size monitors and resolutions..
Anyone who plugs their laptop into a full-size monitor or a big TV?

Also, this can happen if you're cheap and your secondary monitor is just whatever you happen to have lying around.
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ssilk
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Re: Version 0.10.0

Post by ssilk »

http://www.factorio.com/download/experimental - Page is empty? :shock:

Devs working on it? :)

Edit: The automatic update works fine...
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
FishSandwich
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Re: Version 0.10.0

Post by FishSandwich »

Does anyone know if the map seed number is stored in the save file anywhere? If so(or not so..) how would I go about finding it? I left it blank assuming it was the map exchange string I needed, but when I input that it spawns me in a random part of the map.
theit8514
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Re: Version 0.10.0

Post by theit8514 »

y.petremann wrote:
kovarex wrote:
  • Scripting:
    • Added trailer mod (data/trailer), that contains map and logic for new Factorio trailer.
I don't see it, where is it ?
This is in the mod list on my install, but it's disabled by default.
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y.petremann
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Re: Version 0.10.0

Post by y.petremann »

theit8514 wrote:
y.petremann wrote:
kovarex wrote:
  • Scripting:
    • Added trailer mod (data/trailer), that contains map and logic for new Factorio trailer.
I don't see it, where is it ?
This is in the mod list on my install, but it's disabled by default.
I'm on linux and I've nothing like that about the trailer.
theit8514
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Re: Version 0.10.0

Post by theit8514 »

Hmm, it's on mine and I have a folder data/trailer with an info.json inside it.

Was there an change to how ghosts work? I am not able to place ghosts. I tested in sandbox and unlocking the automated construction technology enables ghosts. This seriously hampers early base layout :(
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Sedado77
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Re: Version 0.10.0

Post by Sedado77 »

maysjw wrote:
drs9999 wrote:
maysjw wrote:This still isn't fixed with multiple monitor setup.
Let me guess: You use windows and your primary screen is not the first one and both (or more) do not have the same resolution?
Windows is my OS, yes. The primary screen is the first one and they are both the same size monitor and the same resolution. Who on earth uses 2 different size monitors and resolutions.. I'm OCD and that will send me running into the hills.

Just to be clear, both monitors are the same make/model/size as well.
Me too
Image

:)
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FreeER
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Re: Version 0.10.0

Post by FreeER »

kovarex wrote:
FishSandwich wrote:
roman566 wrote:Is this a bug or did you nerf piercing shotgun shells? They do 6 base dmg and fire a single bullet every time I pull the trigger, making shotgun essentially useless.
It seems to be the same with normal shells as well. I really hope it's a bug, otherwise they have SERIOUSLY nerfed shotguns.
If it shoots just one, it is a bug, we did some changes in the triggers logic, probably messed that up.
so, here's a quick fix for that (I also posted it in the bug report topic, but thought most wouldn't actually look there): direct download, simply remove it once the bugfix version is released. Honestly I'm surprised no one else did this (at least I haven't seen it anywhere if they did)... hm, if I was smart I'd probably make that link be adfly'd but... nah :P

off topic: oh, wow, there's actually a limit on quote embedding lol
OuchThatStings
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Re: Version 0.10.0

Post by OuchThatStings »

Great update! The new sounds are very nice, being able to rename train stations is fantastic and the new sprite changes look wonderful. Thanks!

Edit: Although, as others have said one way or another, the new stack changes are a good idea but why couldn't they have been rounded up instead of down? A 100 stack of ore, 200 stack of plates, 300 circuits, ect. (Though I do appreciate the slight barrel stack change. Sure it's just from 8 to 10, but those count a lot for my remote .1/s oil fields.)
ray4ever
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Re: Version 0.10.0

Post by ray4ever »

  • Map generation string - stores seed and settings for sharing map conditions.
  • Clipboard copy & paste (useful for map generation string, updater username, updater password).
  • Station names can be changed in the train stop gui.
  • Burner inserter will use item with fuel value for itself when it has empty inventory.
  • Logistic and Construction robots slowdown to 20% of regular speed when out of energy (instead of dying).
  • Cargo wagon can have filters in the inventory.
    [
[/list]
I love these changes!
More stuff to do / adjust your trains is always well recieved and now the burner inserter can actually be used for something. (Maybe the burner inserter should be also able to take the fuel from the fuel slot of a building (the stone furnace for example) to be able to extract the plates from the burner)
MF-
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Re: Version 0.10.0

Post by MF- »

Congrats to the release, that's quite a lot of useful improvements.
kovarex wrote:[*]Burner inserter will use item with fuel value for itself when it has empty inventory.
Neat, sustainable automated coal mining :)
[*]Highlighted item in inventory (when hovering over corresponding recipe) is blinking.
hmmm, I'm not a huge fan of larger-surface blinking.
If my whole inventory would filled with one resource, all of it would be blinking, right?
But ... I suspect way more things will be blinking on my Intel Mobile anyway
[*]Reduced the saving time (autosave included).
I really wonder how such thing can be done.
Was most of the time spent composing the data instead of writing it?
Uh, strange, given how fast CPU compared to the disk should be.
[*]Solved that items on ground in the way of electric poles were lost when building by dragging.
[*]Fixed that player wasn't notified about items collected from belts when rebuilding them with different direction.
Uh, you have a different code path for regular placing and drag-building placing?
Different paths for building and rebuliding?
(I've been told that's not a good idea)
Obtainable by the automatic updater as long as you have checked to download experimental releases.
Since sunday it is also donwloadable at https://www.factorio.com/download/experimental.
How sophisticated those difference updates are?
Are they shipping whole files, or even sub-file differences?

Perhaps I could apply them manually instead of redownloading each time
LoSboccacc
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Re: Version 0.10.0

Post by LoSboccacc »

Suggestion: remove file API, change with load/store api; probably better for multiplayer as well.


Object load(key)
Store(key, object)


Internally key are mod specialized to prevent conflict.

Data is serialized in saves.
MF-
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Re: Version 0.10.0

Post by MF- »

Allowing mods to produce various interesting game logs is interesting.
One could make a mod that renders the world into asciiart :P

Or I could place a pipe where the file would be and send it to a real warning button usb device on my desk :P

+ generally, it may make debugging mods way easier, since not all the debug output would have to end up on the screen anymore.
Prezombie
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Re: Version 0.10.0

Post by Prezombie »

Not only do we need even more chests now, the full chests in previous saved games had more than 20% of their contents deleted. That's just wrong.

I made a little mod to return the powers of two.
MF-
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Re: Version 0.10.0

Post by MF- »

Prezombie wrote:Not only do we need even more chests now, the full chests in previous saved games had more than 20% of their contents deleted. That's just wrong.

I made a little mod to return the powers of two.
Ugh, there should have been a bold warning if that's the case.

Did you try pulling everything out by inserters? Perhaps the rest of the items is just invisible?
Prezombie
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Re: Version 0.10.0

Post by Prezombie »

MF- wrote:
Prezombie wrote:Not only do we need even more chests now, the full chests in previous saved games had more than 20% of their contents deleted. That's just wrong.

I made a little mod to return the powers of two.
Ugh, there should have been a bold warning if that's the case.

Did you try pulling everything out by inserters? Perhaps the rest of the items is just invisible?
Nope, they're not invisible. The lost items are simply not loaded, because the "too large to be a valid stack" splits, takes up 2 inventory slots, and shifts everything down one spot on the list. Repeat with everything in the chest. Then the list gets truncated at the maximum number of inventory slots for the container, and doesn't bother to do anything with the items dropped. Inserter, or mine the chest, those items will be lost.

So back up your saves, and if you're continuing a past map, use my mini mod before loading, or don't update until you've made every container (including your inventory!) at half capacity.
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cube
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Re: Version 0.10.0

Post by cube »

MF- wrote:
[*]Reduced the saving time (autosave included).
I really wonder how such thing can be done.
Was most of the time spent composing the data instead of writing it?
Uh, strange, given how fast CPU compared to the disk should be.
We got rid of iostreams and wrote a tiny wrapper around stdio.
I have no idea what I'm talking about.
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Nova
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Re: Version 0.10.0

Post by Nova »

Got rid of iostreams? Mh, would be interesting to see why that did take so much time. I hope you didn't use endl for every new line, that would explain the long saving time. ^^
Colombo
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Re: Version 0.10.0

Post by Colombo »

those new burner-inserters are great! Now few more of those and I would never have to move from burner-phase!:D
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