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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.

Factorio Version 1.1.68 released as stable

Changelog of versions 1.1.61 to 1.1.67

Minor Features


  • Added support for SRV records on Windows.
  • Added support for SRV records on Linux and MacOS.
Changes


  • The game no longer requires re-entering server passwords when restarting to sync mods or mod settings.
  • When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.
  • Integrated SDL_Mixer for audio mixing, which is now the default mixer.
  • Added PulseAudio driver for the SDL audio backend.
  • Added Wayland driver for the SDL video backend.
  • Updated the --audio-driver command line option description for Windows, and added the option for Linux and Mac.
  • Storage tanks can now show fluid connection info.
Bugfixes


  • Fixed server getting stuck at "Saving the map for player" for 20 seconds sometimes if a client disconnects shortly after connecting.
  • Fixed server getting stuck at "Saving the map for player" forever in some rare situations.
  • Fixed highlight box on curved-rail would not render selection box correctly. more
  • Fixed heavy-mode when character dies in multiplayer. more
  • Fixed that the "run forest, run" achievement could be unlocked by shooting trees instead of running them over. more
  • Fixed a crash when trying to read LuaEntity::neighbours on a WallConnectable when one of the neighbours is a ghost. more
  • Fixed recipe highlights in the assembling machine GUI. more
  • Fixed an issue with the prototype explorer GUI and guns. more
  • Fixed false-positive desyncs when using mods and running /c game.force_crc() or /toggle-heavy-mode more
  • Fixed a crash when defining a fluid stream prototype with zero particles. more
  • Fixed a GUI layering issue related to some error messages. more
  • Fixed not being able to open blueprint books in books through the quickbar. more
  • Fixed LuaSurface::find_entities_filtered would fail to find entities by collision mask if they only collide with tiles. more
  • Fixed that pump that cannot interact with fluid wagons would crash on save after position change. more
  • Fixed a desync when canceling deconstruction of cliffs when a robot has already thrown the explosive. more
  • Fixed startup mod settings would show as being able to be reset while the game is running. more
  • Fixed an issue when installing mod dependencies related to base-game dependencies. more
  • Fixed an issue with biter AI that could freeze the game. more
  • Fixed a crash when viewing other player inventories when changing controllers. more
  • Fixed that the LuaPlayer::remove_alert 'prototype' parameter wouldn't accept an actual prototype instance. more
  • Fixed character inventory was not auto sorted when changing armor. more
  • Fixed that the reset-to-default tooltip for string mod settings wasn't fully localised. more
  • Fixed a crash when trying to draw a wire connected linked container in a blueprint. more
  • Fixed linked containers with filters would not preserve filters while there are no containers placed. more
  • Fixed a crash when using SDL audio backend with configurations other than stereo. more
  • Fixed a desync when using LuaGameScript::get_train_stops when there are multiple stops found.
  • Fixed a crash related to transport belts and item entities. more
  • Fixed linked container content was cleared when entity dies leaving a ghost. more
  • Fixed linked container content was cleared when fast-replacing through script. more
  • Fixed locomotives on curved rails would not snap to train stops. more
  • Fixed a crash related to audio. more
  • Fixed that it was possible to provide invalid path_resolution_modifier value to LuaSurface::request_path. more
  • Fixed double click interaction with number input. more
  • Fixed teleporting spidertrons across surfaces while also changing their position. more
  • Fixed manual filter insertion logic with modded container entities. more
  • Fixed a crash related to multiplayer latency and modded selection tools. more
  • Fixed an inserter activity progress being incorrect for certain orientations.
  • Fixed a sound instance leak. more
  • Fixed integer mod settings would allow decimal values. more
  • Fixed that renaming a spidertron wouldn't include the player during the Lua event. more
  • Fixed a lag spike when finishing selection of entities in chart view far from the center of the map. more
  • Fixed a crash related to copy tool when cursor stack was cleared during setup blueprint event. more
  • Fixed multiple instances of the same working sound syncing up, causing "phasing" artefacts.
  • Fixed fluid wagon fluid tooltips would round the amount shown incorrectly.
  • Fixed some sounds playing in fog-of-war when they shouldn't.
  • Fix modded entities not showing input-output fluid connection arrows more
  • Fixed LuaControl::enable/disable_flashlight when LuaPlayer points at a player with CharacterController. more
  • Fixed incorrect fluid arrows on chemical plants, pumpjacks and oil refineries more
Modding


  • The mod settings GUI will now show the 'tooltip' icon for any settings that have tooltips.
  • Added a reset button to each mod setting in the mod settings GUI.
  • Modded tips and tricks information is remembered when the associated mods are temporarily removed/disabled.
  • Added support for container entities with filters by using inventory_type = "with_bar" or "with_filters_and_bar".
  • Added EntityPrototype::build_grid_size. Supported values are 1 (for 1x1 grid) and 2 (for 2x2 grid).
  • Added EntityPrototype::use_exact_mode.
  • Added support for circuit connections to linked containers.
  • Added the entity prototype flag not-in-made-in to allow hiding things from the 'made in' recipe tooltip.
  • Added FluidBox::hide_connection_info. When true the blue fluid connection arrows will not be drawn.
Scripting


  • Added LuaControl::crafting_queue_progress write.
  • Added LuaTile::tile_ghost.
  • Added 'to_be_deconstructed', and 'has_tile_ghost' filters to the options for LuaSurface::find_tiles_filtered.
  • Added LuaEntityPrototype::indexed_guns. It works as LuaEntityPrototype::guns but returns an array.
  • Collision-mask prototype filters for Entity, Tile and Decorative now support a 'contains-any' and 'contains-all' modes.
  • Added support to set player.opened to script inventories.
  • LuaEntity::get_connected_rail also returns rail_direction and rail_connection_direction going back to origin rail.
  • Added on_pre_ghost_upgraded event.
  • Added LuaEntity::get_rail_segment_rails.
  • Added LuaEntity::is_rail_in_same_rail_segment_as.
  • Added LuaEntity::is_rail_in_same_rail_block_as.
  • Added LuaEntity::get_parent_signals.
  • Added LuaEntity::get_child_signals.
  • Added LuaEntity::get_inbound_signals.
  • Added LuaEntity::get_outbound_signals.
  • Added LuaEntity::rocket_silo_status read and defines.rocket_silo_status
  • Added LuaBootstrap::register_metatable.
  • Added LuaLogisticNetwork::can_satisfy_request.
  • Added LuaLogisticNetwork::get_supply_counts.
  • Added LuaLogisticNetwork::get_supply_points.
  • Added LuaEntityPrototype::use_exact_mode read.
  • Added LuaEntityPrototype::active_energy_usage, idle_energy_usage, lamp_energy_usage reads.
  • Added rocket_silo_input, rocket_silo_output, rocket_silo_modules inventory defines.
  • Added LuaEquipmentGrid::unique_id read.
  • Added LuaForce::color read.
  • Added LuaForce::custom_color read/write.
  • Added target to on_pre_ghost_upgraded.
  • Added target and direction to on_cancelled_upgrade.
  • Added LuaEquipmentGrid::find/count methods.
  • Added LuaEntityPrototype::tile_width/tile_height reads.
  • Added LuaEntity::tile_width/tile_height reads.
  • Added range_modifier, cooldown_modifier, consumption_modifier fields to AmmoType concept.
  • Added LuaEntity::stop_spider().


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

Version 1.1.61 released as stable

Changelog for versions 1.1.60 and 1.1.61

Changes


  • The game no longer requires re-entering server passwords when restarting to sync mods or mod settings.
  • When joining modded games mods and settings are synced at the same time reducing the number of restarts needed.
Optimizations


  • Improved game startup time when using mods.
Bugfixes


  • Fixed that item requests didn't subtract items picked up from ground when reviving ghosts. more
  • Fixed burner inserter would not fuel itself when drop target was full. more
  • Fixed that inserters would report status other than "Waiting for space in destination" in certain cases. (https://forums.factorio.com/102225, https://forums.factorio.com/65351)
  • Fixed that Lua collision mask util didn't check for tile prototypes. more
  • Fixed that map pings would always round up the pinged location. more
  • Fixed that replays would always say mods didn't match. more
  • Fixed that canceling syncing mods with a save would exit the GUI.
  • Fixed that canceling syncing mods with a save through escape would leave the partially downloaded mods.
  • Fixed that the circular dependency error doesn't list all mods. more
  • Fixed a deadlock on loss of ConnectionAcceptOrDeny message. more
  • Fixed a desync when fast-replacing burner generators.
  • Fixed server getting stuck at "Saving the map for player" for 20 seconds sometimes if a client disconnects shortly after connecting.
  • Fixed server getting stuck at "Saving the map for player" forever in some rare situations.
  • Fixed highlight box on curved-rail would not render selection box correctly. more
  • Fixed heavy-mode when character dies in multiplayer. more
  • Fixed that the "run forest, run" achievement could be unlocked by shooting trees instead of running them over. more
  • Fixed a crash when trying to read LuaEntity::neighbours on a WallConnectable when one of the neighbours is a ghost. more
  • Fixed recipe highlights in the assembling machine GUI. more
  • Fixed an issue with the prototype explorer GUI and guns. more
  • Fixed false-positive desyncs when using mods and running /c game.force_crc() or /toggle-heavy-mode more
  • Fixed a crash when defining a fluid stream prototype with zero particles. more
  • Fixed a GUI layering issue related to some error messages. more
  • Fixed not being able to open blueprint books in books through the quickbar. more
  • Fixed LuaSurface::find_entities_filtered would fail to find entities by collision mask if they only collide with tiles. more
  • Fixed that pump that cannot interact with fluid wagons would crash on save after position change. more
Modding


  • The mod settings GUI will now show the 'tooltip' icon for any settings that have tooltips.
  • Added a reset button to each mod setting in the mod settings GUI.
Scripting


  • Added LuaEntityPrototype::height, torso_rotation_speed, automatic_weapon_cycling, chain_shooting_cooldown_modifier, chunk_exploration_radius reads.
  • Added LuaEntityPrototype::animation_speed_coefficient.
  • Added LuaEntityPrototype::manual_range_modifier.
  • Added LuaEntityPrototype::dying_speed read.
  • Added sample_index parameter to LuaFlowStatistics::get_flow_count().
  • Added LuaControl::crafting_queue_progress write.
  • Added LuaTile::tile_ghost.
  • Added 'to_be_deconstructed', and 'has_tile_ghost' filters to the options for LuaSurface::find_tiles_filtered.
  • Added LuaEntityPrototype::indexed_guns. It works as LuaEntityPrototype::guns but returns an array.
  • Collision-mask prototype filters for Entity, Tile and Decorative now support a 'contains-any' and 'contains-all' modes.

Version 1.1.59 released as stable

Changes


  • Significantly reduced the intensity of the red screen flash when the player character takes damage.
  • Changed fish so they won't swim into inactive chunks. more
  • Changed slowdown capsule and posion capsule icons to be matching in size. more
  • Added email authentication to login GUIs.
Bugfixes


  • Fixed that overwriting ItemRequestProxy item requests wasn't working properly in some cases when the same item was already requested. more
  • Fixed that loading a mod with a corrupted image file would crash the whole game on Linux. more
  • Fixed a crash with ghost overbuilding and script interactions. more
  • Fixed that infinite technologies didn't respect ignore_tech_cost_multiplier. more
  • Fixed that LuaEntity::belt_neighbours didn't work on ghosts. more
  • Fixed an issue with item-with-inventory extending inventories and quickbars. more
  • Fixed that a train stop helper would not draw when hovering inserters next to rails that were not straight connected to a train stop. more
  • Fixed a crash when fast replacing electric pole marked to be deconstructed when there is another ghost pole on top of it. more
  • Fixed a crash when creating a blueprint with connected electric pole while it has an upgrade target set to not electric pole. more
  • Removed a NaN check when loading map. more
  • Fixed a screenshot for save file preview would not account for a force of a player. more
  • Removed duplicated frame in grenade and cluster grenade animation. more
  • Fixed a map loading issue when changing mod dependencies and nothing else. more
  • Fixed a crash when trying to perform some actions while in multiplayer. more
  • Fixed rotating entities with non-symetric bounding boxes didn't work correctly. more
  • Fixed that already built pipes to ground could show removal indicators for pipes they are bridging when selected.
  • Fixed the runtime multiplayer settings GUI wouldn't fit on screen. more
  • Fixed that inserters could be flipped in some cases when they weren't supposed to allow it. more
  • Fixed that cliff deconstruction wasn't issued when the corrected cliff collision box overlapped with ghost entities. more
  • Quickbar shortcuts to items in blueprint books can be used again. more
  • Fixed grenade shadows.
  • Fixed it was possible to put blueprint book indirectly into itself more
Scripting


  • Added on_research_cancelled.
  • Added on_player_reverse_selected_area.

Factorio improves low resolutions for Steam Deck

Playing Factorio on Steam Deck and low screen resolutions gets better, with a fresh update out now for all players.

Read the full article here: https://www.gamingonlinux.com/2022/04/factorio-improves-low-resolutions-for-steam-deck