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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.

Version 1.1.34 released as stable

Scripting


  • Added LuaEntityPrototype::air_resistance read.
Bugfixes


  • Fixed black border in spidertron technology icon. more
  • Fixed that having non standard UI scale would render screen white. more
  • Fixed that train could get stuck in destination_full state with available goals when a train stop was built next to ghost rail. more
  • Fixed that LuaPlayer::disable_alert() didn't work for custom alerts. more
  • Fixed that piercing damage didn't work correctly with turrets. more
  • Fixed that LuaSurface::clone_brush() didn't clone entities correctly. more
  • Fixed trees with not-flammable flag would still catch on fire. more
  • Fixed blueprints and copy-paste tools didn't capture planned direction changes of entities. more
  • Fixed that changing train stop limit would not set last player. more
  • Fixed desync when beacons lose power. more
  • Fixed spidertron item icon would look different after changing the spidertron color back to its default value. more
  • Fixed that Tips and tricks trigger related to setting up a logistic chest request was also triggered when setting up the personal request.
  • Fixed that achivements could block the finished game window.
  • Fixed crash when loading font wingding.ttf. more

Version 1.1.33 released as stable

Graphics


  • Reworked all technology icons, and provided higher resolutions used by high GUI scale.
  • Changed item icons for armors, to match the progression and tech icons better.
Changes


  • Armor stages on the player character show as 1st with Light armor, and as 2nd with Modular armor.
Bugfixes


  • Roboport normal resolution graphics have been updated to be a downscale from the high resolution graphics. more
  • Fixed cut-tool showing distinct selection color when holding shift. more
  • Fixed armor rich text tags not using the correct icon. more
  • Fixed pumpjack showing item drop indication arrows. more
  • Fixed being unable to confirm the migrated content window if there was a game GUI open behind it. more
  • Fixed a bad Lua event when invalidating the owning players controller during the gui closed event. more
  • Fixed scaling of icons on buttons with more than 200% UI scale.
  • Fixed issue where ghosts overlapping with non-ghost entity in cloned area is not cloned. (fixes https://forums.factorio.com/97861)
  • Fixed using upgrade planner without explicit filters on entities marked for upgrade would not upgrade the existing upgrade orders.
  • Fixed a crash with mods and chunk generation in some cases. more
  • Fixed the wrong technology level shown on the icon in the currently selected technology.
  • Fixed the missing notification (i) icon on the recipe group button, when there are more groups, so the tabs are shown as buttons instead.
  • Fixed a crash when trying to undo actions done on a surface that was deleted in the meantime. more
  • Fixed that train would sometimes NO_PATH during repath while in intersection where the path passes through a block that is already occupied by that train. more
  • Fixed a crash when the link_id of a linked container is changed while a non-admin has the GUI open. more
Modding


  • Added "add" and "remove" modes to the Infinity pipe and Heat interface.
Scripting


  • Removed the "tile-build" SoundPath type. It has been replaced with "tile-build-small", "tile-build-medium", "tile-build-large", allowing mods to specify which size they want to refer to.
  • Added LuaEntityPrototype::related_underground_belt read.
  • Added "add" and "remove" modes to `InfinityPipeFilter` and `HeatSetting.`

Version 1.1.32 released as stable

Bugfixes


  • Fixed various issues related to how chat tags are open. more
  • Fixed that replays would break after winning the game. more
  • Fixed that listbox would loose focus when clicking on other widgets that can't be focused anyway.
  • Fixed GUI crash when furnaces would select recipes that have more products than it's output inventory size. more
  • Fixed that fluids could be purged from the whole fluid system in certain cases. more
  • Fixed a crash when loading save files in some cases. more
  • Fixed locale related to deconstruction planner tile selection mode. more
  • Fixed advanced rail signal tutorial losing items held in the cursor. more
  • Fixed Alt+F4 would close the game on Windows even when other modifier keys were pressed. more
  • Fixed that NAT-punching didn't work correctly. more
  • Fixed that some infinite crafting recipes didn't work as intermediates. more
  • Fixed color blending with a fully transparent color would produce slightly darker original color. more
  • Fixed that clicking gps tags in chat would also trigger chart drag causing chart to be not centered on gps tag. more
  • Fixed market gui would show wrong numbers when an offer has the same item multiple times. more
  • Fixed crash when an entity marked for an upgrade is selected for another upgrade in multiplayer in some cases. more
  • Fixed turret range could sometimes render long line to the top left corner of game window.
Modding


  • Added defines.prototypes which contains all prototype type names (eg: defines.prototypes.entity = { container, furnace, assembling-machine, ... })