Factorio version 2.0.28 released as stable
Author: Sanqui,
published 2 weeks ago,
[h1][b]Minor Features[/b][/h1]
[list]
[*]Added radar minimap visualization for roboports and cargo landing pads. https://forums.factorio.com/117994
[*]Cargo pod scheduling reworked to send larger and more spaced out deliveries. This should improve the frequency of trickling space science and material drops.
[*]Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.
[*]Dragging and dropping text into the game window on X11 will import the text as a blueprint string.
[*]Factoriopedia now shows recycling recipes for each item.
[*]Re-added the sandbox scenario questionnaire.
[*][space-age] Added "Nauvis Bus" and "Nauvis Power Up" menu simulations.
[*][space-age] Added camera views to Space platform tooltips.
[/list]
[h1][b]Balancing[/b][/h1]
[list]
[*][space-age] Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. https://forums.factorio.com/122574
[*][space-age] Land mines on space platforms now damage the space platform tiles in a radius.
[/list]
[h1][b]Changes[/b][/h1]
[list]
[*]Attack groups containing stompers or strafers will now contain fewer units.
[*]Changed selector combinator circuit wire reach to be the same as wire reach of other combinators.
[*]Inserters (especially ghost long handed ones) spawn in stretched to an appropriate distance.
[*]Large egg rafts will try to have at least one stomper or strafer spawned at a time.
[*]Removed default secondary keybinding for redo action on AZERTY keyboards as it collided with super force building while moving up. https://forums.factorio.com/124377
[*]Reverted fix for god controller being able to zoom out to map view. https://forums.factorio.com/123675
[*]Small egg rafts no longer absorb pollution because they will never produce stompers or strafers.
[*]Space age mods no longer count as "has mods" in the server browser. https://forums.factorio.com/117812
[*]Tweaked how entities are selected in remote view when using a gamepad. The entity directly under the crosshair is much more likely to be selected.
[*]Wrigglers will no longer proactively attack pollen emitters. However, they will still respond to artillery.
[/list]
[h1][b]Graphics[/b][/h1]
[list]
[*]Aquilo icebergs have longer shadows to integrate with the world better.
[*]Asteroid collector tentacles have less colourful rainbow effect on them.
[*]Changed the Rocket part icon to look more like a part of the rocket.
[*][space-age] Changed the Space crafting category icon to look like a cargo pod instead of rocket silo.
[/list]
[h1][b]Optimizations[/b][/h1]
[list]
[*]Improved GUI performance when logistics status diode is part of the structure. https://forums.factorio.com/124660
[*]Improved asteroid collector performance - we estimate it should be 5x - 15x faster when there are thousands of asteroid chunks on the map. https://forums.factorio.com/118736
[*]Improved asteroid update performance by up to 20%.
[/list]
[h1][b]Bugfixes[/b][/h1]
[list]
[*]Changed graphics setting turret-overdraw-scale-threshold to turret-overdraw-estimated-pixel-overdraw-threshold to fix artillery range overdraw performance. https://forums.factorio.com/123380
[*]Fixed 'import from' option changing when setting requested item quality on platforms. https://forums.factorio.com/120354
[*]Fixed Space platform position indicator not updating in some cases. https://forums.factorio.com/120447
[*]Fixed Space platform tooltip flickering for 1 tick when another platform schedule/location changes. https://forums.factorio.com/122021
[*]Fixed a consistency issue related to loading script rendered animations when animation is no longer available. https://forums.factorio.com/124044
[*]Fixed a crash at startup when mods would define fluid with no fuel value as a fluid energy source fuel. https://forums.factorio.com/124177
[*]Fixed a crash on Mac when driving a car in multiplayer when the player has no character. https://forums.factorio.com/123682
[*]Fixed a crash when a recipe has a research-progress result. https://forums.factorio.com/124509
[*]Fixed a crash when a robot tried to move in the same tick as it was deactivated by script. https://forums.factorio.com/121718
[*]Fixed a crash when building terrain in remote view. https://forums.factorio.com/124420
[*]Fixed a crash when clicking give-item technology modifiers in the technology GUI. https://forums.factorio.com/124525
[*]Fixed a crash when copying logistic filters into blueprints. https://forums.factorio.com/123606
[*]Fixed a crash when deleting a space platform which had cargo bays built in a specific order. https://forums.factorio.com/124433
[*]Fixed a crash when demolishers are killed as a direct result of attacking something. https://forums.factorio.com/123308
[*]Fixed a crash when drawing EntityButtons with entities with inverted selection boxes. https://forums.factorio.com/121455
[*]Fixed a crash when fast-replacing the platform hub. https://forums.factorio.com/123802
[*]Fixed a crash when interacting with modded equipment ghosts. https://forums.factorio.com/123973
[*]Fixed a crash when loading new modded tips and tricks with a "dependencies met" trigger but no dependencies.
[*]Fixed a crash when mining closed power switch. https://forums.factorio.com/124455
[*]Fixed a crash when mods cancel deconstruction of a rolling stock while it's being marked for deconstruction. https://forums.factorio.com/123296
[*]Fixed a crash when mods set ItemRequestProxy::active to false. https://forums.factorio.com/124022
[*]Fixed a crash when mods use fixed recipes with surface conditions in machines that don't have surface conditions. https://forums.factorio.com/124224
[*]Fixed a crash when opening a planet with empty cliff generation settings in Factoriopedia. https://forums.factorio.com/121735
[*]Fixed a crash when opening an audio stream encounters a filesystem error. https://forums.factorio.com/124578
[*]Fixed a crash when opening the console while a platform tooltip was shown. https://forums.factorio.com/124061
[*]Fixed a crash when reordering time-based wait conditions in multiplayer. https://forums.factorio.com/119933
[*]Fixed a crash when super force building blueprint with belts and external wires in latency. https://forums.factorio.com/122211
[*]Fixed a crash when the last roboport is disconnected while searching in Logistic networks GUI. https://forums.factorio.com/121692
[*]Fixed a crash when trying to set infinity chest filter with non zero count but empty name. https://forums.factorio.com/123824
[*]Fixed a crash when units spawned by an enemy spawner are destroyed by script during created effect.
[*]Fixed a desync related to asteroid collectors and distant chunks optimization when asteroid collector is destroyed. https://forums.factorio.com/124608
[*]Fixed a desync related to building rails with rail planner in latency. https://forums.factorio.com/123181
[*]Fixed a desync related to cargo landing pads trash inventory when playing without Space Age.
[*]Fixed a desync when changing force friends/ceasefire. https://forums.factorio.com/121499
[*]Fixed a dying turret could be disabled by control behavior causing it not able to finish dead animation. https://forums.factorio.com/123501
[*]Fixed a performance issue when exiting the game while large modded entities exist. https://forums.factorio.com/121313
[*]Fixed a performance issue when rendering radar minimap visualization. https://forums.factorio.com/124400
[*]Fixed a rare crash in CargoPod code when loading a Space Age save file with Space Age disabled. https://forums.factorio.com/122504
[*]Fixed assemblers with parameter recipe would not flip correctly. https://forums.factorio.com/122112
[*]Fixed asteroid background rendering black lines when graphics driver forces anisotropic filtering. https://forums.factorio.com/116707
[*]Fixed blueprint export to string would create malformed blueprint if it contained decider combinator with empty conditions or empty output. https://forums.factorio.com/122190
[*]Fixed blueprint parametrization would allow selecting hidden recipe that can be crafted. https://forums.factorio.com/123759
[*]Fixed bonus from research of character health is now showing in factoriopedia. https://forums.factorio.com/121607
[*]Fixed building rails in some cases could attempt to build them in wrong order causing a build attempt to be performed before a required support was built. https://forums.factorio.com/121758
[*]Fixed burner energy source would not report out of fuel when incompatible items were in the fuel inventory. https://forums.factorio.com/124016
[*]Fixed cargo pods with passenger would select landing spots using incorrect bounding box. https://forums.factorio.com/123754
[*]Fixed cars and tanks would keep their speed through a ghost when dying. https://forums.factorio.com/124122
[*]Fixed consistency issue when power switch was destroyed leaving a ghost. https://forums.factorio.com/122282
[*]Fixed construction robots from the personal roboport being stuck in a loop when fulfilling delivery requests for construction robots. https://forums.factorio.com/123638
[*]Fixed control settings menu sometimes growing in size when interacting with it. https://forums.factorio.com/123442
[*]Fixed copying display panel would copy icon and text regardless of control behavior being active. https://forums.factorio.com/123007
[*]Fixed crash when rendering thruster with ThrusterPrototype::plumes set to nil. https://forums.factorio.com/123284
[*]Fixed cryogenic science pack recipe was incorrectly considering entire fluoroketone input as a catalyst. https://forums.factorio.com/123797
[*]Fixed current research tooltip would show incorrect progress values. https://forums.factorio.com/124133
[*]Fixed deconstruction planner would not mark rails for deconstruction if they were dependency of a rail support that was instantly removed. https://forums.factorio.com/123751
[*]Fixed demolisher in vulcanus crossing menu simulations would sometimes render health bar. https://forums.factorio.com/121990
[*]Fixed electric network statistics could show total value that was larger than expected caused by counting incomplete next sample. https://forums.factorio.com/120351
[*]Fixed fish breeding recipe was applying productivity to catalyst. https://forums.factorio.com/123819
[*]Fixed flamethrower turret sound still playing after being deactivated or destroyed with its ghost created. https://forums.factorio.com/124142
[*]Fixed fluid parameters were not showing when selecting fluids for wait condition. https://forums.factorio.com/123748
[*]Fixed gleba tree sprites still had blue line at their upper edge under some conditions. https://forums.factorio.com/119943
[*]Fixed incorrect space platform bounds and weight when space platform foundations were covered by other tiles.
[*]Fixed inserters could in some cases interact with elevated cargo wagons. https://forums.factorio.com/123544
[*]Fixed loader was able to insert items into asteroid collector. https://forums.factorio.com/124025
[*]Fixed long logistic group name pushing delete button out of view. https://forums.factorio.com/121857
[*]Fixed many smaller GUIs still not supporting non-English search https://forums.factorio.com/123923
[*]Fixed mods could specify an assembling machine with fixed quality without specifying fixed recipe. https://forums.factorio.com/123072
[*]Fixed nuclear power achievement could be obtained without burning uranium fuel cell if it was consumed for crafting. https://forums.factorio.com/122753
[*]Fixed nuclear reactor was heating tiles farther than it would heat entities. https://forums.factorio.com/122005
[*]Fixed parametrization of selector combinator would propose variables not relevant due to current mode. https://forums.factorio.com/123321
[*]Fixed parametrization was not covering inserter, assembler and reactor signals. https://forums.factorio.com/123416
[*]Fixed pipes and pipe shadow graphics on flipped biochamber. https://forums.factorio.com/117390
[*]Fixed pipette of hazard concrete tiles would not set correct build direction. https://forums.factorio.com/123406
[*]Fixed production-entity-list showing values for space age when only quality mod was enabled. https://forums.factorio.com/122566
[*]Fixed railgun turret would not draw out of power when ammo was inserted. https://forums.factorio.com/122329
[*]Fixed rapidly changing platform schedule would make it impossible to view that platform. https://forums.factorio.com/120886
[*]Fixed recycler showing greater than 300% productivity in the tooltip. https://forums.factorio.com/122619
[*]Fixed research was not correctly counted in total item production statistics. https://forums.factorio.com/121799
[*]Fixed reverting technologies with recipe unlocks would lock recipe that is still unlocked by other technology. https://forums.factorio.com/122723
[*]Fixed rocket silo control behavior would not update outputs when connecting wire. https://forums.factorio.com/122053
[*]Fixed rocket silo in "automatic requests" mode not trashing spoiled items. https://forums.factorio.com/123629
[*]Fixed rocket turrets not shooting spawners with capture robots. https://forums.factorio.com/122257
[*]Fixed setting generate_map in SimulationDefinition would not allow to have map generated in simulations. https://forums.factorio.com/122338
[*]Fixed several edge cases where the mod explore results table selection would get out of sync with the mod info pane. https://forums.factorio.com/123992
[*]Fixed shortcut bar GUI clipping off screen in remote view. https://forums.factorio.com/123143
[*]Fixed some recipes would give items of wrong quality when changing quality effect. https://forums.factorio.com/122685
[*]Fixed station list could be sometimes sorted incorrectly. https://forums.factorio.com/123125
[*]Fixed that "auto requests for space platforms" was not preserved in blueprint strings. https://forums.factorio.com/124121
[*]Fixed that "hidden in factoriopedia" technologies still showed in Factoriopedia. https://forums.factorio.com/123695
[*]Fixed that Factoriopedia would close if a GUI behind it was changed. https://forums.factorio.com/117404
[*]Fixed that Gleba generated cliffs when they were disabled. https://forums.factorio.com/120536
[*]Fixed that LuaPlayer::opened did not work with equipment grids. https://forums.factorio.com/123922
[*]Fixed that LuaSurface::force_generate_chunk_requests() would not force all chunks correctly if generate_with_lab_tiles was true. https://forums.factorio.com/123535
[*]Fixed that a robot would play a deconstruct sound regardless of whether the deconstruction succeeded or not. https://forums.factorio.com/124188
[*]Fixed that a robot wouldn't play a tile mined_sound when deconstructing it.
[*]Fixed that a thruster deactivated by script still rendered the exhaust flames. https://forums.factorio.com/121817
[*]Fixed that any tag being changed would refresh any active tag-edit GUI. https://forums.factorio.com/124220
[*]Fixed that assemblers without fluid boxes were incorrectly considered rotatable. https://forums.factorio.com/123966
[*]Fixed that burner inserters would load too much fuel when fed by inserters. https://forums.factorio.com/123927
[*]Fixed that changing "send to orbit automatically" on rocket silos did not work when in ghost form. https://forums.factorio.com/123700
[*]Fixed that clicking the sort buttons in the save-map GUI would reset the save name field. https://forums.factorio.com/123926
[*]Fixed that disabling Space Age mod removed Space Age achievements when playing a non-modded game. https://forums.factorio.com/116020
[*]Fixed that downgrading an entity ghost didn't remove invalid item insertion requests. https://forums.factorio.com/118959
[*]Fixed that fast-replacing crafting machines would not preserve the mirrored orientation of the original machine. https://forums.factorio.com/122481
[*]Fixed that fog of war was not rendered while dead. https://forums.factorio.com/124251
[*]Fixed that ghost building electric poles did not always space them correctly. https://forums.factorio.com/122831
[*]Fixed that hidden planets still showed in the map preview GUI. https://forums.factorio.com/124471
[*]Fixed that higher quality pumpjacks would produce less oil. https://forums.factorio.com/123234
[*]Fixed that importing save files in the map editor would crash the game. https://forums.factorio.com/123402
[*]Fixed that it was possible to click the update selected mods button while update data was being fetched. https://forums.factorio.com/124094
[*]Fixed that items could be inserted into rocket inventory while the silo was in "automatic requests" mode. (https://forums.factorio.com/118442, https://forums.factorio.com/123172)
[*]Fixed that layered quality icons did not work correctly in recipe overlays. https://forums.factorio.com/122184
[*]Fixed that logistic network content tooltips didn't show nice numbers. https://forums.factorio.com/123982
[*]Fixed that opening the technology GUI while dragging the map would continue to drag the map. https://forums.factorio.com/117950
[*]Fixed that players with open blueprint creation GUI were unable to open menu when the game was paused. https://forums.factorio.com/120701
[*]Fixed that pumps would run endlessly if the input fluid was incompatible. https://forums.factorio.com/120461
[*]Fixed that quality science packs would show "100%" remaining. https://forums.factorio.com/123076
[*]Fixed that railguns could get stuck switching targets and not fire. https://forums.factorio.com/123146
[*]Fixed that reading collision mask from LuaEntityPrototype could give incorrect collision mask when there were no layers. https://forums.factorio.com/123332
[*]Fixed that robots could enter roboports marked for deconstruction. https://forums.factorio.com/120107
[*]Fixed that rocket silos would not launch quickly when there were platform requests that couldn't be satisfied. https://forums.factorio.com/122321
[*]Fixed that some damage tooltips were incorrect. https://forums.factorio.com/124208
[*]Fixed that stack inserters could deadlock in some cases. https://forums.factorio.com/118138
[*]Fixed that the asteroid collectors circuit condition referred to inserters. https://forums.factorio.com/118721
[*]Fixed that the cursor theme was not being respected when running on GNOME Wayland. https://forums.factorio.com/113202
[*]Fixed that the mod manager would not account for mods hidden by search when browsing dependencies. https://forums.factorio.com/119498
[*]Fixed that the open-factoriopedia hotkey did not work in some cases. https://forums.factorio.com/121411
[*]Fixed that the personal logistics area would render incorrectly when the game was paused. https://forums.factorio.com/123438
[*]Fixed that the pump would lose its filter when fast-replaced. https://forums.factorio.com/119256
[*]Fixed that writing invalid font names to custom GUI elements would crash the game to desktop. https://forums.factorio.com/124162
[*]Fixed trashing logic would not run after cancelling deconstruction of entity. https://forums.factorio.com/123596
[*]Fixed trying to parametrize inserter stack size would clamp them to max stack size of neutral force. https://forums.factorio.com/121360
[*][space-age] Fixed fulgorite pieces icon had empty mipmaps. https://forums.factorio.com/121347
[*][space-age] Fixed some asteroid graphic variations were defined twice. https://forums.factorio.com/123453
[*][space-age] Fixed that victory condition didn't trigger when the platform was paused or didn't stop at solar system edge. https://forums.factorio.com/122446
[/list]
[h1][b]Modding[/b][/h1]
[list]
[*]Added CharacterArmorAnimation::mining_with_tool_particles_animation_positions.
[*]Added EnemySpawnerPrototype::max_count_of_owned_defensive_units and EnemySpawnerPrototype::max_defensive_friends_around_to_spawn.
[*]Added FluidBox::mirrored_pipe_picture and mirrored_pipe_picture_frozen.
[*]Added InserterPrototype::starting_distance.
[*]Added LuaAISettings::size_in_group and LuaAISettings::join_attacks.
[*]Added LuaEntityPrototype::max_count_of_owned_defensive_units and LuaEntityPrototype::max_defensive_friends_around_to_spawn.
[*]Added UnitAISettings::size_in_group and UnitAISettings::join_attacks.
[*]Added heating_radius to ReactorPrototype and HeatPipePrototype.
[*]Added minimum collision box restriction to cargo bays, cargo landing pads and space platform hubs. https://forums.factorio.com/124079
[*]Added support for Opus audio codec.
[*]Burner inserter initial energy amount was changed to be defined on the burner energy source prototype.
[*]Changed UseEntityInEnergyProductionAchievementPrototype::consumed_condition into ItemIDFilter.
[*]ItemProductPrototype and FluidProductPrototype ignored_by_productivity defaults to value of ignored_by_stats.
[*]TipsAndTricksItem requires at least one dependency if it has a `dependencies-met` trigger.
[*]UTF-8 encoding is now checked for all mod text files to ensure proper rendering. Mods with ANSI encoded text files will not load anymore. (Prompted by https://forums.factorio.com/120452)
[*]Underground fluid box connections with incompatible underground_collision_mask are allowed to connect as long as tiles between do not collide with any of them.
[/list]
[h1][b]Scripting[/b][/h1]
[list]
[*]Added LuaBootstrap::get_event_id.
[*]Added LuaBurnerPrototype::initial_fuel and initial_fuel_percent read.
[*]Added LuaCustomEventPrototype::event_id read.
[*]Added LuaCustomInputPrototype::event_id read.
[*]Added LuaEntity::is_freezable read and frozen read.
[*]Added LuaEntity::is_updatable read, disabled_by_script read/write, disabled_by_control_behavior read and disabled_by_recipe read.
[*]Added LuaEntity::minable_flag read/write. Write to LuaEntity::minable is now deprecated.
[*]Added LuaSpacePlatform::last_visited_space_location read.
[*]Added LuaSpacePlatform::paused read/write.
[*]Added LuaSurface::ignore_surface_conditions.
[*]Custom events and custom inputs defined by prototypes are given constants inside of defines.events.
[*]Unified parsing of event types into LuaEventType. Made it possible to specify custom events and custom inputs by providing prototype instance.
[/list]