Version 0.11.16

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Kane
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Re: Version 0.11.16

Post by Kane »

Nova wrote:It doesn't make sense to discuss this.
Your right. They should shutdown the forums and introduce a gag order for any and all talk about the game.

rorror
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Re: Version 0.11.16

Post by rorror »

Tnx for the monster update! Keep up the good work.

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FlyHigh
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Re: Version 0.11.16

Post by FlyHigh »

Great update! The Mac fix is really welcomed, I can finally play it again on my laptop. This being said, maybe it's just me but I still have this small quirk with the installer. The 'application folder' shortcut seems to be broken. Nothing too serious though ;)
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>>> Maxwell R. Black <<<

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FishSandwich
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Re: Version 0.11.16

Post by FishSandwich »

kovarex wrote:All PvP related features/fixes
Fuck yeah. >:D

Marconos
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Re: Version 0.11.16

Post by Marconos »

FishSandwich wrote:
kovarex wrote:All PvP related features/fixes
Fuck yeah. >:D
I expect to see some PVP youtube vids now!!! lol

syneris
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Re: Version 0.11.16

Post by syneris »

Kane wrote:Not sure if this is a bug or always been the case I have not played since sept I guess it was.

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Not sure who is redefining gravity. But the chest should be 1 tile down not there :)
Only that orientation looks wrong. With the other facings, the box covers the output and looks like it feeds directly. Seems like a depth issue, but it isn't a recent 'bug'.

Fatmice
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Re: Version 0.11.16

Post by Fatmice »

The tests fail with an appcrash in FactorioTestUnit.exe for me. Should I worry?

Code: Select all

[AdvancedTile/OneEntityInsertion] 0.0189s
[AdvancedTile/TwoEntitiesOnOneAdvancedTile] 0.0183s
[AdvancedTile/ThreeEntitiesOnOneAdvancedTile] 0.0180s
[AdvancedTile/OneEntityOnTwoAdvancedTiles] 0.0182s
[AdvancedTile/OneEntityOnThreeAdvancedTiles] 0.0211s
[AdvancedTile/moreEntitiesTest] 0.0180s
[AdvancedTile/GetCoordinates] 0.0180s
[AllegroFileToPackageWriterPathAdapter/WriteAndSeek] 0.0059s
[Boost/TestBinomialHeap] 0.0016s
[BoundingBox/ConstructorFromRealPosition] 0.0001s
[BoundingBox/ConstructorFromDoubles] 0.0001s
[BoundingBox/ConstructorDefault] 0.0001s
[BoundingBox/Collide] 0.0048s
[BoundingBox/CarCollide] 0.0009s
[BoundingBox/SegmentCollide] 0.0002s
[BoundingBox/OperatorAddRealPosition] 0.0001s
[BoundingBox/OperatorAddTilePosition] 0.0002s
[BoundingBox/FirstCollisionPoint] 0.0001s
[BoundingBox/RotatedVerticiesDeterminism] 0.0073s
[CraftingMachine/Transfer] 0.0251s
[CraftingMachine/Direction] 0.0256s
[CraftingQueue/SimpleAddCraftingOrder] 0.0118s
[CraftingQueue/UpdateItemCountsForPromise] 0.0097s
[CraftingQueue/FinishCrafting] 0.0098s
[CraftingQueue/CancelCrafting] 0.0103s
[ExchangeString/Base64] 0.0006s
[FileUtil/CheckScriptOutputPath] 0.0063s
[FloatingPoint/SumOfDoubles] 0.0009s
[FloatingPoint/SumOf3Doubles] 0.0010s
[FloatingPoint/SumOf4Doubles] 0.0011s
[FloatingPoint/MultiplicationOfDoubles] 0.0009s
[FloatingPoint/MultiplicationOf3Doubles] 0.0009s
[FloatingPoint/MultiplicationOf4Doubles] 0.0010s
[FloatingPoint/CombinationOfMultiplicationAndDivision] 0.0033s
[FloatingPoint/MultiplicationOfFloats] 0.0011s
[FloatingPoint/MultiplicationOfFloatAndDouble] 0.0010s
[FloatingPoint/Sin] 0.0012s
[FloatingPoint/CustomSinCorrectness] 0.0015s
[FloatingPoint/Cos] 0.0013s
[FloatingPoint/CustomCosCorrectness] 0.0013s
[FloatingPoint/Tan] 0.0221s
[FloatingPoint/CustomTanCorrectness] 0.0020s
[FloatingPoint/ATan] 0.0012s
[FloatingPoint/CustomATanCorrectness] 0.0014s
[FloatingPoint/ATan2] 0.0014s
[FloatingPoint/CustomATan2Correctness] 0.0014s
[FloatingPoint/Sqrt] 0.0008s
[FloatingPoint/VectorFromDistanceAndOrientation] 0.0023s
[FloatingPoint/VectorRotation] 0.0030s
[InfiniteRectangle/Empty] 0.0001s
[InfiniteRectangle/DataSizeStaysReasonable] 0.0009s
[InfiniteRectangle/DataSizeStaysReasonableAllSides] 0.0054s
[InfiniteRectangle/DifferentOrder] 0.0011s
[Map/MapRemovePlayer] 0.0005s
[MemoryPool/AllocateDeallocate] 0.0003s
[NetworkInputHandler/tryToCloseTick] ..\tests\UnitTests\TestNetworkInputHandler.
cpp(120): error: Failure in tryToCloseTick: Expected 1 but was 0

Code: Select all

Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	FactorioTestUnit.exe
  Application Version:	0.0.0.0
  Application Timestamp:	54e5ea8e
  Fault Module Name:	FactorioTestUnit.exe
  Fault Module Version:	0.0.0.0
  Fault Module Timestamp:	54e5ea8e
  Exception Code:	c0000005
  Exception Offset:	00000000000271bb
  OS Version:	6.1.7601.2.1.0.256.1
  Locale ID:	1033
  Additional Information 1:	7e49
  Additional Information 2:	7e49537c318bbb9a11a3183a649fbce3
  Additional Information 3:	ef2f
  Additional Information 4:	ef2f28e2f3ba0d656355fe1847f1b228
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x

sillyfly
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Re: Version 0.11.16

Post by sillyfly »

Still no auto-update on linux :(

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cube
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Re: Version 0.11.16

Post by cube »

It should work now. We moved to new deploy scripts on linux and mac (windows will follow soon), and some bugs escaped.

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MartenM
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Re: Version 0.11.16

Post by MartenM »

Wow you guys really made some bugfixes :)

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Re: Version 0.11.16

Post by sillyfly »

cube wrote:It should work now. We moved to new deploy scripts on linux and mac (windows will follow soon), and some bugs escaped.
It is. Thanks :)

Ojelle
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Re: Version 0.11.16

Post by Ojelle »

HMm, I keep getting desync in multiplayer, even with ping on 999 and we are on the same network with LAN cables. Lets hope reinstalling works :s
Choumiko wrote:
sillyfly wrote:kovarex just posted the thread... but with #118 in the title. I think they had too much beer :D
It's a wonder how good the game is, if you consider how bad they are with the FFF numbers :mrgreen:

kovarex
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Re: Version 0.11.16

Post by kovarex »

Ojelle wrote:HMm, I keep getting desync in multiplayer, even with ping on 999 and we are on the same network with LAN cables. Lets hope reinstalling works :s
Ping has no relation to the desyncs. Maybe you can give more details about the desync, or report it as a bug report.

Natrin
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Re: Version 0.11.16

Post by Natrin »

0.11.16 is still broken on Debian stable x64, same glibc error as 0.11.15.

./factorio: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.19' not found (required by ./factorio)


Time to roll back to 0.11.14 again.

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Bart
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Re: Version 0.11.16

Post by Bart »

Can someone confirm multiplayer is working?
I have the cape.
I make the fucking whoosh noises.

FishSandwich
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Re: Version 0.11.16

Post by FishSandwich »

Ojelle wrote:HMm, I keep getting desync in multiplayer, even with ping on 999 and we are on the same network with LAN cables. Lets hope reinstalling works :s
Did you try saving and loading again like it says in OP?

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Re: Version 0.11.16

Post by gnz »

kovarex wrote: [*]Fixed the selection priority, ghosts have lower selection priority than other objects now.
Could you clarify what the full selection priority order is? Is there any replacement that had the old behaviour of ghost-layer collision mask?

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Re: Version 0.11.16

Post by onebit »

Bart wrote:Can someone confirm multiplayer is working?
I played it last night and it worked OK. I had some problems placing and selecting things. It was as if my cursor was offset by a tile or so.

FishSandwich
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Re: Version 0.11.16

Post by FishSandwich »

gnz wrote:
kovarex wrote: [*]Fixed the selection priority, ghosts have lower selection priority than other objects now.
Could you clarify what the full selection priority order is? Is there any replacement that had the old behaviour of ghost-layer collision mask?
https://forums.factorio.com/forum/vie ... 16&p=68422

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Re: Version 0.11.16

Post by gnz »

FishSandwich wrote:
gnz wrote:
kovarex wrote: [*]Fixed the selection priority, ghosts have lower selection priority than other objects now.
Could you clarify what the full selection priority order is? Is there any replacement that had the old behaviour of ghost-layer collision mask?
https://forums.factorio.com/forum/vie ... 16&p=68422
That doesn't quite answer my question though. For context, the problem is proxy entities which needs to be highlighted or opened. With the limited API then that's the only way to do certain mods at the moment and this changes how it can be done in a negative way. I'm simply wondering if there is another collision mask that has no collision with other entities and is still selectable.

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