Version 0.11.18

Information about releases and roadmap.
kovarex
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Version 0.11.18

Post by kovarex »

Several hidden and dangerous bugs fixed, it might uncover some not so hidden bugs.
We are starting to be quite content with the stability, the next release will be a stable candidate (it was about time).
  • Features
    • Blueprints can be built over things marked for deconstruction.
    • Blueprints can be force placed using alternative build mode (shift click).
  • Balancing
    • Increased the cargo wagon inventory size (20->30).
    • Increased the crafting cost of the cargo wagon and locomotive.
  • Bugfixes
    • Fixed save corruption (rare probability) related to rendering alerts and saving the map.
    • Fixed crash in map editor when changing / setting assembling machine recipe (https://forums.factorio.com/forum/vie ... php?t=8997).
    • Fixed desync loop when changing player force via script - in PvP mod for instance (https://forums.factorio.com/forum/vie ... php?t=9053)
    • Added explaining text for the second new hope campaign supplies objectives. (that the car supplies count only the user is in the car)
    • The flamethrower fluid input order is the same as before, so it matches the refinery outputs.
    • Fixed clearing the cursor while attempting to repair something (https://forums.factorio.com/forum/vie ... php?t=8986).
    • Fixed that changing force of roboport (in map editor or by a script) didn't update the connections properly.
    • Roboports now behave correctly when teleported using scripts.
    • Fixed that some of the technology icons were scaled down in the technology selection.
    • Fixed that the Not minable checkbox was set based on the Indestructible value in the map editor.
    • Fixed that the two way signals weren't possible to build on diagonal rails. (https://forums.factorio.com/forum/vie ... php?t=9003)
    • Fixed copy-paste for Cargo wagons not activating inserters.
    • Fixed copy-paste for entities with inventory limits not copying the limit.
    • Fixed that the "Electric demand satisfaction" label was not translatable.
    • Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.
    • The line height in the debug info is dependent on the scale, so they don't overlap or take too much space on different scales.
    • Fixed "Trying to make chunk at unreasonable position" caused by some vehicle collisions. (https://forums.factorio.com/forum/vie ... php?t=8812)
    • Fixed weird behaviour and bad damage calculations when colliding with multiple objects while in a car or tank.
  • Changes
    • Small change of collision box of curved rail, so the underground belts can be built on one additional particular position.
    • Car and tank movement should be better. Tank should no longer get stuck. Tank can now destroy objects by accelerating into them even when standing still (https://forums.factorio.com/forum/vie ... php?t=9046)
  • Scripting
    • Fixed that non valid require did crash the game instead of giving proper error message.
    • Setting technology as finished using the script also fires the ontechnologyresearched event.
    • Order to chart a big area doesn't slow the game horribly anymore. (https://forums.factorio.com/forum/vie ... php?t=9050)
    • Added onresourcedepleted - called when a resource is depleted to its minimum yield or 0. Passes the resource entity as event.entity.
    • Car prototype now uses "energy_per_hit_point" instead of "crash_damage_multiplier", consistent with train prototypes.
  • Modding
    • Moved the player hit tint color into the player prototype.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

Kane
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Re: Version 0.11.18

Post by Kane »

Thank you! Great update once again :)

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Smarty
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Re: Version 0.11.18

Post by Smarty »

awesome stable stuff

sillyfly
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Re: Version 0.11.18

Post by sillyfly »

Great update, thanks!

Sadly, the update doesn't work on linux: https://forums.factorio.com/forum/vie ... f=7&t=9111

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darksparks
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Re: Version 0.11.18

Post by darksparks »

its working linux.. but not the updater.. only the manual full download.

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SHiRKiT
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Re: Version 0.11.18

Post by SHiRKiT »

kovarex wrote:
  • Features
    • Blueprints can be built over things marked for deconstruction.
    • Blueprints can be force placed using alternative build mode (shift click).
  • Balancing
    • Increased the cargo wagon inventory size (20->30).
    • Increased the crafting cost of the cargo wagon and locomotive.
Great changes! Really neat!

Alfdaur
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Re: Version 0.11.18

Post by Alfdaur »

Release candidate? That sounds great! :)

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Mr. Thunder_Tw
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Re: Version 0.11.18

Post by Mr. Thunder_Tw »

darksparks wrote:its working on linux.. but not the updater.. only the manual full download.
Same problem, auto-update stops with the message that the factorio binary is bad.
Nice update annyways
my Mod: ThunderGui

Yaua
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Re: Version 0.11.18

Post by Yaua »

Great update with, as usual, a lot of work ! Thanks for it ! :D

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Re: Version 0.11.18

Post by starholme »

Look out if you have filtered cargo wagons! Wish I'd read the notes before upgrading, I should have paused all my trains.

Nice update though!

fregate84
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Re: Version 0.11.18

Post by fregate84 »

SHiRKiT wrote:
kovarex wrote:
  • Features
    • Blueprints can be built over things marked for deconstruction.
    • Blueprints can be force placed using alternative build mode (shift click).
  • Balancing
    • Increased the cargo wagon inventory size (20->30).
    • Increased the crafting cost of the cargo wagon and locomotive.
Great changes! Really neat!

+1

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GewaltSam
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Re: Version 0.11.18

Post by GewaltSam »

kovarex wrote: [*]Car and tank movement should be better. Tank should no longer get stuck. Tank can now destroy objects by accelerating into them even when standing still (https://forums.factorio.com/forum/vie ... php?t=9046)
It seems that cars now also do much more damage if you drive against players or buildings. I don't know if that is deliberately so.

KrzysD
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Re: Version 0.11.18

Post by KrzysD »

my power production goes negative..well just the bar but i produce 0W

edit: nevermind it fixed itself... :shock:

rorror
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Re: Version 0.11.18

Post by rorror »

Tnx for the great update :)

Marconos
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Re: Version 0.11.18

Post by Marconos »

Increased rail car capacity ..... force placing blueprints, I cried tears of joy!!!

In all seriousness, great update. Keep them coming, the game is already great and getting better with each update.

Artman40
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Re: Version 0.11.18

Post by Artman40 »

Should it be better to make a cargo wagon inventory size researchable?

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jockeril
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Re: Version 0.11.18

Post by jockeril »

thanks for the update, guys. looking forward to the stable version so I can move up from 0.11.14 and enjoy all the new changes. :)
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Re: Version 0.11.18

Post by Ojelle »

They are as good as stable you know?
Choumiko wrote:
sillyfly wrote:kovarex just posted the thread... but with #118 in the title. I think they had too much beer :D
It's a wonder how good the game is, if you consider how bad they are with the FFF numbers :mrgreen:

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Re: Version 0.11.18

Post by Twinsen »

GewaltSam wrote:
kovarex wrote: [*]Car and tank movement should be better. Tank should no longer get stuck. Tank can now destroy objects by accelerating into them even when standing still (https://forums.factorio.com/forum/vie ... php?t=9046)
It seems that cars now also do much more damage if you drive against players or buildings. I don't know if that is deliberately so.
It is. I believe that driving a car into something at full speed should do some damage

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Re: Version 0.11.18

Post by SvenDee »

yup. damage increased. we testet it with 2 player, 2 cars to full speed into a forrest. we stoped after a few trees. in the old version u coudnt hit one tree that way. guess 1 energy per hit point is too much for the car. maybe 0.5?

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