Version 2.0.21 released as stable
Author: Sanqui,
published 6 days ago,
[h1][b]Minor Features[/b][/h1]
[list]
[*]Added drag-to-reorder to the research queue.
[*]Added "Occlude light sprites" graphics option to allow disabling 2.0 light rendering to improve performance. As a side effect, it disables also lava glow. [url=https://forums.factorio.com/119530]more[/url]
[*][space-age] Added "Additional terrain effects" graphics option to disable puddles and global terrain tint as alternative to increase performance on Gleba to disabling fog, clouds and animated water.
[/list]
[h1][b]Changes[/b][/h1]
[list]
[*]Replaced the "move forward" and "move backward" buttons on technologies in the research queue with a draggable handle.
[*]Allowed to set blueprint parameter to be ingredient of other parameter even when it doesn't exist in an assembling machine. [url=https://forums.factorio.com/117979]more[/url]
[*]Added a hidden sound setting to base the music selection on the character's physical location. [url=https://forums.factorio.com/119140]more[/url]
[*]Agriculutral Tower now respects allied ghosts blocking planting spots. [url=https://forums.factorio.com/120729]more[/url]
[*]volcanic-cracks-hot no longer coverable by foundation. [url=https://forums.factorio.com/120745]more[/url]
[*]Added consistency check for overlapping blueprint tiles not being both (non)-foundations. Any inconsistent tiles will be removed on load (analogous already happens when importing blueprint via string or setting blueprint tiles via lua).
[*]The slider and input field for the minimum payload in orbital logistic requests now enforce a minimum of 1 instead of 0. [url=https://forums.factorio.com/120811]more[/url]
[*]Added a delay before music switches when switching surfaces. [url=https://forums.factorio.com/119871]more[/url]
[*]Added hidden sound setting for controlling music transition stage durations.
[*]Improved performance of superforced blueprint preview that is autofilling-in tiles.
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[h1][b]Bugfixes[/b][/h1]
[list]
[*]Fixed double parameter selection in signal selection list.
[*]Fixed additional invalid state of collector navmesh. [url=https://forums.factorio.com/119125]more[/url]
[*]Fixed "Make it better" achievement not obtained when dropping modules in. [url=https://forums.factorio.com/116552]more[/url]
[*]Fixed dragging sliders with gamepad in free cursor mode.
[*]Fixed a sound instance leak related to sound priority. [url=https://forums.factorio.com/120086]more[/url]
[*]Fixed that selection tool highlighting would show incorrectly in chart view for 1 frame. [url=https://forums.factorio.com/121970]more[/url]
[*]Fixed a crash when destroying segmented units during the chunk generated event. [url=https://forums.factorio.com/121998]more[/url]
[*]Improved logic for choosing which schedule to keep if trains get connected [url=https://forums.factorio.com/117696]more[/url]
[*]Fixed a crash after deconstructing cargo bays with editor. [url=https://forums.factorio.com/121978]more[/url]
[*]Fixed tutorial missions 4 and 5 missing access to radars and repair packs. [url=https://forums.factorio.com/117420]more[/url]
[*]Fixed spidertrons shooting extra capture robot during tick of projectile creation. [url=https://forums.factorio.com/119590]more[/url]
[*]Fixed condition highlights in decider combinator GUI not always updating if a condition used the "Each" special signal.
[*]Fixed that energy sources would not update their buffer sizes when the prototype value would change. [url=https://forums.factorio.com/117669]more[/url]
[*]Fixed that asteroids would calculate damage to entities with resistances incorrectly. [url=https://forums.factorio.com/118788]more[/url]
[*]Fixed use of slow GPU timer query operation on macOS.
[*]Fixed that opening ghost power poles would leave the GUI in a broken state. [url=https://forums.factorio.com/117823]more[/url]
[*]Toggle menu (escape) leaves remote driving. [url=https://forums.factorio.com/118188]more[/url]
[*]Fixed that equipment ghost tooltips did not show quality. [url=https://forums.factorio.com/122139]more[/url]
[*]Fixed incorrect consistency check when trash not requested is used inside of a blueprint and mods are involved. [url=https://forums.factorio.com/120411]more[/url]
[*]Fixed that portable solar panels and power armor tooltips did not report the correct amount of power generation for the current surface. [url=https://forums.factorio.com/118177]more[/url]
[*]Fixed that changing Vulcanus map gen settings using the editor prevented ashlands trees from spawning. [url=https://forums.factorio.com/121800]more[/url]
[*]Fixed that paste-settings could happen when not desired in some situations. [url=https://forums.factorio.com/121989]more[/url]
[*]Fixed that mobile logistic networks could generate useless alerts in some situations. [url=https://forums.factorio.com/122158]more[/url]
[*]Fixed robots repeatedly failing to cross Aquilo lake due to high energy usage and being stuck in a loop. [url=https://forums.factorio.com/118933]more[/url]
[*]Fixed robots looking for a place to charge always picking roboports closer to their target which resulted in overcrowding. [url=https://forums.factorio.com/117641]more[/url]
[*]Fixed a crash when attempting (and failing) to connect trains parked at specific positions. [url=https://forums.factorio.com/117173]more[/url]
[*]Fixed a crash when removing a station from a train schedule while another train in the same group used the final stop as waypoint. [url=https://forums.factorio.com/117297]more[/url]
[*]Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. [url=https://forums.factorio.com/122065]more[/url]
[*]Fixed Space age map generation not respecting custom starting locations (apart from Nauvis). [url=https://forums.factorio.com/121469]more[/url]
[*]Fixed technology slot showing research progress for finished trigger technologies. [url=https://forums.factorio.com/119386]more[/url]
[*]Fixed that reloading specific technologies would leave the dead technology trigger pointer in the trigger processor. [url=https://forums.factorio.com/viewtopic.php?f=7&t=121043]more[/url]
[/list]
[h1][b]Modding[/b][/h1]
[list]
[*]Added distance_from_nearest_point_x and distance_from_nearest_point_y noise expressions.
[*]Moved SpiderVehiclePrototype::chunk_exploration_radius to VehiclePrototype.
[*]Removed limit of 64 unique PipeConnectionDefinitions's connection categories.
[*]Removed music_transition_* utility constants.
[*]Changed CraftItemTechnologyTrigger::item into ItemIDFilter. Removed item_quality.
[*]Changed ProduceAchievementPrototype::item_product into ItemIDFilter. Removed quality.
[*]Changed ProducePerHourAchievementPrototype::item_product into ItemIDFilter.
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[h1][b]Scripting[/b][/h1]
[list]
[*]Added optional build_check_type to LuaControl::teleport. [url=https://forums.factorio.com/122001]more[/url]
[*]Added LuaEntityPrototype::heating_energy read. [url=https://forums.factorio.com/121781]more[/url]
[*]Added LuaForce::circuit_network_enabled, cliff_deconstruction_enabled, mining_with_fluid, rail_support_on_deep_oil_ocean, rail_planner_allow_elevated_rails, vehicle_logistics read. [url=https://forums.factorio.com/120676]more[/url]
[/list]