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Version 2.0.55 released as stable

Balancing

  • Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars (e.g. tank)


Bugfixes

  • Added missing notification of "too far to connect" for smart belt dragging when the obstacle is exceeding the limit of the related undergrounds.
  • Changed pipette of fluid recipes to work the same as pipette of item recipes. https://forums.factorio.com/128512
  • Fixed "Any request zero" wait condition triggering when building last item on a space platform. https://forums.factorio.com/127644
  • Fixed LuaEntityPrototype::get_inventory_size() returning nil for rocket_silo_rocket and rocket_silo_trash inventories. https://forums.factorio.com/129009
  • Fixed LuaForce::platforms read not being mapped by platform index as documented.
  • Fixed LuaGameScript::take_technology_screenshot was not processing selected_technology. https://forums.factorio.com/129086
  • Fixed LuaRadarControlBehavior was missing LuaControlBehavior fields.
  • Fixed a broken menu simulation. https://forums.factorio.com/128891
  • Fixed a crash due to item request proxy inconsistency.
  • Fixed a crash in map generation when offset_x/y was infinite by adding stronger noise expression argument validation.
  • Fixed a crash opening the train GUI in spectator controller. https://forums.factorio.com/117928
  • Fixed a crash related to logistic filters that should not have import from configured but kept having one due to missing migration. https://forums.factorio.com/128719
  • Fixed a crash when a vehicle with roboport equipment was marked for deconstruction. https://forums.factorio.com/128664
  • Fixed a crash when attempting to run RCON commands in single player before the first tick has run. https://forums.factorio.com/128760
  • Fixed a crash when calling LuaEntity::launch_rocket() with no character.
  • Fixed a crash when clicking on "Show only essential technologies" in technology GUI while a hidden technology is selected. https://forums.factorio.com/128534
  • Fixed a crash when defining a local noise expression as empty string and using it. https://forums.factorio.com/128654
  • Fixed a crash when game was saved in complete mode (for desync, benchmark or heavy mode) that could happen after a save file was loaded from an older version requiring transport line groups to be reconstructed while there were also blueprints with transport belts present in the save.
  • Fixed a crash when ghost of train stop with custom color is upgraded.
  • Fixed a crash when interacting with temporary stops in moving trains. https://forums.factorio.com/127258
  • Fixed a crash when migrating rolling stocks. https://forums.factorio.com/128667
  • Fixed a crash when player uses editor and views surface through remote view and presses shift+right click. https://forums.factorio.com/128840
  • Fixed a crash when reading LuaStyle::horizontal_spacing and vertical_spacing of a table which didn't have these values set. https://forums.factorio.com/129013
  • Fixed a crash when replacing a buffered fluidbox with an unbuffered fluidbox. https://forums.factorio.com/128933
  • Fixed a crash when script requested printing a localised string that has recursion loop. https://forums.factorio.com/113273
  • Fixed a crash when setting active=false on logistic/construction robots. https://forums.factorio.com/128560
  • Fixed a crash when trying to parameterize infinity pipe filters. https://forums.factorio.com/128626
  • Fixed a crash when trying to render corpses without graphics defined. https://forums.factorio.com/128926
  • Fixed a crash when trying to render screenshots of entities marked for upgrade in multiplayer latency. https://forums.factorio.com/128431
  • Fixed a crash when using --dump-prototype-locale with some mods. https://forums.factorio.com/128838
  • Fixed a rare, failing demolisher-related consistency check. https://forums.factorio.com/128720
  • Fixed a recursive table in data would cause a crash. https://forums.factorio.com/128510
  • Fixed a rendering issue with tables when removing all child widgets at once. https://forums.factorio.com/128820
  • Fixed agricultural tower having insufficient electric buffer size when crane_energy_usage was larger than energy_usage.
  • Fixed an issue when changing constant combinator values in multiplayer. https://forums.factorio.com/128613
  • Fixed an issue with choose-elem-button highlighting when disabling/enabling widgets. https://forums.factorio.com/128938
  • Fixed an issue with scrollable tooltips and label sizes. https://forums.factorio.com/128655
  • Fixed any filter was showing in copy-paste filters tip. https://forums.factorio.com/129042
  • Fixed asteroid collector not drawing arms and radius when offscreen. https://forums.factorio.com/116156
  • Fixed belt gap traversing bug related to overbuilding ghost undergrounds with real ones. https://forums.factorio.com/128283
  • Fixed blueprint tile building sometimes not allowing partial builds https://forums.factorio.com/122966
  • Fixed blueprints not building cover tiles when foundation tile build failed on the same position https://forums.factorio.com/128637
  • Fixed consistency issue with locomotive's fuel inventory if it has non fuel items in it.
  • Fixed entity ghost colliding colliding with other force's entity marked for deconstruction sometimes causing a crash https://forums.factorio.com/127660
  • Fixed extra padding above the ghost cursor selection GUI. https://forums.factorio.com/126818
  • Fixed getting an extra warning message of missing underground even when its not needed. https://forums.factorio.com/124209
  • Fixed ghost rotated overbuild over real entity would not generate events. https://forums.factorio.com/128717
  • Fixed ghosts were not showing wire connection areas properly for combinators and power switches when connecting wires.
  • Fixed heat pipe connections did not flip. https://forums.factorio.com/129176
  • Fixed high memory usage of asteroid collectors because they didn't remove invalid asteroid chunks from tracking when they were disabled. https://forums.factorio.com/128564
  • Fixed inserter rotation and extension speed would ignore quality level of normal quality. https://forums.factorio.com/128506
  • Fixed inserters could get stuck trying to insert into lab with some modded technologies active. https://forums.factorio.com/128625
  • Fixed it was possible to set "solar" usage priority for electric energy source of entities that are not a solar panel.
  • Fixed listbox items with remarks would have their text cut off unnecessarily. https://forums.factorio.com/118954
  • Fixed math2d.vector.to_orientation() not enforcing range [0, 1) for the return value. https://forums.factorio.com/128085
  • Fixed missing localisation for nuclear explosion effects. https://forums.factorio.com/129104
  • Fixed missing train stop limit and priority blueprint parametrisation context captions translations. https://forums.factorio.com/128318
  • Fixed modded furnaces would not work with item and fluid recipes based on ingredients order.
  • Fixed multioctave noise allowing negative and infinite octaves which caused the game to freeze in map generation on ARM systems. https://forums.factorio.com/128358
  • Fixed other forces' ghosts with tile buildability rules colliding with a tile ghost on platform being removed on tile ghost build. not revive.
  • Fixed possible memory management error when initializing GPU device counters with Metal. https://forums.factorio.com/128505
  • Fixed renaming the last train stop on a surface would rename all global uses of the name in interrupts. https://forums.factorio.com/123641
  • Fixed researched and disabled technologies being shown in the technology tree and considered as "not researched" for prerequisites checks. https://forums.factorio.com/128875
  • Fixed script could rotate inserters into diagonal directions. https://forums.factorio.com/129103
  • Fixed several issues of factoriopedia entries being in the wrong order. https://forums.factorio.com/128417
  • Fixed smart belt building over a curve in reversed direction. https://forums.factorio.com/126645
  • Fixed solar panels on a script created surfaces were not affected by surface properties.
  • Fixed some issues around setting driving for a vehicle on different surface via scripts https://forums.factorio.com/127651
  • Fixed spidertron remote not showing the color of the selected spiders. https://forums.factorio.com/120405
  • Fixed splitter gui was not updated in some cases. https://forums.factorio.com/129161
  • Fixed spoilable category not showing in Factoriopedia when the item spoiled into nothing. https://forums.factorio.com/129011
  • Fixed storage tank was not showing fluid content through window when frozen. https://forums.factorio.com/129084
  • Fixed super forced building across underground belts not working for some directions. https://forums.factorio.com/127335
  • Fixed super-forcing gates and walls would sometimes cause deconstruction of adjacent curved rails (https://forums.factorio.com/122374 and https://forums.factorio.com/116779)
  • Fixed textbox overlap in logistic network GUI. https://forums.factorio.com/118078
  • Fixed texture initialization on low-memory Macs with the Metal graphics backend. https://forums.factorio.com/128458
  • Fixed that AnimationSheet::repeat_count wasn't handled correctly and could crash the game. https://forums.factorio.com/128804
  • Fixed that LuaEntity::launch_rocket() did not work with some parameter combinations. https://forums.factorio.com/128724
  • Fixed that a black line could appear between chunks at some zoom levels. https://forums.factorio.com/128367
  • Fixed that a long 'Enable train limit' translation would make the train stop GUI expand. https://forums.factorio.com/127386
  • Fixed that asteroids would block placing blueprints. https://forums.factorio.com/128859
  • Fixed that beacons would not respect the allowed module categories of the affected machine. https://forums.factorio.com/116042
  • Fixed that belt dragging over belt undergound gap changed direction in the process, effectively making one part of the drag in the opposite direction.
  • Fixed that building while in the trains GUI when entered from remote view would build physical items. https://forums.factorio.com/128591
  • Fixed that changing recipes in ghost assemblers would always clear requested modules. https://forums.factorio.com/128942
  • Fixed that changing recipes in ghost assembling machines didn't remove invalid item requests. https://forums.factorio.com/127958
  • Fixed that character armor animations did not play correctly. https://forums.factorio.com/128631
  • Fixed that construction robots dispatch for item requests was too slow in networks with many unfulfillable requests. https://forums.factorio.com/127543
  • Fixed that deleting all achievements in a modded game also deleted Steam achievements. https://forums.factorio.com/128753
  • Fixed that demolishers would fall asleep while mostly outside of their territory and would not respond to taking damage. https://forums.factorio.com/128104
  • Fixed that destroying a character entity while it was in a space platform would crash the game. https://forums.factorio.com/128935
  • Fixed that did on_player_driving_changed_state not run when cargo pods landed. https://forums.factorio.com/117557
  • Fixed that disabling a text field widget didn't disable the rich text icon selector. https://forums.factorio.com/125560
  • Fixed that eggs could spoil while traveling over open space and result in stuck biters. https://forums.factorio.com/128902
  • Fixed that fast-replacing furnaces did not put result items into the correct slots. https://forums.factorio.com/128756
  • Fixed that finishing a map drag and closing remote view on the same frame would cause remote view to become "stuck" at an offset. https://forums.factorio.com/128746
  • Fixed that ghost upgrading entities in remote view would play a failure sound if the entity supported rotation but was not currently rotatable. https://forums.factorio.com/122205
  • Fixed that ghost-building upgrading of an entity with module requests would clear the module requests. https://forums.factorio.com/128998
  • Fixed that inactive crafting machines were not clearing animation state when freezing.
  • Fixed that inserters could get stuck when captured spawners would revert and be re-captured. https://forums.factorio.com/128751
  • Fixed that instant upgrading modules was not instant. https://forums.factorio.com/128649
  • Fixed that internal console textfield scrollbar moved to the beginning and back after every key press if the message was too long.
  • Fixed that it was not possible for scripts to set the player's zoom level at or below 1/32. https://forums.factorio.com/128530
  • Fixed that item insertion requests didn't work well with spidertron's sorted inventory. https://forums.factorio.com/120830
  • Fixed that items in provider chests did not count as available when reading logistic network requests. https://forums.factorio.com/128584
  • Fixed that landing at modded planets could cause the game to get stuck waiting for a landing position. https://forums.factorio.com/128194
  • Fixed that locomotive fuel request couldn't be canceled outside of remote view. https://forums.factorio.com/128552
  • Fixed that manually launched rockets could be sent to platforms mid-flight in some cases. https://forums.factorio.com/128393
  • Fixed that multiplayer networking would fail if there were too many mods in the mods directory on Linux. https://forums.factorio.com/128429
  • Fixed that negative quality effects did not show correctly in tootips. https://forums.factorio.com/128464
  • Fixed that offshore pump ghosts kept their fluid filters in cases where they weren't meant to. https://forums.factorio.com/128542
  • Fixed that railguns didn't show the maximum energy consumption correctly. https://forums.factorio.com/128858
  • Fixed that recipe with quality tooltip didn't work for modded GUIs. https://forums.factorio.com/128958
  • Fixed that red wire shadows on selector combinators did not render correctly in the east orientation. https://forums.factorio.com/128890
  • Fixed that renaming all stops would change the color of all stops with that name. https://forums.factorio.com/128440
  • Fixed that rocket silos disabled by script would still try to fulfil space platform requests. https://forums.factorio.com/128819
  • Fixed that some map generator GUI headers didn't show. https://forums.factorio.com/128566
  • Fixed that some space-age recipes using spoiling could be paused indefinitely. https://forums.factorio.com/128716
  • Fixed that text field rendering did not work correctly when when changing the text value in some cases. https://forums.factorio.com/126400
  • Fixed that the Constant Combinator GUI had inconsistent default values. https://forums.factorio.com/128502
  • Fixed that the blueprint GUI could think there were pending changes when there weren't. https://forums.factorio.com/128937
  • Fixed that the blueprint parametrisation formula UI error handling didn't properly fill the variables resulting in false positive errors. https://forums.factorio.com/128195
  • Fixed that the default graphics settings for some Macs with Apple GPUs were too high. (https://forums.factorio.com/128458, https://forums.factorio.com/128653)
  • Fixed that the fulgoran lightning attractor didn't show what items it would produce when mined. https://forums.factorio.com/128612
  • Fixed that the galaxy of fame button would not show when in multiplayer. https://forums.factorio.com/128259
  • Fixed that toggling rocket silo space platform requests did not set the last user. https://forums.factorio.com/128785
  • Fixed that transport belt ghost upgrading could generate unexpected undergrounds. https://forums.factorio.com/128232
  • Fixed that valves would play a working sound when no fluid is flowing.
  • Fixed that when parametrising something without quality (fluid for example), confirming with shortcut didn't allow to keep the parameter. https://forums.factorio.com/127940
  • Fixed that you could un-toggle all of the time buttons in the production statistics GUI. https://forums.factorio.com/128694
  • Fixed that you couldn't immediately clear the cursor if the inventory "hand" was on a filtered slot and you held a different item. Hand will now move to a new slot when swapping it. https://forums.factorio.com/114621
  • Fixed the browse arrows in the remote view changing position when opening the train GUI. https://forums.factorio.com/119525
  • Fixed turret cooldown not accounting for StartingAttack phase length, making effective turret cooldowns longer. Fixes Railgun turret showing incorrect shooting speed. (https://forums.factorio.com/128656) Fixes Railgun upgrades not being correct. (https://forums.factorio.com/116987) Adjusted railgun cooldown to maintain previous shooting speed. Effective technology bonus increased slightly.
  • Fixed upgrade planner upgrading incorrect module slots when the entity was marked for downgrade. https://forums.factorio.com/121495
  • Fixed various problems of smart belt building with no undergrounds in inventory over perpendicular belts. https://forums.factorio.com/122935
  • Fixed vehicle ammo refill was not working. https://forums.factorio.com/129137
  • Fixed wait condition "any planet import zero" was ignoring negative filters when deciding which items would be requested. https://forums.factorio.com/128821
  • Fixed wire shadow rendering ignoring surface shadow opacity. https://forums.factorio.com/128633
  • Improved collection of asteroid chunks on space platforms with fluctuating speed. https://forums.factorio.com/124493
  • Killed landmines now explode. https://forums.factorio.com/121065


Minor Features

  • Added --run-replay command line option.
  • Show existing turrets' radius when holding a turret to be built. https://forums.factorio.com/116572
  • Smart underground belt building now considers splitter to be an obstacle if there was something connected to the lane already.
  • Spidertron remote tooltips show a camera view of the selected spiders.


Modding

  • Added AgriculturalTowerPrototype::accepted_seeds.
  • Added AgriculturalTowerPrototype::randomize_planting_tile.
  • Added ItemPrototype::moved_to_hub_when_building.
  • Added LandMinePrototype::trigger_interval.
  • Added LightningProperties::lightning_multiplier_at_day, lightning_multiplier_at_night, multiplier_surface_property and lightning_warning_icon.
  • Added RecipePrototype::additional_categories.
  • Added SolarPanelEquipmentPrototype::performance_at_day, performance_at_night and solar_coefficient_property.
  • Added SolarPanelPrototype::performance_at_day, performance_at_night and solar_coefficient_property.
  • Added `helpers` to settings and prototype stages.
  • Added the "valve" entity type.
  • Added utility constants logistic_slots_per_row, crafting_queue_slots_per_row, blueprint_big_slots_per_row, blueprint_small_slots_per_row, and trash_inventory_width.


Scripting

  • Added LuaControl::get_inventory_name.
  • Added LuaEntity::cargo_bay_connection_owner read.
  • Added LuaEntity::crane_end_position_3d read for getting current ending position of agricultural crane. https://forums.factorio.com/128752
  • Added LuaEntity::get_fluid_source_tile() and get_fluid_source_fluid().
  • Added LuaEntity::owned_plants read.
  • Added LuaEntity::set_inventory_size_override/get_inventory_size_override methods with support for container and cargo-wagon.
  • Added LuaEntity::use_transitional_requests read/write.
  • Added LuaEntity::valve_threshold_override read/write.
  • Added LuaEntityPrototype::agricultural_tower_radius, crane_energy_usage and growth_area_radius read.
  • Added LuaEntityPrototype::fluid_source_offset.
  • Added LuaEntityPrototype::launch_to_space_platforms read.
  • Added LuaEntityPrototype::valve_mode read, LuaEntityPrototype::valve_threshold read, and LuaEntityPrototype::get_valve_flow_rate(quality).
  • Added LuaGuiElement::quality read/write for "sprite-button" type.
  • Added LuaHelpers::compare_versions().
  • Added LuaHelpers::game_version read.
  • Added LuaInventory::name read.
  • Added LuaSchedule::get_inside_interrupt()/set_inside_interrupt().
  • Added LuaSpacePlatform::clear_ejected_items().
  • Added LuaSpacePlatform::eject_item().
  • Added LuaSpacePlatform::ejected_items read.
  • Added LuaSurface::daytime_parameters read/write.
  • Added LuaSurface::global_electric_network_statistics read.
  • Added LuaSurface::pollution_statistics read.
  • Added LuaSurface::set_pollution.
  • Added LuaSurface::spill_inventory.
  • Added `quality` to on_script_trigger_effect event when item spoils to script trigger.
  • Added character parameter to LuaEntity::launch_rocket.
  • Added defines.inventory.agricultural_tower_input and defines.inventory.agricultural_tower_output.
  • Added defines.inventory.linked_container_main, asteroid_collector_output, crafter_input, crafter_output, crafter_modules, crafter_trash, lab_trash.
  • Added drop_full_stack parameter to LuaSurface::spill_item_stack.
  • Changed LuaEntity::set_passenger() to work with cargo pods.
  • Changed LuaLogisticSection::set_slot() to return the existing conflicting slot (if one exists) instead of erroring.
  • Changed on_space_platform_changed_state event to run after all starter pack actions are done when applying it and LuaSpacePlatform::hub is set.

Version 2.0.47 released as stable

Balancing

  • Changed piercing ammo recipe to be cheaper.
  • Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.
  • Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.


Bugfixes

  • Added info about not being able to set recipe based on surface condition when parametrising blueprint. https://forums.factorio.com/123512
  • Allowed setting blueprint parametetrisation ingredient of by pepetted parameter. https://forums.factorio.com/121422
  • Changed asteroid spawning to be consistent regardless of what other game things are happening. https://forums.factorio.com/127656
  • Fixed " has paused the game" box moving outside the screen when opening the menu. https://forums.factorio.com/114143
  • Fixed " has paused the game" box sometimes appearing outside the screen when pausing the game.
  • Fixed Beacon transmission strength graph duplicate number on some scales. https://forums.factorio.com/118259
  • Fixed Controller settings section in the Controls settings window not behaving correctly during search.
  • Fixed GUI layout issues with relative GUIs when nesting widgets. https://forums.factorio.com/127900
  • Fixed Spoilage from section is included in merged recipe/item entries of factoriopedia. https://forums.factorio.com/125996
  • Fixed Undo after overbuilding existing entities with blueprint parametrised blueprint. https://forums.factorio.com/124612
  • Fixed a consistency crash when disconnecting rolling stock and modifying the train in the same tick through Lua. https://forums.factorio.com/127506
  • Fixed a crash on saving when blueprint was made out of a train that contains a non temporary rail target. https://forums.factorio.com/119656
  • Fixed a crash when a space platform in orbit is teleported to a distant connection by a script.
  • Fixed a crash when clicking on a new tip popup while being dead. https://forums.factorio.com/127440
  • Fixed a crash when corpse animations aren't defined correctly. https://forums.factorio.com/127916
  • Fixed a crash when drawing combinator with activity_led_sprites missing. https://forums.factorio.com/127661
  • Fixed a crash when fast-replacing a train stop ghost with mods listening to 'on_entity_color_changed' event. https://forums.factorio.com/127869
  • Fixed a crash when hovering blueprints pasted into chat. https://forums.factorio.com/128059
  • Fixed a crash when migrating some mods with assembling machines that have control behaviors. https://forums.factorio.com/127793
  • Fixed a crash when on_player_setup_blueprint errors. https://forums.factorio.com/127064
  • Fixed a crash when preparing undo/redo camera for tiles which are on a deleted chunk. https://forums.factorio.com/127876
  • Fixed a crash when removing modded cargo pods through mod removal. https://forums.factorio.com/127757
  • Fixed a crash when rendering a modded pipe that has multiple connections facing the same direction. https://forums.factorio.com/128399
  • Fixed a crash when reordering empty filters in asteroid collector. https://forums.factorio.com/128286
  • Fixed a crash when robot orders are invalidated while finishing another order. https://forums.factorio.com/128387
  • Fixed a crash when script tries to set deconstruction planner's entity filter to contain only quality condition. https://forums.factorio.com/127716
  • Fixed a crash when setting resource_patch_search_radius to 0. https://forums.factorio.com/127907
  • Fixed a crash when some tile sprites end up with zero size due to scaling. https://forums.factorio.com/128344
  • Fixed a crash when trying to open the logistics GUI while dead. https://forums.factorio.com/127693
  • Fixed a crash with rocket flying sound after a failed audio device switch.
  • Fixed a custom GUI layout issue. https://forums.factorio.com/128385
  • Fixed a desync related to demolishers. https://forums.factorio.com/127560
  • Fixed a performance issue with lightning on explored planets. https://forums.factorio.com/127611
  • Fixed a potential stutter when stopping a variable music track. https://forums.factorio.com/127454
  • Fixed a sound instance leak when closing machine GUIs with playing sound accents. https://forums.factorio.com/127889
  • Fixed accumulator charge/discharge emission sprite being misaligned. https://forums.factorio.com/128113
  • Fixed achievement GUI progress not being updated after an achievement was completed. https://forums.factorio.com/122821
  • Fixed alert icons could persist after changing surfaces. https://forums.factorio.com/121200
  • Fixed assembler insertion margins were not correctly accounting for max inserter hand in some cases. https://forums.factorio.com/127884
  • Fixed asteroids not getting destroyed when they collided with the platform and had zero relative velocity while the platform was moving.
  • Fixed asteroids sometimes getting destroyed when platform speed was negative.
  • Fixed black lines on some entities when "alt-mode" is enabled when using Metal graphics backend.
  • Fixed blood particle tint being ignored in Lua. https://forums.factorio.com/127585
  • Fixed blueprint library small slots view had extra empty space. https://forums.factorio.com/127392
  • Fixed building preview of blueprint with locomotives could show them in wrong orientation when blueprint is rotated in some cases. https://forums.factorio.com/122643
  • Fixed burner spidertron would keep moving indefinitely after running out of fuel. https://forums.factorio.com/128126
  • Fixed changing deconstruction planner entity and tile filters by script would not replace all filters. https://forums.factorio.com/127720
  • Fixed clicking a station label in the train GUI would not open map at the expected train stop. https://forums.factorio.com/107757
  • Fixed consistency issue related to importing blueprint strings where assembler is given a recipe it cannot craft. https://forums.factorio.com/127707
  • Fixed constant combinators were clamping total values from logistic sections when they should wrap around. https://forums.factorio.com/128129
  • Fixed copying from space platforms did not count and preview platform tiles. https://forums.factorio.com/124874
  • Fixed count of trains in group was not updating when adding other trains to group by copy settings. https://forums.factorio.com/122645
  • Fixed crash related to boilers when configured to output fluid with lower temperature than default temperature of output fluid. https://forums.factorio.com/124071
  • Fixed crash that could occur when using the Metal graphics backend with texture streaming enabled.
  • Fixed crash that could randomly occur when using Metal graphics backend.
  • Fixed custom minimap widget would not restore zoom after save-load, would ignore zoom given during creation and would change zoom incorrectly when writing to zoom. https://forums.factorio.com/127590
  • Fixed cutting both tile ghosts and non-(tile ghost) entities would remove the tile ghosts, despite not include them in resulting BP. https://forums.factorio.com/127588
  • Fixed decider's output constant was not covered by parametrisation. https://forums.factorio.com/127695
  • Fixed deconstruction planner with tile filter would not mark for deconstruction hidden tiles matching filter if there is a non-matching tile marked for deconstruction covering them. https://forums.factorio.com/127727
  • Fixed display panel chart tags having different sprite layering than regular map tags. https://forums.factorio.com/127174
  • Fixed display panel not updating rendered text after parametrisation. https://forums.factorio.com/127694
  • Fixed edit interrupt GUI closing the wait conditions and choose station windows spuriously. https://forums.factorio.com/118361
  • Fixed expected resources were rounded down in some cases. https://forums.factorio.com/127787
  • Fixed fluid box compound was not respecting max pipeline extent value of the original fluid boxes. https://forums.factorio.com/128123
  • Fixed freeplay description was changing to space age freeplay even if space-age mod was not enabled. https://forums.factorio.com/127215
  • Fixed generator equipment item tooltip ignoring fuel consumption efficiency. https://forums.factorio.com/127280
  • Fixed ghost (non-superforced) rotated fast replace of some fast replaceable entities that have rotation constrains after placement. https://forums.factorio.com/100956
  • Fixed importing upgrade planner string would not preserve fuel mappers. https://forums.factorio.com/127742
  • Fixed in some cases a locomotive could be fueled even if the train was already on the way but not yet moving. https://forums.factorio.com/123930
  • Fixed inconsistent display of rich text icons in tooltips. https://forums.factorio.com/125254
  • Fixed inserters would detach from valid pickup targets if they have no inventory. https://forums.factorio.com/127774
  • Fixed issue with merging fluid/recipe where there are more result products. https://forums.factorio.com/128120
  • Fixed it was not possible to configure infinity cargo wagon infinity filters in some cases. https://forums.factorio.com/127743
  • Fixed it was not possible to use more than 6 recipe ingredients in blueprint parametrisation formulas. https://forums.factorio.com/127748
  • Fixed labs with drain multiplier taking too long to drain final fraction of science packs. https://forums.factorio.com/128097
  • Fixed latency hiding when dragging remote remote view with the cursor while the server is running more slowly than clients. https://forums.factorio.com/122891
  • Fixed locomotive GUI formatting for trains with many fuel slots. https://forums.factorio.com/104682
  • Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. https://forums.factorio.com/126778
  • Fixed logistic group multiplier was not visible with long group names. https://forums.factorio.com/124233
  • Fixed manually changing upgrade target of entity was not covered by undo. https://forums.factorio.com/126895
  • Fixed missing achievement mentions for the new restrictions in map gen settings.
  • Fixed mods adding many planets would cause the map generator GUI to not layout nicely. https://forums.factorio.com/123043
  • Fixed module slots configured in upgrade planner would not preserve positions when exported to a string. https://forums.factorio.com/127742
  • Fixed not being able to mute sound category by clicking its label. https://forums.factorio.com/127332
  • Fixed particles being updated twice when they moved to a new chunk. https://forums.factorio.com/127063
  • Fixed pinned achievement cards stretching when multiplayer infoboxes are present. https://forums.factorio.com/126269
  • Fixed platforms list not updating after platform was renamed. https://forums.factorio.com/127666
  • Fixed potential crash when drawing an entity in the GUI at scale 0. https://forums.factorio.com/127734
  • Fixed pretty print for LuaPlayer was showing wrong index. https://forums.factorio.com/127786
  • Fixed production score script error when encountering recipe products of type "research-progress". https://forums.factorio.com/125973
  • Fixed programmable speaker alert quality wasn't shown in the alert slot. https://forums.factorio.com/117363
  • Fixed programmable speaker alerts would not update to show on map when alert was active. https://forums.factorio.com/121470
  • Fixed rail variants can now be accessed with alt click in factoriopedia. https://forums.factorio.com/127867
  • Fixed recipe raw for some gleba recipes would use some unexpected recipes to obtain spoilage. https://forums.factorio.com/123147
  • Fixed recipe tooltips not showing intermediate ingredients as craftable (orange) when those intermediate recipes create extra products. https://forums.factorio.com/105658
  • Fixed renaming all logistic points in a logistic group would delete the old group if the new group already existed. https://forums.factorio.com/127190
  • Fixed rich text chat tooltips not disappearing when opening the menu. https://forums.factorio.com/108191
  • Fixed rich text chat tooltips showing when hovering below the chat with chat messages with multiple lines.
  • Fixed rocket target GUI was showing platforms unsorted. https://forums.factorio.com/127668
  • Fixed schedule GUI station buttons not updating correctly. https://forums.factorio.com/116283
  • Fixed shotgun damage tooltip not showing parenthesis. https://forums.factorio.com/114190
  • Fixed some icons were not collected for galaxy of fame uploads. https://forums.factorio.com/125306
  • Fixed space platform schedule was not updating logical operator when changed by other players. https://forums.factorio.com/126828
  • Fixed that Bioflux and Yumako would heal vehicles. https://forums.factorio.com/126875
  • Fixed that Ctrl+Click on empty equipment grid slot in remote view behaved unexpectedly. https://forums.factorio.com/127251
  • Fixed that CustomGuiSlider did not respect the discrete slider value when changing the minimum and maximum values. https://forums.factorio.com/125815
  • Fixed that Factoriopedia would not fully respect the relative ordering between different object types. https://forums.factorio.com/127979
  • Fixed that LuaDefines::logistic_member_index was missing some values. https://forums.factorio.com/127259
  • Fixed that LuaSchedule::add_record() ignored created_by_interrupt. https://forums.factorio.com/128066
  • Fixed that a decal covered by a tile would still play its walking sound. https://forums.factorio.com/127536
  • Fixed that arriving platforms sent the wrong old state to on_space_platform_changed_state event. https://forums.factorio.com/128352
  • Fixed that blueprint parameter item which was named but not configured to be parametrised became parametrised after export/import through blueprint string. https://forums.factorio.com/121238
  • Fixed that blueprint parametrisation of combination of recipe + item didn't apply the recipe limitation based on crafting machine it appears in. https://forums.factorio.com/121013
  • Fixed that building trains would remove train ghosts on other rail elevations. https://forums.factorio.com/128025
  • Fixed that building underground belts and underground pipes would not show an error flying text. https://forums.factorio.com/121145
  • Fixed that building walls would remove unrelated ghosts in some cases. https://forums.factorio.com/121124
  • Fixed that canceling cliff deconstruction could break cliff deconstruction. https://forums.factorio.com/127640
  • Fixed that changing enemy expansion settings didn't update the enemy expansion map. https://forums.factorio.com/113349
  • Fixed that changing quality in some select-GUIs would reset the count. https://forums.factorio.com/123929
  • Fixed that changing the minimum value of a logistic request through moving the maximum slider did not work correctly. https://forums.factorio.com/124659
  • Fixed that changing the requested item in space platform hubs would only visually update the max amount. https://forums.factorio.com/122834
  • Fixed that choose elem button filters did not handle migrations at all. https://forums.factorio.com/127652
  • Fixed that combining negative logistic filters with positive ones did not work correctly. https://forums.factorio.com/127246
  • Fixed that confirming icon selection in the save game dialog name editing confirmed the save dialog instead of the icon selection. https://forums.factorio.com/122917
  • Fixed that creating a rich text tag by deleting a character would not move the text cursor from the middle of the tag. https://forums.factorio.com/102851
  • Fixed that deconstruction jobs didn't properly distribute tasks to closer robots. https://forums.factorio.com/116875
  • Fixed that deleting items through the map editor didn't clear request proxies. https://forums.factorio.com/127164
  • Fixed that drag building an underneathie would show a flying text whenever the cursor went over an obstacle.
  • Fixed that entity quality conditions when rendering blueprints would render behind the entity. https://forums.factorio.com/127724
  • Fixed that frozen rocket silos could block non-frozen silos from launching. https://forums.factorio.com/128006
  • Fixed that galaxy of fame wasn't available when player died after winning the game. https://forums.factorio.com/122394
  • Fixed that highlighting robots in the logistic networks GUI excluded requested robots. https://forums.factorio.com/126621
  • Fixed that indestructible entities on the space platform could consume asteroid damage before other entities on the same tile.
  • Fixed that inserters could get stuck inserting items if the item spoiled into one of the crafting machines current recipe ingredients. https://forums.factorio.com/127583
  • Fixed that installing modules with an upgrade planner or manually via fast-transfer wouldn't work if modules or module requests already existed in the entity. https://forums.factorio.com/117838
  • Fixed that instant tooltips could block the game-over screen. https://forums.factorio.com/128122
  • Fixed that it was possible to rotate blueprint with thrusters. https://forums.factorio.com/125242
  • Fixed that it was possible to start another blueprint build while parametrisation was in progress. https://forums.factorio.com/120531
  • Fixed that linked belt fast-replace didn't change the direction. https://forums.factorio.com/121508
  • Fixed that locale pluralization did not work with SI-prefixed numbers.
  • Fixed that logistic section multipliers rounded differently in some places. https://forums.factorio.com/125226
  • Fixed that lower pollution absorption disabled some achievements (instead of the higher one).
  • Fixed that manually filed rocket silos wouldn't launch correctly when multiple platforms requested the same item. https://forums.factorio.com/128447
  • Fixed that manually placing a real entity on a ghost didn't set item requests properly. https://forums.factorio.com/127575
  • Fixed that modded miniature spidertrons could get stuck when something is built underneath their legs. https://forums.factorio.com/119004
  • Fixed that modifying logistic requests in groups on planets would reset import-from. https://forums.factorio.com/119455
  • Fixed that modifying the group schedule of trains would cause other trains in the group to switch to automatic mode. https://forums.factorio.com/128173
  • Fixed that module upgrade requests could get cut short depending on the module inventory size of the original entity. https://forums.factorio.com/119941
  • Fixed that module upgrades could not be cancelled with an upgrade planner. https://forums.factorio.com/122766
  • Fixed that module upgrades used the original entity's "allowed effects" restrictions instead of the upgrade target's. https://forums.factorio.com/119941
  • Fixed that module upgrades, installations, and removals via upgrade planner didn't work if the entity already had existing delivery or removal requests in another inventory.
  • Fixed that overbuilding train with parametrised blueprint didn't apply the parametrisation on the schedule of the existing train. https://forums.factorio.com/126136
  • Fixed that picking rocket parts signal by pipette picked the item version of the signal, which wasn't compatible with the recipe version of the signal.
  • Fixed that pipette on resource entities would put the burner drill circuit signal in the cursor. https://forums.factorio.com/127988
  • Fixed that pipette while in the train fuel tab would put a ghost item in the cursor. https://forums.factorio.com/125090
  • Fixed that pipetting parameter in cheat mode generated parameter item.
  • Fixed that pressing alt while selecting blueprint contents confirmed the selection. https://forums.factorio.com/119511
  • Fixed that pushing fluid away into a double-buffered fluidbox would push fluid into the internal buffer instead of the segment. https://forums.factorio.com/127305
  • Fixed that quality tooltips showed the wrong value in crafting machines in modded cases. https://forums.factorio.com/125513
  • Fixed that reading orbital requests would generate negative signals in some cases. https://forums.factorio.com/121003
  • Fixed that rearranging infinity filters could cause buttons to edit the wrong filters. https://forums.factorio.com/128189
  • Fixed that recipe hover highlights didn't work correctly when driving vehicles. https://forums.factorio.com/124215
  • Fixed that recipe item order changes would cause items to be removed in some cases. https://forums.factorio.com/128105
  • Fixed that recipes using result_is_always_fresh would start spoiling at the tick crafting started instead of the tick crafting finished. https://forums.factorio.com/128341
  • Fixed that remote equipment removal couldn't be cancelled. https://forums.factorio.com/123069
  • Fixed that remote view could not interact with blueprint books in the character inventory. https://forums.factorio.com/117944
  • Fixed that remote view could not order removal of items from the assembling machine dump inventory. https://forums.factorio.com/126802
  • Fixed that robot upgrade jobs weren't evenly distributed. https://forums.factorio.com/125704
  • Fixed that searching in inventories did not search quality names. https://forums.factorio.com/127826
  • Fixed that selecting parameter when only the base value is possible to change (the blueprint contains the item in other than normal quality), the select list actually offered quality selection and discarded it, instead of not even offering the quality selection. https://forums.factorio.com/121844
  • Fixed that selecting rocket part during blueprint parametrisation created incompatibile station name. https://forums.factorio.com/121079
  • Fixed that self-recycling recipes were generated for parameters.
  • Fixed that setting fluids on a FluidBox via Lua would give fluids to ghost entities, which would cause a consistency check failure. https://forums.factorio.com/127733
  • Fixed that signal pipette did not work for fluids, and some other GUI elements. https://forums.factorio.com/120416
  • Fixed that smart belt dragging would not revive ghost underground belts at the end of a gap. https://forums.factorio.com/118408
  • Fixed that some tile types on Gleba were not absorbing spores.
  • Fixed that space platform name wasn't parametrisable by blueprint.
  • Fixed that space platform schedule wasn't properly affected by during blueprint parametrisation. https://forums.factorio.com/124305
  • Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
  • Fixed that the build preview and rolling stock final position did not match in some cases. https://forums.factorio.com/126883
  • Fixed that the burner generator prototype type did not report its max consumption correctly. https://forums.factorio.com/127140
  • Fixed that the confirm hotkey did not confirm-resume when in the map editor. https://forums.factorio.com/122737
  • Fixed that the invalidation of the achievement "Keeping your hands clean" wasn't properly saved on a headless server. https://forums.factorio.com/118168
  • Fixed that the last-shown mod thumbnail would remain when the mod info pane was cleared. https://forums.factorio.com/126193
  • Fixed that the map editor extra-settings GUI did not work correctly for ghosts. https://forums.factorio.com/127809
  • Fixed that the map view train shortcut info was shown when zoomed in even though it didn't apply when zoomed in. https://forums.factorio.com/123075
  • Fixed that the missing-equipment message when copying spidertron equipment overlapped. https://forums.factorio.com/128306
  • Fixed that the mod manager update table styling would break when mods were updating. https://forums.factorio.com/117713
  • Fixed that the recipe productivity locale was in space age instead of core. https://forums.factorio.com/127938
  • Fixed that the space platform hub full alert didn't persist in some situations. https://forums.factorio.com/127058
  • Fixed that the train control hint window was showing in remote view of other surfaces. https://forums.factorio.com/118902
  • Fixed that trees on Gleba were taking damage from and absorbing spores. https://forums.factorio.com/123472
  • Fixed that trying to move the upper limit on double-slider GUI elements could sometimes change the lower limit even when nothing actually changed. https://forums.factorio.com/119015
  • Fixed that turrets could get stuck shooting at the wrong location when target-leading fast targets. https://forums.factorio.com/127650
  • Fixed that undo when in the Map Editor and having instant-blueprint-building enabled didn't always work with elevated rails. https://forums.factorio.com/128280
  • Fixed that undoing a fast replace would not restore wires. https://forums.factorio.com/117356
  • Fixed that upgrading or manually fast-replacing any entity would clear any pending item delivery or removal requests. https://forums.factorio.com/122943
  • Fixed that when number parameter had formula but disabled, it still counted that value as not needed to be filled when deciding what parametrisation window to show. https://forums.factorio.com/122761


Changes

  • Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.
  • All parameters can potentially generate the stack size, crafting time, rocket capacity and ingredient count as long as they are mapped to id which is a recipe.
  • Atomic bomb now blasts planet-appropriate holes into the terrain of the planet if the terrain is floating on a fluid: Ammoniacal ocean for Aquilo, Lava for Vulcanus. It also destroys space platform tiles.
  • Cargo landing pad does not draw inventory contents in alt mode.
  • Changed pipette to always select normal quality items when pipetting a tile. https://forums.factorio.com/126506
  • Changed the blueprint parametrisation logic related to quality. Before, whenever anything other than normal quality was used with parameters, the quality was always taken from the blueprint, and only the core id was parametrised. Now, this only happens when more than 1 quality with the same id is present instead.
  • Creating a rich text tag will move the text cursor to the end of the tag, not the beginning.
  • Decider combinator condition which contains parameter evaluated to nothing (non-existent ingredient) when building blueprint is deleted instead of kept empty. https://forums.factorio.com/118455
  • Improve relative vehicle driving with gamepad in multiplayer, especially when shooting.
  • Included priority and train limit of train stop into blueprint parametrisation.
  • Lowered volume of cargo wagon and beacon open/close GUI sounds. https://forums.factorio.com/127908
  • New achievement limitations won't affect saves started before the version 2.0.45.
  • Reduced volume and pitch of recycler loop and railgun turret shot sounds. https://forums.factorio.com/128024
  • Renamed controller vehicle driving modes from "relative" to "heading" and from "absolute" to "steering".
  • Some achievements are also disabled when Gleba enemies are set to be lower.
  • The "Tags" map overlay setting now also toggles display panel tags. https://forums.factorio.com/127174
  • When the blueprint is being parametrised and "Show all items in selection list" interface option is selected, all (even locked) recipes are presented. https://forums.factorio.com/122496
  • [space-age] Changed rocket part recipe position in the signal selection to be next to the rocket silo instead of intermediates.


Graphics

  • Added Metal graphics backend for Apple devices.
  • Added graphics for frozen stone path.
  • Added new particle effects for mining or destroying Gleba plants and fungi.
  • Added new recipe icons for molten metals from ore and reworked existing icons related to molten metals and lava. https://forums.factorio.com/118474
  • Added some new Gleba decorative variants for Nerve roots.
  • Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. https://forums.factorio.com/125880
  • Changed the north edge of all pipe graphics to include an arch to prevent tiling issues in specific cases.
  • Improved visibility and looks of Fulgora cliffs.
  • Improved water/land visibility on Gleba by masking decals over water, changing terrain and water colors, and adding a water edge foam effect.


Gui

  • Added equipment grid button to locomotive GUI and removed the popup window. https://forums.factorio.com/119335


Minor Features

  • Added "planets" and "character" tags to the mod portal explore pane.
  • Added Space Age expansion filter to the mod portal explore pane.
  • Added filter support to burner fuel inventories.
  • Added heading car driving option for keyboard input method. Pressing in a direction will make vehicles automatically turn and accelerate to that side of the screen.
  • Added support for volume and speed activity matching for persistent working sounds.
  • Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
  • Equipment grid GUIs have improved click-and-drag support. In addition to installing equipment, you can now click and drag to pick up, transfer, and fast-replace equipment.
  • Items manually inserted or removed from space platform dump inventory will always reset drop cooldown to two seconds. This should make manual interactions more responsive and intuitive. https://forums.factorio.com/127709
  • Mod portal search results and mod info will show whether they require the Space Age expansion.
  • Tall tooltips when attached to the right side of the screen can be scrolled (by default shift + scroll).
  • The swap-players command can now handle basic remote view and players in space platform hubs.


Modding

  • Added AirbornePollutantPrototype::damages_trees.
  • Added CarPrototype::rotation_snap_angle
  • Added FusionReactorPrototype::target_temperature.
  • Added MiningDrillPrototype::uses_force_mining_productivity_bonus.
  • Added PumpPrototype::flow_scaling.
  • Added RocketSiloPrototype::can_launch_without_landing_pads.
  • Added collision-layer out_of_map for out-of-map tiles.
  • Decals now support draw_as_light and draw_as_glow.
  • Fluid boxes with diagonal connections now throw a prototype error.
  • Instead of "enemy-bases" autoplace control being hardcoded to be the one to affect achievements, achievements are now affected by any autoplace controls with the new property related_to_fight_achievements.
  • [space-age] Decals can now be masked by water if their layer is above UtilityConstants::capture_water_mask_at_layer, the tile effect has a lightmap_alpha of less than 1, and the decal has opacity_over_water less than 1. This is currently requires Space Age as the effect is not supported on Switch.


Scripting

  • Added LuaControl::close_factoriopedia_gui().
  • Added LuaControl::open_factoriopedia_gui(...).
  • Added LuaEntity::base_damage_modifiers and bonus_damage_modifiers read/write.
  • Added LuaEntity::item_request_proxy read as the recommended way to check for the presence of one.
  • Added LuaPlayer::zoom_limits
  • Added LuaTransportLine::total_segment_length.
  • Added base_damage_modifiers and bonus_damage_modifiers when creating projectile types through LuaSurface::create_entity().
  • Added label, preview_distance and always_visible fields to LuaPlayer::add_pin.
  • Added optional amount to LuaItemStack::transfer_stack().
  • Added support for fusion reactors to LuaEntityPrototype::target_temperature.
  • Made LuaPlayer::zoom readable
  • The remote view controller now supports enabling and disabling flashlight.


The full changelog is too long and Steam won't let us post it, so please check our forums or in-game for details.

Version 2.0.43 released as stable

Minor Features


  • Added support for volume and speed activity matching for persistent working sounds.
  • The swap-players command can now handle basic remote view and players in space platform hubs.
Graphics


  • Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. more
Balancing


  • Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
  • Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.
Bugfixes


  • Fixed a desync related to demolishers. more
  • Fixed total raw item icons clipping out of the recipe tooltip. more
  • Fixed unlimited building reach when train GUI was open from character view. more
  • Fixed vehicles with portable roboports not being able to insert/remove equipment from themselves. more
  • Fixed a potential stutter when stopping a variable music track. more
  • Fixed variable music track intermezzo not being played correctly for subsequent tracks.
  • Fixed the collision and selection boxes for many of the Gleba tree/fungi.
  • Fixed a performance issue with lightning on explored planets. more
  • Fixed tile auto-filling logic would sometimes ignore listed entities' (e.g. Asteroid collector's) buildability rules. more
  • Fixed that picking rocket parts signal by pipette picked the item version of the signal, which wasn't compatible with the recipe version of the signal.
  • Fixed that inserters could get stuck inserting items if the item spoiled into one of the crafting machines current recipe ingredients. more
  • Fixed ghost (non-superforced) rotated fast replace of some fast replaceable entities that have rotation constrains after placement. more
  • Fixed cutting both tile ghosts and non-(tile ghost) entities would remove the tile ghosts, despite not include them in resulting BP. more
  • Fixed that remote equipment removal couldn't be cancelled. more
  • Fixed that Ctrl+Click on empty equipment grid slot in remote view behaved unexpectedly. more
  • Fixed production score script error when encountering recipe products of type "research-progress". more
  • Fixed that trees on Gleba were taking damage from and absorbing spores. more
  • Fixed that some tile types on Gleba were not absorbing spores.
  • Fixed that the train control hint window was showing in remote view of other surfaces. more
  • Fixed that undoing a fast replace would not restore wires. more
  • Fixed a crash with rocket flying sound after a failed audio device switch.
  • Fixed that it was possible to rotate blueprint with thrusters. more
  • Fixed custom minimap widget would not restore zoom after save-load, would ignore zoom given during creation and would change zoom incorrectly when writing to zoom. more
  • Fixed that canceling cliff deconstruction could break cliff deconstruction. more
  • Fixed that manually placing a real entity on a ghost didn't set item requests properly. more
  • Fixed a crash when drawing combinator with activity_led_sprites missing. more
  • Fixed rocket target GUI was showing platforms unsorted. more
  • Fixed platforms list not updating after platform was renamed. more
  • Fixed crash related to boilers when configured to output fluid with lower temperature than default temperature of output fluid. more
  • Fixed recipe raw for some gleba recipes would use some unexpected recipes to obtain spoilage. more
  • Fixed decider's output constant was not covered by parametrisation. more
  • Fixed display panel not updating rendered text after parametrisation. more
  • Fixed consistency issue related to importing blueprint strings where assembler is given a recipe it cannot craft. more
  • Fixed a crash when script tries to set deconstruction planner's entity filter to contain only quality condition. more
  • Fixed a crash on saving when blueprint was made out of a train that contains a non temporary rail target. more
  • Fixed util.rotate_position was working incorrectly. more
  • Fixed changing deconstruction planner entity and tile filters by script would not replace all filters. more
  • Fixed unit groups getting stuck while following a path, causing the units in the group to give up on their goal. more
  • Changed asteroid spawning to be consistent regardless of what other game things are happening. more
  • Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. more
  • Fixed a crash when trying to open the logistics GUI while dead. more
  • Fixed that galaxy of fame wasn't available when player died after winning the game. more
  • Fixed that changing enemy expansion settings didn't update the enemy expansion map. more
  • Fixed that choose elem button filters did not handle migrations at all. more
  • Fixed that turrets could get stuck shooting at the wrong location when target-leading fast targets. more
  • Fixed that entity quality conditions when rendering blueprints would render behind the entity. more
  • Fixed importing upgrade planner string would not preserve fuel mappers. more
  • Fixed potential crash when drawing an entity in the GUI at scale 0. more
  • Fixed module slots configured in upgrade planner would not preserve positions when exported to a string. more
  • Fixed various issues related to upgrade planner and Lua API. more
  • Fixed programmable speaker alert quality wasn't shown in the alert slot. more
  • Fixed it was not possible to use more than 6 recipe ingredients in blueprint parametrisation formulas. more
  • Fixed it was not possible to configure infinity cargo wagon infinity filters in some cases. more
  • Fixed that setting fluids on a FluidBox via Lua would give fluids to ghost entities, which would cause a consistency check failure. more
  • Fixed space platform schedule was not updating logical operator when changed by other players. more
  • Fixed manually changing upgrade target of entity was not covered by undo. more
  • Fixed freeplay description was changing to space age freeplay even if space-age mod was not enabled. more
  • Fixed some icons were not collected for galaxy of fame uploads. more
Modding


  • Added AirbornePollutantPrototype::damages_trees.

Version 2.0.42 released as stable

Minor Features


  • Added additional information to Landing pad, Platform Hub and Cargo bay in factoriopedia. more
Graphics


  • Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
Bugfixes


  • Fixed equipment grid ghost interaction for entities that move in some cases. more
  • Fixed a crash when named logistic sections are removed when entities are removed due to mod removal. more
  • Fixed that finite infinite levels would show wrong in the technology GUI in some cases. more
  • Fixed that display panel text wasn't parametrisable by blueprint parametrisation. more
  • Fixed that switching to remote view while shooting would keep shooting. more
  • Fixed consistency issue related to downgrading blueprints that contain assemblers that when downgraded can no longer craft the recipe. more
  • Fixed trains station tutorial would crash when adding a schedule record. more
  • Fixed that space platform hubs would not auto-trash items correctly. more
  • Fixed a crash when asteroid collector tried to mine an unminable asteroid chunk.
  • Fixed migrating logistic containers into storage chest could leave them inconsistent. more
  • Fixed that fusion generators were highly sensitive to entity update order. more
  • Fixed that rockets might not launch if there were manual filled rockets and multiple platforms wanting the same items with at least 1 being full. more
  • Fixed a crash related to drag building ghost belts and script reviving entities. more
  • Fixed a crash when upgrade-reviving ghost entities that have gui open. more
  • Fixed a proxy container attached to mining drill module inventory would not wake up inserters when modules are inserted or removed. more
  • Fixed display panel text was not showing up on screenshots. more
  • Fixed selector combinator gui was showing input value in the output count signal slot. more
  • Fixed following robots lifetime modifier was not working with fractions. more
  • Fixed demolishers were unable to destroy open gates. more
  • Fixed spoil to trigger was not spawning correct amount of entities.
  • Agricultural Tower soil fertility visualisations now renders "growable with different soil" even when acceptable tile is covered by deconstructible tile more
  • When placing growable tile, Agricultural tower growing spot is highlighted even in a case where tile is placeable as replacement of non-growable tile (e.g. overgrowth soil on landfilled apt wetland tile)
  • Fixed a crash and some other zoom-related problems if the window size is exceptionally large. more
  • Fixed items on splitters were changing sides when rotating. more
  • Fixed decider combinator gui conditions highlighting. more
  • Fixed blueprints being able to rotate entites that are not rotatable based on their prototypes more
  • Fixed that blueprint building parametrisation gui didn't accept unit postfixes and formulas. more
  • Fixed that blueprint parametrisation number value edit didn't accept unit postfixes and formulas.
  • Fixed wire distance checks when entity uses rotated selection boxes. more
  • Fixed deconstruction planner with quality entities selected would not show quality on the icon. more
  • Fixed modded technologies with finite amount of levels could fail to show levels info. more
  • Fixed that blueprint parametrisation was able to change number in a storage chest filter. more
  • Added more context to blueprint parameters in trains. more
  • Fixed changing space platform hub's inventory bar was not waking up input inserters. more
  • Fixed pipe connection sprites of some machines not working together with storage tanks and pumps. more
  • Fixed tooltip for recipe parameters to not show "made in". more
  • Fixed lamps with color set by control behavior would not use color for one tick after loading a save. more
  • Fixed cutscenes would reset player zoom level when finishing. more
  • Fixed some tooltip lines would clip outside the tooltip frame. more
  • Fixed that the character would keep mining when entering remote view. more
Modding


  • Changed working_visualisations to enforce that the provided array is contiguous.
  • Added FluidBoxPrototype::volume_reservation_fraction.
  • Added ExplosionPrototype::delay and ExplosionPrototype::delay_deviation for adding an artificial delay to an explosion effect.
  • Added ExplosionPrototype::explosion_effect which triggers after the delay has passed instead of when the explosion entity is created as with EntityPrototype::created_effect.
  • Added TechnologyPrototype::show_levels_info.
Scripting


  • LuaEntity::infinity_inventory_filters and remove_unfiltered_items now support infinity-cargo-wagon.
  • LuaControl::walking_state now reads and writes spider-vehicle walking state if the player is driving one.
  • Added LuaEntity::cargo_pod_origin which stores which station entity the pod departed from. (Migrated existing pods from before this version do NOT retroactively gain this information)
  • Added 'spoil-result' and 'plant-result' filter to ItemPrototypeFilters.

Version 2.0.41 marked as stable

Bugfixes

  • Fixed GPU-accelerated compressed mipmaps on Apple Silicon Macs. https://forums.factorio.com/127316
  • Fixed a crash related to modded enemy behavior. https://forums.factorio.com/127314
  • Fixed a crash when a tile cannot be placed due to a missing foundation with default not given. https://forums.factorio.com/127087
  • Fixed a crash when trying to create a blueprint out of space platform hub which has wait condition with empty item field.
  • Fixed a crash when upgrading underground belts manually through remote view. https://forums.factorio.com/127385
  • Fixed a desync when cancelling deconstruction of frozen underground belts or frozen splitters.
  • Fixed a graphics artifact when drawing ghost rocket silos. https://forums.factorio.com/126888
  • Fixed another bug related to smart underground belt building.
  • Fixed deconstruction planner would not respect deconstruction alternatives when they were inside of entity ghost. https://forums.factorio.com/127414
  • Fixed extra spidertron ghost being created when ghost-building spidertron snapped to existing spidertron ghost https://forums.factorio.com/119776
  • Fixed ghosts of non-blueprintable entities being ghost-buildable in normal mode (e.g. in remote view). https://forums.factorio.com/127375
  • Fixed missing blueprint parametrisation number context for ticks waiting in station schedule condition. https://forums.factorio.com/119806
  • Fixed nauvis_uranium_processing menu simulation not loading properly in the demo. https://forums.factorio.com/124048
  • Fixed parametrisation into requests which would lead into duplicate requests wasn't handled. https://forums.factorio.com/119628
  • Fixed rail signal selection box when selection box is off-center. https://forums.factorio.com/119778
  • Fixed splash screen progress bar size not scaling with the UI.
  • Fixed that beacon fast-replace would allow modules the beacon did not accept. https://forums.factorio.com/125352
  • Fixed that building vehicles with pre-configured equipment grids did not always work correctly. https://forums.factorio.com/123758
  • Fixed that personal lasers would be offset incorrectly while having a tesla gun equipped. https://forums.factorio.com/122006
  • Fixed that pre-2.0 map exchange strings were able to disable cliffs on all planets. https://forums.factorio.com/127071
  • Fixed that some frozen rocket silos could get stuck. https://forums.factorio.com/126779
  • Fixed that the can't-reach wire sprite would get drawn under some entities. https://forums.factorio.com/124590
  • Fixed that the chart drag hotkey did not work. https://forums.factorio.com/127287
  • Fixed that the infinity cargo wagon showed in Factoriopedia. https://forums.factorio.com/127394
  • Fixed that water cane had the wrong icon. https://forums.factorio.com/123473
  • [space-age] Fixed some recipes would recycle to wrong items when playing with quality only. https://forums.factorio.com/127370


Modding

  • Added ElectricPolePrototype::rewire_neighbours_when_destroying.
  • Moved the agricultural tower growth area radius to the prototype as growth_area_radius. https://forums.factorio.com/127340