Friday Facts #307 - 0.17 stable candidate
Re: Friday Facts #307 - 0.17 stable candidate
About time and CONGRADULATIONS!
Re: Friday Facts #307 - 0.17 stable candidate
A huge thank you for the massive work you have done those last years guys.
You became a reference in high quality coding and bug fixing in the game industry.
Bravo !
You became a reference in high quality coding and bug fixing in the game industry.
Bravo !
I'm not english, sorry for my mistakes
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Re: Friday Facts #307 - 0.17 stable candidate
Just today, someone who is currently using 0.16 was asking me when 0.17 will become stable.
I basically said "Looking at the overall situation, probably in a week or 2", looks like I was thinking on the right track... and maybe even over-estimating.
I basically said "Looking at the overall situation, probably in a week or 2", looks like I was thinking on the right track... and maybe even over-estimating.
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Re: Friday Facts #307 - 0.17 stable candidate
spidertron confirmed.Maybe some small surprises along the way.
Re: Friday Facts #307 - 0.17 stable candidate
pics + timestamp or it didn't happenchris13524 wrote: ↑Fri Aug 09, 2019 7:43 pmspidertron confirmed.Maybe some small surprises along the way.
Koub - Please consider English is not my native language.
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Re: Friday Facts #307 - 0.17 stable candidate
I also came here looking for info about the fluid changes. I was really excited about them, hope they happen in 0.18!
Re: Friday Facts #307 - 0.17 stable candidate
It said small surprise, not revolutionary event that changes the paradigm of war against nature.chris13524 wrote: ↑Fri Aug 09, 2019 7:43 pmspidertron confirmed.Maybe some small surprises along the way.
Hopefully someday.
Re: Friday Facts #307 - 0.17 stable candidate
I've been playing 0.17 since the tech tree system was updated graphically, more or less =p
It's fantastic and worthy of soon becoming the final release =)
It's fantastic and worthy of soon becoming the final release =)
Re: Friday Facts #307 - 0.17 stable candidate
Oooh, yay, we finally get machine-readable information on the prototype definition schema! If you want some code to actually machine-read the data, here's some python code I wrote to collate all the data:
Now excuse me while I rush off to actually convert this to my schema.json format...
Code: Select all
#!/usr/bin/env python3
'''
Create schema data from the Factorio wiki.
'''
import json
import requests
FACTORIO_WIKI = "https://wiki.factorio.com/"
def query_json(args):
url = "{}api.php?format=json&{}".format(FACTORIO_WIKI, args)
req = requests.get(url)
return req.json()
def get_prototypes():
proto_list = query_json(
"action=query&list=allpages&apprefix=Prototype/&aplimit=500"
)['query']['allpages']
proto_list = [page['title'] for page in proto_list]
return dict((page, investigate_prototype(page)) for page in proto_list)
def extract_properties(obj):
result = dict()
for prop in obj['data']:
key = prop['property']
if key.startswith('_'): continue
value = prop['dataitem']
if len(value) != 1:
print(value)
raise Exception("What am I looking at?")
value = value[0]
if value['type'] == 9:
value = value['item'][:-4] # Strip off #0##
elif value['type'] == 2:
value = value['item']
elif value['type'] == 4:
value = value['item'] == 't'
else:
print(value)
raise Exception("What am I looking at?")
result[key] = value
return result
def investigate_prototype(page):
print("Loading page {}".format(page))
details = query_json(
"action=browsebysubject&subject={}".format(page))['query']
proto_details = extract_properties(details)
subobjs = []
for subobject in details['sobj']:
subobject = extract_properties(subobject)
if not subobject: continue
subobjs.append(subobject)
proto_details['subobjects'] = subobjs
return proto_details
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Re: Friday Facts #307 - 0.17 stable candidate
How can this be considered a stable release candidate when oil is still an abomination? I’m still sticking with .59 until this is fixed
Re: Friday Facts #307 - 0.17 stable candidate
I expect you’ll be waiting a while.Moolicious wrote: ↑Sat Aug 10, 2019 3:40 am How can this be considered a stable release candidate when oil is still an abomination? I’m still sticking with .59 until this is fixed
Adapt and overcome.
(Seriously, I doubt the oil changes will be reverted. Refined a bit, but not reverted.)
Re: Friday Facts #307 - 0.17 stable candidate
"sneaking"?!
How could it be less sneaky than that two FFF with their associated Forum threads?
That random oil changes have generated as much drama, as i would have expected to happen for a serious logistic bots nerf.
Re: Friday Facts #307 - 0.17 stable candidate
There was drama yes, but also a lot of reasonable feedback, which is a good thing IMO
Re: Friday Facts #307 - 0.17 stable candidate
Reasonable and with plenty of proposals and alternatives.jodokus31 wrote: ↑Sat Aug 10, 2019 7:41 amThere was drama yes, but also a lot of reasonable feedback, which is a good thing IMO
Still, as if nothing happened, 0.17 stable will be released hoping that people will forget the whole oil debate. It's a pity, really.
Re: Friday Facts #307 - 0.17 stable candidate
Declare stable and going into vacation sounds like drama.
On stable the old 0.16 players join in and will find new bugs.
I propose to wait until after vacation.
The satisfactory train bugs drama lasts weeks now due vacation of the train programmer...
On stable the old 0.16 players join in and will find new bugs.
I propose to wait until after vacation.
The satisfactory train bugs drama lasts weeks now due vacation of the train programmer...
Re: Friday Facts #307 - 0.17 stable candidate
Yes, that topics indeed contained a lot of constructive discussion and ideas as well (the first more so than the second). None of it affected the direction of vanilla in any way, but mods exist for most of them.jodokus31 wrote: ↑Sat Aug 10, 2019 7:41 amThere was drama yes, but also a lot of reasonable feedback, which is a good thing IMO
I hope, that we get the (blueprint library/editor) GUI and fluid simulation upgrades next. They are rather uncontroversial and will probably make all players happy.
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Re: Friday Facts #307 - 0.17 stable candidate
I absolutely understand and respect that not everybody has time and will to follow the oil-related threads so I will make a short reply here.
I believe I have already thought about every proposed change to oil, and tried to explain in the relevant threads why each of the proposals had big at least one big flaw. I have arrived to a conclusion that a perfect solution is impossible, but the solution shown in FFF 305 has downsides in fluid mixing and gui, however the rest works -
in terms of recipes, game flow, progression and making dealing with a complex form of oil processing mandatory.
We already have had a plan for entity gui which will just improve all entities overall (the Status visible in hover tooltips should explain a lot when better visible and the overall layout of what is ingredient and what is product will make more sense overall), and the fluid mixing I do have an idea how to fix, but nothing confirmable yet.
As such, I consider the topic closed for now, but that does not mean I am hoping people would forget. Calm down, maybe, in some cases, but I will definitely be observing and inspecting what exact effects will the changes have in the future, in case something got overlooked.
It’s possible we will tweak it at some point, I’d guess eventually released in some experimental version not to mess with stable, but we’ll see based on what it is.
I believe I have already thought about every proposed change to oil, and tried to explain in the relevant threads why each of the proposals had big at least one big flaw. I have arrived to a conclusion that a perfect solution is impossible, but the solution shown in FFF 305 has downsides in fluid mixing and gui, however the rest works -
in terms of recipes, game flow, progression and making dealing with a complex form of oil processing mandatory.
We already have had a plan for entity gui which will just improve all entities overall (the Status visible in hover tooltips should explain a lot when better visible and the overall layout of what is ingredient and what is product will make more sense overall), and the fluid mixing I do have an idea how to fix, but nothing confirmable yet.
As such, I consider the topic closed for now, but that does not mean I am hoping people would forget. Calm down, maybe, in some cases, but I will definitely be observing and inspecting what exact effects will the changes have in the future, in case something got overlooked.
It’s possible we will tweak it at some point, I’d guess eventually released in some experimental version not to mess with stable, but we’ll see based on what it is.
Re: Friday Facts #307 - 0.17 stable candidate
Since it hasn't been answered in 305's thread, has anything been done to help mods deal with the removal of mining hardness? If something has, how complete a replacement is it?
Re: Friday Facts #307 - 0.17 stable candidate
Mining categories allowed to do what mining hardness did, even in 0.16 (before hardness was removed). The only extra thing pickaxes/mining hardness allowed was to change what the player can mine during the game (e.g. you can't mine titanium without diamond pickaxe). This was made possible with mining category character bonus which I added into 0.17 before it was even released: viewtopic.php?p=399150#p399150
All this was already detailed in the first 3 posts in this trainwreck of a topic: viewtopic.php?p=391692#p391692
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.