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Version 0.12.20

Posted: Fri Dec 04, 2015 1:45 pm
by FactorioBot
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Re: Version 0.12.20

Posted: Fri Dec 04, 2015 2:21 pm
by The Phoenixian
I have to say, finding that chemical plant bug was hilarious. In a "I've been playing this game for a year and a half? I've taken note of the shape of the plant repeatedly and at length during that time. How in the name of all things did I miss that?" kind of way.

Still chuckling over it.

Re: Version 0.12.20

Posted: Fri Dec 04, 2015 4:43 pm
by keyboardhack
FactorioBot wrote:
  • Modding
    • Technology prototypes now have optional integer property "icon_size". Default value for non-base mods is 64 (and 128 for base mod).
This one is awesome! Now we just need the same(or something like it) applied to terrain textures and icons.

Re: Version 0.12.20

Posted: Fri Dec 04, 2015 10:42 pm
by crazybmanp
Maybe the team needs to have a lower standard for stability. I know this is working well, and the game is easily the most stable indie game i have ever funded. But maybe a few low priority bugs could be saved for after the next big update is done or started?

Re: Version 0.12.20

Posted: Sat Dec 05, 2015 1:42 pm
by toudi
I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.

Re: Version 0.12.20

Posted: Sat Dec 05, 2015 2:47 pm
by mrtux
toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
You can always use mods – they come with lots of additional features.

Re: Version 0.12.20

Posted: Sat Dec 05, 2015 4:08 pm
by kovarex
crazybmanp wrote:Maybe the team needs to have a lower standard for stability. I know this is working well, and the game is easily the most stable indie game i have ever funded. But maybe a few low priority bugs could be saved for after the next big update is done or started?
We are already working on features in the meantime, these changes are just merged to the 0.13 branch.

Re: Version 0.12.20

Posted: Sat Dec 05, 2015 7:06 pm
by vedrit
mrtux wrote:
toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
You can always use mods – they come with lots of additional features.
Most of the time, mods wait for stable releases (See that most mods have not updated/are not stable since 12.10)

Re: Version 0.12.20

Posted: Sun Dec 06, 2015 12:45 am
by Rseding91
vedrit wrote:
mrtux wrote:
toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
You can always use mods – they come with lots of additional features.
Most of the time, mods wait for stable releases (See that most mods have not updated/are not stable since 12.10)
I updated my 11 mods when 12.11 was released. It took me about 20 minutes. Most any mod not updated to work with the latest 0.12.20 are not updated because the mod author simply isn't working on the mod any more and not due to versioning/feature addition.

Re: Version 0.12.20

Posted: Sun Dec 06, 2015 5:00 am
by Peter34
vedrit wrote:
mrtux wrote:
toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
You can always use mods – they come with lots of additional features.
Most of the time, mods wait for stable releases (See that most mods have not updated/are not stable since 12.10)
All my favourite mods except Treefarm have been updated to be compatible with 0.12.20. Although in a couple of cases (or 3-4?) I've had to prompt either the modder to do it, or ask others to do it.

Re: Version 0.12.20

Posted: Sun Dec 06, 2015 3:12 pm
by mrtux
The thing is: writing good software takes time. The guys are doing a great job of making a releasable game that will be fit for steam sales. They even seem to be working on the next features, see FFF. And we even get the intermediary results – otherwise we'd be still stuck on the latest stable release.

There are two ways to speed up the process:
  • find and fund additional developers for the team
  • help developing the mods
(Funding a developer would be something like finding 250 people who are willing to pay $20 per month and the Factorio team wanting to use that money to hire somebody.)

I'm glad that we get so many updates and a marvelous game almost for free (the one-time payment I made already paid off in terms of fun I had).

Re: Version 0.12.20

Posted: Wed Dec 09, 2015 10:18 am
by ske
toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
"You have to break a few eggs to make a cake."

The problem is, you can't just "implement features one by one" when they require changes in many parts of the code. E.g. the pathfinding might reqire a change of some of the map structures and it won't be compatible with current savegames. During development of that feature the data structures might be changed several times always breaking old savegames. Publishing this feature at that point would be bad. Instead they wait until it is stabilized and write a map converter for 0.13. After that you won't be able to use the new maps in 0.12 but it only happens at a major update.

We have to expect no updates for several weeks until they have all code braking features for 0.13 working well-ish. While I'd love to play with new (unfinished) features, I'd very much prefer factorio not to crash all the time and not to eat my savegames.

Re: Version 0.12.20

Posted: Wed Dec 09, 2015 11:12 am
by kovarex
ske wrote:
toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
"You have to break a few eggs to make a cake."

The problem is, you can't just "implement features one by one" when they require changes in many parts of the code. E.g. the pathfinding might reqire a change of some of the map structures and it won't be compatible with current savegames. During development of that feature the data structures might be changed several times always breaking old savegames. Publishing this feature at that point would be bad. Instead they wait until it is stabilized and write a map converter for 0.13. After that you won't be able to use the new maps in 0.12 but it only happens at a major update.

We have to expect no updates for several weeks until they have all code braking features for 0.13 working well-ish. While I'd love to play with new (unfinished) features, I'd very much prefer factorio not to crash all the time and not to eat my savegames.
That is not true actually, the current 0.13 branch is compatibile with with 0.12 saves and probably usable.

Re: Version 0.12.20

Posted: Wed Dec 09, 2015 12:24 pm
by genericname1
kovarex wrote:
That is not true actually, the current 0.13 branch is compatibile with with 0.12 saves and probably usable.
So release on Friday? :D

Re: Version 0.12.20

Posted: Wed Dec 09, 2015 1:16 pm
by ske
kovarex wrote:
ske wrote:...
That is not true actually, the current 0.13 branch is compatibile with with 0.12 saves and probably usable.
I'm actually impressed, especially regarding the new rail tiles 8-)

When savegames make no problem, it would be very nice to have more releases soon e.g. activate only a few new features at a time as they are ready. Waiting for 0.12 seemed so long ;)

Re: Version 0.12.20

Posted: Wed Dec 09, 2015 4:43 pm
by kovarex
ske wrote:
kovarex wrote:
ske wrote:...
That is not true actually, the current 0.13 branch is compatibile with with 0.12 saves and probably usable.
I'm actually impressed, especially regarding the new rail tiles 8-)

When savegames make no problem, it would be very nice to have more releases soon e.g. activate only a few new features at a time as they are ready. Waiting for 0.12 seemed so long ;)
There are no new rail tiles.

Re: Version 0.12.20

Posted: Wed Dec 09, 2015 10:19 pm
by ske
kovarex wrote: There are no new rail tiles.
I am disappoint :(

Re: Version 0.12.20

Posted: Thu Dec 10, 2015 7:52 am
by TBog
ske wrote:
kovarex wrote: There are no new rail tiles.
I am disappoint :(
You are confused, not "disappoint".

Re: Version 0.12.20

Posted: Thu Dec 10, 2015 12:58 pm
by ssilk
ske wrote:
kovarex wrote: There are no new rail tiles.
I am disappoint :(
Look at this and be happy: https://forums.factorio.com/forum/vie ... il#p119211

Re: Version 0.12.20

Posted: Thu Dec 10, 2015 1:25 pm
by YourConscience
Please release v13 before Christmas! I would like to use the free time to play with my kids and they keep asking me for months now when finally that new version will be there and I have to keep explaining to them what bug fixes are.

Also, personal wish: Work more on the tower defence aspect of the game. The challenge is too constant currently and once a small factory runs fully automated, there is nothing anymore that could endanger it anymore. One change that would already change things a bit: Sometimes a supercritter appears, runs one circle around your entire base, collecting up all smaller critters it finds on the way and then launches a MASSIVE sustained incursion into your base at the weakest defence point.