Version 1.1.47

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FactorioBot
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Version 1.1.47

Post by FactorioBot »

Bugfixes
  • Added tip about power pole coverage when drag-building.
  • Fixed that the distance between first and second pole in the dragging electric poles tutorial was 6 tiles instead of 7.
  • Fixed LuaGameScript::save_atlas() function would crash the headless server. (100629)
  • Fixed possibility for the victory screen to be hidden behind other GUIs under specific circumstances (100242)
  • Fixed generator and fluid energy source tooltip showing 0 fluid consumption if burning fluids with 0 fuel value or consuming fluids with temperature close to the default. (100370)
  • Fixed the inserter "hand stack size" tooltip missing if the research-based bonus value was 1. Now it is shown if the value is greater than 0. (100663)
  • Fixed the inserter "hand stack size" tooltip ignoring stack_size_bonus prototype property.
  • Fixed cloning linked-container would clear its inventory.
Modding
  • Added FluidEnergySourcePrototype::destroy_non_fuel_fluid, true by default.
  • Added GeneratorPrototype::destroy_non_fuel_fluid, true by default.
Scripting
  • Added LuaEntityPrototype::inserter_stack_size_bonus read.
  • Added LuaFluidEnergySourcePrototype::destroy_non_fuel_fluid read.
  • Added LuaStyle::bar_width read/write.
  • Added LuaPlayer::show_on_map read/write.
  • Reworked table saving and loading to be non-recursive. This allows to have extreme table nesting inside of `global` variable.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

orzelek
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Re: Version 1.1.47

Post by orzelek »

FactorioBot wrote:
Mon Nov 22, 2021 4:18 pm
Scripting
  • Reworked table saving and loading to be non-recursive. This allows to have extreme table nesting inside of `global` variable.
This one looks.. interesting. Do we have mods that enjoy extreme table nesting? :D

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boskid
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Re: Version 1.1.47

Post by boskid »

orzelek wrote:
Mon Nov 22, 2021 5:53 pm
This one looks.. interesting. Do we have mods that enjoy extreme table nesting? :D
If there would be, they would be crashing due to stack overflow during save or during load. That change was highly requested by one of the mod authors so he is not forced into redesigning his mod internals. Its was easier for me to implement this once so it is usable by all mods than trying to describe what rules would have to be followed in some crazy complex data structures to avoid stack overflows due to recursive save/load implementation in the core.

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Klonan
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Re: Version 1.1.47

Post by Klonan »

orzelek wrote:
Mon Nov 22, 2021 5:53 pm
This one looks.. interesting. Do we have mods that enjoy extreme table nesting? :D
Soon :D

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dog80
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Re: Version 1.1.47

Post by dog80 »

Klonan wrote:
Tue Nov 23, 2021 7:59 am
orzelek wrote:
Mon Nov 22, 2021 5:53 pm
This one looks.. interesting. Do we have mods that enjoy extreme table nesting? :D
Soon :D
another klonan made scenario incoming?

TreefrogGreaken
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Re: Version 1.1.47

Post by TreefrogGreaken »

Klonan wrote:
Tue Nov 23, 2021 7:59 am
orzelek wrote:
Mon Nov 22, 2021 5:53 pm
This one looks.. interesting. Do we have mods that enjoy extreme table nesting? :D
Soon :D
expansion mod.......??? Asking for a friend :D

DBotThePony
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Re: Version 1.1.47

Post by DBotThePony »

Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.

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Re: Version 1.1.47

Post by Klonan »

DBotThePony wrote:
Fri Nov 26, 2021 11:24 am
Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.
What do you mean?

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Re: Version 1.1.47

Post by DBotThePony »

Klonan wrote:
Fri Nov 26, 2021 11:29 am
DBotThePony wrote:
Fri Nov 26, 2021 11:24 am
Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.
What do you mean?
Nothing, Factorio engine wasn't very clear with error message, sorry.

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Klonan
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Re: Version 1.1.47

Post by Klonan »

DBotThePony wrote:
Fri Nov 26, 2021 11:32 am
Klonan wrote:
Fri Nov 26, 2021 11:29 am
DBotThePony wrote:
Fri Nov 26, 2021 11:24 am
Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.
What do you mean?
Nothing, Factorio engine wasn't very clear with error message, sorry.
Do you mean you also ran into a problem with stack overflow trying to save Lua script data?

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Re: Version 1.1.47

Post by DBotThePony »

Klonan wrote:
Fri Nov 26, 2021 11:55 am
DBotThePony wrote:
Fri Nov 26, 2021 11:32 am
Klonan wrote:
Fri Nov 26, 2021 11:29 am
DBotThePony wrote:
Fri Nov 26, 2021 11:24 am
Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.
What do you mean?
Nothing, Factorio engine wasn't very clear with error message, sorry.
Do you mean you also ran into a problem with stack overflow trying to save Lua script data?
No, I accidentally passed linked list node (Position table struct, but with next and prev keys defined) to a game engine, and the game engine generated an exception with vague message.

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Klonan
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Re: Version 1.1.47

Post by Klonan »

DBotThePony wrote:
Fri Nov 26, 2021 12:26 pm
Klonan wrote:
Fri Nov 26, 2021 11:55 am
DBotThePony wrote:
Fri Nov 26, 2021 11:32 am
Klonan wrote:
Fri Nov 26, 2021 11:29 am
DBotThePony wrote:
Fri Nov 26, 2021 11:24 am
Attempted to create a linked list structure inside global table and had this update hit me hard.... damn. I guess i have to do this different way now.
What do you mean?
Nothing, Factorio engine wasn't very clear with error message, sorry.
Do you mean you also ran into a problem with stack overflow trying to save Lua script data?
No, I accidentally passed linked list node (Position table struct, but with next and prev keys defined) to a game engine, and the game engine generated an exception with vague message.
So can you make a bug report so we can investigate the problem?

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