Version 0.11.8

Information about releases and roadmap.
kovarex
Factorio Staff
Factorio Staff
Posts: 8058
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Version 0.11.8

Post by kovarex »

So here we provide you with another bugfix release for the 0.11.

Image
  • Bugfixes
    • Fixed crash when manually saving the game in multiplayer mode.
    • Fixed several problems related to multiplayer synchronisation logic 3+ players game is less problematic now.
    • Fixed the stuck items on belts related to the position representation change in 0.11.7.
    • Fixed the wrong positioning of player color mask of the running with gun animation.
    • Fixed the character wrong animation direction of some of the combinations of aiming/running with gun.
    • Fixed the crash in map editor in the far away zoom levels.
    • Fixed the missing refresh of tiles of new generated areas in map editor.
    • Fixed the missing (and crashes related to) blueprint previews.
    • Compatibility fix of loading saves containing mods changing electric poles.
      The saves must be first saved in 0.11.8+ to be loadable with different electric pole mod configuration.
    • Fixes of the frozen input states of character related to switching to map mode.
    • Fixed that the roboport antenna animation was randomly drawn under the roboport.
      Modes affected: Walking, mining, vehicle riding, picking items.
    • Fixed the unknown description in research tooltip in laboratory.
    • Fixed that input/output material of assembling machine was lost when doing recipe reset.
    • The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the
      burner/ammo slots are already full, so it goes to the trunk.
  • Scripting
    • Renamed the accelerationpereenergymodifier of lua car to effectivitymodifier.

Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Cloner
Fast Inserter
Fast Inserter
Posts: 100
Joined: Tue Dec 09, 2014 12:59 pm
Contact:

Re: Version 0.11.8

Post by Cloner »

Thanks, this is nice :)

User avatar
mngrif
Fast Inserter
Fast Inserter
Posts: 171
Joined: Wed Feb 13, 2013 10:44 am
Contact:

Re: Version 0.11.8

Post by mngrif »

Amazing! That screenshot gives us in the IRC channel a LOT of hope to have a nice 3+ player game. Thank you all, as always!
The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the
burner/ammo slots are already full, so it goes to the trunk.
Does this mean car/tank refueling and rearming stations are basically nerfed?
Some Stuff About Stuff And Things || My Silly Factorian Tricks
<_aD> OBSERVE SIGNAL ASPECT BEFORE CROSSING TRACK

kovarex
Factorio Staff
Factorio Staff
Posts: 8058
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.11.8

Post by kovarex »

Valkor wrote:Amazing! That screenshot gives us in the IRC channel a LOT of hope to have a nice 3+ player game. Thank you all, as always!
The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the
burner/ammo slots are already full, so it goes to the trunk.
Does this mean car/tank refueling and rearming stations are basically nerfed?
Yes, the priority of unified behavior is more important.

bnvy
Burner Inserter
Burner Inserter
Posts: 7
Joined: Fri Dec 05, 2014 5:50 pm
Contact:

Re: Version 0.11.8

Post by bnvy »

At least on my Mac, the updater has the same problem that started in 11.7 (edit: the problem would have been with the updater in 11.6 - auto update worked 5-6, but not 6-7). The process crashes the first time; when you re-launch and it tries again, it gives up with the message "File /Applications/factorio.app/Contents/data/changelog.txt has unexpected content" because the newer change log was already in place (seems a bit odd to be relying on content of the change log for update version control, but the crash is the real problem).

Relevant bits of the crash log below (sorry, but can't get the "spoiler=" tag to work):

Code: Select all

Process:         factorio [8941]
Path:            /Applications/factorio.app/Contents/MacOS/factorio
Identifier:      com.factorio
Version:         0.11.7 (0.11.7)
Code Type:       X86-64 (Native)
Parent Process:  launchd [143]
Responsible:     factorio [8941]
User ID:         501

Date/Time:       2014-12-22 11:12:12.143 -0800
OS Version:      Mac OS X 10.9.5 (13F34)
Report Version:  11

Crashed Thread:  4

Exception Type:  EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000

Dyld Error Message:
  Symbol not found: _fchmodat
  Referenced from: /Applications/factorio.app/Contents/MacOS/factorio
  Expected in: /usr/lib/libSystem.B.dylib


Thread 4 Crashed:
0   dyld                          	0x00007fff6e45109d dyld_fatal_error + 1
1   dyld                          	0x00007fff6e453df6 dyld::fastBindLazySymbol(ImageLoader**, unsigned long) + 171
2   libdyld.dylib                 	0x00007fff8c2682dd dyld_stub_binder_ + 13
3   ???                           	0x0000000100a42030 0 + 4305723440
4   com.factorio                  	0x0000000100353407 Updater::processDiff(PackagePath const&, PackagePath const&, PackageWriterPath const&, unsigned int, unsigned int, bool) + 535
5   com.factorio                  	0x0000000100350f4e Updater::processFile(Package const&, boost::property_tree::basic_ptree<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::less<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > const&) + 990
6   com.factorio                  	0x000000010034fb35 Updater::updatePackage(boost::filesystem::path const&) + 405
7   com.factorio                  	0x0000000100044c97 Updater::performUpdates(boost::function<int (double, double, unsigned int, unsigned int, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)> const&) + 1271
8   com.factorio                  	0x000000010004444a InUpdaterGui::process(AppManager*) + 346
9   com.factorio                  	0x0000000100034e68 AppManager::process() + 248
10  com.factorio                  	0x000000010027bb0f MainLoop::tickStep(Thread&, ThreadBarrier&, boost::chrono::time_point<boost::chrono::system_clock, boost::chrono::duration<long long, boost::ratio<1l, 1000000000l> > >&, boost::chrono::time_point<boost::chrono::system_clock, boost::chrono::duration<long long, boost::ratio<1l, 1000000000l> > >&) + 79
11  com.factorio                  	0x0000000100277c13 MainLoop::run(boost::filesystem::path const&, boost::filesystem::path const&, bool) + 691
12  com.factorio                  	0x0000000100276dca _al_mangled_main + 6634
13  com.factorio                  	0x00000001006a5657 +[AllegroAppDelegate app_main:] + 23
14  com.apple.Foundation          	0x00007fff8d04edfb __NSThread__main__ + 1318
15  libsystem_pthread.dylib       	0x00007fff87630899 _pthread_body + 138
16  libsystem_pthread.dylib       	0x00007fff8763072a _pthread_start + 137
17  libsystem_pthread.dylib       	0x00007fff87634fc9 thread_start + 13

It will also be nice when you eventually become an Apple "identified developer", though if the updater worked then the extra security steps wouldn't be necessary. In the meantime, this is a very nice piece of work, and the save improvements (in 11.7) were particularly welcome. Thanks.

Cloner
Fast Inserter
Fast Inserter
Posts: 100
Joined: Tue Dec 09, 2014 12:59 pm
Contact:

Re: Version 0.11.8

Post by Cloner »

3 player multiplayer crashed several times for one of the players .... 2 player works like charm.

kovarex
Factorio Staff
Factorio Staff
Posts: 8058
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.11.8

Post by kovarex »

Cloner wrote:3 player multiplayer crashed several times for one of the players .... 2 player works like charm.
Hmm .. what were the systems involved? Does the last player always crash, even when you try different order of connecting?

Cloner
Fast Inserter
Fast Inserter
Posts: 100
Joined: Tue Dec 09, 2014 12:59 pm
Contact:

Re: Version 0.11.8

Post by Cloner »

Yes its always the last player.

kovarex
Factorio Staff
Factorio Staff
Posts: 8058
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.11.8

Post by kovarex »

You messaged me, that you use some system to simulate local area network, are you sure all the players are using it ? All the players need to be in the same network (connectable) at the same time.

Cloner
Fast Inserter
Fast Inserter
Posts: 100
Joined: Tue Dec 09, 2014 12:59 pm
Contact:

Re: Version 0.11.8

Post by Cloner »

Yeah all are using it, we can ping each other on this network, we can talk over built in teamspeak on this network, and any 2 of us can play with zero problems... Adding the third player is a challange

Travis_daily
Manual Inserter
Manual Inserter
Posts: 4
Joined: Mon Dec 22, 2014 9:44 pm
Contact:

Re: Version 0.11.8

Post by Travis_daily »

kovarex wrote:
Valkor wrote:Amazing! That screenshot gives us in the IRC channel a LOT of hope to have a nice 3+ player game. Thank you all, as always!
The car can now accepts fuel and ammo into the trunk by inserter or shift/control click even when the
burner/ammo slots are already full, so it goes to the trunk.
Does this mean car/tank refueling and rearming stations are basically nerfed?
Yes, the priority of unified behavior is more important.
That's unfortunate since it breaks up my existing automation. Can we get a way to limit car inputs like chest have then?
Last edited by Travis_daily on Sat Sep 30, 2017 11:21 am, edited 1 time in total.

Rahjital
Filter Inserter
Filter Inserter
Posts: 435
Joined: Thu May 29, 2014 10:44 am
Contact:

Re: Version 0.11.8

Post by Rahjital »

There's nothing hard about setting up refuel stations now. Just place a smart inserter taking fuel out of the car at the same time as another inserter will put it in - it will not work until you've got fuel in your trunk, so when it starts working, you'll know that the car is ready to go. Same with ammo.

ikanreed
Burner Inserter
Burner Inserter
Posts: 5
Joined: Mon Dec 22, 2014 10:26 pm
Contact:

Re: Version 0.11.8

Post by ikanreed »

Until self-driving cars are included, I don't see the point of automated refueling anyways.

Kirk
Fast Inserter
Fast Inserter
Posts: 108
Joined: Tue Oct 07, 2014 7:53 pm
Contact:

Re: Version 0.11.8

Post by Kirk »


JLBShecky
Long Handed Inserter
Long Handed Inserter
Posts: 60
Joined: Mon Jul 21, 2014 5:27 pm
Contact:

Re: Version 0.11.8

Post by JLBShecky »

Well I do like the smaller file size, I finally upgraded my 0.11.6 world and it went from 11.7k to 3.1k. Now to see if there is anything broken or not. :P

psihius
Fast Inserter
Fast Inserter
Posts: 192
Joined: Mon Dec 15, 2014 12:47 am
Contact:

Re: Version 0.11.8

Post by psihius »

kovarex wrote:You messaged me, that you use some system to simulate local area network, are you sure all the players are using it ? All the players need to be in the same network (connectable) at the same time.
Unrelated to the reporter, but the same topic: We used Evolve software for the network at first for 0.11.6, but then I just setup my router for the game to be visible on outside (so no tunnels and stuff) - it was the same thing.
I'll try to get people together today to test if 3+ works now with 0.11.8 and report the results.

rivettca
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Dec 16, 2014 1:56 pm
Contact:

Re: Version 0.11.8

Post by rivettca »

Kirk wrote:The 32 bit versions of the release (https://www.factorio.com/get-download/d ... lpha/win32 and https://www.factorio.com/get-download/d ... n32-manual) don't seem to work yet.
Yeah hopefully this is fixed soon.

Cloner
Fast Inserter
Fast Inserter
Posts: 100
Joined: Tue Dec 09, 2014 12:59 pm
Contact:

Re: Version 0.11.8

Post by Cloner »

psihius wrote:Unrelated to the reporter, but the same topic: We used Evolve software for the network at first for 0.11.6, but then I just setup my router for the game to be visible on outside (so no tunnels and stuff) - it was the same thing.
I'll try to get people together today to test if 3+ works now with 0.11.8 and report the results.
It would be great to test the same people and same save file on Evolve vs direct connections to see if there is any difference. Yesterday we tried to use direct connection and the third player could connect, but we still got some crash after 10 minutes or so.

User avatar
cpy
Filter Inserter
Filter Inserter
Posts: 834
Joined: Thu Jul 31, 2014 5:34 am
Contact:

Re: Version 0.11.8

Post by cpy »

3+ players are still broken?

Rahjital
Filter Inserter
Filter Inserter
Posts: 435
Joined: Thu May 29, 2014 10:44 am
Contact:

Re: Version 0.11.8

Post by Rahjital »

Not sure about 3+ multiplayer, but 32-bit links are still broken.

Post Reply

Return to “Releases”