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Version 0.11.18

Posted: Thu Mar 12, 2015 7:51 pm
by kovarex
Several hidden and dangerous bugs fixed, it might uncover some not so hidden bugs.
We are starting to be quite content with the stability, the next release will be a stable candidate (it was about time).
  • Features
    • Blueprints can be built over things marked for deconstruction.
    • Blueprints can be force placed using alternative build mode (shift click).
  • Balancing
    • Increased the cargo wagon inventory size (20->30).
    • Increased the crafting cost of the cargo wagon and locomotive.
  • Bugfixes
    • Fixed save corruption (rare probability) related to rendering alerts and saving the map.
    • Fixed crash in map editor when changing / setting assembling machine recipe (https://forums.factorio.com/forum/vie ... php?t=8997).
    • Fixed desync loop when changing player force via script - in PvP mod for instance (https://forums.factorio.com/forum/vie ... php?t=9053)
    • Added explaining text for the second new hope campaign supplies objectives. (that the car supplies count only the user is in the car)
    • The flamethrower fluid input order is the same as before, so it matches the refinery outputs.
    • Fixed clearing the cursor while attempting to repair something (https://forums.factorio.com/forum/vie ... php?t=8986).
    • Fixed that changing force of roboport (in map editor or by a script) didn't update the connections properly.
    • Roboports now behave correctly when teleported using scripts.
    • Fixed that some of the technology icons were scaled down in the technology selection.
    • Fixed that the Not minable checkbox was set based on the Indestructible value in the map editor.
    • Fixed that the two way signals weren't possible to build on diagonal rails. (https://forums.factorio.com/forum/vie ... php?t=9003)
    • Fixed copy-paste for Cargo wagons not activating inserters.
    • Fixed copy-paste for entities with inventory limits not copying the limit.
    • Fixed that the "Electric demand satisfaction" label was not translatable.
    • Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.
    • The line height in the debug info is dependent on the scale, so they don't overlap or take too much space on different scales.
    • Fixed "Trying to make chunk at unreasonable position" caused by some vehicle collisions. (https://forums.factorio.com/forum/vie ... php?t=8812)
    • Fixed weird behaviour and bad damage calculations when colliding with multiple objects while in a car or tank.
  • Changes
    • Small change of collision box of curved rail, so the underground belts can be built on one additional particular position.
    • Car and tank movement should be better. Tank should no longer get stuck. Tank can now destroy objects by accelerating into them even when standing still (https://forums.factorio.com/forum/vie ... php?t=9046)
  • Scripting
    • Fixed that non valid require did crash the game instead of giving proper error message.
    • Setting technology as finished using the script also fires the ontechnologyresearched event.
    • Order to chart a big area doesn't slow the game horribly anymore. (https://forums.factorio.com/forum/vie ... php?t=9050)
    • Added onresourcedepleted - called when a resource is depleted to its minimum yield or 0. Passes the resource entity as event.entity.
    • Car prototype now uses "energy_per_hit_point" instead of "crash_damage_multiplier", consistent with train prototypes.
  • Modding
    • Moved the player hit tint color into the player prototype.
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 0.11.18

Posted: Thu Mar 12, 2015 8:00 pm
by StoneLegion
Thank you! Great update once again :)

Re: Version 0.11.18

Posted: Thu Mar 12, 2015 8:11 pm
by Smarty
awesome stable stuff

Re: Version 0.11.18

Posted: Thu Mar 12, 2015 8:42 pm
by sillyfly
Great update, thanks!

Sadly, the update doesn't work on linux: https://forums.factorio.com/forum/vie ... f=7&t=9111

Re: Version 0.11.18

Posted: Thu Mar 12, 2015 10:45 pm
by darksparks
its working linux.. but not the updater.. only the manual full download.

Re: Version 0.11.18

Posted: Fri Mar 13, 2015 4:22 am
by SHiRKiT
kovarex wrote:
  • Features
    • Blueprints can be built over things marked for deconstruction.
    • Blueprints can be force placed using alternative build mode (shift click).
  • Balancing
    • Increased the cargo wagon inventory size (20->30).
    • Increased the crafting cost of the cargo wagon and locomotive.
Great changes! Really neat!

Re: Version 0.11.18

Posted: Fri Mar 13, 2015 10:32 am
by Alfdaur
Release candidate? That sounds great! :)

Re: Version 0.11.18

Posted: Fri Mar 13, 2015 11:17 am
by Mr. Thunder_Tw
darksparks wrote:its working on linux.. but not the updater.. only the manual full download.
Same problem, auto-update stops with the message that the factorio binary is bad.
Nice update annyways

Re: Version 0.11.18

Posted: Fri Mar 13, 2015 12:09 pm
by Yaua
Great update with, as usual, a lot of work ! Thanks for it ! :D

Re: Version 0.11.18

Posted: Fri Mar 13, 2015 2:21 pm
by starholme
Look out if you have filtered cargo wagons! Wish I'd read the notes before upgrading, I should have paused all my trains.

Nice update though!

Re: Version 0.11.18

Posted: Fri Mar 13, 2015 3:14 pm
by fregate84
SHiRKiT wrote:
kovarex wrote:
  • Features
    • Blueprints can be built over things marked for deconstruction.
    • Blueprints can be force placed using alternative build mode (shift click).
  • Balancing
    • Increased the cargo wagon inventory size (20->30).
    • Increased the crafting cost of the cargo wagon and locomotive.
Great changes! Really neat!

+1

Re: Version 0.11.18

Posted: Fri Mar 13, 2015 7:48 pm
by GewaltSam
kovarex wrote: [*]Car and tank movement should be better. Tank should no longer get stuck. Tank can now destroy objects by accelerating into them even when standing still (https://forums.factorio.com/forum/vie ... php?t=9046)
It seems that cars now also do much more damage if you drive against players or buildings. I don't know if that is deliberately so.

Re: Version 0.11.18

Posted: Fri Mar 13, 2015 9:11 pm
by KrzysD
my power production goes negative..well just the bar but i produce 0W

edit: nevermind it fixed itself... :shock:

Re: Version 0.11.18

Posted: Sat Mar 14, 2015 2:19 pm
by rorror
Tnx for the great update :)

Re: Version 0.11.18

Posted: Sat Mar 14, 2015 2:38 pm
by Marconos
Increased rail car capacity ..... force placing blueprints, I cried tears of joy!!!

In all seriousness, great update. Keep them coming, the game is already great and getting better with each update.

Re: Version 0.11.18

Posted: Sat Mar 14, 2015 7:10 pm
by Artman40
Should it be better to make a cargo wagon inventory size researchable?

Re: Version 0.11.18

Posted: Sat Mar 14, 2015 8:44 pm
by jockeril
thanks for the update, guys. looking forward to the stable version so I can move up from 0.11.14 and enjoy all the new changes. :)

Re: Version 0.11.18

Posted: Sun Mar 15, 2015 12:09 pm
by Ojelle
They are as good as stable you know?

Re: Version 0.11.18

Posted: Mon Mar 16, 2015 10:12 am
by Twinsen
GewaltSam wrote:
kovarex wrote: [*]Car and tank movement should be better. Tank should no longer get stuck. Tank can now destroy objects by accelerating into them even when standing still (https://forums.factorio.com/forum/vie ... php?t=9046)
It seems that cars now also do much more damage if you drive against players or buildings. I don't know if that is deliberately so.
It is. I believe that driving a car into something at full speed should do some damage

Re: Version 0.11.18

Posted: Tue Mar 17, 2015 2:01 pm
by SvenDee
yup. damage increased. we testet it with 2 player, 2 cars to full speed into a forrest. we stoped after a few trees. in the old version u coudnt hit one tree that way. guess 1 energy per hit point is too much for the car. maybe 0.5?