Version 0.11.22

Information about releases and roadmap.
silver_26
Long Handed Inserter
Long Handed Inserter
Posts: 68
Joined: Sun Nov 02, 2014 1:08 am
Contact:

Re: Version 0.11.22

Post by silver_26 »

when will .12 be released ?
please tell me
sick of waiting ( about 3 / 4 months now )
I need to explore space
and drop big bombs of ore and stone on the biters

please tell me cant wait any longer

im like cartman from south park waiting for the WII
User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12889
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Version 0.11.22

Post by ssilk »

1-3 month for the first experimental release, I think August/September/October for stable...

No guarantee for anything, the workload is really big. :)

Why do you need it so hard? :)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
User avatar
SHiRKiT
Filter Inserter
Filter Inserter
Posts: 706
Joined: Mon Jul 14, 2014 11:52 pm
Contact:

Re: Version 0.11.22

Post by SHiRKiT »

You should add 30 mods to your game!
generalmek
Long Handed Inserter
Long Handed Inserter
Posts: 73
Joined: Sun Sep 29, 2013 1:13 pm
Contact:

Re: Version 0.11.22

Post by generalmek »

this game is easy for me
Arakasi
Fast Inserter
Fast Inserter
Posts: 109
Joined: Tue Feb 26, 2013 9:43 pm
Contact:

Re: Version 0.11.22

Post by Arakasi »

generalmek wrote:this game is easy for me
There are plenty difficulty settings before you are about to start the game. Feel free to set it to impossible factors for your new game and proudly loose.
FrozenOne
Fast Inserter
Fast Inserter
Posts: 177
Joined: Mon Mar 04, 2013 8:10 pm
Contact:

Re: Version 0.11.22

Post by FrozenOne »

Arakasi wrote:and proudly loose.
Or proudly tighten.
zerotheliger
Burner Inserter
Burner Inserter
Posts: 15
Joined: Thu Nov 07, 2013 4:28 am
Contact:

Re: Version 0.11.22

Post by zerotheliger »

silver_26 wrote:when will .12 be released ?
please tell me
sick of waiting ( about 3 / 4 months now )
I need to explore space
and drop big bombs of ore and stone on the biters

please tell me cant wait any longer

im like cartman from south park waiting for the WII

Space ... space want to go to space never mind bored of space wanna go home wanna go to earth ..earth earth!
User avatar
Zero The Dragon
Manual Inserter
Manual Inserter
Posts: 3
Joined: Sat May 30, 2015 10:36 am

Re: Version 0.11.22

Post by Zero The Dragon »

zerotheliger wrote: Space ... space want to go to space never mind bored of space wanna go home wanna go to earth ..earth earth!
https://www.youtube.com/watch?v=0FmYGM07Yys
zerotheliger
Burner Inserter
Burner Inserter
Posts: 15
Joined: Thu Nov 07, 2013 4:28 am
Contact:

Re: Version 0.11.22

Post by zerotheliger »

Zero The Dragon wrote:
zerotheliger wrote: Space ... space want to go to space never mind bored of space wanna go home wanna go to earth ..earth earth!
https://www.youtube.com/watch?v=0FmYGM07Yys
Meow another zero x3
Weresmilodon
Inserter
Inserter
Posts: 40
Joined: Thu Jul 10, 2014 8:11 pm
Contact:

Re: Version 0.11.22

Post by Weresmilodon »

So, i don't know if the devs are still watching this thread, but i've got a question about 0.12

Providing that both the launching platform and the spaceship are present, will we be able to launch items into space?

Right now, one of the biggest limitations of Factorio is that once you research everything, there is nothing left to do with the factory. Being able to launch things would give a reason to keep the factory running even after all the research is done.
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.11.22

Post by kovarex »

Weresmilodon wrote:So, i don't know if the devs are still watching this thread, but i've got a question about 0.12

Providing that both the launching platform and the spaceship are present, will we be able to launch items into space?

Right now, one of the biggest limitations of Factorio is that once you research everything, there is nothing left to do with the factory. Being able to launch things would give a reason to keep the factory running even after all the research is done.
Well, probably. In 0.12 there is just the rocket, the platform building is left for 0.13, so things will clear then.

Also in 0.12 you can continue the game once you finish it, so I was thinking of adding a counter of how many rockets (satellites) did you send to orbit, so the factory can race to send as many as possible forever.
Rage
Long Handed Inserter
Long Handed Inserter
Posts: 90
Joined: Sat Aug 09, 2014 2:08 am
Contact:

Re: Version 0.11.22

Post by Rage »

Got excited for a moment when I pulled up the forums and saw kovarex had posted in Releases. >_<
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.11.22

Post by kovarex »

Rage wrote:Got excited for a moment when I pulled up the forums and saw kovarex had posted in Releases. >_<
The eta is a month from now, so no need to get excited now :)
Weresmilodon
Inserter
Inserter
Posts: 40
Joined: Thu Jul 10, 2014 8:11 pm
Contact:

Re: Version 0.11.22

Post by Weresmilodon »

kovarex wrote:
Weresmilodon wrote:So, i don't know if the devs are still watching this thread, but i've got a question about 0.12

Providing that both the launching platform and the spaceship are present, will we be able to launch items into space?

Right now, one of the biggest limitations of Factorio is that once you research everything, there is nothing left to do with the factory. Being able to launch things would give a reason to keep the factory running even after all the research is done.
Well, probably. In 0.12 there is just the rocket, the platform building is left for 0.13, so things will clear then.

Also in 0.12 you can continue the game once you finish it, so I was thinking of adding a counter of how many rockets (satellites) did you send to orbit, so the factory can race to send as many as possible forever.
Sounds good. I was mostly after something to do other then genocide or filling chests endlessly.

Will the rockets have inventories? Or are they going to require a large amount of a wide variety of materials?
DragonGuard
Manual Inserter
Manual Inserter
Posts: 1
Joined: Mon Jun 01, 2015 9:52 pm
Contact:

Re: Version 0.11.22

Post by DragonGuard »

Will the pavement and the combinators be in 0.12?

Also, I came across this problem today. I wanted to set up a smart inserter that puts a random item into a chest when the content of the chest is less than 5 of whatever.
Is there some way to add a wild card for the item so it just counts whatever is in the smart chest?
If not, is this something that could potentially be added? I can envision some cases where this could also be useful with the new combinators.
wesleytech
Burner Inserter
Burner Inserter
Posts: 8
Joined: Sun Jun 07, 2015 1:37 pm
Contact:

Re: Version 0.11.22

Post by wesleytech »

i just love this game. my ts friends want me to stop but i am not listening to them
RocketWill
Burner Inserter
Burner Inserter
Posts: 12
Joined: Tue Mar 31, 2015 1:57 am
Contact:

Re: Version 0.11.22

Post by RocketWill »

Can you guys add some kind of faction system where turrets target players of the other faction and research is not shared in between factions, I would like to do a PvP with my friends and the only PvP mod has shared research, Thanks.
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: Version 0.11.22

Post by kovarex »

RocketWill wrote:Can you guys add some kind of faction system where turrets target players of the other faction and research is not shared in between factions, I would like to do a PvP with my friends and the only PvP mod has shared research, Thanks.
The research should be no longer shared even in the mod.
Anyway, the factions (we call it forces) system is going to be extended in 0.12, so there isn't just player/enemy/neutral, but up to 64 player forces.
User avatar
Schorty
Fast Inserter
Fast Inserter
Posts: 185
Joined: Tue Aug 12, 2014 10:29 am
Contact:

Re: Version 0.11.22

Post by Schorty »

kovarex wrote: The research should be no longer shared even in the mod.
Anyway, the factions (we call it forces) system is going to be extended in 0.12, so there isn't just player/enemy/neutral, but up to 64 player forces.
What?! Only 64? We can have up to 65536 Players, but only 64 forces?!

Just kidding ;) Sounds nice. I think up to 64 teams is more than plenty to play with. I'm looking forward to this! :)
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
User avatar
TheWrongCat
Burner Inserter
Burner Inserter
Posts: 7
Joined: Mon Jun 08, 2015 12:59 pm
Contact:

Re: Version 0.11.22

Post by TheWrongCat »

kovarex wrote: up to 64 player forces.
Bloody hell. My God we're going to have so much fun with this.
Post Reply

Return to “Releases”