Version 0.14.5

Information about releases and roadmap.
User avatar
FactorioBot
Factorio Staff
Factorio Staff
Posts: 249
Joined: Tue May 12, 2015 1:48 pm

Version 0.14.5

Post by FactorioBot » Fri Sep 09, 2016 9:39 am

  • Feature
    • Added Team Production Challenge scenario to the base game.
  • Minor features
    • It is possible to /ban players who aren't present in the map.
    • The headless server saves the banlist in banlist.json file, so a server owner can maintain a single banlist across multiple maps.
    • Added /silent-command: Same as /c, but doesn't print the command ran to every player's console. Available only to server admins and over RCON or server console.
    • Added /purge <player>: removes all messages by the given player from chat. Admin only command.
    • Added /clear - clears your chat window.
    • Added /mute and unmute <player>: prevents the given player from talking in chat. Admin only commands.
    • Added /mutes: displays all muted players.
    • Added /ignore and unignore <player>: ignores messages from the given player. Admin and RCON messages are still shown.
    • Added /ignores: displays all players you're ignoring.
    • Command names in the console can be tab-completed.
    • Player names in the console can be tab-completed.
    • Added AFK Auto kick interval to multiplayer host settings (with never as default).
  • Bugfixes
    • Fixed that the headless server would create a character when run with --no-auto-pause. This prevented people from joining their own servers. (32143)
    • Fixed that the game could desync when LuaForce::players was used, as the order was not in well defined order.
    • Fixed making blueprints wouldn't reset the build rotation. (32251)
    • Fixed that input actions were triggered even though a text box was focused. (32028)
    • Fixed that blueprint/deconstruction would run while on the map view. (32296)
    • Fixed train getting stuck on a yellow signal (28660)
    • Fixed that the notification about changed research was shown even when the other player selected the same research as already in progress. (32278)
    • Fixed that underground belt "teleported" few items when the connection was built. (30716)
    • Fixed that the mod info gui wasn't scrollable, so it didn't fit the screen sometimes. (30158)
    • Fixed that saving scenario to the same directory it was loaded for resulted in deleting all the script and locale files. (29555)
    • Fixed that the menu wasn't accessible when the respawn countdown was there, until the menu was closed and opened again.
    • Fixed inserters sometimes taking items from cargo wagons not in front of it. (32138)
    • Fixed that clicking a mod's GUI during an autosave would crash the game. (32320)
    • Fixed /reply wouldn't work properly when players have names with tags.
    • Fixed shadows being drawn over pipe and storage tank windows.
  • Scripting
    • Added LuaEntity::supports_direction
    • Changed LuaEntity::direction write to not error if the entity doesn't support directions.
    • Moved the top gui to be above the left gui as in 0.13 (31585)
    • Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

User avatar
Mooncat
Smart Inserter
Smart Inserter
Posts: 1174
Joined: Wed May 18, 2016 4:55 pm
Contact:

Re: Version 0.14.5

Post by Mooncat » Fri Sep 09, 2016 9:44 am

Moved the top gui to be above the left gui as in 0.13
I can't wait! But I am in company! Damnnnnnnnn!!
LuaPlayer::afk_ticks
Sounds interesting. :shock:
My mods (Deprecated, maybe temporary... idk. Currently time/mood to continue):

User avatar
HeilTec
Filter Inserter
Filter Inserter
Posts: 258
Joined: Tue Jul 08, 2014 1:14 pm
Contact:

Re: Version 0.14.5

Post by HeilTec » Fri Sep 09, 2016 9:52 am

Steam still loads 0.14.4 - I must wait. How long is the delay?
Google is my friend. Searching the forum and the wiki is always a first.

User avatar
HanziQ
Former Staff
Former Staff
Posts: 630
Joined: Fri Mar 27, 2015 7:07 am
Contact:

Re: Version 0.14.5

Post by HanziQ » Fri Sep 09, 2016 9:57 am

HeilTec wrote:Steam still loads 0.14.4 - I must wait. How long is the delay?
Not our fault, restart your steam client and it will notice the new version.

Loewchen
Global Moderator
Global Moderator
Posts: 5516
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: Version 0.14.5

Post by Loewchen » Fri Sep 09, 2016 10:02 am

Update failed on my windows 7 .zip installation:
screenshot

User avatar
HanziQ
Former Staff
Former Staff
Posts: 630
Joined: Fri Mar 27, 2015 7:07 am
Contact:

Re: Version 0.14.5

Post by HanziQ » Fri Sep 09, 2016 10:05 am

Loewchen wrote:Update failed on my windows 7 .zip installation:
screenshot
Can you upload that file somewhere?

Loewchen
Global Moderator
Global Moderator
Posts: 5516
Joined: Wed Jan 07, 2015 5:53 pm
Contact:

Re: Version 0.14.5

Post by Loewchen » Fri Sep 09, 2016 10:13 am

HanziQ wrote:
Loewchen wrote:Update failed on my windows 7 .zip installation:
screenshot
Can you upload that file somewhere?
Ill make a bug report with the file: viewtopic.php?f=7&t=32391

User avatar
aubergine18
Smart Inserter
Smart Inserter
Posts: 1264
Joined: Fri Jul 22, 2016 8:51 pm
Contact:

Re: Version 0.14.5

Post by aubergine18 » Fri Sep 09, 2016 11:06 am

Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.
Hmmm, now I can make mods throttle down for inactive players *maniacal grin*
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

safan
Fast Inserter
Fast Inserter
Posts: 123
Joined: Mon Dec 23, 2013 7:26 pm
Contact:

Re: Version 0.14.5

Post by safan » Fri Sep 09, 2016 11:08 am

I'm kinda sad that most of the features of this update have to do with handling idiots, griefers and other scum on the multiplayer servers. Getting more popular clearly means getting more dickheads too ...

cappie
Inserter
Inserter
Posts: 26
Joined: Fri May 15, 2015 1:17 pm
Contact:

Re: Version 0.14.5

Post by cappie » Fri Sep 09, 2016 11:21 am

safan wrote:I'm kinda sad that most of the features of this update have to do with handling idiots, griefers and other scum on the multiplayer servers. Getting more popular clearly means getting more dickheads too ...
I'm grateful to see that they're putting more effort into the multiplayer aspect of the game. It fixes more mutiplayer bugs, greatly increases the longevity of the game, enlarges our community and brings them more money.. win:win:win:win

But then again all Factorio developers can be summed up in the attached picture :)
Attachments
captain-picard-full-of-win.jpg
captain-picard-full-of-win.jpg (16.68 KiB) Viewed 19421 times

User avatar
HeilTec
Filter Inserter
Filter Inserter
Posts: 258
Joined: Tue Jul 08, 2014 1:14 pm
Contact:

Re: Version 0.14.5

Post by HeilTec » Fri Sep 09, 2016 1:17 pm

HanziQ wrote:
HeilTec wrote:Steam still loads 0.14.4 - I must wait. How long is the delay?
Not our fault, restart your steam client and it will notice the new version.
Just for reference: There was 14 minutes delay from announcement to steam availability with no restart of client.
It gets there eventually.
Google is my friend. Searching the forum and the wiki is always a first.

GeoStyx
Burner Inserter
Burner Inserter
Posts: 18
Joined: Mon Nov 24, 2014 9:40 pm
Contact:

Re: Version 0.14.5

Post by GeoStyx » Fri Sep 09, 2016 1:55 pm

Thanks so much! You guys are amazing.

I'm really impressed how fast yall get things done.
All the multiplayer stuff you're doing is very much appreciated, me and some friends are over 100 hours into a MP map and having tons of fun.

Keep it up!

User avatar
Xterminator
Filter Inserter
Filter Inserter
Posts: 976
Joined: Sun Jun 15, 2014 4:49 pm
Contact:

Re: Version 0.14.5

Post by Xterminator » Fri Sep 09, 2016 2:22 pm

Great job guys! Really like the new multi-player commands, they should help keep me things going a bit smoother I hope. :)

Fantastic work as always.
Image Image Image

Grumpalo
Burner Inserter
Burner Inserter
Posts: 8
Joined: Tue Aug 02, 2016 1:20 pm
Contact:

Re: Version 0.14.5

Post by Grumpalo » Fri Sep 09, 2016 2:35 pm

Code: Select all

Minor features

    It is possible to /ban players who aren't present in the map.
    The headless server saves the banlist in banlist.json file, so a server owner can maintain a single banlist across multiple maps.
Thanks Dev team!!!

How I feel about this:
https://youtu.be/IUZEtVbJT5c?t=19s

illmaren
Long Handed Inserter
Long Handed Inserter
Posts: 77
Joined: Mon Jun 27, 2016 3:25 pm
Contact:

Re: Version 0.14.5

Post by illmaren » Fri Sep 09, 2016 2:38 pm

FactorioBot wrote:
  • Minor features
    • It is possible to /ban players who aren't present in the map.
    • The headless server saves the banlist in banlist.json file, so a server owner can maintain a single banlist across multiple maps.
Image

But will the file be overwritten each time i update the server? or change the map?

Colossus
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Mon Mar 10, 2014 8:31 pm
Contact:

Re: Version 0.14.5

Post by Colossus » Fri Sep 09, 2016 3:40 pm

Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.
I'm imagining a mod which spawns biters around an AFK player to attack them :P

starholme
Fast Inserter
Fast Inserter
Posts: 199
Joined: Tue Oct 21, 2014 7:25 pm
Contact:

Re: Version 0.14.5

Post by starholme » Fri Sep 09, 2016 4:23 pm

Colossus wrote:
Added LuaPlayer::afk_ticks and LuaPlayer::online_ticks.
I'm imagining a mod which spawns biters around an AFK player to attack them :P
Or you could light a fire. Or spam cluster grenades. Dig a moat around them, so they are stuck on an island. Teleport them to a biter base.

So many options!

illmaren
Long Handed Inserter
Long Handed Inserter
Posts: 77
Joined: Mon Jun 27, 2016 3:25 pm
Contact:

Re: Version 0.14.5

Post by illmaren » Fri Sep 09, 2016 4:24 pm

Colossus wrote:
I'm imagining a mod which spawns biters around an AFK player to attack them :P
Or the spawning of 4 Turrets which defend the player if he's not within a protected perimeter ;D

autohost
Burner Inserter
Burner Inserter
Posts: 15
Joined: Fri May 20, 2016 3:47 pm
Contact:

Re: Version 0.14.5

Post by autohost » Fri Sep 09, 2016 10:29 pm

Lol. Then that will be countered with a mod that randomly moves the player every few seconds.

User avatar
aubergine18
Smart Inserter
Smart Inserter
Posts: 1264
Joined: Fri Jul 22, 2016 8:51 pm
Contact:

Re: Version 0.14.5

Post by aubergine18 » Fri Sep 09, 2016 10:41 pm

We could shave the players' eyebrows if they fall asleep. In fact, just shave 1.5 of their eyebrows, so they need to shave off the remaining 0.5 eyebrow themselves for added devastation.
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

Post Reply

Return to “Releases”

Who is online

Users browsing this forum: No registered users