Version 0.11.11

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alcionic
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Re: Version 0.11.11

Post by alcionic »

FishSandwich wrote:
alcionic wrote:There seems to be an issue where inserters are taking items from logistics robots when they pass overhead. Ive never had this happen before so I'm assuming that its an issue that came up with this update
This is already fixed for 0.11.12
*wipes sweat off face* I kinda figured it was already noticed/fixed but I didnt see anything after looking for a bit so I had to make sure. Now to go fix all my messy chests...

FishSandwich
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Re: Version 0.11.11

Post by FishSandwich »

alcionic wrote:
FishSandwich wrote:
alcionic wrote:There seems to be an issue where inserters are taking items from logistics robots when they pass overhead. Ive never had this happen before so I'm assuming that its an issue that came up with this update
This is already fixed for 0.11.12
*wipes sweat off face* I kinda figured it was already noticed/fixed but I didnt see anything after looking for a bit so I had to make sure. Now to go fix all my messy chests...
No worries, the thread is here if you're interested.

Gecko
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Re: Version 0.11.11

Post by Gecko »

I'd like to mention rather an annoyance than a bug:

I'm a keyboard guy, so I type the amount of an item for the requester chests in these little boxes rather then using the slider. Since this update the cursor jumps to the left of the first digit in this little box after typing ONE digit.

The process for typing '375' would be:
1) type '3' then the cursor is left of '3'
2a) use the mouse or
2b) the arrow keys and set it to the right of '3'.
4) Then type a '7' and repeat step 2 but set the cursor to the right of '7'.
5) Finally type '5'.

Further more the box can't be empty. Every time I use 'Return' to clear the box once cleared it jumps back to the default stack size or worse, it jumps to 20000. Especially when you are editing the set content of a requester chest on the fly the robots get the impuls 20000 and all your Advanced circuits end up being transferred to this one chest you only wanted to have 10 in.
This just occures for the requester chest, for nothing else. the smart inserters are just fine.

I have to say I really don't like the change to a stacksize as the default setting. but this 'bug' is realy annoying

I'm pretty sure this is since the update.

It would be nice if we can get a proper typing option back.

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Re: Version 0.11.11

Post by HulkingUnicorn »

Gecko wrote:[…]The process for typing '375' would be:
1) type '3' then the cursor is left of '3'
2a) use the mouse or
2b) the arrow keys and set it to the right of '3'.
4) Then type a '7' and repeat step 2 but set the cursor to the right of '7'.
5) Finally type '5'.[...]
Until it's fixed you can try typing 573 :)

kovarex
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Re: Version 0.11.11

Post by kovarex »

Gecko wrote:I'd like to mention rather an annoyance than a bug:

I'm a keyboard guy, so I type the amount of an item for the requester chests in these little boxes rather then using the slider. Since this update the cursor jumps to the left of the first digit in this little box after typing ONE digit.

The process for typing '375' would be:
1) type '3' then the cursor is left of '3'
2a) use the mouse or
2b) the arrow keys and set it to the right of '3'.
4) Then type a '7' and repeat step 2 but set the cursor to the right of '7'.
5) Finally type '5'.

Further more the box can't be empty. Every time I use 'Return' to clear the box once cleared it jumps back to the default stack size or worse, it jumps to 20000. Especially when you are editing the set content of a requester chest on the fly the robots get the impuls 20000 and all your Advanced circuits end up being transferred to this one chest you only wanted to have 10 in.
This just occures for the requester chest, for nothing else. the smart inserters are just fine.

I have to say I really don't like the change to a stacksize as the default setting. but this 'bug' is realy annoying

I'm pretty sure this is since the update.

It would be nice if we can get a proper typing option back.
Hello, it is already fixed for the next version: https://forums.factorio.com/forum/vie ... =30&t=8002

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cpy
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Re: Version 0.11.11

Post by cpy »

So how many bugs are left? :D

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Re: Version 0.11.11

Post by FishSandwich »

cpy wrote:So how many bugs are left? :D
https://forums.factorio.com/forum/viewforum.php?f=7 Start counting. ;)

rorror
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Re: Version 0.11.11

Post by rorror »

Placing trains;
Don't know if this is new or a normal behavor.
Trains have no problem driving between them
train
train
placing train.JPG (52.2 KiB) Viewed 6794 times

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Re: Version 0.11.11

Post by kovarex »

rorror wrote:Placing trains;
Don't know if this is new or a normal behavor.
placing train.JPG
It is bug, and it was already fixed for 0.11.12.

Sometimes I fix bugs even before they are reported :)

rorror
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Re: Version 0.11.11

Post by rorror »

kovarex wrote:
rorror wrote:Placing trains;
Don't know if this is new or a normal behavor.
placing train.JPG
It is bug, and it was already fixed for 0.11.12.

Sometimes I fix bugs even before they are reported :)
Great tnx!

FrozenOne
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Re: Version 0.11.11

Post by FrozenOne »

kovarex wrote:Sometimes I fix bugs even before they are reported :)
Mighty Kovarex.
Next level: fixing bugs before they are even created.

rorror
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Re: Version 0.11.11

Post by rorror »

Ok next item (excisted also in other version)

When i want to see how many robots i have running or available. I look at a random chest.

Chest looks like this without construction bots active;
Robot count without construction bots?
Robot count without construction bots?
robot count without construction bots.JPG (24.23 KiB) Viewed 6958 times
looks like this with construction bots active.
robot count with construction bots
robot count with construction bots
robot count with construction bots.JPG (24.09 KiB) Viewed 6958 times
Anyway don't think construction bots should be counted on chest what the logicis robots should do.
But it would be nice to see somewhere both the amount that you have in stock?

pictures where taken 1min apart, without making new bots,

The total amount avaiable robot count increased by 3k+ (construction bots that i summond to work on building things..)

Gecko
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Re: Version 0.11.11

Post by Gecko »

kovarex wrote:
Gecko wrote:I'd like to mention rather an annoyance than a bug:

I'm a keyboard guy, so I type the amount of an item for the requester chests in these little boxes rather then using the slider. Since this update the cursor jumps to the left of the first digit in this little box after typing ONE digit.

The process for typing '375' would be:
1) type '3' then the cursor is left of '3'
2a) use the mouse or
2b) the arrow keys and set it to the right of '3'.
4) Then type a '7' and repeat step 2 but set the cursor to the right of '7'.
5) Finally type '5'.

Further more the box can't be empty. Every time I use 'Return' to clear the box once cleared it jumps back to the default stack size or worse, it jumps to 20000. Especially when you are editing the set content of a requester chest on the fly the robots get the impuls 20000 and all your Advanced circuits end up being transferred to this one chest you only wanted to have 10 in.
This just occures for the requester chest, for nothing else. the smart inserters are just fine.

I have to say I really don't like the change to a stacksize as the default setting. but this 'bug' is realy annoying

I'm pretty sure this is since the update.

It would be nice if we can get a proper typing option back.
Hello, it is already fixed for the next version: https://forums.factorio.com/forum/vie ... =30&t=8002
thank you very much!

One further question: Does 'fixed' mean I can type as usual or the default is '0' again? Maby there could be an option in the settings for default '0' or a stack?
My point is, if the default is one stack as soon as you set the item, the logistic robots respond immediately and bring the full stack if avaliable. I'd like to set the initial amount myself to avoid the stress this could cause on a rather small factory. It's not on me to question the decision the developers make, but maby I can bring in some feedback from playing the game.

EDIT: I just did some research and found a thread concerning what I mentioned above.

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bobingabout
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Re: Version 0.11.11

Post by bobingabout »

kovarex wrote:
  • Bugfixes
    • Fixed some of the technology prerequisites.
is it possible to list what Technology Prerequisites have changed?
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I also have a Patreon.

katyal
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Re: Version 0.11.11

Post by katyal »

some did in, I believe, 11.10

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bobingabout
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Re: Version 0.11.11

Post by bobingabout »

why would they list changes to the tech tree in 0.11.10 when it didn't happen untill 0.11.11?
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

katyal
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Re: Version 0.11.11

Post by katyal »

If its not in the convo about 11.10 then it was in a thread in ideas and suggestion or one in balance....someone asked the question about stuff you could research without having the prereqs to build it irc laser turrets, locomotives, and bots were mentioned and kovarex said he was gonna be fixing them in the next release.

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