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  3. Version 2.0.55 released as stable

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.