Version 1.1.14

Information about releases and roadmap.
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FactorioBot
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Version 1.1.14

Post by FactorioBot »

Optimizations
  • Improved save-game speed by up to 2x depending on the save file size.
Bugfixes
  • Fixed that ghost reversion orders prevented manual reversion. (94776)
  • Fixed application of the forced ghost mode that removes trees/rocks/cliffs in the way when ghost building. (94784)
  • Fixed that undo didn't work for upgrade order created by ghost overbuilding.
  • Fixed extra collision message for ghost drag-building belts. (94777)
  • Fixed crash related to rolling stock drag building. (94785)
  • Fixed not loadable saves related to invalid blueprint settings when entities are migrated in a certain way. (94767)
  • Added missing tips and trick entries related to fast belt bending and belt traversing.
  • Fixed a crash related to building rail in a specific situation. (94808)
  • Fixed underground belt collision check with underground belt ghost. (94817)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

deef0000dragon1
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Re: Version 1.1.14

Post by deef0000dragon1 »

Improved save-game speed by up to 2x depending on the save file size.
Not gonna lie, I would LOVE to see a writeup on how you managed this. (and the current roadmap/status in general. Been missing the FFF more than I thought I would.)

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Re: Version 1.1.14

Post by Zeroji »

I'd also love to learn more about the optimization to save-game, is the "up to 2x" reachable on smaller or larger save files?

PSA for people playing with Industrial Revolution 2.0: game crashed on launch with

Code: Select all

Error while running setup for tips-and-tricks-item prototype "fast-belt-bending" (tips-and-tricks-item): Dependency "drag-building" does not exist.
Not reporting a bug because I know IR2.0 modifies tips-and-tricks, I'm assuming this is not Wube's fault (especially since there was no migration message). Log on pastebin if anyone is interested.

EDIT: I fiddled around with the mod files and fixed the issue, you can do it too by extracting `/IndustrialRevolution_2.0.4/code/data/vanilla-tips.lua` from IR2's zip file, opening it in a text/code editor and adding those two lines in the middle:

Code: Select all

    ["fast-belt-bending"] = true,
    ["fast-obstacle-traversing"] = true,
Repack the modified file into the zip, restart your game and it works like a charm :D

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Re: Version 1.1.14

Post by wobbycarly »

@Zeroji - thanks so much for sharing!

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Re: Version 1.1.14

Post by Ekevoo »

deef0000dragon1 wrote: ↑
Sat Jan 23, 2021 9:09 am
Improved save-game speed by up to 2x depending on the save file size.
Not gonna lie, I would LOVE to see a writeup on how you managed this. (and the current roadmap/status in general. Been missing the FFF more than I thought I would.)
I'm in the same boat. The FFF was super interesting when it got into optimizations.
Image

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Re: Version 1.1.14

Post by themightygugi »

I Also miss the FFF much more than I though. I have lost touch with the game state and direction, after they are not there every Friday.

Please consider bringing them back, or giving public access to you sprints or backlog if it makes sense. I loved the transparency and it is what have keept me playing after owning factorio from the early days.
deef0000dragon1 wrote: ↑
Sat Jan 23, 2021 9:09 am
Improved save-game speed by up to 2x depending on the save file size.
Not gonna lie, I would LOVE to see a writeup on how you managed this. (and the current roadmap/status in general. Been missing the FFF more than I thought I would.)

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Re: Version 1.1.14

Post by Solinya »

Zeroji wrote: ↑
Sat Jan 23, 2021 9:25 am
Not reporting a bug because I know IR2.0 modifies tips-and-tricks, I'm assuming this is not Wube's fault (especially since there was no migration message). Log on pastebin if anyone is interested.
I assume it is related to the messy interaction between overhaul mods and the tips and tricks system, so you might see a break every time there's a new tips and tricks added.

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Re: Version 1.1.14

Post by ptx0 »

FactorioBot wrote: ↑
Sat Jan 23, 2021 9:06 am
Optimizations
  • Improved save-game speed by up to 2x depending on the save file size.
please tell us more. what are the conditions to see improvement?
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
β€’ β€’ β€’
Base: Bob's @ 1 Million SPM
β€’ β€’ β€’
Linear search and overflows are indicative of sloppy coding practices.

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ptx0
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Re: Version 1.1.14

Post by ptx0 »

ptx0 wrote: ↑
Sat Jan 23, 2021 3:06 pm
FactorioBot wrote: ↑
Sat Jan 23, 2021 9:06 am
Optimizations
  • Improved save-game speed by up to 2x depending on the save file size.
please tell us more. what are the conditions to see improvement?
from my testing here, "up to 2x" refers to small save file sizes, and large saves aren't improved much, or at all. it might even have a slower serialisation pause.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
β€’ β€’ β€’
Base: Bob's @ 1 Million SPM
β€’ β€’ β€’
Linear search and overflows are indicative of sloppy coding practices.

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Re: Version 1.1.14

Post by Rseding91 »

ptx0 wrote: ↑
Sat Jan 23, 2021 3:19 pm
ptx0 wrote: ↑
Sat Jan 23, 2021 3:06 pm
FactorioBot wrote: ↑
Sat Jan 23, 2021 9:06 am
Optimizations
  • Improved save-game speed by up to 2x depending on the save file size.
please tell us more. what are the conditions to see improvement?
from my testing here, "up to 2x" refers to small save file sizes, and large saves aren't improved much, or at all. it might even have a slower serialisation pause.
Other way a round; the larger the save the more savings there is. Smaller saves aren't effected and save at the same speed.
If you want to get ahold of me I'm almost always on Discord.

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ptx0
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Re: Version 1.1.14

Post by ptx0 »

Rseding91 wrote: ↑
Sat Jan 23, 2021 4:45 pm
..
I have a 547MiB space-exploration save that is slower after 1.1.14.

edit: it might have just been disk contention.
Last edited by ptx0 on Sat Jan 23, 2021 8:46 pm, edited 1 time in total.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
β€’ β€’ β€’
Base: Bob's @ 1 Million SPM
β€’ β€’ β€’
Linear search and overflows are indicative of sloppy coding practices.

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Silari
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Re: Version 1.1.14

Post by Silari »

deef0000dragon1 wrote: ↑
Sat Jan 23, 2021 9:09 am
Improved save-game speed by up to 2x depending on the save file size.
Not gonna lie, I would LOVE to see a writeup on how you managed this. (and the current roadmap/status in general. Been missing the FFF more than I thought I would.)
Comment on the update post on the subreddit said it was multithreading compression when saving.
Rseding91 wrote:Compressor improvements. Specifically; compressing on multiple threads.

And I thought about other compressors briefly but it doesn't matter since with this change compression is no longer the bottleneck in saving. Iterating the world state and figuring out what bits and pieces to save is the bottleneck.
Last edited by Silari on Sat Jan 23, 2021 7:12 pm, edited 1 time in total.

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T-A-R
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Re: Version 1.1.14

Post by T-A-R »

Weekend fix; Nice!

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Re: Version 1.1.14

Post by causa-sui »

FactorioBot wrote: ↑
Sat Jan 23, 2021 9:06 am
Optimizations
  • Improved save-game speed by up to 2x depending on the save file size.
This is fantastic. Thank you so much.

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Re: Version 1.1.14

Post by deef0000dragon1 »

Silari wrote: ↑
Sat Jan 23, 2021 6:48 pm
deef0000dragon1 wrote: ↑
Sat Jan 23, 2021 9:09 am
Improved save-game speed by up to 2x depending on the save file size.
Not gonna lie, I would LOVE to see a writeup on how you managed this. (and the current roadmap/status in general. Been missing the FFF more than I thought I would.)
Comment on the update post on the subreddit said it was multithreading compression when saving.
Rseding91 wrote:Compressor improvements. Specifically; compressing on multiple threads.

And I thought about other compressors briefly but it doesn't matter since with this change compression is no longer the bottleneck in saving. Iterating the world state and figuring out what bits and pieces to save is the bottleneck.
sweet. Thanks for that. I dont normally check the reddit.

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