- Bugfixes
- Fixed that it was possible to use the fast replace on enemy structures. (https://forums.factorio.com/forum/viewtopic.php?=9150)
- Fixed crash when multilplayer quit is performed at the same time as the autosave. (https://forums.factorio.com/forum/vie ... php?t=9170)
- Fixed crash when autosave happens at the same time as mining the entity. (https://forums.factorio.com/forum/vie ... php?t=9171)
- Fixed that players/vehicles/units were blocking building of blueprint.
- Entity Spawner / Worm will call for help when attacked in peaceful mode (https://forums.factorio.com/forum/vie ... php?t=9140).
- Fixed crash when the number shown in the short number format exceeded supported prefix (was T for tera).
The prefix support has been also extended, so it supports k for kilo (10^3) up to Z for yotta (10^24). - Fixed that the changelog window was too big on 1280X1024 resolution.
- Fixed the (mini) map behavior when a lot of map requests near the edge are made (linear maps with radars typically).
- Fixed the missing debug symbols on mac and linux, so the error reports on these systems gives us better information.
- Linux release uses older glibc so, it should be Ubuntu 12+ compatibile.
- Translations
- Use the word intermediates instead of intermeidates. (https://forums.factorio.com/forum/vie ... php?t=9194)
- Changes
- Multiplayer dropping threshold is doubled during map upload / download. (https://forums.factorio.com/forum/vie ... php?t=9142)
Version 0.11.19
Version 0.11.19
Still not the stable candidate, but just a very small amount of things are waiting to be fixed, so the next one is the stable candidate.
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- Smart Inserter
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Re: Version 0.11.19
Pipes on difference force can still be connected sadfacekovarex wrote:Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150)
Re: Version 0.11.19
Oh, I forgot about this oneFishSandwich wrote:Pipes on difference force can still be connected sadfacekovarex wrote:Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150)

The fix will be quite simple though.
Re: Version 0.11.19
awesome work guys
Much love Smarty
Much love Smarty
Re: Version 0.11.19
This doesn't seem like a bad thing really.FishSandwich wrote:Pipes on difference force can still be connected sadfacekovarex wrote:Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150)
If you wanted to ensure there was no external influence on a pipeline, then it should have a turret at all junctions and pipe should be underground whenever it's not at a junction/turn, and it wouldn't even need to be a laser turret since even a basic turret and basic ammo will generate the alert just as well.
That way there would either be an engaging alert or a destruction alert in order to have your line tampered with.
Re: Version 0.11.19
kovarex wrote:Still not the stable candidate, but just a very small amount of things are waiting to be fixed, so the next one is the stable candidate.

Great ! (I'm so eager to see the next branch !)
Thanks for all the bugfixes

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- Fast Inserter
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Re: Version 0.11.19
But that sounds awesome! I want to secretly tap into enemy pipelines, that adds all sorts of cool tactics!FishSandwich wrote:Pipes on difference force can still be connected sadface
Re: Version 0.11.19
Sometimes it's the little things that make a difference...kovarex wrote:Still not the stable candidate, but just a very small amount of things are waiting to be fixed, so the next one is the stable candidate.
- Translations
Use the word intermediates instead of intermeidates. (https://forums.factorio.com/forum/vie ... php?t=9194)

I was waiting to see what errors will come from 0.11.18 and if they are a buzz kill like the inserter grabbing from robots bug in 15 or 16. The map and autosave bugs showed that I was right to wait...
I'm still on 14. If this version doesn't get reported with those kind of bugs until wednesday I will update my files from zip. Thank you for fixing and improving the game.
I hope we can get to 0.12 soon

Re: Version 0.11.19
Yes it's finally working! Thanks for listening and providing a solution!kovarex wrote:
- Changes
- Multiplayer dropping threshold is doubled during map upload / download. (https://forums.factorio.com/forum/vie ... php?t=9142)
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- Inserter
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Re: Version 0.11.19
Thank you so much for the blueprint changes recently. Being able to place over items marked for deconstruction and over the player, combined with force placing is absolutely awesome.
- Mr. Thunder_Tw
- Long Handed Inserter
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Re: Version 0.11.19
This calls for a new update next week instead of gooing to .12.0!kovarex wrote:Oh, I forgot about this one
The fix will be quite simple though.

my Mod: ThunderGui
Re: Version 0.11.19
I agree with this. Why shouldn't you be able to steal oil from the enemy team? This would be as sensible as "inserters can't take items from belts owned by enemy teams".n9103 wrote:This doesn't seem like a bad thing really.FishSandwich wrote:Pipes on difference force can still be connected sadfacekovarex wrote:Fixed that it was possible to use the fast replace on enemy structures. (viewtopic.php?=9150)
If you wanted to ensure there was no external influence on a pipeline, then it should have a turret at all junctions and pipe should be underground whenever it's not at a junction/turn, and it wouldn't even need to be a laser turret since even a basic turret and basic ammo will generate the alert just as well.
That way there would either be an engaging alert or a destruction alert in order to have your line tampered with.
Actually, there should probably be an option somewhere to allow deconstructing enemy structures, too. Both possibilities (can or can't deconstruct enemy structures) allow for new gameplay.
Re: Version 0.11.19
No, that doesn't make sense. If this would be possible, also should fast replacing enemy buildings be.
It's too easy to interrupt the whole enemy factory with just one small click, and the map is too big to just defend everything anytime.
It's too easy to interrupt the whole enemy factory with just one small click, and the map is too big to just defend everything anytime.
Re: Version 0.11.19
Yes, I agree with this, we have the construction robots to overcome the problem that destroying one little piece will break all the factory, so the idea is clear. It should be possible to defend the factory against these kind of things unless the attacker is really able to destroy the defenses and core parts of it.
Re: Version 0.11.19
Um, do you agree that this attack should be possible (placing pipes to interrupt the flow) or not be able to do that?
Re: Version 0.11.19
I believe that the attack shouldn't be possible to do this way.Nova wrote:Um, do you agree that this attack should be possible (placing pipes to interrupt the flow) or not be able to do that?
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- Smart Inserter
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Re: Version 0.11.19
Because nobody uses the tactic to steal oil, it's almost always used to fuck over the other team by putting water into all of their pipes.immibis wrote:I agree with this. Why shouldn't you be able to steal oil from the enemy team?
And no it's not as easy to defend against as you might think, destroying a few measly turrets and sticking an offshore pump onto someone's pipes takes no time at all.
Re: Version 0.11.19
Thank you for the clarification, kovarex.
Re: Version 0.11.19
I haven't played multiplayer much yet, but i find the picture of sabotage putting water into pipes instead of oil and clogging absolutely everything very funny. Probably not so funny for the victim though. 

Re: Version 0.11.19
Well, I think that is still possible with an extra item, but that is not so easy as the above.
Cool suggestion: Eatable MOUSE-pointers.
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