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Version 0.11.19

Posted: Fri Mar 20, 2015 7:06 pm
by kovarex
Still not the stable candidate, but just a very small amount of things are waiting to be fixed, so the next one is the stable candidate.
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 0.11.19

Posted: Fri Mar 20, 2015 7:17 pm
by FishSandwich
kovarex wrote:Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150)
Pipes on difference force can still be connected sadface

Re: Version 0.11.19

Posted: Fri Mar 20, 2015 7:18 pm
by kovarex
FishSandwich wrote:
kovarex wrote:Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150)
Pipes on difference force can still be connected sadface
Oh, I forgot about this one :)
The fix will be quite simple though.

Re: Version 0.11.19

Posted: Fri Mar 20, 2015 7:19 pm
by Smarty
awesome work guys

Much love Smarty

Re: Version 0.11.19

Posted: Fri Mar 20, 2015 7:32 pm
by n9103
FishSandwich wrote:
kovarex wrote:Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150)
Pipes on difference force can still be connected sadface
This doesn't seem like a bad thing really.
If you wanted to ensure there was no external influence on a pipeline, then it should have a turret at all junctions and pipe should be underground whenever it's not at a junction/turn, and it wouldn't even need to be a laser turret since even a basic turret and basic ammo will generate the alert just as well.
That way there would either be an engaging alert or a destruction alert in order to have your line tampered with.

Re: Version 0.11.19

Posted: Fri Mar 20, 2015 7:44 pm
by Yaua
kovarex wrote:Still not the stable candidate, but just a very small amount of things are waiting to be fixed, so the next one is the stable candidate.
:D
Great ! (I'm so eager to see the next branch !)
Thanks for all the bugfixes :)

Re: Version 0.11.19

Posted: Fri Mar 20, 2015 7:50 pm
by Mangledpork
FishSandwich wrote:Pipes on difference force can still be connected sadface
But that sounds awesome! I want to secretly tap into enemy pipelines, that adds all sorts of cool tactics!

Re: Version 0.11.19

Posted: Fri Mar 20, 2015 8:30 pm
by jockeril
kovarex wrote:Still not the stable candidate, but just a very small amount of things are waiting to be fixed, so the next one is the stable candidate.
Sometimes it's the little things that make a difference... :) thank you for hearing me.

I was waiting to see what errors will come from 0.11.18 and if they are a buzz kill like the inserter grabbing from robots bug in 15 or 16. The map and autosave bugs showed that I was right to wait...

I'm still on 14. If this version doesn't get reported with those kind of bugs until wednesday I will update my files from zip. Thank you for fixing and improving the game.
I hope we can get to 0.12 soon :!:

Re: Version 0.11.19

Posted: Fri Mar 20, 2015 9:06 pm
by provet
kovarex wrote:
Yes it's finally working! Thanks for listening and providing a solution!

Re: Version 0.11.19

Posted: Fri Mar 20, 2015 9:37 pm
by pcmaster160
Thank you so much for the blueprint changes recently. Being able to place over items marked for deconstruction and over the player, combined with force placing is absolutely awesome.

Re: Version 0.11.19

Posted: Fri Mar 20, 2015 10:09 pm
by Mr. Thunder_Tw
kovarex wrote:Oh, I forgot about this one :)
The fix will be quite simple though.
This calls for a new update next week instead of gooing to .12.0! :lol:

Re: Version 0.11.19

Posted: Sat Mar 21, 2015 2:51 am
by immibis
n9103 wrote:
FishSandwich wrote:
kovarex wrote:Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150)
Pipes on difference force can still be connected sadface
This doesn't seem like a bad thing really.
If you wanted to ensure there was no external influence on a pipeline, then it should have a turret at all junctions and pipe should be underground whenever it's not at a junction/turn, and it wouldn't even need to be a laser turret since even a basic turret and basic ammo will generate the alert just as well.
That way there would either be an engaging alert or a destruction alert in order to have your line tampered with.
I agree with this. Why shouldn't you be able to steal oil from the enemy team? This would be as sensible as "inserters can't take items from belts owned by enemy teams".

Actually, there should probably be an option somewhere to allow deconstructing enemy structures, too. Both possibilities (can or can't deconstruct enemy structures) allow for new gameplay.

Re: Version 0.11.19

Posted: Sat Mar 21, 2015 10:50 am
by Nova
No, that doesn't make sense. If this would be possible, also should fast replacing enemy buildings be.

It's too easy to interrupt the whole enemy factory with just one small click, and the map is too big to just defend everything anytime.

Re: Version 0.11.19

Posted: Sat Mar 21, 2015 11:11 am
by kovarex
Yes, I agree with this, we have the construction robots to overcome the problem that destroying one little piece will break all the factory, so the idea is clear. It should be possible to defend the factory against these kind of things unless the attacker is really able to destroy the defenses and core parts of it.

Re: Version 0.11.19

Posted: Sat Mar 21, 2015 11:36 am
by Nova
Um, do you agree that this attack should be possible (placing pipes to interrupt the flow) or not be able to do that?

Re: Version 0.11.19

Posted: Sat Mar 21, 2015 11:42 am
by kovarex
Nova wrote:Um, do you agree that this attack should be possible (placing pipes to interrupt the flow) or not be able to do that?
I believe that the attack shouldn't be possible to do this way.

Re: Version 0.11.19

Posted: Sat Mar 21, 2015 11:55 am
by FishSandwich
immibis wrote:I agree with this. Why shouldn't you be able to steal oil from the enemy team?
Because nobody uses the tactic to steal oil, it's almost always used to fuck over the other team by putting water into all of their pipes.

And no it's not as easy to defend against as you might think, destroying a few measly turrets and sticking an offshore pump onto someone's pipes takes no time at all.

Re: Version 0.11.19

Posted: Sat Mar 21, 2015 12:02 pm
by Nova
Thank you for the clarification, kovarex.

Re: Version 0.11.19

Posted: Sat Mar 21, 2015 12:58 pm
by FrozenOne
I haven't played multiplayer much yet, but i find the picture of sabotage putting water into pipes instead of oil and clogging absolutely everything very funny. Probably not so funny for the victim though. :lol:

Re: Version 0.11.19

Posted: Sat Mar 21, 2015 2:33 pm
by ssilk
Well, I think that is still possible with an extra item, but that is not so easy as the above.