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Friday Facts #371 - Apple Silicon

Hello, engineers! I'm a newer face at Wube and have been mainly working on expansion content for about one year now. Today, I'm here to share some exciting non-expansion news for our Mac players.

Read the full blog post on our website.

Version 1.1.72 released as stable

Changelog for versions 1.1.71 and 1.1.72

Minor Features


  • Added preferred audio device output setting.
  • Added the current binary architecture to the main menu version string.
  • Improve mod update checking for large mod collections
Optimizations


  • Added native support for Apple Silicon Macs.
Graphics


  • Loaders now show their item filters in alt mode.
Bugfixes


  • Fixed a crash when canceling deconstruction of a pipe to ground while the GUI was open. more
  • Fixed entity ghosts would draw wires even if prototype of inner entity disabled it. more
  • Fixed incorrect panning of CyclicSound (for example, flamethrower turret's stream sound). more
  • Fixed that ScriptRendering requested string localisation during on_init when it was not available. more
  • Fixed Generator tooltip ignoring fluid emissions multiplier. more
  • Fixed that teleporting cars between surfaces would create the build effect smoke. more
  • Fixed a crash related to undoing mining of another forces entities after the other force had been deleted. more
  • Fixed it was possible to acquire forbidden items in the Transport belt madness levels. more
  • Fixed that linked-belt was missing from the collision mask defaults. more
  • Removed 'Fuel emissions' label from Burner info panel. more
  • Fixed that expansion parties could destroy spidertrons while building new bases. more
  • Fixed a crash when doing alt-reverse selections in zoomed-in map mode. more
Modding


  • Added Alt reverse selection support for selection tools. more
Scripting


  • Added LuaGuiElement::close_dropdown().
  • Added LuaInventory::is_full().
  • Added 'include_bar' parameter to LuaInventory::count_empty_stacks().


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

Version 1.1.70 released as stable

Minor Features


  • Added mod portal bookmarks to install mods gui
Bugfixes


  • Fixed show-player-robots debug option would render lines for characters on other surfaces. more
  • Fixed using incorrect sound settings when there is no configuration file.
  • Fixed a crash related to teleporting spider vehicles with burner energy sources between surfaces.
  • Fixed that the return value of some lualib noise functions didn't have the metatable for noise expression arithmetic. more
  • Fixed simulation widgets showing savefiles trying to apply migrations in multiplayer. more
  • Fixed upgrading pair of underground belt ghosts that makes them in reach would flip one of them without updating rotation point of nearby belts. more
  • Fixed that logistic containers didn't deduplicate filters when importing them from untrusted sources which could crash the game. more
  • Fixed a hard crash when a mod called deconstruct_area() with mismatched force and the player undid deconstruction of tiles. more
  • Fixed highlight-box targeting entity not rendering before first update. more
  • Fixed spider-remote would lose connection when spider changes surface. more
  • Fixed SpidertronRemotePrototype was silently forcing stack size to 1 and not marking prototype as non stackable. more
  • Fixed that sounds with fade_out_ticks would synchronize when pausing the game while the sounds are fading out. more
  • Fixed idle sounds would synchronize when pausing the game. more
  • Fixed idle sounds for accumulators not starting in certain scenarios. more
  • Fixed idle sounds playing when they shouldn't for entities with max_sounds_per_type set.
  • Fixed inserters not highlighting the entity they would pick up from if said entity is a ghost while the inserter is not. more
  • Fixed a save's suggested save name not being updated when using non blocking saving. more
  • Fixed a crash when GUI style errors are found during loading. more
  • Fixed an item duplication when fast replacing underground belts with a damaged item. more
  • Fixed that loader could get stuck when feeding a burner generator. more
  • Fixed a crash when opening blueprint book item while tick is paused. more
  • Fixed a unit group that is building a base could have all its members distracted and still build a base. more
Scripting


  • Added LuaTechnology to LuaPlayer::opened.
  • Added LuaEntityPrototype::ammo_category read.

Friday Facts #370 - The journey to Nintendo Switch

We have a long history of trying to bring Factorio to other platforms, including consoles and mobile phones (not including April Fools). We even worked with some external companies, but the projects never even got to the point where they would run technically, let alone the complicated part of making the game playable using controllers or touch screen. After all the attempts, we even had a Friday Facts prepared that was going to say something along the lines of "we don't plan to bring Factorio to other platforms".

However that turns out to not be the case, and we also have an update about the progress on the expansion. Read the full blog post on our website.

Factorio Version 1.1.69 released as stable

Graphics


  • Updated transport belt icons.
Bugfixes


  • Fixed unregistering multiple events at once would not clear event filters. more
  • Fixed inactive mining drill playing its working sound for a moment when panning over it. more
  • Fixed a crash when pressing Alt+F4 or clicking the X button when in sound settings. more
  • Fixed a crash when changing the force of a logistic container marked for deconstruction. more
  • Fixed a crash in production score script when a rocket launch product has probabilistic amount. more
  • Fixed a crash in production score script when a resource entity is given no mineable products. more
  • Fixed collision mask util not ignoring other flags when checking "not-colliding-with-itself" masks. more
  • Fixed the player losing contents of the cursor when starting the round in tightspot scenario. more
  • Fixed wave defense losing all upgrades after some prototype changes. more
  • Fixed inactive entity working sound playing its fade-out when pausing and unpausing the game.
  • Fixed that mod ordering didn't work correctly when searching in the install mods GUI. more
  • Fixed that the 'starting points' in MapGenSettings wasn't loaded when importing a map exchange string. more
  • Fixed that event filters for on_pre_ghost_deconstructed and on_pre_ghost_upgraded weren't filtering correctly. more
  • Fixed that changing render threads to 1 while menu simulations were visible would crash the game. more
  • Fixed rocket silo would get stuck when rocket_parts was set during launch. more
  • Fixed smooth zoom behavior at high game speeds. more
  • Fixed a performance issue when many roboports re-activate at the same time. more
  • Fixed that the sync-mods-with-save GUI didn't work correctly when failing to download in some situations. more
  • Fixed solar panel equipment was unable to produce full expected power when solar multiplier was larger than 1. more
  • Fixed boiler's energy source buffer size was not updated when prototypes data changed. more
Modding


  • Added torso_bob_speed to the spider vehicle prototype.
Scripting


  • Added LuaEntityPrototype::torso_bob_speed read.


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