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Factorio News

Version 1.1.39 released as stable

Bugfixes


  • Fixed that rotating belt direction when dragging allowed "stash" the rotate and continue in the original direction. more
  • Fixed that loading a game that was saved during drag building didn't clear the internal drag building state causing blueprint snapping not working properly. more
  • Fixed that LuaGameScript::check_prototype_translations() didn't check technologies. more
  • Fixed that items with data would not stack properly in crafting machine source inventory when recipe requires more than a stack of ingredient. more
  • Fixed that pasting a blueprint over existing train could cause a desync. more
  • Fixed that it was possible to interact with locomotive's fuel slots while out of reach. more
  • Fixed wrong status text when a mining drill drop target is marked for deconstruction. more
  • Fixed wrong mining drill status when a resource is depleted while the mining drill is missing the required fluid. more
  • Fixed the blueprint snap-to-grid reference point being drawn behind entities in some situations. more
Scripting


  • LuaEntityPrototype::resource_categories now supports characters.
  • Added on_equipment_inserted and on_equipment_removed events that fire any time any equipment is added/removed from a grid.


You can get experimental releases by selecting the 'experimental' beta branch under Factorio's properties in Steam.

Version 1.1.38 released as stable

Changes


  • New Titillium style font for Cyrillic languages.
Bugfixes


  • Fixed inconsistency when fast-replacing ghosts with circuit connections. more
  • Fixed an issue with drag-building electric poles with long wire reach. more
  • Fixed a crash related to tutorials and modding. more
  • Fixed an issue with LuaEntity::set_request_slot() and duplicates. more
  • Fixed that picking blueprints from the library through quickbar slots didn't fire the Lua cursor stack changed event. more
  • Fixed items with durability/ammo wouldn't merge properly in some cases. more
  • Fixed a roboport "recharging" icon appearing when not connected to the electric network. more
  • Fixed an issue with roboports left in recharging state when revived from ghosts. more
  • Fixed an issue where an error sound played when pasting onto a power switch from anything other than another power switch more
  • Fixed that the non-blocking saving option would be reset when resuming a multiplayer game using the continue button. more
  • Fixed 'Close preview' button having cut off text in some locales. more
  • Fixed a crash when deleting surfaces with script-connected electric poles. more
Scripting


  • Added LuaEntity and LuaUnitGroup::set_distraction_command.
  • Added LuaSurface::find_nearest_enemy_entity_with_owner().
  • Added LuaForce::is_friend() and is_enemy().

Version 1.1.36 released as stable

Bugfixes


  • Fixed belt drag building on the edge of building reach. more
  • Fixed that canceling upgrade of underground belt didn't make the corresponding operation with the (potentially) connected belt on the other side.
  • Fixed making blueprint from underground belt with direction upgrade order.
  • Fixed technology icons of flamethrower and rocketry. more
  • Fixed hang when deleting blueprint/deconstruction/upgrade planner or blueprint book held by an inserter. more
  • Fixed hang when trying to delete blueprint/deconstruction/upgrade planner or blueprint book that was moved to different inventory in the meantime. more
  • Fixed pressing delete key in save/load game menus multiple times would pop-up confirmation dialog multiple times. more
  • Fixed that the close map generator preview button icon was too large. more
  • Fixed that the show/close map generator preview button didn't loose hover after the preview was shown.
  • Fixed that Cut and copy paste tools select trains in the standard selection mode, even when trains are ignored in this mode. more
  • Fixed crash related to wrong identification of non-default values in the mod settings gui. more
  • Fixed that linked custom inputs didn't work for some game controls. more
  • Fixed that the train fuel tab didn't work right for clients in multiplayer. more
  • Fixed a crash when using the prototype explorer GUI after just changing mods. more
  • Fixed rare corner case related to removal of mods and entities in more than 1 electric network. more
  • Fixed item product overload logic when using variable output items. more
  • Fixed crash when starting game without base mod and with --disable-prototype-history. more
  • Fixed a crash when using set_stack in blueprint books. more
  • Fixed a crash when cloning script-disabled beacons. more
  • Fixed a crash when using repeat_count with frame_sequence in animation definition. more
  • Fixed a crash when trying to build a rolling stock between other rolling stocks from a single train. more
  • Fixed ghost entities had reflections on water.
  • Fixed a desync related to processing on_gui_opened event of opening blueprint records in multiplayer games.
  • Fixed a crash when trying to pick a fluid wagon with fluid in clone tool. more
  • Fixed that copying assembling machine recipes didn't update fluidbox temperature filters in some cases. more
  • Fixed that robots could sometimes leave roboports very slowly if they were called to work in the middle of descending into a roboport. more
  • Fixed trains GUI status button tooltip not updating. more
  • Fixed LuaPlayer::build_from_cursor would flip direction when every other building underground belts/pipes. more
  • Fixed Train GUI wait condition bars display with 0 slot cargo wagons. more
  • Fixed in-game EULA showing HTML character sequences. more
Scripting


  • Fixed clearing LuaCustomChartTag.icon by writing nil or empty SignalID.
  • Added LuaPlayer::start_selection and clear_selection.
  • Added freeplay remote interface methods for adjusting the crashsite.
Modding


  • Added overlay layer to the tree variation definitions. more
  • Fixed parameter substitution when used with standard parameter more
  • Removed unused equipment prototype property "ability_icon".
  • Added select_group_row_count, select_slot_row_count, inventory_width, module_inventory_width, tooltip_monitor_edge_border, normalised_achievement_icon_size, tutorial_notice_icon_size and flying_text_ttl to utility constants.

Friday Facts #366 - The only way to go fast, is to go well!

Hello,
long time no see :)

We obviously have a lot to talk about when it comes to the game changes we recently did, or plan to do, but we don't want to share any of it yet.

Yet, there is currently a topic very relevant to us and we can share it without revealing any specific changes to the game. Today's post will be quite technical and related to programming, so if you just came for the game news, you can safely skip this one.

You can read the full blog post on our website:
https://factorio.com/blog/post/fff-366

Version 1.1.35 released as stable

Bugfixes


  • Fixed multiple issues related to placing blueprints with electric poles near other electric poles or ghost thereof. more
  • Fixed a lighting issue with QCK Prism mousepads. more
  • Fixed recipe notifications when a recipe is hidden from hand crafting. more
  • Fixed that units dying wouldn't contain the unit group they were part of. more
  • Fixed a crash when migrating entities across types in some cases. more
  • Fixed several crashes when writing to disk fails. more
  • Fixed that searching descriptions of some items didn't work correctly. more
  • Fixed that fast-replacing gates would remove wall control behaviors. more
  • Fixed desync related to manually fast replacing both ends of underground belt in a way, that they don't connect in the end.
  • Fixed a crash when trying to edit the whitelist on a server while autosave happens. more
  • Fixed counting tiles when part of search area hits non existing chunks. more
  • Fixed that gate technology had no description. more
  • Fixed loaders would leave a gap on belt when items started moving. more
  • Fixed nuke did not vaporize things in the epicenter of the blast and would leave corpses and remnants behind.
  • Fixed a crash when using items with inventories that contain construction robots. more
  • Fixed a crash when making a new game from a scenario with the map editor in a vehicle. more
  • Fixed not being able to leave large cars with certain shape. more
  • Fixed that using large values in the map editor "tick custom" field didn't work correctly. more
  • Fixed that radar coverage preview wasn't visible when the mouse was above invisible parts of the GUI. more
  • Fixed Terrain water checkbox in map generation settings didn't have the tooltip info icon. more
  • Fixed that the mining drill GUI couldn't be moved off screen. more
  • Fixed science pack requirement objective in supply challenge. more
  • Fixed that tooltips of slots in the statistics GUIs didn't account for force bonuses. more
  • Fixed that upgrading underground belts marked for upgrade didn't properly upgrade the (potentially) connected belts on the other side. more
  • Fixed LuaEntityPrototype::module_inventory_size would return nil when entity has 65535 slots for modules. more
Scripting


  • Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality.
  • Added vertical_alignment parameter for LuaRendering::draw_text.