Version 0.14.14

Information about releases and roadmap.
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FactorioBot
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Version 0.14.14

Post by FactorioBot »

  • Changes
    • Added "Show player names on minimap" option to graphics settings.
    • Added multiplayer server option "Autosave only on server".
    • Deconstructing/canceling deconstruction sets the "last user" on an entity.
  • Optimizations
    • Further performance improvements to the trains GUI.
    • Improved performance in the browse-mods GUI when filtering/sorting.
  • Bugfixes
    • Factorio is now per-monitor DPI-aware on Windows 8.1 and Windows 10. (33948)
    • Decreased the size of connection accept message with lot of mod which could help some people with 50+ mod multiplayer games. (33662)
    • Fixed Alt+Tab while holding right mouse button down made the game GUI unresponsive. (33328)
    • Fixed missing localised name definition. (33847)
    • Fixed tightspot level 5 recipes. (33833)
    • Possible fix for crash when initializing mouse-like devices on some Mac OSX computers. (33854) This is followup to bugfix (32515)
    • Fixed problems with "The connection has been broken due to keep-alive activity" (33310)
    • Fixed wrong calculation of resistances for small damage values. (33568)
    • Fixed the trains GUI schedules would force scroll to the current train stop with a large amount of trains.
    • Fixed crash when using LuaGameScript::remove_offline_players. (33599)
    • Fixed crash when setting invalid sprite parameters. (33868)
    • Fixed crash when loading save with removed entities. (33912)
    • Fixed mining drills would keep putting items on belts marked for deconstruction. (33911)
    • Fixed crash when removing rails with signals reserved by the circuit network. (33910)
    • Fixed that ammo wouldn't be placed in the quickbar even when a quickbar filter was set for it. (34020)
    • Fixed very small numbers saved in script state would produce unloadable save. (34029)
    • Fixed stuck key in CMD combinations on Mac (hopefully). (33572)
  • Scripting
    • Renamed LuaInventory::has_filters to LuaInventory::supports_filters.
    • Added LuaInventory::is_filtered.
    • Removed LuaEntity::has_direction as LuaEntity::supports_direction already exists and does the same thing.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Ratzap
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Re: Version 0.14.14

Post by Ratzap »

I like those changes. Autosave for MP can be annoying for big maps.

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aubergine18
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Re: Version 0.14.14

Post by aubergine18 »

Love the modding API updates - great release as always!
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.

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Re: Version 0.14.14

Post by Pirion »

I'm not getting the update on Steam yet...has it been applied there?

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mexmer
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Re: Version 0.14.14

Post by mexmer »

did factorio bot forgot to upload new version on web? it's not available for download, only trough game selfupdate.

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Re: Version 0.14.14

Post by Chocolatetthunder »

Added "Show player names on minimap" option to graphics settings.
Make this for tags as well on the minimap :)

Tags are the way of the future.
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MrGrim
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Re: Version 0.14.14

Post by MrGrim »

A late Friday release, eh? Feeling ballsy today, are we? :D Thanks for your continued hard work!

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Mooncat
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Re: Version 0.14.14

Post by Mooncat »

Late Friday Release, after FFF. :shock:

I think this worth mentioning:
Optimizations: Improved performance when cursor moving off from recipes that have large tooltips.
No more lag now. Thanks! :D

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Re: Version 0.14.14

Post by Zaflis »

FactorioBot wrote: [*]Added multiplayer server option "Autosave only on server".
How do i do that on dedicated server?

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Re: Version 0.14.14

Post by TheTom »

Further performance improvements to the trains GUI.
Can you please put train management back to the backlog? Performance is nice, but we need at least:

* A way to name trains. I Know the names are early contributoes, but they are hard to keep track.
* A way to GROUP trains - with this grouping showing in the UI.
* Please show me the cargo of a train in the UI ;)

The moment you run more than a handfull of trains, the current UI is not really delivering any ergonomy.

While you are at it - make station names hierarchical. SOmething like "Mine-001/Blk" should be allowed and the selection should be a tree with Mine-001 as node and the subelements as subnodes. This would cut down the top number in my list by 80% beacuse every outpost of mine has a minimum of 3 stations at the moment.

Now, for trains themselves, I would love to see:

* A way to order a train to a specific station without setting a schedule. Handle for one off deliveries or getting around like in a shuttle. Bonus if I can click on a point on the map and it gets as close as possible (for expansions when you send the train home to come back with supplies).
* A way to drive a train semi-manual in that the throttle/brakes are overloaded based on signals. I find it extremely hard to go higher speeds because I will overrun red signals I am not even aware of. At a minimum, show me the next signal - distance and color - so I KNOW there is a red 3 segments away. Right now I have to keep speed down because otherwise I may tail a train waiting behind a signal. And those signals are impossible to read when driving a train on higher speed.

And while I am at it - can you please change your startup sequence? Check for an update BEFORE loading all the stuff (sprites etc.), just at the beginning. RIght now I spend some time loading, then are told that hey, I have an update available ;)

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Re: Version 0.14.14

Post by rolfl »

I second all of TheTom's train suggestions, and add that it would be great to have a set of train rules that are defined outside the train - the stations to stop at, the wait conditions, etc. Then, when placing a train on the rails, you can assign the rule-set to the train. Also, changing the rule-set changes all trains that have that rule-set link.

I would call it a "route", and you create the route, then tell the train to use the route, and changes to the shared route affect all trains sharing that route.

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impetus maximus
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Re: Version 0.14.14

Post by impetus maximus »

Zaflis wrote:
FactorioBot wrote: [*]Added multiplayer server option "Autosave only on server".
How do i do that on dedicated server?
add these lines to your server-setting.json file.

Code: Select all

"_comment_autosave_only_on_server": "Whether autosaves should be saved only on server or also on all connected clients. Default is true.",

  "autosave_only_on_server": true,
should be in your updated server-settings example file. BTW thanks for doing that devs! 8-)

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Re: Version 0.14.14

Post by DDDGamer »

Added "Show player names on minimap" option to graphics settings.
Haha, no more mini maps filled with names on massive multiplayer games like Arumba's or Steejo's, that was crazy

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Re: Version 0.14.14

Post by Deadly-Bagel »

rolfl wrote:I second all of TheTom's train suggestions, and add that it would be great to have a set of train rules that are defined outside the train - the stations to stop at, the wait conditions, etc. Then, when placing a train on the rails, you can assign the rule-set to the train. Also, changing the rule-set changes all trains that have that rule-set link.

I would call it a "route", and you create the route, then tell the train to use the route, and changes to the shared route affect all trains sharing that route.
This could be done in addition to the current system and be unlocked via an endgame research. For single trains (such as outpost > unloading) you are better off having what we have now as it is simpler to learn, and per train easier to implement and manage
Money might be the root of all evil, but ignorance is the heart.

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Re: Version 0.14.14

Post by archie11 »

wont exit in single player mode screen goes black and pins the cpu have to use the task manger to kill it appears to have a memory leak
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Re: Version 0.14.14

Post by Loewchen »

archie11 wrote:wont exit in single player mode screen goes black and pins the cpu have to use the task manger to kill it appears to have a memory leak
This does not belong here, make a bug report.

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Re: Version 0.14.14

Post by Fahrradkette »

archie11 wrote:...appears to have a memory leak
just ran the Linux x64 Factorio 0.14.4 binary through valgrind:

Creative mode was the only active mod.

Code: Select all

==3431== HEAP SUMMARY:
==3431==     in use at exit: 0 bytes in 0 blocks
==3431==   total heap usage: 0 allocs, 0 frees, 0 bytes allocated
==3431== 
==3431== All heap blocks were freed -- no leaks are possible
==3431== 
==3431== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 0 from 0)
I'm freaking impressed, good job devs! :)

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Re: Version 0.14.14

Post by ratchetfreak »

Fahrradkette wrote:
archie11 wrote:...appears to have a memory leak
just ran the Linux x64 Factorio 0.14.4 binary through valgrind:

Creative mode was the only active mod.

Code: Select all

==3431== HEAP SUMMARY:
==3431==     in use at exit: 0 bytes in 0 blocks
==3431==   total heap usage: 0 allocs, 0 frees, 0 bytes allocated
==3431== 
==3431== All heap blocks were freed -- no leaks are possible
==3431== 
==3431== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 0 from 0)
I'm freaking impressed, good job devs! :)
Or the hooks didn't get installed correctly.

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