Version 0.18.9

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FactorioBot
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Version 0.18.9

Post by FactorioBot »

Features Changes
  • Changed Team production team joining system and cleaned up the map sets.
  • Changed Wave defense bounty system and refactored unit spawning logic.
  • Changed fire sticker to deal damage only once per 10 ticks.
Graphics
  • Added big scorch mark which is now used by atomic rocket and nuclear reactor meltdown.
Bugfixes
  • Fixed that fluid energy source effectivity was not shown in the tooltip. (77819)
  • Fixed that the default column ordering in the update-mods GUI didn't match the visual ordering. (80487)
  • Fixed that train could accelerate for one tick into wrong direction when train stop is disabled. (81436)
  • Fixed that minimap would not allow setting temporary train stop when train would have to change movement direction. (77718)
  • Fixed damage value in sticker tooltip was 60 times too small.
  • Fixed icons with overlays were drawn incorrectly when used in rich text. (76913)
  • Fixed PvP error when DEFCON was active alongside normal labs. (81506)
  • Fixed that modded recipes with no products or no ingredients still showed those sections in the recipe tooltip. (81524)
  • Fixed that modded burner generator equipment didn't show pollution in the tooltip. (81557)
  • Fixed teleporting or changing the force of an entity with a control behavior that was connected to the logistic network. (81490)
  • Reverted optimisation that caused inserters picking up items from belts to be slower.
Modding
  • Added support to filter on-damaged trigger effects through the trigger prototype definition.
  • Added secondary_draw_order property to simple-entity prototypes.
  • Added StickerPrototype::damage_interval, defaults to 1.
Gui
  • Updated the window of creating/editing blueprint.
Scripting
  • Added LuaTile::surface read.
  • Added event filtering support to on_sector_scanned and on_entity_cloned.
  • Added "original-damage-amount", "final-damage-amount" and "damage-type" filters to the on_entity_damaged event filters.
  • Added LuaGameScript::is_valid_sprite_path().
  • Removed the required argument from LuaEnity::to_be_deconstructed() because it did nothing.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

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Re: Version 0.18.9

Post by dyce »

FactorioBot wrote: ↑
Tue Feb 25, 2020 12:29 pm
  • Added big scorch mark which is now used by atomic rocket and nuclear reactor meltdown.
There can be a meltdown in vanilla? :o

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Re: Version 0.18.9

Post by conn11 »

dyce wrote: ↑
Tue Feb 25, 2020 12:48 pm
FactorioBot wrote: ↑
Tue Feb 25, 2020 12:29 pm
  • Added big scorch mark which is now used by atomic rocket and nuclear reactor meltdown.
There can be a meltdown in vanilla? :o
Reactors at max temperature (>900 C) explode like atomic bombs if destroyed.
Great for nuclear mines, but there is no real meltdown mechanic implemented in Vanilla.

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Re: Version 0.18.9

Post by vdreams »

FactorioBot wrote: ↑
Tue Feb 25, 2020 12:29 pm
Gui
  • Updated the window of creating/editing blueprint.
Why are removed items are not displayed in a new section below the component list? There is enough space to do this. Why they are moved to the last position with a value of zero and not greyed out?

billbo99
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Re: Version 0.18.9

Post by billbo99 »

got a screen shot of the new GUI .. at work here so not sure what your talking about.

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Illiou
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Re: Version 0.18.9

Post by Illiou »

FactorioBot wrote: ↑
Tue Feb 25, 2020 12:29 pm
Gui
  • Updated the window of creating/editing blueprint.
So big blueprints are now just cut off? Why not just add scrollbars if they exceed a certain size?

Also the way the name editing works is (and has always been) really weird. Any other change to the blueprint is only saved if you click Confirm and discarded otherwise. But the name has it's own save button, which saves even if you don't click confirm and if you don't click the button next to name after editing it it's not saved after hitting confirm. That's just so unintuitive. Why not just make the name an input field which just saves with Confirm (or is discarded without) like everything else?

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Re: Version 0.18.9

Post by conn11 »

FactorioBot wrote: ↑
Tue Feb 25, 2020 12:29 pm

Gui
  • Updated the window of creating/editing blueprint.
Nice change overall, but comes at the cost of visibility of horizontal BPs. Maybe a collapsable side panel for whole window preview might be a nice addition.

Also, second that!
Why are removed items are not displayed in a new section below the component list? There is enough space to do this. Why they are moved to the last position with a value of zero and not greyed out?

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Re: Version 0.18.9

Post by RockDeicide »

Did something change about sound? I don't remember there being this much bass when placing, nor do I remember having to zoom out the camera to stop my ears from hurting.

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Re: Version 0.18.9

Post by kovarex »

Illiou wrote: ↑
Tue Feb 25, 2020 1:35 pm
FactorioBot wrote: ↑
Tue Feb 25, 2020 12:29 pm
Gui
  • Updated the window of creating/editing blueprint.
So big blueprints are now just cut off? Why not just add scrollbars if they exceed a certain size?
Probably a bug.
Illiou wrote: ↑
Tue Feb 25, 2020 1:35 pm
Also the way the name editing works is (and has always been) really weird. Any other change to the blueprint is only saved if you click Confirm and discarded otherwise. But the name has it's own save button, which saves even if you don't click confirm and if you don't click the button next to name after editing it it's not saved after hitting confirm. That's just so unintuitive. Why not just make the name an input field which just saves with Confirm (or is discarded without) like everything else?
Yea, it was a leftover from previous way of how it worked. This is changed for the next release together with the additional changes (mainly being able to edit blueprints directly in the BP library)

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Re: Version 0.18.9

Post by Serenity »

What about being able to update an existing blueprint so you can keep the name and icons?

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Re: Version 0.18.9

Post by plepper1 »

FactorioBot wrote: ↑
Tue Feb 25, 2020 12:29 pm

Gui
  • Updated the window of creating/editing blueprint.
I'm loving the 'Drop an upgrade planner to modify the blueprint' feature!

Now, just add some scroll bars and/or zooming for the large BPs... ;)

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Re: Version 0.18.9

Post by conn11 »

plepper1 wrote: ↑
Tue Feb 25, 2020 5:00 pm
I'm loving the 'Drop an upgrade planner to modify the blueprint' feature!
That feature existed for ages.
You can even use an upgrade planner on a whole blueprint book.

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Re: Version 0.18.9

Post by kovarex »

Serenity wrote: ↑
Tue Feb 25, 2020 4:44 pm
What about being able to update an existing blueprint so you can keep the name and icons?
That is part of the plan. it is not only about saving the icons and name, but not having to delete the old version, not having to put the new version into the old place, and not having to update all the shortcuts from quickbar.

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Re: Version 0.18.9

Post by conn11 »

kovarex wrote: ↑
Tue Feb 25, 2020 6:39 pm
Serenity wrote: ↑
Tue Feb 25, 2020 4:44 pm
What about being able to update an existing blueprint so you can keep the name and icons?
That is part of the plan. it is not only about saving the icons and name, but not having to delete the old version, not having to put the new version into the old place, and not having to update all the shortcuts from quickbar.
This would be such a relief. How many times Iβ€˜ve acquired a blueprint and just after adjusting icons and renaming it, discovered a flaw in the build.

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Inserters are now up to 50% slower

Post by AntiElitz »

TL;TR Inserters are now up to 50% slower

"Reverted optimisation that caused inserters picking up items from belts to be slower."

I do think the performance consequences of this change have been underestimated. My saves runs about 2% slower on average now on my setup.
In an extreme case I was even able to create a save that runs about 50% slower on 18.9 compared to 18.8 (results below)

I would highly suggest to find an alterntive method to fix the inserter speed.


Setup:
Intel i9 9900k
GSkill Trident Z 16GB, 3600MHz CL15
Radeon RX Vega 56 GPU
Samsung 970 EVO, 1TB


Testing:
Performance has been meassured with --benchmark.
saves have been migrated to the specific game version before testing
I created a .bat file with the following sequence:
--benchmark "0.18.9.zip" --benchmark-ticks 2000 //warmup cycle results ignored
--benchmark "0.18.8.zip" --benchmark-ticks 2000 //warmup cycle results ignored
--benchmark "0.18.9.zip" --benchmark-ticks 10000
--benchmark "0.18.8.zip" --benchmark-ticks 10000


Results:
test0.zip : 2.5% slower
0.18.8 : 42.885 sec
0.18.9 : 43.962 sec
This is a bit UPS optimized map mostly using direct insertion and trying to not pick from a belt

test1.zip : 1.7% slower
18.8: 9.034 sec
18.9: 9.189 sec
This is a savegame from a finisched default settings speedrun, representing commen player layouts

test2.zip : 1.5% slower
18.8: 106.222 sec
18.9: 107.774 sec
This is a savegame from a finisched 100% multiplayer speedrun mostly using direct insertion and trying to not pick from a belt

test4.zip : 43.1% slower
18.8: 51.385 sec
18.9: 73.546 sec
This is a savegame to show of the edgecase


Savefiles:
https://cdn.discordapp.com/attachments/ ... /test0.zip
https://cdn.discordapp.com/attachments/ ... /test1.zip
https://cdn.discordapp.com/attachments/ ... /test2.zip
https://cdn.discordapp.com/attachments/ ... /test4.zip

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ptx0
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Re: Version 0.18.9

Post by ptx0 »

profiled test4 save on linux, 0.18.8:

Code: Select all

   PerfTop:    4112 irqs/sec  kernel: 0.9%  exact:  0.0% lost: 0/0 drop: 0/0 [4000Hz cycles],  (target_pid: 7914)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    17.92%  factorio       [.] Inserter::moveHandTo
    13.56%  factorio       [.] TransportLine::update
    11.24%  factorio       [.] TransportLineManager::update
     9.43%  factorio       [.] Chunk::updateEntities
     6.33%  factorio       [.] TransportLine::move
     6.31%  factorio       [.] Inserter::BeltItemPickupTarget::checkValidityAndClearIfNotValid
     4.95%  factorio       [.] Inserter::getPickupTarget
     4.17%  factorio       [.] Math::sincosUnsafe
     3.46%  factorio       [.] Inserter::update
     2.64%  factorio       [.] ElectricSubNetwork::useDemand
     2.63%  factorio       [.] TransportLine::activateDirectInputs
     1.66%  factorio       [.] Inserter::getHandPositionNoHeight
     1.48%  factorio       [.] Math::satan
     1.14%  factorio       [.] TransportLine::tryToInsert
     1.02%  factorio       [.] RealOrientation::RealOrientation
     0.96%  factorio       [.] ElectricSubNetwork::getDemand
     0.86%  factorio       [.] RealOrientation::moveToAndReturnMovement
     0.75%  factorio       [.] ItemStack::swapWith

Code: Select all

  Performed 10000 updates in 101686.807 ms
  avg: 10.169 ms, min: 9.459 ms, max: 15.021 ms
  checksum: 264985701
 109.569 Goodbye
and 0.18.9:

Code: Select all

    17.23%  factorio          [.] Inserter::BeltItemPickupTarget::checkValidityAndClearIfNotValid
    12.51%  factorio          [.] Inserter::moveHandTo
    11.00%  factorio          [.] Inserter::getPickupTarget
     8.93%  factorio          [.] TransportLine::update
     8.32%  factorio          [.] TransportLineManager::update
     5.25%  factorio          [.] Chunk::updateEntities
     4.19%  factorio          [.] TransportLine::move
     3.82%  factorio          [.] Math::satan
     2.80%  factorio          [.] RealOrientation::RealOrientation
     2.18%  factorio          [.] TransportLine::activateDirectInputs
     2.00%  factorio          [.] Math::atan2
     1.93%  factorio          [.] ElectricSubNetwork::useDemand
     1.84%  factorio          [.] Inserter::update
     1.81%  factorio          [.] TransportLine::tryToInsert
     0.92%  factorio          [.] Inserter::dropHeldItem
     0.86%  factorio          [.] TransportBelt::getItemInsertionSpecification
     0.86%  factorio          [.] TransportBelt::getPositionSafe
Performed 10000 updates in 132680.897 ms
avg: 13.268 ms, min: 12.546 ms, max: 19.487 ms
checksum: 4042433809
140.882 Goodbye
definitely a regression, and other than the takeaway that math is satan, you are spending way too much time in validity checks.

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ptx0
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Re: Version 0.18.9

Post by ptx0 »

the infinity chests are stupidly inefficient, you should use them only to populate some ore onto all of the belts and then quick-replace them with steel chests or wooden boxes.

doing this improves results:

Code: Select all

  Performed 5000 updates in 63282.731 ms
  avg: 12.657 ms, min: 12.324 ms, max: 15.993 ms
  checksum: 657656933
  65.843 Goodbye

Code: Select all

    17.41%  factorio          [.] Inserter::BeltItemPickupTarget::checkValidityAndClearIfNotValid
    12.06%  factorio          [.] Inserter::moveHandTo
    10.92%  factorio          [.] Inserter::getPickupTarget
     8.96%  factorio          [.] TransportLine::update
     8.54%  factorio          [.] TransportLineManager::update
     5.20%  factorio          [.] Chunk::updateEntities
     4.23%  factorio          [.] TransportLine::move
     3.78%  factorio          [.] Math::satan
     2.82%  factorio          [.] RealOrientation::RealOrientation
     2.17%  factorio          [.] TransportLine::activateDirectInputs
     2.01%  factorio          [.] Math::atan2
     1.95%  factorio          [.] ElectricSubNetwork::useDemand
     1.86%  factorio          [.] Inserter::update
     1.76%  factorio          [.] TransportLine::tryToInsert
     1.31%  factorio          [.] ElectricSubNetwork::getDemand
     0.90%  factorio          [.] Inserter::dropHeldItem
     0.89%  factorio          [.] TransportBelt::getPositionSafe
     0.86%  factorio          [.] TransportBelt::getItemInsertionSpecification
     0.81%  factorio          [.] RealOrientation::moveToAndReturnMovement
     0.64%  factorio          [.] TransportLine::activateSideInputs
     0.61%  factorio          [.] ItemStack::swapWith
     0.52%  factorio          [.] TransportLine::getItemsRange
     0.51%  factorio          [.] TransportLine::unsquash
     0.48%  factorio          [.] TransportBeltConnectable::{lambda(TilePosition, TransportLineSide, FixedPointNumberTemplate<int, 8u>, FixedPointNumberTemplate<int, 8u>)#6}::_FUN
     0.48%  factorio          [.] TransportBeltConnectable::{lambda(TilePosition, TransportLineSide, FixedPointNumberTemplate<int, 8u>, FixedPointNumberTemplate<int, 8u>)#4}::_FUN
but it's still broken.

18.8, for reference, with the same changes to the test map:

Code: Select all

   PerfTop:    4574 irqs/sec  kernel: 2.6%  exact:  0.0% lost: 0/0 drop: 0/0 [4000Hz cycles],  (target_pid: 7759)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------                           

    14.84%  factorio            [.] Inserter::moveHandTo
    11.58%  factorio            [.] TransportLine::update
     9.94%  factorio            [.] TransportLineManager::update
     7.50%  factorio            [.] Chunk::updateEntities
     5.49%  factorio            [.] EntityRenderer::prepareRow
     5.44%  factorio            [.] TransportLine::move
     5.33%  factorio            [.] Inserter::BeltItemPickupTarget::checkValidityAndClearIfNotValid
     3.72%  factorio            [.] Inserter::getPickupTarget
     3.42%  factorio            [.] Math::sincosUnsafe
     2.91%  factorio            [.] Inserter::update
     2.23%  factorio            [.] TransportLine::activateDirectInputs
     2.19%  factorio            [.] ElectricSubNetwork::useDemand
     1.69%  factorio            [.] HeuristicEntityIteratorT<EntitySearchTypeInfo<Surface, Chunk> >::moveUntilEntityFound
     1.44%  factorio            [.] Inserter::getHandPositionNoHeight
     1.12%  factorio            [.] Math::satan
     1.11%  factorio            [.] ElectricSubNetwork::getDemand
     0.91%  factorio            [.] TransportLine::tryToInsert
     0.81%  factorio            [.] RealOrientation::RealOrientation
     0.72%  factorio            [.] DrawQueue::clear
     0.72%  factorio            [.] RealOrientation::moveToAndReturnMovement
     0.56%  factorio            [.] TransportLine::activateSideInputs
     0.52%  factorio            [.] Math::atan2
     0.48%  factorio            [.] ItemStack::swapWith
     0.47%  factorio            [.] Inserter::dropHeldItem

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Re: Version 0.18.9

Post by Hiladdar »

I like the new look of the blueprint window, and I am looking forward to seeing what Kovarex talks about in this thread implemented.

Hiladdar

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Re: Version 0.18.9

Post by deemacgee »

Rocket Rush is great fun, but pleeeeeeeeeeeease can we have a key combo to buy entire stacks of something? Clicking 200 times for 1K belts left scorch marks on my mouse...

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Re: Version 0.18.9

Post by Klonan »

deemacgee wrote: ↑
Thu Feb 27, 2020 2:42 am
Rocket Rush is great fun, but pleeeeeeeeeeeease can we have a key combo to buy entire stacks of something? Clicking 200 times for 1K belts left scorch marks on my mouse...
I just realised an easy fix for this,

In the next verison, really cheap (such as belts) will scale up the cost and amount they give:

Image

So now for instance with belts, you can buy an entire stack with a single right click.

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