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Version 0.16.14

Posted: Thu Jan 04, 2018 9:06 pm
by FactorioBot
Minor Features
  • Added 'allow spectators' option to PvP.
Changes
  • Changed rail world settings to have normal biters frequency.
Bugfixes
  • Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. (56129)
  • Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. (55995)
  • Fixed that inserters would try to put items into furnaces that could never fit. (56134)
  • Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. (56135)
  • Fixed that request chests weren't equally distributed when there were not enough robots.
  • Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players. This could cause crashes as the internal data structures take it as granted.
  • Fixed that download progress bar in the sync save with mods wasn't being updated.
  • Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.
  • Fixed some PvP game modes being won by launching a rocket.
  • Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. (55882)
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 0.16.14

Posted: Thu Jan 04, 2018 9:18 pm
by Eaggra
Nice, so when do you guys fix that intel thing?

;)

Re: Version 0.16.14

Posted: Thu Jan 04, 2018 9:27 pm
by Kane
Thanks for adding more and more features to PvP is there a way we can maybe rename it down the road? Not sure how to rename it but I think more and more people are using it for none PvP Servers and we also do and love to see more features for that.

Also is there any kind of decent scripts yet that let people join mid game and create a base for them fresh? Say in chunks that never been generated before?

I love to be able to create a more open server where people can drop in and out at will without having create a new server every day for new players in a sense if possible. I think the biggest issue here is Evo % and creating a new base on the fly. But with the new generation performance in 16 should not lag much?

Re: Version 0.16.14

Posted: Thu Jan 04, 2018 9:57 pm
by sicklag
.

Re: Version 0.16.14

Posted: Thu Jan 04, 2018 10:15 pm
by Kane
sicklag wrote:Added 'allow spectators' option to PvP.

Does that mean I can: watch a PvP game without joining the server? watch a muliplayer game real time from KoS or Xterm or whoever?

Please say yes...please...pleaseeeeeeee!

Factorio @ e-sports!!!!!! Watch it live now!!!!!! :mrgreen:

Cheers :)
You still join the server but you have spectator god mode. No player just able to move around and watch I would assume. I hope it does not generate chunks.

Re: Version 0.16.14

Posted: Thu Jan 04, 2018 10:51 pm
by malventano
Eaggra wrote:Nice, so when do you guys fix that intel thing?

;)
After some testing, that Intel thing doesn't seem nearly as bad as everyone was making it out to be.

Re: Version 0.16.14

Posted: Thu Jan 04, 2018 11:18 pm
by milo christiansen
Intel thing?

Re: Version 0.16.14

Posted: Thu Jan 04, 2018 11:24 pm
by DustFireSky
Merci du Kuh. Um, Merci beacoup.

Re: Version 0.16.14

Posted: Thu Jan 04, 2018 11:26 pm
by Squingy
Ah yes the Intel "meltdown" as it's being called, good thing I roll AMD.

Re: Version 0.16.14

Posted: Thu Jan 04, 2018 11:36 pm
by Aru
I used the in-game updater to download and install from 0.16.13, factorio failed to restart, and the executable is missing from \Factorio\bin\x64\ now. There are only two files in the folder, ChromaAppInfo.xml and factorio.pdb. I don't suppose there's an easy way to download only the executable?

Re: Version 0.16.14

Posted: Thu Jan 04, 2018 11:40 pm
by Aru
milo christiansen wrote:Intel thing?
White papers have been published exposing a flaw and exploit in modern CPU hardware, and a second one for only Intel CPUs, but it doesn't have anything to do with Factorio.

Re: Version 0.16.14

Posted: Fri Jan 05, 2018 12:15 am
by Chocolatetthunder
Kane wrote:I hope it does not generate chunks.
Kane wrote:
sicklag wrote:Added 'allow spectators' option to PvP.

Does that mean I can: watch a PvP game without joining the server? watch a muliplayer game real time from KoS or Xterm or whoever?

Please say yes...please...pleaseeeeeeee!

Factorio @ e-sports!!!!!! Watch it live now!!!!!! :mrgreen:

Cheers :)
You still join the server but you have spectator god mode. No player just able to move around and watch I would assume. I hope it does not generate chunks.
https://puu.sh/yUqp1/78fbf9d114.png
They will be able to enerate chunks

Re: Version 0.16.14

Posted: Fri Jan 05, 2018 12:28 am
by irbork
:?: And how the testing of possible belt compression fix is going on :?:
When, if ever, can we expect it?
I kind of stopped updating my blueprint book to use only splitters for compression after hearing about the upcoming change.

Re: Version 0.16.14

Posted: Fri Jan 05, 2018 12:39 am
by Kane
Squingy wrote:Ah yes the Intel "meltdown" as it's being called, good thing I roll AMD.
That sucks that you will lack higher performance then most Intel users here. We still will be rocking higher per thread performance and that is what counts in most games including factorio.

Re: Version 0.16.14

Posted: Fri Jan 05, 2018 1:57 am
by nuhll
THANK YOU!

Multi Smelter is working! :D FINALLY!

Re: Version 0.16.14

Posted: Fri Jan 05, 2018 2:14 am
by milo christiansen
Aru wrote:
milo christiansen wrote:Intel thing?
White papers have been published exposing a flaw and exploit in modern CPU hardware, and a second one for only Intel CPUs, but it doesn't have anything to do with Factorio.
Oh, that. Yeah that is 100% not relevant to Factorio. Also, it isn't an Intel thing, one version of the attack affects AMD processors, and some other versions affect certain ARM processors. Intel is just the brand most affected.

Re: Version 0.16.14

Posted: Fri Jan 05, 2018 7:50 am
by Rakshasa
Kane wrote:
Squingy wrote:Ah yes the Intel "meltdown" as it's being called, good thing I roll AMD.
That sucks that you will lack higher performance then most Intel users here. We still will be rocking higher per thread performance and that is what counts in most games including factorio.
I doubt factorio will be highly impacted by the fix, KPTI, as it doesn't seem (assuming reasonable implementation) that the game relies on a lot of kernel mode context shifts.

Re: Version 0.16.14

Posted: Fri Jan 05, 2018 9:12 am
by Engimage
irbork wrote::?: And how the testing of possible belt compression fix is going on :?:
When, if ever, can we expect it?
I kind of stopped updating my blueprint book to use only splitters for compression after hearing about the upcoming change.
Here you go
Twinsen wrote:Just as a quick update we are actively working on fixing all the belt issues including sideloading and experimenting with compression.
Due to the complexity of belts, because of all the optimizations, this is not easy, so bear with us.

Re: Version 0.16.14

Posted: Fri Jan 05, 2018 11:38 am
by Aardwolf
Side loading from one belt to another seemed to work fine for me in 0.16 and make the target belt denser which is intuitive so good, what's wrong with it? They won't disable it I hope right?

Re: Version 0.16.14

Posted: Fri Jan 05, 2018 12:07 pm
by Vandroiy
Thanks for addressing the lazy bot issue; even as "mostly a belter" that was causing trouble. I'll try .16.14 today, let's see how it goes now!

Thanks @ PacifyerGrey for spreading Twinsen's update on compression, I had missed that. Makes me optimistic that 0.16 belts will change for the better. :)
Aardwolf wrote:Side loading from one belt to another seemed to work fine for me in 0.16 and make the target belt denser which is intuitive so good, what's wrong with it? They won't disable it I hope right?
You're the exception then; there are a lot of belt compression and sideloading issues currently. Anyway, devs are working on improving compression, not reducing it, so it's probably in line with what you want. There has been a lot of discussion and it sounded like devs are opting to make both sideloading and insertion add some compression. If that works out, insertion to belts would behave similar to 0.15 underground belts, but consistent over all belt and inserter types. It was the simplest solution that seemed close to a consensus when everyone was arguing about compression, and should work fine for every factory that's working now or in 0.15.