The bot is not quick enough to write release note again?
Edit: not yet included in "The latest experimental build" on steam?
Edit 2: updating! Thanks
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 6:43 pm
by roy7
Is the Latency on the F5 screen equivalent to what it used to be set to in 0.13 multiplayer? Like I tried a quick join with 7 random people in a public game, was smooth as silk, F5 told me Latency: 18. I wasn't sure what that means. Approximately 18ms ping time between me and that other player?
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 6:59 pm
by ralle030583
for us three MP isnt working stable
clients getting error when autosaves hit on server and desync
also desync after some time without autosave
0.003 2016-08-26 20:39:36; Factorio 0.14.1 (build 24302, win64, steam)
0.004 Operating system: Windows 10
0.004 Program arguments: "D:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.004 Read data path: D:/Program Files (x86)/Steam/steamapps/common/Factorio/data
0.004 Write data path: C:/Users/ralle/AppData/Roaming/Factorio
0.004 Binaries path: D:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
0.035 Graphics options: [FullScreen: false] [VSync: false] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: all] [Light scale: 100%] [Screen: 255] [DXT: false]
0.037 Available display adapters: 2
0.037 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 960 {0x05, [0,0], 1920x1080, 32bit, 60Hz}
0.037 [1]: \\.\DISPLAY2 - NVIDIA GeForce GTX 960 {0x01, [-1920,0], 1920x1080, 32bit, 60Hz}
0.038 Create display on adapter 0. Size 1280x720 at position [310, 162].
0.122 Initialised Direct3D:[0] NVIDIA GeForce GTX 960; driver: nvd3dumx.dll 10.18.13.6510
0.128 Video memory size (dedicated video/dedicated system/shared system/available): 1969/0/8166/4092 MB
0.168 Device reset internal.
0.172 Desktop composition is active.
0.276 Loading mod core 0.0.0 (data.lua)
0.283 Loading mod base 0.14.1 (data.lua)
0.448 Loading mod rso-mod 2.1.0 (data-updates.lua)
0.533 Checksum for core: 303426634
0.533 Checksum for mod base: 3069294402
0.533 Checksum for mod rso-mod: 1874398137
1.131 Info PlayerData.cpp:45: Local player-data.json available, timestamp 1472236770
1.131 Info PlayerData.cpp:50: Cloud player-data.json available, timestamp 1467301174
1.308 Initial atlas bitmap size is 16384
1.312 Created atlas bitmap 16384x8536
2.060 Created atlas bitmap 4096x968
2.078 Created atlas bitmap 4096x3652
10.180 Sprites loaded
10.180 Convert atlas 4096x968 to: trilinear-filtering
10.207 Convert atlas 4096x3652 to: mipmap
10.724 Loading sounds...
12.733 Custom inputs active: 0
12.794 Factorio initialised
26.070 Info ServerSynchronizer.cpp:26: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
26.070 Info ServerMultiplayerManager.cpp:597: mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
26.070 Info ServerMultiplayerManager.cpp:597: mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
26.070 Loading map C:\Users\ralle\AppData\Roaming\Factorio\saves\Freelancers_EP24.zip
26.114 Info Scenario.cpp:148: Map version 0.13.17-0
27.322 Checksum for script C:/Users/ralle/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
27.338 Checksum for script __rso-mod__/control.lua: 437080681
27.364 Info WindowsUDPSocket.cpp:61: Opening socket at port (34197)
27.365 Hosting game at port 34197
27.365 Info ServerMultiplayerManager.cpp:597: mapTick(2593021) changing state from(CreatingGame) to(InGame)
27.367 Info GameActionHandler.cpp:2540: MapTick(2593021) processed PlayerJoinGame peerID(0) playerIndex(0) mode(connect)
38.268 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(XXX:54736)
38.268 Info ServerRouter.cpp:411: Replying to connectionRequest for address(XXX:54736).
38.268 Info ServerSynchronizer.cpp:497: nextHeartbeatSequenceNumber(364) adding peer(1)
38.285 Info ServerMultiplayerManager.cpp:597: mapTick(2593237) changing state from(InGame) to(InGameSavingMap)
38.334 Info ServerMultiplayerManager.cpp:673: mapTick(2593237) received stateChanged peerID(1) oldState(Ready) newState(ConnectedWaitingForMap)
39.090 Info ServerMultiplayerManager.cpp:704: MapTick(2593237) Serving map(C) for peer(1) size(7939475) crc(4209956868)
39.090 Info ServerMultiplayerManager.cpp:597: mapTick(2593237) changing state from(InGameSavingMap) to(InGame)
39.168 Info ServerMultiplayerManager.cpp:673: mapTick(2593237) received stateChanged peerID(1) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)
54.101 Info ServerMultiplayerManager.cpp:673: mapTick(2593237) received stateChanged peerID(1) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)
55.267 Info ServerMultiplayerManager.cpp:673: mapTick(2593237) received stateChanged peerID(1) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)
55.268 Info ServerMultiplayerManager.cpp:673: mapTick(2593237) received stateChanged peerID(1) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)
55.368 Info ServerMultiplayerManager.cpp:673: mapTick(2593237) received stateChanged peerID(1) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)
71.451 Info GameActionHandler.cpp:2540: MapTick(2593237) processed PlayerJoinGame peerID(1) playerIndex(2) mode(connect)
80.934 Info ServerSynchronizer.cpp:642: Peer 1 decreasing latency from 32 to 16 as buffer was always bigger than 17
125.817 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(XXX:59840)
125.817 Info ServerRouter.cpp:411: Replying to connectionRequest for address(XXX:59840).
125.817 Info ServerSynchronizer.cpp:497: nextHeartbeatSequenceNumber(2985) adding peer(2)
125.835 Info ServerMultiplayerManager.cpp:597: mapTick(2593807) changing state from(InGame) to(InGameSavingMap)
125.884 Info ServerMultiplayerManager.cpp:673: mapTick(2593807) received stateChanged peerID(2) oldState(Ready) newState(ConnectedWaitingForMap)
126.658 Info ServerMultiplayerManager.cpp:704: MapTick(2593807) Serving map(C) for peer(2) size(7923591) crc(2977186909)
126.658 Info ServerMultiplayerManager.cpp:597: mapTick(2593807) changing state from(InGameSavingMap) to(InGame)
126.751 Info ServerMultiplayerManager.cpp:673: mapTick(2593807) received stateChanged peerID(2) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)
141.900 Info ServerMultiplayerManager.cpp:673: mapTick(2593807) received stateChanged peerID(2) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)
144.868 Info ServerMultiplayerManager.cpp:673: mapTick(2593807) received stateChanged peerID(2) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)
144.868 Info ServerMultiplayerManager.cpp:673: mapTick(2593807) received stateChanged peerID(2) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)
144.968 Info ServerMultiplayerManager.cpp:673: mapTick(2593807) received stateChanged peerID(2) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)
146.718 Info GameActionHandler.cpp:2540: MapTick(2593807) processed PlayerJoinGame peerID(2) playerIndex(1) mode(connect)
151.584 Info ServerSynchronizer.cpp:642: Peer 1 decreasing latency from 16 to 14 as buffer was always bigger than 3
156.601 Info ServerSynchronizer.cpp:642: Peer 1 decreasing latency from 14 to 13 as buffer was always bigger than 2
156.601 Info ServerSynchronizer.cpp:642: Peer 2 decreasing latency from 32 to 23 as buffer was always bigger than 10
162.718 Info ServerSynchronizer.cpp:642: Peer 1 decreasing latency from 13 to 10 as buffer was always bigger than 4
162.718 Info ServerSynchronizer.cpp:642: Peer 2 decreasing latency from 23 to 22 as buffer was always bigger than 2
167.718 Info ServerSynchronizer.cpp:642: Peer 1 decreasing latency from 10 to 9 as buffer was always bigger than 2
172.734 Info ServerSynchronizer.cpp:642: Peer 2 decreasing latency from 22 to 19 as buffer was always bigger than 4
177.734 Info ServerSynchronizer.cpp:656: Peer 1 increasing latency from 9 to 10 as it has skipped tick closures and empty buffer in the last period
177.734 Info ServerSynchronizer.cpp:656: Peer 2 increasing latency from 19 to 22 as it has skipped tick closures and empty buffer in the last period
177.818 Info ServerSynchronizer.cpp:314: Peer 2 sent IncreasedLatencyConfirm tick: 2595612 increasedBy: 3
177.818 Info ServerSynchronizer.cpp:314: Peer 1 sent IncreasedLatencyConfirm tick: 2595606 increasedBy: 1
187.750 Info ServerSynchronizer.cpp:656: Peer 2 increasing latency from 22 to 26 as it has skipped tick closures and empty buffer in the last period
187.851 Info ServerSynchronizer.cpp:314: Peer 2 sent IncreasedLatencyConfirm tick: 2596214 increasedBy: 4
197.750 Info ServerSynchronizer.cpp:656: Peer 1 increasing latency from 10 to 16 as it has skipped tick closures and empty buffer in the last period
197.817 Info ServerSynchronizer.cpp:314: Peer 1 sent IncreasedLatencyConfirm tick: 2596807 increasedBy: 6
202.751 Info ServerSynchronizer.cpp:656: Peer 2 increasing latency from 26 to 31 as it has skipped tick closures and empty buffer in the last period
202.850 Info ServerSynchronizer.cpp:314: Peer 2 sent IncreasedLatencyConfirm tick: 2597115 increasedBy: 5
207.750 Info ServerSynchronizer.cpp:642: Peer 1 decreasing latency from 16 to 11 as buffer was always bigger than 6
217.750 Info ServerSynchronizer.cpp:642: Peer 1 decreasing latency from 11 to 10 as buffer was always bigger than 2
217.750 Info ServerSynchronizer.cpp:642: Peer 2 decreasing latency from 31 to 29 as buffer was always bigger than 3
222.751 Info ServerSynchronizer.cpp:642: Peer 2 decreasing latency from 29 to 26 as buffer was always bigger than 4
227.751 Info ServerSynchronizer.cpp:656: Peer 1 increasing latency from 10 to 11 as it has skipped tick closures and empty buffer in the last period
227.851 Info ServerSynchronizer.cpp:314: Peer 1 sent IncreasedLatencyConfirm tick: 2598607 increasedBy: 1
237.785 Info ServerSynchronizer.cpp:642: Peer 1 decreasing latency from 11 to 10 as buffer was always bigger than 2
237.785 Info ServerSynchronizer.cpp:642: Peer 2 decreasing latency from 26 to 21 as buffer was always bigger than 6
239.934 Info ServerMultiplayerManager.cpp:673: mapTick(2599328) received stateChanged peerID(2) oldState(InGame) newState(DesyncedWaitingForMap)
239.934 Info ServerMultiplayerManager.cpp:717: mapTick(2599328) received playerDesynced peer (2)
239.934 Info ServerMultiplayerManager.cpp:597: mapTick(2599328) changing state from(InGame) to(InGameSavingMapForDesyncReport)
241.089 Info ServerMultiplayerManager.cpp:704: MapTick(2599328) Serving map(C) for peer(2) size(7923005) crc(625405475)
241.089 Info ServerMultiplayerManager.cpp:597: mapTick(2599328) changing state from(InGameSavingMapForDesyncReport) to(InGame)
241.217 Info ServerMultiplayerManager.cpp:673: mapTick(2599336) received stateChanged peerID(2) oldState(DesyncedWaitingForMap) newState(DesyncedCatchingUpWithMapReadyForDownload)
241.217 Info ServerMultiplayerManager.cpp:673: mapTick(2599336) received stateChanged peerID(2) oldState(DesyncedCatchingUpWithMapReadyForDownload) newState(DesyncedSavingLocalVariantOfMap)
244.251 Info ServerMultiplayerManager.cpp:673: mapTick(2599518) received stateChanged peerID(2) oldState(DesyncedSavingLocalVariantOfMap) newState(DesyncedDownloadingMap)
248.934 Info ServerSynchronizer.cpp:656: Peer 1 increasing latency from 10 to 54 as it has skipped tick closures and empty buffer in the last period
249.651 Info ServerSynchronizer.cpp:314: Peer 1 sent IncreasedLatencyConfirm tick: 2599809 increasedBy: 44
253.959 Info ServerSynchronizer.cpp:656: Peer 1 increasing latency from 54 to 94 as it has skipped tick closures and empty buffer in the last period
254.007 Info ServerSynchronizer.cpp:616: Peer 1 increasing latency to 98 as worstMeasuredLatencyLastPeriod was 94
254.700 Info ServerSynchronizer.cpp:314: Peer 1 sent IncreasedLatencyConfirm tick: 2600148 increasedBy: 40
254.700 Info ServerSynchronizer.cpp:314: Peer 1 sent IncreasedLatencyConfirm tick: 2600188 increasedBy: 4
257.926 Info ServerMultiplayerManager.cpp:673: mapTick(2600337) received stateChanged peerID(2) oldState(DesyncedDownloadingMap) newState(DesyncedCreatingReport)
258.951 Info ServerSynchronizer.cpp:656: Peer 1 increasing latency from 98 to 130 as it has skipped tick closures and empty buffer in the last period
259.018 Info ServerSynchronizer.cpp:314: Peer 1 sent IncreasedLatencyConfirm tick: 2600449 increasedBy: 32
260.117 Info ServerMultiplayerManager.cpp:673: mapTick(2600469) received stateChanged peerID(2) oldState(DesyncedCreatingReport) newState(ConnectedLoadingMap)
263.117 Info ServerMultiplayerManager.cpp:673: mapTick(2600649) received stateChanged peerID(2) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)
268.950 Info ServerSynchronizer.cpp:642: Peer 1 decreasing latency from 130 to 56 as buffer was always bigger than 75
278.667 Info ServerMultiplayerManager.cpp:745: Disconnect notification for peer (1)
278.667 Info ServerMultiplayerManager.cpp:673: mapTick(2601117) received stateChanged peerID(1) oldState(InGame) newState(DisconnectScheduled)
278.667 Info ServerSynchronizer.cpp:514: nextHeartbeatSequenceNumber(7546) removing peer(1).
280.451 Info ServerMultiplayerManager.cpp:673: mapTick(2601117) received stateChanged peerID(2) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)
280.550 Info ServerMultiplayerManager.cpp:673: mapTick(2601117) received stateChanged peerID(2) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)
288.934 Info ServerMultiplayerManager.cpp:745: Disconnect notification for peer (2)
288.934 Info ServerMultiplayerManager.cpp:673: mapTick(2601117) received stateChanged peerID(2) oldState(InGame) newState(DisconnectScheduled)
288.934 Info ServerSynchronizer.cpp:514: nextHeartbeatSequenceNumber(7854) removing peer(2).
332.129 Info ServerMultiplayerManager.cpp:116: Disconnecting multiplayer connection.
332.129 Info ServerMultiplayerManager.cpp:597: mapTick(2601117) changing state from(InGame) to(DisconnectingScheduled)
332.164 Info ServerMultiplayerManager.cpp:597: mapTick(2601117) changing state from(DisconnectingScheduled) to(Disconnecting)
332.198 Info ServerMultiplayerManager.cpp:597: mapTick(2601117) changing state from(Disconnecting) to(Disconnected)
332.198 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection.
332.198 Info ServerMultiplayerManager.cpp:597: mapTick(2601117) changing state from(Disconnected) to(Closed)
332.519 Info WindowsUDPSocket.cpp:161: Socket closed
332.781 Steam API shutdown.
332.784 Goodbye
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 7:08 pm
by kovarex
roy7 wrote:Is the Latency on the F5 screen equivalent to what it used to be set to in 0.13 multiplayer? Like I tried a quick join with 7 random people in a public game, was smooth as silk, F5 told me Latency: 18. I wasn't sure what that means. Approximately 18ms ping time between me and that other player?
The latency is in ticks. So if it runs 60UPS, it is multiplied by 16ms.
So 18 latency means 18 ticks which means 288ms latency time
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 8:08 pm
by marosg
Stupid me, I have no idea how to go back to latest 13.x release. I disabled experimental (too late), but I see nothing else there.
I am on standalone Linux installation.
Thank you
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 8:30 pm
by [DegC]RubenGass
It seems really odd that you guys add an amazing and clever feature of the modular grid in vehicles, but then don't make it part of the base game. This seems like a perfect and 'simple' fix to the problem of vehicles just not matching up to the power armor in late game without adding 25 different tiered vehicles for different stages in the game. Any chance of this making it to the vanilla game because although mods are great, they tend to break during updates and are less reliable than vanilla content.
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 8:42 pm
by roy7
I'm guessing they do plan to support it in basic vanilla vehicles, or at least higher-level vehicles that you can research. But version 14 is pretty much multiplayer exclusive.
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 9:12 pm
by wallE
I don't care about MP but i'm sure your QM sucks badly. On the other hand - great game, maybe one release per week would be enough?
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 9:26 pm
by iamwyza
wallE wrote:I don't care about MP but i'm sure your QM sucks badly. On the other hand - great game, maybe one release per week would be enough?
Experimental Branch releases are often many and frequent, that's why it's called the experimental branch. If you want fewer slower updates, use the stable branch (which is now .13).
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 9:26 pm
by engin33rguy
Did anyone else on steam lose the ability to opt-in to the experimental version? The only option for me on the Betas tab is "NONE- Opt out of all beta programs"
Edit: Restarting my computer made the options reappear. Odd. Resolved though!
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 9:32 pm
by wallE
Experimental? 2 times a day? You're sure?
Anyway - even if you have no quality / testing department at all - well the this is alpha / fast / beta / what ever you call it - it's top ace.
Dear devs - please don't misuse the crowd - your game is awesome - guess how long it is if the word spreads?
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 9:45 pm
by impetus maximus
[DegC]RubenGass wrote:It seems really odd that you guys add an amazing and clever feature of the modular grid in vehicles, but then don't make it part of the base game. [snip]
it gives modders an opportunity to come up with some cool things which might end up getting added to vanilla.
they added it. give it some time. cool things might come of this.
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 10:54 pm
by iamwyza
wallE wrote:Experimental? 2 times a day? You're sure?
Anyway - even if you have no quality / testing department at all - well the this is alpha / fast / beta / what ever you call it - it's top ace.
Dear devs - please don't misuse the crowd - your game is awesome - guess how long it is if the word spreads?
Would you rather they be quiet, unresponsive and only release weekly even when there are major game breaking bugs? Troll less please. The devs here are amazing and are heads and shoulders above most other game companies IMO.
Re: Version 0.14.1
Posted: Fri Aug 26, 2016 11:02 pm
by impetus maximus
iamwyza wrote: The devs here are amazing and are heads and shoulders above most other game companies IMO.
hear hear!
Re: Version 0.14.1
Posted: Sat Aug 27, 2016 2:23 am
by JoeSchmoe
wallE wrote:
Dear devs - please don't misuse the crowd - your game is awesome - guess how long it is if the word spreads?
Dear crowd, please don't misuse the devs. Experimental is the cutting edge, and particularly an experimental in the .0-.5 range, and i for one am happy they quickly patch any bugs that they think they have fixed.
Misusing the crowd would be charging $60, and patching the game once a quarter.
Re: Version 0.14.1
Posted: Sat Aug 27, 2016 8:08 am
by brunzenstein
0.14 experimental works great on a vintage MacBook 2008 - only one minor glitch:
Factorio tries but don't closes properly (and restarts) after the autoupdated finishes but hangs without showing any frame.
A forced quit and anew start let the game start with the updated version.
Re: Version 0.14.1
Posted: Sun Aug 28, 2016 3:14 pm
by Leveller
bump for trangarbot.
: )
Re: Version 0.14.1
Posted: Sun Aug 28, 2016 5:44 pm
by _aD
Debump to keep TrangarBot quiet.
Re: Version 0.14.1
Posted: Mon Aug 29, 2016 4:29 pm
by dasiro
[DegC]RubenGass wrote:It seems really odd that you guys add an amazing and clever feature of the modular grid in vehicles, but then don't make it part of the base game. This seems like a perfect and 'simple' fix to the problem of vehicles just not matching up to the power armor in late game without adding 25 different tiered vehicles for different stages in the game. Any chance of this making it to the vanilla game because although mods are great, they tend to break during updates and are less reliable than vanilla content.
So that's why I couldn't find them. I was eager for them as I'd love to have a few more construction robots flying around when dropping 2.5K+ blueprints.
But as I'm a vanilla die-hard I'll just wait and hope for the best