Version 0.16.28

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Jap2.0
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Re: Version 0.16.28

Post by Jap2.0 » Thu Mar 08, 2018 11:35 pm

Dave64738 wrote:All those crashes!
Sounds like you're focussing on getting code out there too quickly and not taking the time for defensive programming. Users HATE HATE HATE crashes but can live with a slightly longer release cycle.
Handle those exceptions; fill in those default: sections and use else! Initialise pointers and zero them after freeing them, then you get an immediate segfault when you try to reuse them instead of something that "works" but kicks you up the arse some weeks/months later.

Oh, and yes as you ask, I am available and looking for software development work. Don't want to relocate though; I'd work remotely from the UK, occasional visits to the office only :-) 12 years exp with C, C++, C#, assembly, GUI design and all sorts of other stuff. Working on Factorio would be a nice change from boring business applications.
A few things:
  • 1. Many of these are extremely rare
    2. They're actually fixing them...
    3. This is not the stable branch
    4. There are nearly (perhaps more than by now) 500,000 lines of code. Even with the best of developers, bugs make their way in sometimes, sometimes in crazy and unexpected ways.
    5. See FFF 182
    6. They have jobs open, see this (job (at) factorio.com)
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eradicator
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Re: Version 0.16.28

Post by eradicator » Fri Mar 09, 2018 2:41 am

Jap2.0 wrote: 6. They have jobs open, see this (job (at) factorio.com)
Oh. They're looking for a level designer. Can someone help me haul up my hopes? They kinda fell into this really deep chasm long ago.

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impetus maximus
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Re: Version 0.16.28

Post by impetus maximus » Fri Mar 09, 2018 3:17 am

eradicator wrote: Can someone help me haul up my hopes?
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Re: Version 0.16.28

Post by kovarex » Fri Mar 09, 2018 2:02 pm

Dave64738 wrote:All those crashes!
Sounds like you're focussing on getting code out there too quickly and not taking the time for defensive programming. Users HATE HATE HATE crashes but can live with a slightly longer release cycle.
Handle those exceptions; fill in those default: sections and use else! Initialise pointers and zero them after freeing them, then you get an immediate segfault when you try to reuse them instead of something that "works" but kicks you up the arse some weeks/months later.
This is very simplistic view on the cause of bugs.

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Deadly-Bagel
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Re: Version 0.16.28

Post by Deadly-Bagel » Fri Mar 09, 2018 3:34 pm

Yeah, that's... basically wrong on every count, not least of which users know this is a beta and I think we are much happier getting earlier updates than 100% reliability (instead of 99.5%).

I work with developers. This week they did a "bugfix" and I thought, hmm, I don't think that works the way they think it does, so I tested it. Turns out it did, but they'd broken the whole system. Quality testing right there. Was lucky I found it as early as I did.

In oppose to Factorio, which I think I've only ever had crash once, and I'm pretty sure I reported it and it had already been fixed. Heck, I've had my laptop go into hibernation with Factorio running and it still didn't crash, just resumed the game when I logged back in. Crazy.
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steinio
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Re: Version 0.16.28

Post by steinio » Fri Mar 09, 2018 3:47 pm

Dave64738 wrote:All those crashes!
Sounds like you're focussing on getting code out there too quickly and not taking the time for defensive programming. Users HATE HATE HATE crashes but can live with a slightly longer release cycle.
Handle those exceptions; fill in those default: sections and use else! Initialise pointers and zero them after freeing them, then you get an immediate segfault when you try to reuse them instead of something that "works" but kicks you up the arse some weeks/months later.

Oh, and yes as you ask, I am available and looking for software development work. Don't want to relocate though; I'd work remotely from the UK, occasional visits to the office only :-) 12 years exp with C, C++, C#, assembly, GUI design and all sorts of other stuff. Working on Factorio would be a nice change from boring business applications.
Wow i can imagine you as a great collegue who says everyone is doing stupid stuff but only you not. /sarcasm

Use the stable branch if you fear crashes and only use testing branch if you want to support the devs in finding bugs.
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Ringkeeper
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Re: Version 0.16.28

Post by Ringkeeper » Mon Mar 12, 2018 6:30 am

Dave64738 wrote:All those crashes!
Sounds like you're focussing on getting code out there too quickly and not taking the time for defensive programming. Users HATE HATE HATE crashes but can live with a slightly longer release cycle.
Handle those exceptions; fill in those default: sections and use else! Initialise pointers and zero them after freeing them, then you get an immediate segfault when you try to reuse them instead of something that "works" but kicks you up the arse some weeks/months later.

Oh, and yes as you ask, I am available and looking for software development work. Don't want to relocate though; I'd work remotely from the UK, occasional visits to the office only :-) 12 years exp with C, C++, C#, assembly, GUI design and all sorts of other stuff. Working on Factorio would be a nice change from boring business applications.

Doesn't matter how they code, the QA department will find the bugs in most cases.

Oh, look, they are a small company. Without a QA department. Hmm, no, not true. They have one. We , the ones that play on the dev branch, are the QA department. That's what alpha/early access means. So, yes, in a normal, big company you wouldn't see this bug fixes as a player as it is internal tested.

I'm a bit surprised that you as "experienced" programer don't know that....

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Lubricus
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Re: Version 0.16.28

Post by Lubricus » Mon Mar 12, 2018 8:30 am

Ringkeeper wrote:
Dave64738 wrote:All those crashes!
Sounds like you're focussing on getting code out there too quickly and not taking the time for defensive programming. Users HATE HATE HATE crashes but can live with a slightly longer release cycle.
Handle those exceptions; fill in those default: sections and use else! Initialise pointers and zero them after freeing them, then you get an immediate segfault when you try to reuse them instead of something that "works" but kicks you up the arse some weeks/months later.

Oh, and yes as you ask, I am available and looking for software development work. Don't want to relocate though; I'd work remotely from the UK, occasional visits to the office only :-) 12 years exp with C, C++, C#, assembly, GUI design and all sorts of other stuff. Working on Factorio would be a nice change from boring business applications.

Doesn't matter how they code, the QA department will find the bugs in most cases.

Oh, look, they are a small company. Without a QA department. Hmm, no, not true. They have one. We , the ones that play on the dev branch, are the QA department. That's what alpha/early access means. So, yes, in a normal, big company you wouldn't see this bug fixes as a player as it is internal tested.

I'm a bit surprised that you as "experienced" programer don't know that....
Somehow magically Factorio is extremely stable and polished compared to most AAA games... I think the game have crashed on me twice, and that have been heavy modding on the unstable branch.

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Re: Version 0.16.28

Post by bobingabout » Mon Mar 12, 2018 8:53 am

Most of the bugs I encounter arn't game breaking, and even when they are, that's usually because I broke it myself.
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Re: Version 0.16.28

Post by batorfly » Mon Mar 12, 2018 9:05 am

bobingabout wrote:Most of the bugs I encounter arn't game breaking, and even when they are, that's usually because I broke it myself.
I would smash that +1 Button so much. Like someone's mom probably. I found it funny :D

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MeduSalem
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Re: Version 0.16.28

Post by MeduSalem » Mon Mar 12, 2018 9:17 am

batorfly wrote:I would smash that +1 Button so much. Like someone's mom probably. I found it funny :D
...

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Re: Version 0.16.28

Post by batorfly » Mon Mar 12, 2018 10:15 am


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