Version 0.14.0

Information about releases and roadmap.
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FactorioBot
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Version 0.14.0

Post by FactorioBot »

  • Features
    • Fixed multiplayer
      • 1) Internal reliability and stability improvements.
      • 2) Players don't have to wait for other clients to download and load the game.
      • 3) Decreased network traffic.
      • 4) It is possible to use menu and quit the game when connecting to the game.
      • 5) Server doesn't stop/slow down the game when some client is too slow, stops communicating or saves the game longer than the server.
      • 6) Players automatically quit game after 3 desyncs.
      • 7) Download speed tweaks.
    • Added /team command that messages all players from the same force.
  • Minor Features
    • When selecting inventory filters the filter is automatically set to the item in the cursor if any.
  • Changes
    • Disabled loading of saves before 0.11.0 version (You can use 0.11.22 to load older saves and re-save them).
    • Removed the option to enable/disable latency hiding, it is always on on clients (and off on the server).
  • Bugfixes
    • Factorio shouldn't crash anymore when Direct3D device is lost due to locking screen or entering sleep mode.
  • Modding
    • Added support for equipment grids in cars, tanks, locomotives, and cargo wagons.
    • Changed equipment grids to work as protoypes: defined and referenced by things that use them.
    • Changed equipment and equipment grids to have categories that define what equipment can go in what equipment grid.
  • Scripting
    • Fixed game freeze when an error was thrown during the player left game event.
    • Removed LuaItemStack::has_grid.
    • Removed LuaItemPrototype::equipment_grid_size.
    • Changed LauItemStack::grid to return nil if the item doesn't have a grid.
    • Added LuaItemPrototype::equipment_grid.
    • Added LuaEntity::grid read.
    • Added Added LuaEquipmentGridPrototype.
    • Added LuaEquipmentGrid::prototype read.
    • Added LuaEquipmentPrototype::equipment_categories read.
    • Added LauForce::unchart_chunk()
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Simanova
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Re: Version 0.14.0

Post by Simanova »

Next milestone ahead

RocketManChronicles
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Re: Version 0.14.0

Post by RocketManChronicles »

This is fantastic news! Keep up the good work!

Omez
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Re: Version 0.14.0

Post by Omez »

"When selecting inventory filters the filter is automatically set to the item in the cursor if any."

If it works as I think it does... THANK YOU :D
Makes it so much easier to just plop down things in a hurry

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bigyihsuan
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Re: Version 0.14.0

Post by bigyihsuan »

jesus christ that was fast

Also, woo, equipment grids in vehicles! Let's give our tanks some shields!

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ChurchOrganist
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Re: Version 0.14.0

Post by ChurchOrganist »

Awesome stuff!
Want to know where the biters chewing your power plant have come from??
Wondering where your next iron is going to come from??
You need Long Range Radar

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steinio
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Re: Version 0.14.0

Post by steinio »

Quick important question: do we need to update factorio_version in the info.json for mods or is it interpreted as >=0.13?

Greetings steinio
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Transport Belt Repair Man

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TheTom
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Re: Version 0.14.0

Post by TheTom »

You need to update. All mods broke. This definitely need some (a lot) more rework. But for now - waiting for the mods to update...

The Eriksonn
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Re: Version 0.14.0

Post by The Eriksonn »

Funny conversation with my factorio:

Factorio: update avalible.

Me: yes! do it!

10 min later:
Factorio: update failed,try again.

after 3 tries:

Factorio : update succsesful.

Me: finally.

Factorio: an error has occured, do you want to fix?

Me: no, give me my facorio instead.

Factorio: problem solved.

Me :?

Engimage
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Re: Version 0.14.0

Post by Engimage »

That was really fast! I see now why devs were pretty silent on forums for a couple of weeks.

Thumbs up and god speed!

TheTom
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Re: Version 0.14.0

Post by TheTom »

Ok, back to .13 - until more mod upates are coming.

HammerPiano
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Re: Version 0.14.0

Post by HammerPiano »

I a few days it will be my birthday, so this is a great birthday present :P
I didn't expect 0.14 to be released so quickly :D
Great job, Wube Software!
Best. game. ever.

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binbinhfr
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Re: Version 0.14.0

Post by binbinhfr »

Apparently "dependencies": ["base >= 0.13.10"] is not enough.
Even if most of my mods are compatible with 0.14 asis...
So if I put "dependencies": ["base >= 0.14.0"], my mod will become incompatible with people who stay in 0.13... Weird, no ?

Logically, ["base >= 0.13.10"] should mean "compatible with 0.14", no ?
Last edited by binbinhfr on Fri Aug 26, 2016 1:19 pm, edited 1 time in total.
My mods on the Factorio Mod Portal :geek:

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Re: Version 0.14.0

Post by Annihilator »

Looking forward to test the multiplayer changes, once a few mods update. Great work!

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Re: Version 0.14.0

Post by kovarex »

binbinhfr wrote:Apparently "dependencies": ["base >= 0.13.10"] is not enough.
Even if most of my mods are compatible with 0.14 asis...
So if I put "dependencies": ["base >= 0.14.0"], my mod will become incompatible with people who stay in 0.13... Weird, no ?

Logically, ["base >= 0.13.10"] should mean "compatible with 0.14", no ?
Dependencies should use only for non-base mods from now on, as you need to specify the version of factorio in mod-info.json

This invalidates all the mods for old version automatically, it might be little annoying, but it solves a lot of trouble.

doktorstick
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Re: Version 0.14.0

Post by doktorstick »

Does the mod portal Do the Right Thing(TM)? Meaning, does it find the highest level mod version that matches their Factorio version?

If I have two versions of my mod, 1.0.0 (factorio_verison=0.13) and 1.0.1 (factorio_version=0.14) and someone on a .13 client browses for my mod, will it download 1.0.0 for them?

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binbinhfr
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Re: Version 0.14.0

Post by binbinhfr »

kovarex wrote:This invalidates all the mods for old version automatically, it might be little annoying, but it solves a lot of trouble.
Only on a modding point of view, there is not much difference between 0.14.0 and 0.13.18 than between 0.13.17 and 0.13.18 . So why this need to reset ? You did not force us to reset between 0.13.17 and 0.13.18... Mysterious to me... And effectively very annoying when you have more than 20 mods to update... :-(

By the way, I still use Dependencies on base, because sometimes you change API between 2 subversions and the mod is not retro compatible in this case, otherwise people who do not update factorio, but update the mod have problems.
My mods on the Factorio Mod Portal :geek:

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Re: Version 0.14.0

Post by AutoMcD »

Modding
Added support for equipment grids in cars, tanks, locomotives, and cargo wagons.
Changed equipment grids to work as protoypes: defined and referenced by things that use them.
Changed equipment and equipment grids to have categories that define what equipment can go in what equipment grid.
Scripting
Fixed game freeze when an error was thrown during the player left game event.
Removed LuaItemStack::has_grid.
Removed LuaItemPrototype::equipment_grid_size.
Changed LauItemStack::grid to return nil if the item doesn't have a grid.
Added LuaItemPrototype::equipment_grid.
Added LuaEntity::grid read.
Added Added LuaEquipmentGridPrototype.
Added LuaEquipmentGrid::prototype read.
Added LuaEquipmentPrototype::equipment_categories read.
Added LauForce::unchart_chunk()

Oh, this most definitely broke my mod.

But the possibilities! Maybe I can make it better now.

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Re: Version 0.14.0

Post by Shekki »

Nice 0.14 so quickly. Unfortunate mods broke and there wasn't major updates, so I will stay at 0.13 until mods are fixed.

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Klonan
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Re: Version 0.14.0

Post by Klonan »

binbinhfr wrote:
kovarex wrote:This invalidates all the mods for old version automatically, it might be little annoying, but it solves a lot of trouble.
Only on a modding point of view, there is not much difference between 0.14.0 and 0.13.18 than between 0.13.17 and 0.13.18 . So why this need to reset ? You did not force us to reset between 0.13.17 and 0.13.18... Mysterious to me... And effectively very annoying when you have more than 20 mods to update... :-(

By the way, I still use Dependencies on base, because sometimes you change API between 2 subversions and the mod is not retro compatible in this case, otherwise people who do not update factorio, but update the mod have problems.

For the end user this system works better,
When they update to 0.14, they can actually load the game, and update and see which mods have not been updated,
Before, when you update say 0.11 to 0.12, your game would just crash when it tried to load, and you would have to manually go to the mods folder and delete mods until it worked

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