Changelog Switch
Changelog Switch
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Version: 2.0.56
Bugfixes:
- Fixed that player would continue walking when opening the on-screen keyboard.
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Version: 2.0.55
Minor Features:
- Spidertron remote tooltips show a camera view of the selected spiders.
- Show existing turrets' radius when holding a turret to be built.
- Smart underground belt building now considers splitter to be an obstacle if
there was something connected to the lane already.
Bugfixes:
- Fixed a crash when game was saved in complete mode (for desync, benchmark or
heavy mode) that could happen after a save file was loaded from an older version
requiring transport line groups to be reconstructed while there were also
blueprints with transport belts present in the save.
- Fixed vehicle ammo refill was not working.
- Fixed splitter gui was not updated in some cases.
- Fixed heat pipe connections did not flip.
- Fixed blueprint tile building sometimes not allowing partial builds
- Fixed some issues around setting driving for a vehicle on different surface
via scripts
- Fixed script could rotate inserters into diagonal directions.
- Fixed turret cooldown not accounting for StartingAttack phase length, making
effective turret cooldowns longer.
- Fixed a crash due to item request proxy inconsistency.
- Fixed that you couldn't immediately clear the cursor if the inventory "hand"
was on a filtered slot and you held a different item. Hand will now move to a new
slot when swapping it.
- Fixed that ghost-building upgrading of an entity with module requests would
clear the module requests.
- Fixed that recipe with quality tooltip didn't work for modded GUIs.
- Fixed math2d.vector.to_orientation() not enforcing range [0, 1) for the
return value.
- Fixed a crash when reading LuaStyle::horizontal_spacing and vertical_spacing
of a table which didn't have these values set.
- Fixed LuaEntityPrototype::get_inventory_size() returning nil for
rocket_silo_rocket and rocket_silo_trash inventories.
- Fixed that AnimationSheet::repeat_count wasn't handled correctly and could
crash the game.
- Fixed that internal console textfield scrollbar moved to the beginning and
back after every key press if the message was too long.
- Fixed LuaGameScript::take_technology_screenshot was not processing
selected_technology.
- Fixed that item insertion requests didn't work well with spidertron's sorted
inventory.
- Fixed storage tank was not showing fluid content through window when frozen.
- Fixed any filter was showing in copy-paste filters tip.
- Fixed a crash when replacing a buffered fluidbox with an unbuffered fluidbox.
- Fixed renaming the last train stop on a surface would rename all global uses
of the name in interrupts.
- Fixed extra padding above the ghost cursor selection GUI.
- Killed landmines now explode.
- Fixed that ghost upgrading entities in remote view would play a failure sound
if the entity supported rotation but was not currently rotatable.
- Fixed that renaming all stops would change the color of all stops with that
name.
- Fixed that a long 'Enable train limit' translation would make the train stop
GUI expand.
- Fixed textbox overlap in logistic network GUI.
- Fixed a recursive table in data would cause a crash.
- Fixed a crash when script requested printing a localised string that has
recursion loop.
- Fixed inserter rotation and extension speed would ignore quality level of
normal quality.
- Fixed belt gap traversing bug related to overbuilding ghost undergrounds with
real ones.
- Fixed missing train stop limit and priority blueprint parametrisation context
captions translations.
- Fixed a crash when clicking on "Show only essential technologies" in
technology GUI while a hidden technology is selected.
- Fixed getting an extra warning message of missing underground even when its
not needed.
- Fixed that transport belt ghost upgrading could generate unexpected
undergrounds.
- Fixed that the blueprint parametrisation formula UI error handling didn't
properly fill the variables resulting in false positive errors.
- Fixed that some map generator GUI headers didn't show.
- Fixed that it was not possible for scripts to set the player's zoom level at
or below 1/32.
- Fixed that the Constant Combinator GUI had inconsistent default values.
- Fixed upgrade planner upgrading incorrect module slots when the entity was
marked for downgrade.
- Added missing notification of "too far to connect" for smart belt dragging
when the obstacle is exceeding the limit of the related undergrounds.
- Fixed that items in provider chests did not count as available when reading
logistic network requests.
- Fixed a crash when setting active=false on logistic/construction robots.
- Changed pipette of fluid recipes to work the same as pipette of item recipes.
- Fixed solar panels on a script created surfaces were not affected by surface
properties.
- Fixed an issue when changing constant combinator values in multiplayer.
- Fixed that locomotive fuel request couldn't be canceled outside of remote
view.
- Fixed that building while in the trains GUI when entered from remote view
would build physical items.
- Fixed a crash when trying to parameterize infinity pipe filters.
- Fixed smart belt building over a curve in reversed direction.
- Fixed various problems of smart belt building with no undergrounds in
inventory over perpendicular belts.
- Fixed that offshore pump ghosts kept their fluid filters in cases where they
weren't meant to.
- Fixed ghosts were not showing wire connection areas properly for combinators
and power switches when connecting wires.
- Fixed LuaRadarControlBehavior was missing LuaControlBehavior fields.
- Fixed a crash when interacting with temporary stops in moving trains.
- Fixed a crash when defining a local noise expression as empty string and
using it.
- Fixed a crash when migrating rolling stocks.
- Fixed wire shadow rendering ignoring surface shadow opacity.
- Fixed an issue with scrollable tooltips and label sizes.
- Fixed modded furnaces would not work with item and fluid recipes based on
ingredients order.
- Fixed a crash when ghost of train stop with custom color is upgraded.
- Fixed that a black line could appear between chunks at some zoom levels.
Balancing:
- Fuel acceleration bonus and equipment speed bonuses now apply quarter of
compound bonus rate to turning rate of tank-driving cars (e.g. tank)
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Version: 2.0.47
Minor Features:
- Added heading car driving option for keyboard input method. Pressing in a
direction will make vehicles automatically turn and accelerate to that side of the
screen.
- Cars and tanks will automatically snap to one of the 8 major directions if
within a few degrees.
- Added filter support to burner fuel inventories.
- Tall tooltips when attached to the right side of the screen can be scrolled
with mouse and keyboard (by default shift + scroll).
- The swap-players command can now handle basic remote view.
Balancing:
- Changed piercing ammo recipe to be cheaper.
Changes:
- Renamed controller vehicle driving modes from "relative" to "heading" and
from "absolute" to "steering".
- Creating a rich text tag will move the text cursor to the end of the tag, not
the beginning.
- New achievement limitations won't affect saves started before the version
2.0.45.
- Added a confirm dialog informing about which achievements will be disabled
with the current map settings when starting a new game.
- Improve relative vehicle driving with gamepad in multiplayer, especially when
shooting.
- Included priority and train limit of train stop into blueprint
parametrisation.
- All parameters can potentially generate the stack size, crafting time, rocket
capacity and ingredient count as long as they are mapped to id which is a recipe.
- When the blueprint is being parametrised and "Show all items in selection
list" interface option is selected, all (even locked) recipes are presented.
- The "Tags" map overlay setting now also toggles display panel tags.
- Decider combinator condition which contains parameter evaluated to nothing
(non-existent ingredient) when building blueprint is deleted instead of kept empty.
- Lowered volume of cargo wagon and beacon open/close GUI sounds.
Gui:
- Added equipment grid button to locomotive GUI and removed the popup window.
Graphics:
- Changed the north edge of all pipe graphics to include an arch to prevent
tiling issues in specific cases.
Bugfixes:
- Fixed alert icons could persist after changing surfaces.
- Fixed logistic group multiplier was not visible with long group names.
- Fixed a sound instance leak when closing machine GUIs with playing sound
accents.
- Fixed burner spidertron would keep moving indefinitely after running out of
fuel.
- Fixed that modifying the group schedule of trains would cause other trains in
the group to switch to automatic mode.
- Fixed that rearranging infinity filters could cause buttons to edit the wrong
filters.
- Fixed accumulator charge/discharge emission sprite being misaligned.
- Fixed a crash when clicking on a new tip popup while being dead.
- Fixed blood particle tint being ignored in Lua.
- Fixed Controller settings section in the Controls settings window not
behaving correctly during search.
- Fixed deconstruction planner with tile filter would not mark for
deconstruction hidden tiles matching filter if there is a non-matching tile marked
for deconstruction covering them.
- When (super)force-building tiles, only foundation tiles will be autofilled
and only for building cover tiles.
- Fixed that a decal covered by a tile would still play its walking sound.
- Fixed Undo after overbuilding existing entities with blueprint parametrised
blueprint.
- Fixed a crash when preparing undo/redo camera for tiles which are on a
deleted chunk.
- Fixed clicking a station label in the train GUI would not open map at the
expected train stop.
- Fixed missing achievement mentions for the new restrictions in map gen
settings.
- Fixed that lower pollution absorption disabled some achievements (instead of
the higher one).
- Fixed that creating a rich text tag by deleting a character would not move
the text cursor from the middle of the tag.
- Fixed that drag building an underneathie would show a flying text whenever
the cursor went over an obstacle.
- Fixed a consistency crash when disconnecting rolling stock and modifying the
train in the same tick through Lua.
- Fixed that undo when in the Map Editor and having instant-blueprint-building
enabled didn't always work with elevated rails.
- Fixed that the missing-equipment message when copying spidertron equipment
overlapped.
- Fixed that signal pipette did not work for fluids, and some other GUI
elements.
- Fixed that linked belt fast-replace didn't change the direction.
- Fixed that the map view train shortcut info was shown when zoomed in even
though it didn't apply when zoomed in.
- Fixed that the recipe productivity locale was in space age instead of core.
- Fixed that deleting items through the map editor didn't clear request
proxies.
- Fixed that instant tooltips could block the game-over screen.
- Fixed wrong position of inventory limit button for some inventory sizes.
- Fixed recipe tooltips not showing intermediate ingredients as craftable
(orange) when those intermediate recipes create extra products.
- Fixed that pipette while in the train fuel tab would put a ghost item in the
cursor.
- Fixed particles being updated twice when they moved to a new chunk.
- Fixed rich text chat tooltips not disappearing when opening the menu.
- Fixed rich text chat tooltips showing when hovering below the chat with chat
messages with multiple lines.
- Fixed that trying to move the upper limit on double-slider GUI elements could
sometimes change the lower limit even when nothing actually changed.
- Fixed that remote view could not interact with blueprint books in the
character inventory.
- Fixed that you could order upgrade some entities through remote view that
could never be upgraded.
- Fixed that the build preview and rolling stock final position did not match
in some cases.
- Fixed that changing the minimum value of a logistic request through moving
the maximum slider did not work correctly.
- Fixed that building trains would remove train ghosts on other rail
elevations.
- Fixed a crash when rendering a modded pipe that has multiple connections
facing the same direction.
- Fixed a crash when robot orders are invalidated while finishing another
order.
- Fixed a crash when some tile sprites end up with zero size due to scaling.
- Fixed a custom GUI layout issue.
- Fixed "<user> has paused the game" box sometimes appearing outside the screen
when pausing the game.
- Fixed "<user> has paused the game" box moving outside the screen when opening
the menu.
- Fixed shotgun damage tooltip not showing parenthesis.
- Fixed pinned achievement cards stretching when multiplayer infoboxes are
present.
- Fixed achievement GUI progress not being updated after an achievement was
completed.
- Fixed not being able to mute sound category by clicking its label.
- Fixed that robot upgrade jobs weren't evenly distributed.
- Fixed that deconstruction jobs didn't properly distribute tasks to closer
robots.
- Fixed that locale pluralization did not work with SI-prefixed numbers.
- Fixed that Factoriopedia would not fully respect the relative ordering
between different object types.
- Fixed that the achievements checks of map startup difficulty settings didn't
check for pollution, expansion settings, starting area and trees.
- Fixed that module upgrades could not be cancelled with an upgrade planner.
- Fixed that installing modules with an upgrade planner or manually via fast-
transfer wouldn't work if modules or module requests already existed in the entity.
- Fixed that module upgrades, installations, and removals via upgrade planner
didn't work if the entity already had existing delivery or removal requests in
another inventory.
- Fixed that upgrading or manually fast-replacing any entity would clear any
pending item delivery or removal requests.
- Fixed that module upgrades used the original entity's "allowed effects"
restrictions instead of the upgrade target's.
- Fixed that module upgrade requests could get cut short depending on the
module inventory size of the original entity.
- Fixed that pipette on resource entities would put the burner drill circuit
signal in the cursor.
- Fixed that LuaSchedule::add_record() ignored created_by_interrupt.
- Fixed a crash when hovering blueprints pasted into chat.
- Fixed a crash when on_player_setup_blueprint errors.
- Fixed that the mod manager update table styling would break when mods were
updating.
- Fixed inconsistent display of rich text icons in tooltips.
- Fixed rail variants can now be accessed with alt click in factoriopedia.
- Fixed that pressing alt while selecting blueprint contents confirmed the
selection.
- Fixed that recipe item order changes would cause items to be removed in some
cases.
- Fixed that building walls would remove unrelated ghosts in some cases.
- Fixed that CustomGuiSlider did not respect the discrete slider value when
changing the minimum and maximum values.
- Fixed that the burner generator prototype type did not report its max
consumption correctly.
- Fixed labs with drain multiplier taking too long to drain final fraction of
science packs.
- Fixed that the invalidation of the achievement "Keeping your hands clean"
wasn't properly saved on a headless server.
- Fixed issue with merging fluid/recipe where there are more result products.
- Fixed fluid box compound was not respecting max pipeline extent value of the
original fluid boxes.
- Fixed that selecting rocket part during blueprint parametrisation created
incompatible station name.
- Fixed that it was possible to start another blueprint build while
parametrisation was in progress.
- Fixed generator equipment item tooltip ignoring fuel consumption efficiency.
- Fixed constant combinators were clamping total values from logistic sections
when they should wrap around.
- Fixed that modded miniature spidertrons could get stuck when something is
built underneath their legs.
- Fixed locomotive GUI formatting for trains with many fuel slots.
- Fixed edit interrupt GUI closing the wait conditions and choose station
windows spuriously.
- Fixed schedule GUI station buttons not updating correctly.
- Fixed blueprint library small slots view had extra empty space.
- Fixed renaming all logistic points in a logistic group would delete the old
group if the new group already existed.
- Fixed pretty print for LuaPlayer was showing wrong index.
- Fixed expected resources were rounded down in some cases.
- Fixed that pushing fluid away into a double-buffered fluidbox would push
fluid into the internal buffer instead of the segment.
- Fixed display panel chart tags having different sprite layering than regular
map tags.
- Fixed that the map editor extra-settings GUI did not work correctly for
ghosts.
- Fixed that building underground belts and underground pipes would not show an
error flying text.
- Fixed inserters would detach from valid pickup targets if they have no
inventory.
- Fixed count of trains in group was not updating when adding other trains to
group by copy settings.
- Fixed programmable speaker alerts would not update to show on map when alert
was active.
- Fixed building preview of blueprint with locomotives could show them in wrong
orientation when blueprint is rotated in some cases.
- Fixed that overbuilding train with parametrised blueprint didn't apply the
parametrisation on the schedule of the existing train.
- Fixed in some cases a locomotive could be fueled even if the train was
already on the way but not yet moving.
- Fixed that blueprint parametrisation of combination of recipe + item didn't
apply the recipe limitation based on crafting machine it appears in.
- Fixed that blueprint parameter item which was named but not configured to be
parametrised became parametrised after export/import through blueprint string.
- Fixed that pipetting parameter in cheat mode generated parameter item.
- Allowed setting blueprint parametrisation ingredient of by pipetted
parameter.
- Fixed that confirming icon selection in the save game dialog name editing
confirmed the save dialog instead of the icon selection.
- Added info about not being able to set recipe based on surface condition when
parametrising blueprint.
- Fixed assembler insertion margins were not correctly accounting for max
inserter hand in some cases.
- Fixed that when number parameter had formula but disabled, it still counted
that value as not needed to be filled when deciding what parametrisation window to
show.
- Fixed wall corpses used wrong orientation when part of a thick wall.
- Fixed a crash when setting resource_patch_search_radius to 0.
- Fixed GUI layout issues with relative GUIs when nesting widgets.
- Fixed the loading of inputs from config file when using a combination of
controller triggers and the ALT keyboard modifier.
- Fixed latency hiding when dragging remote remote view with the cursor while
the server is running more slowly than clients.
- Fixed Beacon transmission strength graph duplicate number on some scales.
- Fixed a crash when corpse animations aren't defined correctly.
- Fixed that the confirm hotkey did not confirm-resume when in the map editor.
- Fixed that combining negative logistic filters with positive ones did not
work correctly.
- Fixed that LuaDefines::logistic_member_index was missing some values.
- Fixed that recipe hover highlights didn't work correctly when driving
vehicles.
- Fixed that logistic section multipliers rounded differently in some places.
- Fixed that frozen rocket silos could block non-frozen silos from launching.
- Fixed that highlighting robots in the logistic networks GUI excluded
requested robots.
- Fixed that remote view could not order removal of items from the assembling
machine dump inventory.
- Fixed that smart belt dragging would not revive ghost underground belts at
the end of a gap.
- Fixed total raw item icons clipping out of the recipe tooltip.
- Fixed unlimited building reach when train GUI was open from character view.
- Fixed vehicles with portable roboports not being able to insert/remove
equipment from themselves.
- Fixed a potential stutter when stopping a variable music track.
- Fixed variable music track intermezzo not being played correctly for
subsequent tracks.
- Fixed that picking rocket parts signal by pipette picked the item version of
the signal, which wasn't compatible with the recipe version of the signal.
- Fixed ghost (non-superforced) rotated fast replace of some fast replaceable
entities that have rotation constrains after placement.
- Fixed cutting both tile ghosts and non-(tile ghost) entities would remove the
tile ghosts, despite not include them in resulting BP.
- Fixed that remote equipment removal couldn't be cancelled.
- Fixed that Ctrl+Click on empty equipment grid slot in remote view behaved
unexpectedly.
- Fixed production score script error when encountering recipe products of type
"research-progress".
- Fixed that the train control hint window was showing in remote view of other
surfaces.
- Fixed that undoing a fast replace would not restore wires.
- Fixed a crash with rocket flying sound after a failed audio device switch.
- Fixed that it was possible to rotate blueprint with thrusters.
- Fixed custom minimap widget would not restore zoom after save-load, would
ignore zoom given during creation and would change zoom incorrectly when writing to
zoom.
- Fixed that canceling cliff deconstruction could break cliff deconstruction.
- Fixed that manually placing a real entity on a ghost didn't set item requests
properly.
- Fixed a crash when drawing combinator with activity_led_sprites missing.
- Fixed crash related to boilers when configured to output fluid with lower
temperature than default temperature of output fluid.
- Fixed decider's output constant was not covered by parametrisation.
- Fixed display panel not updating rendered text after parametrisation.
- Fixed consistency issue related to importing blueprint strings where
assembler is given a recipe it cannot craft.
- Fixed a crash on saving when blueprint was made out of a train that contains
a non temporary rail target.
- Fixed util.rotate_position was working incorrectly.
- Fixed changing deconstruction planner entity and tile filters by script would
not replace all filters.
- Fixed unit groups getting stuck while following a path, causing the units in
the group to give up on their goal.
- Fixed locomotive stop trigger being triggered repeatedly when hitting a
disabled gate.
- Fixed a crash when trying to open the logistics GUI while dead.
- Fixed that changing enemy expansion settings didn't update the enemy
expansion map.
- Fixed that choose elem button filters did not handle migrations at all.
- Fixed that turrets could get stuck shooting at the wrong location when
target-leading fast targets.
- Fixed importing upgrade planner string would not preserve fuel mappers.
- Fixed potential crash when drawing an entity in the GUI at scale 0.
- Fixed module slots configured in upgrade planner would not preserve positions
when exported to a string.
- Fixed various issues related to upgrade planner and Lua API.
- Fixed it was not possible to use more than 6 recipe ingredients in blueprint
parametrisation formulas.
- Fixed it was not possible to configure infinity cargo wagon infinity filters
in some cases.
- Fixed that setting fluids on a FluidBox via Lua would give fluids to ghost
entities, which would cause a consistency check failure.
- Fixed manually changing upgrade target of entity was not covered by undo.
Scripting:
- Added LuaEntity::item_request_proxy read as the recommended way to check for
the presence of one.
- Added optional amount to LuaItemStack::transfer_stack().
- Added base_damage_modifiers and bonus_damage_modifiers when creating
projectile types through LuaSurface::create_entity().
- Added LuaEntity::base_damage_modifiers and bonus_damage_modifiers read/write.
- Made LuaPlayer::zoom readable
- Added LuaPlayer::zoom_limits
- Added LuaTransportLine::total_segment_length.
- Added label, preview_distance and always_visible fields to
LuaPlayer::add_pin.
- The remote view controller now supports enabling and disabling flashlight.
- Added LuaControl::open_factoriopedia_gui(...).
- Added LuaControl::close_factoriopedia_gui().
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Version: 2.0.42
Minor Features:
- GUIs can now also be navigated with the directional buttons.
- Added an option to mute sound categories in sound settings.
- Added an option to control the volume of Programmable speaker sounds via
circuit network.
- Added an option to stop playing sounds of Programmable speaker when input
signal changes instead of waiting for the sounds to finish playing.
- Added an option for Programmable speaker to use Cyclic sounds.
- Decider combinator output constant can be changed.
- Furnaces can be connected to circuit network.
- Added fluid temperatures to Factoriopedia ingredients and products where
relevant.
- Make drop item hotkey work the same way in GUI as it does in the game world.
- Extended the virtual signals, and unified/changed graphics of some of the
existing ones.
- Added an ability to pin the selected resource patch directly from map view.
- Show a warning in the blueprint library if it's using a lot of RAM.
- Show a warning in blueprint and blueprint book tooltips if they are using a
lot of RAM.
- Added fluid contents to the pumpjack tooltip.
Balancing:
- water-mud and water-shallow are now landfillable.
Graphics:
- Added more variations to small explosion to improve the visuals when many
small entities explode at the same time.
- Used the new virtual signal icon for research also for the research icon in
the production graphs.
- Fixed reflections on water being broken.
Changes:
- Added extra info about the evaluation order and dependencies into the
blueprint parametrisation UI.
- Added missing open/close GUI sounds and fixed incorrect open/close GUI sounds
for various entities.
- Changed the "Train stop names" checkbox in the blueprint ui to be always on
by default.
- Adjusted how walking and driving sounds attenuate with zoom level.
- Added missing walking sounds and fixed incorrect walking sounds for various
decoratives.
- Linked fluidbox connections will no longer show a fluid icon.
- Drag building produces one merge undo action per the whole drag, instead of
the individual undo actions for every entity built.
- Reduced how much you can zoom out in god controller.
- Multiplayer selection rectangles will only show the player name if the
player's character is not visible on-screen.
Optimizations:
- Improved belt reader performance.
Bugfixes:
- Fixed scaled rich text was not rendered properly.
- Fixed large amounts of unfulfilled requests blocking delivery of available
items.
- Fixed rocket silo tooltip was not aggregating similar items from rocket
inventory.
- Fixed that you couldn't re-select the same item when opening the remote view
ghost picker.
- Fixed lamps with 'always_on' set in the prototype would still show the
checkbox in the lamp GUI.
- Fixed train stop GUI recentering when trains count goes to 0.
- Fixed edit pin GUI clipping out of the screen at large GUI scales.
- Fixed map generator GUI scrollpane clipping the resource richness sliders.
- Fixed spidertron preview zooming in and out in the spidertron UI while
walking.
- Fixed tight spot script crashing when in remote controller.
- Fixed that roboports marked for deconstruction still wanted to fulfill robot
requests.
- Fixed that attacking biter bases directly or with artillery could award the
"It stinks and they don't like it" achievement.
- Fixed spitters could get stuck attacking trees and rocks blocking their path
without dealing any damage to them.
- Fixed that flying text was shown on all surfaces in some cases.
- Fixed that technology GUI allowed opening console in multiplayer.
- Removed several unused sprites.
- Fixed that prototype defined lamp colors didn't work.
- Fixed that hidden surface properties would still show in tooltips.
- Fixed wrong behaviour in smart belt building over an obstacle with belts soon
after the obstacle.
- Fixed smart belt building over an obstacle when there is perpendicular
underground belt in the way.
- Fixed a crash when wrapping a rich text image in color tags and pressing
backspace.
- Fixed that roboport read-requests could output signals when they weren't
actually being requested.
- Fixed missing link between vehicles and guns in Factoriopedia.
- Fixed a crash when changing GUI scale with the production statistics open.
- Fixed textboxes not clearing mouse drag selection when something is typed.
- Fixed that issuing valid navigation commands to UnitGroups would sometimes
fail or succeed immediately.
- Fixed that attack area commands issued to UnitGroups were not finding valid
targets in the attack area.
- Fixed that super-forced building over belts ignored planned upgrade when
adding underground belts.
- Fixed modifier icon in technology icons would cause the technology icons to
draw smaller and off center.
- Fixed stack inserter not dropping held item that does not match filters when
filters were enabled.
- Fixed a crash with a working sound containing an empty main sound.
- Fixed the research completed sound being played multiple times when multiple
researches finish on the same tick.
- Fixed Schedule interrupts not reading any-signal signal counts sent to train
correctly.
- Fixed car orientation being lost when exporting and reimporting blueprint
string.
- Fixed being able to remotely drive enemy vehicles
- Fixed unrotatable furnaces being rotated when overbuilt with a blueprint
- Fixed including any filter into deconstruction planner would make it ignore
vehicle ghosts
- Fixed removing tile ghost would sometimes not remove supported entity ghost
in the margins
- Fixed a desync when upgrading underground belts in some cases.
- Fixed a roboport network becoming overfilled with robots when a stationing
robot went to a roboport which was being refilled by inserters and the network was
full.
- Fixed that a robot didn't resume bobbing after unsuccessful stationing
attempt.
- Fixed a consistency crash related to super force building and underground
belts.
- Fixed that character light rendering would be wrong when paused while in
remote view.
- Fixed issue which allowed player to get tile ghost over tile of same type
(leading to stuck robots)
- Fixed entities with protected_from_tile_building = false would block tile
ghost revival
- Fixed that unpowered inserters could pick up fish.
- Fixed a desync when deleting chart tags pinned by other players.
- Fixed consistency issues in deconstruction planner UI when toggling
"Trees/rocks only" checkbox and tile mode dropdown.
- Fixed schedule GUI not updating temporary station status when interrupt
triggers from a temporary station which is last in schedule.
- Fixed furnaces could report as being able to craft certain recipes when they
had not enough item ingredient slots.
- Fixed assemblers could report as being able to craft certain recipes with
custom fluidbox indexes when assembler had not enough fluidboxes.
- Fixed furnaces were able to craft recipes with more item products than size
of furnace's products inventory.
- Added more detailed healing values for entities healing < 10/s.
- Fixed a crash when migrating assembler with control behavior into different
entity type.
- Fixed that crafting machines with high speeds would not scale input fluid
amounts.
- Fixed a crash in latency when character with exoskeletons moves onto
ungenerated chunks.
- Fixed that equipment in map editor armor did not work.
- Fixed a consistency issue when underground belts with items are cloned.
- Fixed a consistency issue when robots deconstruct heat pipes keeping
roboports from freezing.
- Fixed a crash when flipping an entity with linked fluidbox connections.
- Fixed a crash when placing ghost rail signal on top of existing rail signals
that is marked to be upgraded.
- Fixed that copy-settings undo/redo action descriptions would use the wrong
surface.
- Fixed that the map editor tile paint bucket tool did not highlight tiles
correctly.
- Fixed that a small empty UI box was visible on the main menu.
- Fixed a crash when generating a variable track would encounter a filesystem
error.
- Fixed sound accents could play when they shouldn't on switching between
machine GUIs.
- Fixed that the building preview and actual build position could differ at
some resolutions and zooms.
- Fixed that clicking on a station in train GUI created unexpected browse
history entries.
- Fixed that traversing train GUI browse history entries didn't preserve
centered locomotive.
- Fixed that going back in history to remote driving didn't change player
surface.
- Restored signal-ghost virtual signal.
- Fixed decider combinator gui could show old input or output signals when fps
< ups and last signals change happened at skipped frame.
- Fixed construction robots storing incorrect items in a filtered storage chest
if their upgrade job was cancelled.
- Fixed that changing the volume of a Programmable speaker wouldn't update the
volume of a playing sound with Surface playback mode.
- Fixed that changing playback mode of a Programmable speaker wouldn't affect
currently playing sounds.
- Fixed that trivial smokes for player effect could cause new chunks to be
generated when looking at the map.
- Fixed missing walking sounds for rails.
- Fixed that undo removal of tile ghosts did not set the last user.
- Fixed that inserters could get stuck when interacting with trains if the
train arrived at a station without physically moving.
- Fixed a crash when changing the station in some wait conditions.
- Fixed that the mining dril status would be incorrect when out of resources
and pointing at an entity to be deconstructed.
- Fixed that inserters would not show target full for space platform hubs.
- Fixed a crash when opening the changelog while trying to connect to a
multiplayer game.
- Fixed that vehicle weapon tooltips did not show bonuses.
- Fixed that steamrolled achievement couldn't be earned while driving remotely.
- Fixed lab was not creating trash inventory of proper size when
LabPrototype::trash_inventory_size was given.
- Fixed that the side menu buttons did not update when a player would change
forces.
- Fixed that the filter selection GUI would get closed when a ghost buffer
chest was built.
- Improved issue with fast moving bots sometime appearing on screen instead of
flying in from off screen.
- Fixed cutting tiles marked for deconstruction could produce superfluous
deconstructible tile proxies
- Fixed that having a camera widget on screen would cause issues with the rail
plan finder.
- Fixed that resources with no minable products would not show a name when
hovering in the map view.
- Fixed some almost transparent pixels in the car and production group icons.
- Fixed that researching a technology would cause the input fields in constant
combinators and requester chests to lose focus.
- Fixed not being able to interact with GUI elements behind transparent parts
of other windows.
- Fixed display panels not drawing text correctly at larger GUI scales.
- Fixed that fast-transfer of ghost modules did not work for out of reach
entities.
- Fixed that trains with the same stop in their schedule would not move between
stops even if the one it is waiting at is disabled.
- Fixed decider combinator GUI signals tables getting squashed too much when
there are a lot of conditions/outputs.
- Fixed intro sound not respecting music-muted and master-muted settings.
- Fixed normal building underground belts and pipes in remote view would
deconstruct rocks, trees and cliffs.
- Fixed normal building underground belts and pipes in remote view would have
missing tiles autofilled.
- Fixed crash when car would collide with 0 health entity in latency
- Fixed finish game achievements showing as obtainable on saves that has
already finished the game
- Fixed splash screen progress bar size not scaling with the UI.
- Fixed that the can't-reach wire sprite would get drawn under some entities.
- Fixed that the chart drag hotkey did not work.
- Fixed a crash when a tile cannot be placed due to a missing foundation with
default not given.
- Fixed rail signal selection box when selection box is off-center.
- Fixed that beacon fast-replace would allow modules the beacon did not accept.
- Fixed that water cane had the wrong icon.
- Fixed that building vehicles with pre-configured equipment grids did not
always work correctly.
- Fixed another bug related to smart underground belt building.
- Fixed parametrisation into requests which would lead into duplicate requests
wasn't handled.
- Fixed that personal lasers would be offset incorrectly while having a tesla
gun equipped.
- Fixed ghosts of non-blueprintable entities being ghost-buildable in normal
mode (e.g. in remote view).
- Fixed missing blueprint parametrisation number context for ticks waiting in
station schedule condition.
- Fixed that the infinity cargo wagon showed in Factoriopedia.
- Fixed a graphics artifact when drawing ghost rocket silos.
- Fixed nauvis_uranium_processing menu simulation not loading properly in the
demo.
- Fixed a crash when upgrading underground belts manually through remote view.
- Fixed extra spidertron ghost being created when ghost-building spidertron
snapped to existing spidertron ghost
- Fixed deconstruction planner would not respect deconstruction alternatives
when they were inside of entity ghost.
- Fixed equipment grid ghost interaction for entities that move in some cases.
- Fixed a crash when named logistic sections are removed when entities are
removed due to mod removal.
- Fixed that finite infinite levels would show wrong in the technology GUI in
some cases.
- Fixed that display panel text wasn't parametrisable by blueprint
parametrisation.
- Fixed that switching to remote view while shooting would keep shooting.
- Fixed consistency issue related to downgrading blueprints that contain
assemblers that when downgraded can no longer craft the recipe.
- Fixed trains station tutorial would crash when adding a schedule record.
- Fixed migrating logistic containers into storage chest could leave them
inconsistent.
- Fixed a crash related to drag building ghost belts and script reviving
entities.
- Fixed a crash when upgrade-reviving ghost entities that have gui open.
- Fixed a proxy container attached to mining drill module inventory would not
wake up inserters when modules are inserted or removed.
- Fixed display panel text was not showing up on screenshots.
- Fixed selector combinator gui was showing input value in the output count
signal slot.
- Fixed following robots lifetime modifier was not working with fractions.
- Fixed items on splitters were changing sides when rotating.
- Fixed decider combinator gui conditions highlighting.
- Fixed blueprints being able to rotate entites that are not rotatable based on
their prototypes
- Fixed that blueprint building parametrisation gui didn't accept unit
postfixes and formulas.
- Fixed that blueprint parametrisation number value edit didn't accept unit
postfixes and formulas.
- Fixed wire distance checks when entity uses rotated selection boxes.
- Fixed that blueprint parametrisation was able to change number in a storage
chest filter.
- Added more context to blueprint parameters in trains.
- Fixed pipe connection sprites of some machines not working together with
storage tanks and pumps.
- Fixed tooltip for recipe parameters to not show "made in".
- Fixed lamps with color set by control behavior would not use color for one
tick after loading a save.
- Fixed cutscenes would reset player zoom level when finishing.
- Fixed some tooltip lines would clip outside the tooltip frame.
- Fixed that the character would keep mining when entering remote view.
-----------------------------------------------------------------------------------
----------------
Version: 2.0.32
Minor Features:
- Added mouse sensitivity setting
Changes:
- Disabled achievements "It stinks and they don't like it", "It stinks and they
do like it", and "Get off my lawn" in peaceful mode and no enemies mode.
Optimizations:
- Improved performance when removing roboports in large active networks by 60%.
Bugfixes:
- Fixed building and shooting actions missing vibrations.
- Fixed a crash when writing LuaItem::entity_filters.
- Fixed that blueprint preview rendering did not work correctly.
- Fixed a crash with positional GuiEffect sounds with aggregation when
dedicated UI sound resources were exhausted.
- Fixed upgraded blueprint entities would have their flip reverted
- Fixed worm shooting at fast moving target sometimes created multiple acid
puddles with single spit and even outside of its range.
- Fixed that labs could try to research trigger based technologies.
- Fixed LuaEntity::get_logistic_sections was not always working with entity
ghosts.
- Fixed selector combinator was using wrong open and close sounds.
- Fixed remote item requests leaving a visual deconstruction/ghost mark when
inserters interacted with the slot.
- Fixed issue related to rendering items on belts when a belt was also rendered
through a camera widget.
- Fixed that assembler input slots could exceed stack limits.
- Fixed a crash in assembling machine GUI when the output was full and a recipe
containing a research progress product was being crafted.
- Fixed mouse cursor showing up when exiting Steam Big Picture in controller
input method.
- Fixed belts under elevated rails were not being removed when building a pair
of undergrounds.
- Fixed that inserters could grab items from belts that crafting machines no
longer wanted.
- Fixed taking screenshot could crash in some cases.
- Fixed that select list background drawing was incorrect for the first row.
- Fixed that inventory rendering did not work correctly if part of it was off
the left or right side of the screen.
- Fixed that reset technology effects would clear in-progress research
triggers.
- Fixed that writing "nil" to storage_filter did not work correctly.
- Fixed that UI sounds would not play when dedicated UI sound resources were
exhausted.
- Fixed display panel text and player names were not covered by onboard
rocket/cargo pod flight cutscene.
- Fixed that upgrading pairs of underground belts could transform one end of
the belt.
- Fixed upgrading a blueprint could fail to upgrade preview icons if the
upgrade only changed quality.
- Fixed that on_equipment_removed did not fire for robots removing equipment.
- Fixed that some hidden items would show in Factoriopedia.
- Fixed that Sound::audible_distance_modifier and
SoundPrototype::audible_distance_modifier would be effectively applied twice.
- Fixed that loading old save files created from a freeplay custom scenario
would not load because of outdated scripts.
- Fixed trunk of a specific tree flickered when moving while zoomed out.
- Fixed "Open character logistics/info/crafting" hotkeys sometimes not closing
the character gui.
- Fixed a desync related to cliffs and deleting multiple chunks in the same
tick.
- Don't auto-focus blueprint parameter fields when using a controller.
- Fixed a crash when interacting with GUIs while auto-save runs.
- Fixed that player.render_mode didn't report chart_zoomed_in for the remote
controller.
- Fixed crash when clicking a shortcut rich text link.
- Fixed BP of storage chest with filters would be incorectly overbuilt over
non-storage logistic chests
- Fixed a crash when building entities with linked pipe connections in
multiplayer latency.
- Fixed that map rendering would wrongly show your player as on the map when
paused.
- Fixed an audible click at certain zoom levels when playing positional sounds
with custom zoom attenuation and aggregation.
- Fixed offshore pump underwater patch was not rendered under water.
- Fixed issue where plants were not being destroyed when (super)force building
entities that autofill tiles that collide with them
- Fixed loading of scenarios when entities were configured with difficulty
settings.
- Fixed biters and pentapods getting frozen mid-attack.
- Fixed infinity container parametrization could set empty filters causing
crash on saving.
-----------------------------------------------------------------------------------
----------------
Version: 2.0.30
Minor Features:
- Added smart pipette for items on the ground.
Bugfixes:
- Possibly fixed crash related to disconnecting controllers.
- Fixed incorrect text being entered when typing with a USB keyboard in mouse
and keyboard mode.
- Fixed that chat links could be selected when using the on-screen keyboard.
- Fixed crash when connecting to multiplayer game hosting a custom scenario.
- Fixed crash when trying to edit a textbox with more than 500 characters.
- Fixed that item request proxies would show bad "missing materials for
construction" counts.
- Fixed a crash when creating a ghost assembling machine with a pre-set recipe
through script.
- Fixed a multiplayer latency related crash when deleting surfaces.
- Fixed crash due to division by zero when line_length of sheet definition of
SpriteVariations was 0.
- Fixed ammo turrets with target leading would undershoot ammo with range
modifier.
- Fixed opening a train stop on another surface from a tag would show the wrong
trains.
- Fixed only pings from last message in a given tick were being recognized.
- Fixed circuit condition signal selection title was "Set the filter" instead
of "Select a signal".
- Fixed a crash when interacting with ghost assembling machines after migrating
recipes.
- Fixed crash when using the same sprite as both decal and decorative.
- Fixed that logistic groups could get broken when mining and un-doing ghost
logistic containers.
- Fixed long custom ending text would not fit in the victory screen.
- Fixed that hidden surfaces would show in the evolution command.
- Fixed a crash when hovering some widgets at very small resolutions.
- Fixed a crash when quitting abnormally in multiplayer while the menu was
visible.
- Fixed that labs would consume power for one tick when not working.
- Fixed crash when frame count of animation layer definition using stripes
didn't match frame count of previous layer.
- Fixed hovering cursor over undo button could change rail planner start
location.
- Fixed missing Ў character in the game font.
- Fixed yet another issue with flow statistics.
- Fixed script rendering objects targeting an entity didn't draw at render
position of the entity.
- Fixed issue of incorrect undo of deconstruction of multiple tile ghost with
common dependent entity ghost
- Fixed that items would end up in crafing machine trash slots when it wasn't
desired.
- Fixed that deleting a surface with global electric network would leak an
electric network.
- Fixed blueprint could be configured with invalid set of grid size and
absolute grid position.
- Fixed that instant blueprint over-building would not auto fulfill item
requests.
- Fixed statistics would not include values from a newest sample that is still
being created.
- Fixed an issue with memory management in some cases when rotating entities.
- Fixed that hidden mining drills would still show in "mined by" in resource
tooltips.
- Fixed that the artillery wagon auto-targeting checkbox was not shown when the
artillery had an equipment grid.
- Fixed LuaTransportLine::get_line_item_position would return incorrect
positions.
- Fixed that writing to LuaPlayer::opened did not update the GUI in
multiplayer.
- Fixed pumps were setting filter when given negative fluid signals.
- Fixed a crash related to merging forces and gui.
- Fixed trains could switch to manual when due to interrupts the schedule
became empty.
- Fixed math expressions were not accepting numbers with positive exponent and
+ sign.
- Fixed a desync related to worker robots charging when force has worker robot
battery bonus set.
- Fixed that changing surface::localised_name did not update the surfaces list
in remote view.
- Fixed that quality could add a supply area to an electric pole without one.
- Fixed that the LAN games browser would not show anything if the public-games
filter was set to only show favorites.
- Fixed arithmetic combinator gui not refreshing circuit network selection when
combinator parameters are changed externally.
- Fixed copy source was cleared when source entity was built from ghost or
destroyed leaving ghost.
- Fixed that some actions would still be processed while the game was paused.
- Fixed a latency armor related crash.
- Fixed that some remote view GUI elements did not align correctly.
- Fixed that the blueprint GUI didn't render vehicles correctly.
- Fixed that changing loader direction through script could cause transport
lines to become inconsistent.
- Fixed that map pipeline rendering would show other forces pipes.
- Fixed that pipette over tiles would always override other actions bound to
the same hotkey.
- Fixed that vehicles would get stuck as 'reserved by remote driver' if they
died while being remote driven.
- Fixed inserters would keep using filters after migration when new prototypes
disallowed usage of filters.
-----------------------------------------------------------------------------------
----------------
Version: 2.0.28
Minor Features:
- Added radar minimap visualization for roboports and cargo landing pads.
- Re-added the sandbox scenario questionnaire.
Changes:
- Inserters (especially ghost long handed ones) spawn in stretched to an
appropriate distance.
- Reverted fix for god controller being able to zoom out to map view.
- Changed selector combinator circuit wire reach to be the same as wire reach
of other combinators.
- 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.
- Added detailed description to Factoriopedia for Blueprint, Blueprint book,
Deconstruction item and Upgrade item.
Graphics:
- Changed the Rocket part icon to look more like a part of the rocket.
Bugfixes:
- Fixed a crash when copying logistic filters into blueprints.
- Fixed that Factoriopedia would close if a GUI behind it was changed.
- Fixed a crash when drawing EntityButtons with entities with inverted
selection boxes.
- Fixed that pumps would run endlessly if the input fluid was incompatible.
- Fixed station list could be sometimes sorted incorrectly.
- Fixed trashing logic would not run after cancelling deconstruction of entity.
- Fixed reverting technologies with recipe unlocks would lock recipe that is
still unlocked by other technology.
- Fixed that logistic network content tooltips didn't show nice numbers.
- Fixed blueprint export to string would create malformed blueprint if it
contained decider combinator with empty conditions or empty output.
- Fixed consistency issue when power switch was destroyed leaving a ghost.
- Fixed inserters could in some cases interact with elevated cargo wagons.
- Fixed research was not correctly counted in total item production statistics.
- Fixed rocket silo control behavior would not update outputs when connecting
wire.
- Fixed that fast-replacing crafting machines would not preserve the mirrored
orientation of the original machine.
- Fixed that burner inserters would load too much fuel when fed by inserters.
- Fixed nuclear power achievement could be obtained without burning uranium
fuel cell if it was consumed for crafting.
- Fixed that clicking the sort buttons in the save-map GUI would reset the save
name field.
- Fixed flamethrower turret sound still playing after being deactivated or
destroyed with its ghost created.
- Fixed cars and tanks would keep their speed through a ghost when dying.
- Fixed fluid parameters were not showing when selecting fluids for wait
condition.
- Fixed deconstruction planner would not mark rails for deconstruction if they
were dependency of a rail support that was instantly removed.
- Fixed cargo pods with passenger would select landing spots using incorrect
bounding box.
- Fixed blueprint parametrization would allow selecting hidden recipe that can
be crafted.
- Fixed a crash when trying to set infinity chest filter with non zero count
but empty name.
- Fixed a crash when super force building blueprint with belts and external
wires in latency.
- Fixed that assemblers without fluid boxes were incorrectly considered
rotatable.
- Fixed burner energy source would not report out of fuel when incompatible
items were in the fuel inventory.
- Fixed that some damage tooltips were incorrect.
- Fixed that any tag being changed would refresh any active tag-edit GUI.
- Fixed many smaller GUIs still not supporting non-English search
- Fixed copying display panel would copy icon and text regardless of control
behavior being active.
- Fixed nuclear reactor was heating tiles farther than it would heat entities.
- Fixed that changing "send to orbit automatically" on rocket silos did not
work when in ghost form.
- Fixed electric network statistics could show total value that was larger than
expected caused by counting incomplete next sample.
- Fixed that importing save files in the map editor would crash the game.
- Fixed current research tooltip would show incorrect progress values.
- Fixed a desync related to building rails with rail planner in latency.
- Fixed a crash when the last roboport is disconnected while searching in
Logistic networks GUI.
- Fixed that items could be inserted into rocket inventory while the silo was
in "automatic requests" mode.
- Fixed that downgrading an entity ghost didn't remove invalid item insertion
requests.
- Fixed that robots could enter roboports marked for deconstruction.
- Fixed pipes and pipe shadow graphics on flipped biochamber.
- Fixed that ghost building electric poles did not always space them correctly.
- Fixed a crash when a robot tried to move in the same tick as it was
deactivated by script.
- Fixed a crash when reordering time-based wait conditions in multiplayer.
- Fixed that players with open blueprint creation GUI were unable to open menu
when the game was paused.
- Fixed parametrization of selector combinator would propose variables not
relevant due to current mode.
- Fixed parametrization was not covering inserter, assembler and reactor
signals.
- Fixed a dying turret could be disabled by control behavior causing it not
able to finish dead animation.
- Fixed a desync when changing force friends/ceasefire.
- Fixed trying to parametrize inserter stack size would clamp them to max stack
size of neutral force.
- Fixed construction robots from the personal roboport being stuck in a loop
when fulfilling delivery requests for construction robots.
- Fixed that stack inserters could deadlock in some cases.
- Fixed shortcut bar GUI clipping off screen in remote view.
- Fixed long logistic group name pushing delete button out of view.
- Fixed rocket silo in "automatic requests" mode not trashing spoiled items.
- Fixed assemblers with parameter recipe would not flip correctly.
- 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.
- Fixed bonus from research of character health is now showing in
factoriopedia.
- Fixed that the pump would lose its filter when fast-replaced.
- Fixed setting generate_map in SimulationDefinition would not allow to have
map generated in simulations.
- Fixed pipette of hazard concrete tiles would not set correct build direction.
- Fixed control settings menu sometimes growing in size when interacting with
it.
- Fixed a crash when building terrain in remote view.
- Fixed that layered quality icons did not work correctly in recipe overlays.
- Fixed that "hidden in factoriopedia" technologies still showed in
Factoriopedia.
- Fixed a performance issue when rendering radar minimap visualization.
- Fixed a crash when clicking give-item technology modifiers in the technology
GUI.
- Fixed that a robot wouldn't play a tile mined_sound when deconstructing it.
- Fixed that a robot would play a deconstruct sound regardless of whether the
deconstruction succeeded or not.
- Fixed a consistency issue related to loading script rendered animations when
animation is no longer available.
- Fixed that the personal logistics area would render incorrectly when the game
was paused.
- Fixed that the open-factoriopedia hotkey did not work in some cases.
- Fixed that fog of war was not rendered while dead.
- Fixed that opening the technology GUI while dragging the map would continue
to drag the map.
-----------------------------------------------------------------------------------
----------------
Version: 2.0.23
Major Features:
- New rail shapes, rail curves, 22.5 degree tracks.
- Added Train interrupts (https://factorio.com/blog/post/fff-389,
https://factorio.com/blog/post/fff-395)
Trains can have number of interrupts, each interrupt has conditions and set
of stops.
Whenever is the train leaving a station, the first interrupt with fulfilled
condition is activated, which adds its stations
as temporary items into the schedule.
- Added Train groups. (https://factorio.com/blog/post/fff-389)
Train name is editable and trains with the same name are considered to be in
the same group.
Editing schedule of a train automatically updates schedules of all the trains
in the same group.
- Added Logistic groups. (https://factorio.com/blog/post/fff-382)
Logistic group is editable for logistic points (Requester chest, Roboport,
Character, Spidertron, etc.).
Editing the requests of a logistic point automatically updates requests of
all the points in the same group.
- Added Factoriopedia. (https://factorio.com/blog/post/fff-397)
It provides detailed information about different kind of objects.
ZL+ZR+Selecting any relevant gui element or game entity opens the related
page.
- Forced building will now automatically adds missing landfill or other other
tiles based on context.
- Added super forced building mode. ZL + ZR + Build marks for deconstruction
player's colliding entities and replaces ghosts and tiles.
(https://factorio.com/blog/post/fff-383)
- Added search to the remote view. It allows to do surface wide search for
recipe production, resources and train stations and map tags.
(https://factorio.com/blog/post/fff-400)
- Blueprint parametrisation. Allows to make more generic bluprints, which are
configured upon building. (https://factorio.com/blog/post/fff-392)
Features:
- Rail planner is usable in the map (remote view).
(https://factorio.com/blog/post/fff-403)
- Added smart dragging of underground belts and pipes.
- Added a toggle to show pipelines on the map.
- Added the option to pin positions, entities, alerts or search results, and
keep track of their location. (https://factorio.com/blog/post/fff-400)
- Entity ghosts are now buildable on water if the landfill ghosts are already
there.
- Added a third graph to the electric network overview to track the charges of
accumulators over time. (https://factorio.com/blog/post/fff-408)
- Added a new alert for construction and logistic robots that can't find free
space in a roboport.
- Added a new alert for trains failing to pathfind to their target.
(https://factorio.com/blog/post/fff-395)
- Added a new alert for turrets running out of ammunition. It only sounds once
right when the ammo is used up.
- Added fuel condition to the train schedule.
- Added condition to the train schedule to check whether a specific station is
full or not.
- Added an option for a locomotive to update its color automatically based on
the color of the target train stop. (https://factorio.com/blog/post/fff-389)
- Smarter worker robot scheduling.
Worker robots have task queue now which allows the planner to choose the
robot that will be able
to get to the destination fastest, even if it is doing something else at the
moment.
- Robot requests in roboports.
- Added Flipping as a primary action to flip entities horizontally or
vertically. Works on items in hand
placed on the surface or ghosts. AssemblingMachines can now be mirrored by
flipping them, allowing
additional fluid box configurations.
- Upgrade planner can install new modules into machines, this is done by
leaving the source slot empty
and setting up only the destination slot.
- Upgrade planner module upgrade/install can have machine filter and maximum
count per machine specified.
- Upgrade planner now has dynamic size, similar to the blueprint library. The
size is capped at 250 rows now.
- Added a way to create module/fuel requests in entities remotely by selecting
with ghost item in hand. (https://factorio.com/blog/post/fff-380)
- All turrets (except for artillery) can now be configured individually to
prioritize certain types of enemies when looking for targets.
(https://factorio.com/blog/post/fff-410)
The priority settings can be copy-pasted between the different turret types
and can be configured through the circuit network.
- Added latency hiding for cars (and tanks).
- Rocket silos continue producing parts for the next rocket while the current
rocket is being launched. Completing another rocket soon enough skips closing and
reopening the doors. (https://factorio.com/blog/post/fff-405)
- Improved the way spidertrons are remotely controlled.
Instead of spidertron remote being linked to single spidertron, it can be
used to group select and command spidertrons like in your typical RTS game.
- Spidertrons can be entered remotely, so you can control them as if you were
inside physically, so switching the map on/off doesn't distrubt the mode.
- Allowed opening and configuring entities through remote view.
(https://factorio.com/blog/post/fff-380)
- When imported blueprint is placed, assembling machines will be configured
with the recipe even when recipe is not yet researched.
- Added flying text for more cases of unsuccessful resource mining.
Ease of use:
- Added green indicator (instead of yellow), when previewing underground
belt/pipe on its maximal distance. (https://factorio.com/blog/post/fff-388)
Circuit Network:
- Added selector combinator. It allows to select one of the signals, or the
signal count from an input.
- Added editable description to combinator entities.
- Decider Combinators are now allowed to check multiple conditions and send
multiple outputs per combinator.
- Arithmetic combinator now allows to select red and green networks for input
signals and perform Each-Each operations.
- Signal pipetting.
- Added display panel. 1X1 entity which can show specified icon and/or text,
possibly also on the map. It can be also controlled by the circuit network.
(https://factorio.com/blog/post/fff-419)
- Transport belt connected to a circuit network can now read contents of the
whole segment instead of just the one tile. (https://factorio.com/blog/post/fff-
405)
- Roboports can read logistic network contents and requests.
(https://factorio.com/blog/post/fff-428)
- Roboports can output the number of roboports in the logistic network to the
circuit network. (https://factorio.com/blog/post/fff-428)
- Logistic Chests have an optional circuit condition to enable / disable their
connection to the network. (https://factorio.com/blog/post/fff-428)
- Rocket silo is connectable to circuit network, and allows to read its
contents.
- All turrets (including artillery) can now be connected to the circuit network
to read their current ammo count and/or deactivate them.
(https://factorio.com/blog/post/fff-410)
- Assembling machines, chemical plants, oil refineries and centrifuges can now
send the ingredient list of their recipes to the circuit network.
- Drag building electric poles will also drag circuit wires when starting from
electric pole with already connected circuit wires.
- When electric pole is removed, it will rewire circuit wires similar to copper
wires.
- Cut/copy pasting blueprint with external circuit wire connections will
preserve these connections when the blueprint is built (if possible).
(https://factorio.com/blog/post/fff-402)
- Radar can now be connected to circuit network, allowing to wirelessly
transmit a single channel of red and green signals on each planet/surface.
(https://factorio.com/blog/post/fff-402)
- Added a way to read nuclear reactor temperature through the circuit network.
(https://factorio.com/blog/post/fff-428)
Minor Features:
- Added "No enemies" setting that disables enemy unit spawning from enemy
spawners, map gen, and items. Does not disable enemy spawners.
- Upgrade planner can upgrade fuel in blueprints (yet to be implemented for
existing entities).
- Added cargo pods that move items from platforms to landing pads.
- Undo improvements. Undo actions older than 1 minute require confirmation
+flying text notification of what was undone.
- Added redo.
- Allow undoing of module changes done via upgrade planner.
- Allow undoing of copy-pasting entity settings like assembler recipes or
inserter filters. (https://factorio.com/blog/post/fff-412)
- Allowed lamps color to be configured manually.
- Manual building in latency state now tracks used items.
- Manual building previews will now highlight ghosts that would be removed.
- Blueprints with entities and landfill are now quickly buildable over water.
- Added icons for tileable blueprints, like "Curve, Corner, T junction, X
junction" and similar, in Virtual signals category.
- Evolution factors are now tracked individually for each surface.
- Pumps now can have a fluid filter. If present, only the specified fluid is
taken from the pump's source.
- Electric poles are no longer limited to 5 copper connections to other
electric poles.
- Removed some of the abstract items (red wire, green wire, discharge defense,
artillery remote, spidertron remote) and replaced them with shortcut bar tools
which can be used anytime for free. (https://factorio.com/blog/post/fff-379)
These tools can still be placed into the quickbar if desired.
- The smart pipette can also pick terrain and using it on fluid select the
offshore pump.
- The smart pipette can also pick items from crafting, logistic, select list,
inventory and quickbar.
- Disabling train stop no longer sends ongoing trains away. Disabled train stop
is now considered full and trains will not skip schedule records.
- Map tags can be moved.
- Map tags can be quickly copied using pipette.
- Map tags and pings can be placed while zoomed in to game view.
- Spidertrons can be damaged by cars and tanks, can be damaged by walking on
fire, and can be slowed with slowdown capsules.
- Switching to the map editor using /editor now places the player at the
position they were looking at in remote view. Switching out of the map editor
returns the character to the position it was when entering.
Added editor options to individually revert these changes to their previous
behavior.
- Numerical textfields accepts values with postfix formats (10k instead of
10000 etc), simple math expressions, like 3*7+7k are also possible.
- Added logic to hide previews for buildable items if fast-transfer modifiers
(default: Ctrl) are pressed. Doesn't apply to blueprints or when rail planner is
active.
- Improved the AI of the worker flying robots when it comes to choosing
roboport to recharge.
It prefers roboports closer to its destination, so (for example) it won't get
stuck over lakes forever.
- When you retrieve your corpse, the logistic requests will re-enable if they
were enabled before death.
(Related to the already existing behaviour, where the requests are disabled
upon death, to avoid unwanted supply)
- Added an option to auto-pause servers while any player is connecting
(defaults to false).
- Added several new achievements.
- When renaming a train stop, it will try to copy its color from an existing
stop with that name.
- Added control inputs to adjust blueprint grid alignment.
- Train stop can be given a priority, trains will prefer going to the train
stop with higher priority and it will be easier for them to depart from such train
stop. (https://factorio.com/blog/post/fff-395)
- Allow copy-pasting of setting for trains and train stops while in chart view.
(https://factorio.com/blog/post/fff-403)
- Crafting machines can craft more than 1 recipe per tick if their speeds are
fast enough.
- Trains with non-empty schedule are automatically switched into automated mode
upon completition.
- The spidertron inventory is automatically sorted.
- Added a browse history feature. Can go back and forth through what was
opened. (https://factorio.com/blog/post/fff-397)
- Added 8 directional arrows to virtual signals. Also added red cross signal
next to the checkmark.
- Added a super forced mode for deconstruction planner: when selecting area
while holding ZL + ZR (by default) deconstructs everything (deconstructible and not
filtered out), i.e. entities, tiles and hidden tiles
- Added a reverse mode for deconstruction planner: when selecting an area, the
white-/blacklist setting for entity and tile filters will be reversed for this
selection.
- Added a nondefault tile cover cache - last used cover tile is being saved per
surface per force per tile id being covered. For most intents and purposes, those
values act the same as default covers defined by covered tile prototype (for tiles
without default cover defined).
- The storage filter of logistic storage chests can now be copy-pasted.
- Assemblers circuit allows to choose if items in crafting should be included
by read contents.
- Added drag-to-reorder to the research queue.
- Added gamepad stick sensitivity setting for map movement.
- Search is now case and accent insensitive for all official languages.
- Cars and tanks will auto-refuel.
- Statistic GUI precision is preserved across instances.
Optimizations:
- Added automatic splitting of repeated noise expressions into separate
procedures which increased map generation speed.
- Improved C++ structure of noise expressions which reduced game start-up time
and MapGenSettings compilation time.
- Improved worker robot performance, they are not updated every tick when
moving or stationary anymore. (https://factorio.com/blog/post/fff-421)
- Improved performance of idle roboports. (https://factorio.com/blog/post/fff-
421)
- Improved radar charting speed. (https://factorio.com/blog/post/fff-421)
- Improved circuit network logic by making it fully multithreaded.
- Changed Spidertron walking strategy to deliberately alternate legs and be
overall more efficient and performant.
- Changed train wait condition evaluation order to check 'cheap' conditions
(e.g. wait time) before 'expensive' conditions (e.g. inventory) within a set of
"and"-connected conditions.
- Improved performance of technology GUI when viewing only essential
technologies.
Graphics:
- Changed night vision effect from grayscale to a more contrasty one.
- Reworked fire animations, improved quality and increased resolution.
- Reworked rocket projectile animations
- Fixed copper and circuit wires appearing to sag below the perceived ground
level.
- Fixed copper and circuit wire shadows projecting onto the ground incorrectly.
Sounds:
- Improved sounds of dying enemies.
- Added different sounds for manipulating different items in the inventory and
opening different entities. (https://factorio.com/blog/post/fff-396)
- Added different sounds for shooting different kind of targets.
- Added ambient sounds. (https://factorio.com/blog/post/fff-396)
- Added semi-persistent ambient sounds.
- Added support for sound accents for entities' working_sound. These are short
sounds which play at a specific moment in the entity's animation.
- Added support for multiple main sounds for entities' working_sound.
- Extended support for aggregation to most sounds.
- Added controls to skip current music track, go back to previous one and to
pause/resume music.
- Added variable music. (https://factorio.com/blog/post/fff-407)
Balancing:
- Diminishing return of beacons effect (https://factorio.com/blog/post/fff-409)
- Lowered Fluid pumping speed from 12 000 to 1 200.
- Altered the mining drill bounding box, so you can walk between mining drill
and substation and such.
- Lowered stack size of ammo from 200 to 100.
- Increased fluid wagon capacity from 25000 to 50000 to make fluid wagons more
compelling compared to the new pipe mechanics.
- Increased low density structure stack size from 10 to 50.
- Increased beacon stack size from 10 to 20.
- Biter spawner health grows with evolution, up to 10 times with maximum
evolution.
- Increased health of bigger worms, and added a laser resistance to them.
- Removed the 15% explosion damage resistance from biter spawners.
- Doubled the damage of artillery.
- Nerfed personal laser defense damage output to 1/3 its previous output.
- Changed all module-3 recipe to require only 4 (instead of 5) module-2
ingredients.
- Greatly increased default tile pollution absorption.
- Increased rocket fuel stack size from 10 to 20.
- Decreased the crafting time of rocket ingredients.
- Decreased the crafting time of solid fuel.
- Increased damage and range of non-explosive cannon shells.
- Doubled the distractor robot health from 90 to 180 and life time from 45s to
90s.
- Increased destroyer robot base damage from 10 to 20 and range from 15 to 20.
- Increased damage of shotgun pellets from 5 to 8, and made shotgun projectiles
spawn closer to the player.
- Increased battery capacity of construction robot from 1.5MJ to 3MJ.
- Rocket (ammo) no longer requires an electronic circuit to be crafted.
- Rocket and Explosive rocket projectiles accelerate twice as fast.
- Changed the rocket recipe to require only processing unit instead of rocket
control unit. Rocket control unit was removed from the game.
Changes:
- Reworked the fluid system flow logic. (https://factorio.com/blog/post/fff-
416)
Contiguous sections of pipes and storage tanks are merged into segments.
Each segment contains a single fluid, and throughput is proportional to how
full a segment is.
- Removed Filter and Stack filter inserter, instead all inserters can use
filters now.
- Character corpses no longer despawn.
- Merged zoom controls and removed functionality to zoom in without leaving
chart view.
- Kovarex enrichment process is now unlocked by automation, logistic and
chemical science pack only.
- Power armor equipment grid resized from 7x7 to 6x8 to be a bit more
practical.
- Power switch and Programmable speaker stack size reduced from 50 to 10.
- Big and huge rock doesn't drop stone items when destroyed anymore.
- 1 Water will now produce 10 Steam in boilers/heat exchangers.
- Boilers will respect conservation of energy by considering heat capacity of
input and output fluids.
- Removed the "fuzzy search" setting.
- Smart belt building was slightly improved, so it makes the underground also
when overbuilding belt gap with belts already present on both sides.
- Trains will not skip stations that do not have any valid stops, they will 'no
path' instead.
- Trains with artillery wagons now need to wait for all cannons to be in fully
their parked position before departing.
When driving manually, keep holding accelerate to command the artillery to
stop firing and assume their parked position.
- Added event-based technologies for unlocks related to the early game.
- Added event-based technologies to only allow to research the oil related and
uranium related technologies after the related resource had been mined.
- Switching to map view switches to remote controller now, which allows to open
and setup entities even when they are far away.
- Chunks under fog of war are covered even in normal view.
- Default train connect key is now J, train disconnect key is now K and
vertical flip is now V.
- Allowed electric poles to be fast-replaced by moving.
- Allowed entity ghost-building over tile ghosts.
- Allowed landfill mining.
- Underground belts and pipes-to-ground connections can be blocked by certain
tiles.
- Disabled loading of saves before 1.0.0 version (You can use 1.1 to load older
saves and re-save them).
- Changed the /evolution command to respect the now Surface-based evolution
tracking. Provide a Surface's name as parameter to get its evolution factor, or
leave blank to get a full list.
- Locomotive fuel inventory is now accesible by inserters, so it can be
unloaded automatically.
- Changed module limitations for recipes from item-based to effect-based. A
module can't be placed into a machine if the current recipe doesn't support one of
the effects.
- Changed "use item" (grenades, artillery remote, capsules) to its own control
and changed the default to right mouse button.
- Improved heuristic of robots selecting roboports to charge/station.
- Changed selection logic of entity ghosts. They now behave as if they were
real entities already.
- Car collisions impact on speed reworked (destroying obstacles now slows the
car less than before).
- Added one more color to robot overview on the map (red = logistic robots
targeted to me, to deliver or to trash).
- Ghost pipes are now connecting to other pipes.
- When train has no fuel, player can manually move the train slowly when it is
manually controlled. (https://factorio.com/blog/post/fff-403)
- Increased Big electric pole maximum wire reach from 30 to 32.
- Electric poles are always crafted from copper wire instead of copper plates.
- Removed sandbox scenario.
- Tweaked most of the tips trigger and skip trigger logic, added new tips.
Added the ability to show animated UI related tips.
- MapTick is now 64 bit.
- Disabled the turret shooting alert by default.
- Remnants of destroyed player buildings do not disappear after a while any
more.
- Increased the number of chunks generated around players based on the maximum
view distance.
- Changed pipe to ground collision mask so player can walk on top of it.
- Using the pipette on an entity marked for upgrading now picks the result of
the upgrade instead of the existing entity.
- Rotating (and flipping) already built entities is now allowed at any
distance.
- Added linear interpolation method (used by default now) for audio resampling
when playback speed is changed.
- Added an option to disable animated ghosts to aid performance on integrated
GPUs.
- Jelly is no longer mined from Slipstack trees so it is less confusing where
to get jelly from.
- Removed "Select previous technology" control which didn't work (replaced with
the generic back/forward navigation in 2.0).
- Updated shortcut icons and increased their size to 56px.
- Reviving container ghosts no longer puts colliding items on the ground into
the resulting container.
- Fluid mixing will prefer the fluid with more volume and discard the other.
- Increased spidertron walking sound volume.
- Using the "craft all" hotkey on free recipes queues 1 stack of the results.
Gui:
- Added Players screen (accessible from the side menu), where each of the
player can be inspected. (https://factorio.com/blog/post/fff-423)
- Added drag to rearrange logistic requests within a section.
- Changed spidertron gui to have 3 panels instead of two when the flat
character gui settings is selected.
- The spidertron grid is opened by a button instead of a tab.
- Improved the tooltips of graphs, to actually explain what is the relationship
of the two numbers displayed.
- Production and electric network graphs now highlight the corresponding line
if an item's slot is hovered in the list below.
- Fixed technology graph UI not properly scaling with UI scale.
- Restructured all the circuit condition windows.
- Circuit and logistics condition windows can be opened at the same time.
- New logistic networks GUI. (https://factorio.com/blog/post/fff-405)
- The trains stop gui contains a list of trains on the way to this stop
(https://factorio.com/blog/post/fff-403).
- Added a notification of researched technology.
- Research widget has a tooltip which shows the research production graph for
the last 10 minutes. (https://factorio.com/blog/post/fff-423)
- Alert gui now allows specific selection of the problem we want to move to.
(https://factorio.com/blog/post/fff-400)
- Circuit conditions for trains now show precise progress in the GUI if it
makes sense for the condition.
- Changed sorting of technologies in technology list to put infinite
technologies at the back.
- The buttons for circuit and logistic control settings of entities are now
always visible if the entity supports them.
Bugfixes:
- Many fixes and improvements.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.110
Bugfixes:
- Fixed electric furnace shadow missing.
- Fixed a crash when using weak tables in the lua global table.
- Fixed a bonus productivity exploit when crafting machine ingredients were
force returned.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.109
Bugfixes:
- Fixed a crash when trying to hand-craft recipes that have fluid ingredients.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.108
Bugfixes:
- Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a
sprite path starting with "file.".
-----------------------------------------------------------------------------------
----------------
Version: 1.1.107
Bugfixes:
- Fixed first tutorial level advancing to a wrong story step after drill is set
in quickbar.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.106
Gui:
- Added Paste button to exchange string import GUIs
- Scrolling is smoother when using scrollbars with a controller.
- Controller button hints GUI will try to move out of the way of chat messages.
Bugfixes:
- Fixed crash when trying to exit the application while the controller support
applet is active(after changing console play modes)
- Fixed freeze when changing console play modes while the on-screen keyboard is
active.
- Fixed crash when finishing a mini-tutorial after changing the input method
from keyboard and mouse to controller while in the mini-tutorial.
- Fixed strange entity selection behavior after finishing a mini-tutorial after
changing the input method from controller to keyboard and mouse while in the mini-
tutorial.
- Fixed that LuaForce::chart_all() wouldn't chart surfaces that had never had
any charting.
- Fixed LuaEntity::circuit_connection_definitions could return copper wires
from ghost entities.
- Fixed a desync related to changing in-progress infinite research levels.
- Fixed copying train stop settings could cause some trains to arrive.
- Fixed a save corruption issue related to large amounts of overlapping small
electric poles.
- Fixed entity status icons being visible in simulations.
- Fixed a crash when giving NaN values to some lua APIs.
- Fixed a desync when changing the force of a requester chest with filters set
from the circuit network.
- Fixed a rendering issue with pumpjack arrows when holding some items.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.104
Gui:
- Trying to close a window will first close any opened drop-down. This improves
navigating drop-downs with controllers.
Bugfixes:
- Fixed intro sound being choppy sometimes.
- Fixed controller relative driving mode steering left and right repeatedly in
multiplayer.
- Fixed controller relative driving mode causing jittery movement when driving
backwards.
- Fixed crash when placing linked chest in multiplayer with hotkey suggestions
enabled.
- Fixed that migration_applied was always false in the on_configuration_changed
event.
- Fixed that item health bars didn't render correctly at some scales.
- Fixed a crash when the server has disconnected while setting quickbar slots.
- Fixed that the delete save confirm could delete the wrong save if a different
one was selected while it was showing.
- Fixed that the custom camera widget wouldn't render entity status icons
correctly.
- Fixed that LuaGameScript::auto_save() wouldn't work if the root saves folder
didn't already exist.
- Fixed that selecting a group in the chat icon selector GUI would occasionally
select a random result.
- Fixed tank not consuming fuel when turning while braking.
- Fixed train could not advance from destination full state when a train stop
placed from blueprint was built before a rail next to it.
- Fixed partial item transfer not preserving inventory hand location.
- Fixed transport belt would keep saying "Disabled by control behavior" after
circuit wires were removed.
- Fixed a crash when searching in certain icon selector GUIs.
- Fixed that empty locale would cause things to not show in GUIs.
- Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly
when the fluid box was not part of a fluid system.
Debug:
- Added show_generated_chunks debug option which shows uncharted yet generated
chunks on the map.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.101
Bugfixes:
- Fixed a crash when entering bad number values in some input fields.
- Fixed a crash when removing an item that is being used to hand craft a recipe
while also changing the recipe to take fluid ingredients.
- Fixed a crash when defining a recipe that takes zero fluid as the first
ingredient.
- Fixed cloning a furnace would not preserve previous recipe id.
- Fixed that selecting a locale would sometimes reset the setting back to
"Default"
- Fixed that choose-elem-button equipment tooltips were missing the equipment
name and description.
- Fixed being unable to focus search in the train overview GUI with Control + F
when a mod attaches a relative GUI element to it.
- Fixed a crash when item stack of item-on-ground becomes empty because of
scripted stack transfer.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.100
Optimizations:
- Optimized saving time slightly.
- Reduced memory usage slightly.
Changes:
- Technology researched message does not play chat notification sound.
- Pressing "Regenerate map" in the map editor will open the map generator.
- "Regenerate map" is no longer available in map editor for scenarios that
don't use the map generator.
Bugfixes:
- Fixed crash when playing "Rocket rush" scenario.
- Fixed crashes when putting super large numbers in number input fields.
- Fixed a desync when putting super large numbers in the map editor brush size
fields.
- Fixed a crash when changing the technology price multiplier while research is
in progress.
- Fixed a desync related to manual crafting large recipe counts.
- Fixed rendering of cliff previews.
- Fixed train fulfilled fraction was always showing full green background.
- Fixed a desync when technology prices would grow beyond 18~ quintillion.
- Fixed a crash when entering large values for train wait times.
- Fixed that cloning rails in the map editor could lead to corrupt saves in
some instances.
- Fixed offset of circuit connector sprites for inserters
- Fixed that pressing regenerate map in the map editor would change the map
generator settings GUI next time it's used.
- Fixed that reset technology effects would advance infinite research in some
cases.
- Fixed loader would not connect to belts in preview in some cases.
- Fixed bad pumpjack drain logic related to yield.
- Fixed recipes with ingredients craftable for free could not be crafted.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.94
Minor Features:
- Added a notification when a technology is researched.
- Added /enable-research-queue console command to enable the research queue
without disabling achievements.
Changes:
- The research queue is enabled by default for new games.
Bugfixes:
- The on-screen keyboard can now input new lines in multi-line text boxes.
- Fixed another rare crash when using very long belts(over 900 tiles).
- Fixed vibrations not working after changing controller configuration while
the console is asleep.
- Fixed that selection tool with "cancel-deconstruct", "cancel-upgrade" or
"downgrade" mode would not render selection of entities.
- Fixed it was possible to create maps with width or height larger than
2000000.
- Fixed recipe tooltip in assembling machine was doing intermediate crafting
logic when showing items missing for crafting.
- Fixed inserter could take items from wrong side of a belt when the belt shape
was changed.
- Fixed that heat buffer temperatures would not migrate correctly when changing
the prototype maximum temperature.
- Fixed that the research queue would not be enabled by default for the
Marathon and Death world marathon presets.
- Fixed fast replacing train stops would not preserve trains limit.
- Fixed that crafting machines did not handle item-with-tags type items
correctly.
- Fixed server not showing in LAN server browser if the game is also public and
with a different external port because of NAT.
- Fixed controller vibrations playing in keyboard and mouse mode.
- Fixed that pumpjacks would not show the correct status when they were stopped
due to full fluid output.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.91
Minor Features:
- Added vibrations to vehicle collisions.
Bugfixes:
- Fixed that notch slider tooltips would not show in some cases.
- Fixed that any error with an audio stream would crash the game, improved
audio stream error handling in general.
- Fixed a hang in audio streams.
- Fixed blueprint setup GUI cutting off at the bottom.
- Fixed cursor sometimes teleporting to nearby entities when selecting entities
to be built from the Quick panel, in multiplayer.
- Fixed multiplayer desync with other platforms.
- Fixed a player could not obtain achievements if it was in game for longer
than 9942h.
- Fixed that Build control was allowing binding to controller buttons that
would not work.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.87
Features:
- Added keyboard and mouse support. Change input method in Settings->Controls
to play using keyboard and mouse.
Minor Features:
- Added stick sensitivity setting.
- Added ability to quickly swap A and B buttons.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.82
Bugfixes:
- Reduced the number of crashes for players with very large saves running low
on memory.
- Improved the latency of selecting entities in multiplayer.
- General bugfixes and improvements
-----------------------------------------------------------------------------------
----------------
Version: 1.1.80
Bugfixes:
- General bugfixes and improvements
-----------------------------------------------------------------------------------
----------------
Version: 1.1.76
Minor Features:
- Added vibration intensity setting to the control settings screen.
- Added absolute vehicle control mode as a setting in the control settings
screen.
- Added option to enable predictive text for the on-screen keyboard. Enabling
this also allows entering Chinese and Korean text and Japanese kanji characters.
Changes:
- When in free cursor mode with a GUI open, Left Stick will also move the
cursor.
- When in free cursor mode with Quick panel open, Left Stick will navigate the
Quick panel normally.
Bugfixes:
- Fixed the cursor in the world map moving twice as fast in free cursor mode.
- Fixed GUI navigation getting stuck on AND/OR buttons in the locomotive GUI.
- Fixed GUI navigation navigating to empty technology slots in research queue.
- Fixed GUI navigation sometimes getting stuck when navigating large technology
trees.
-----------------------------------------------------------------------------------
----------------
Version: 1.1.74
Minor Features:
- Added option in Settings->Other to set an email and password to the account,
so it can be used on other platforms or consoles.
- Added Danish localization
Bugfixes:
- Fixed crash when creating extremely long belts.
- Fixed crash when a textbox disappears while the on screen keyboard is still
open.
- Fixed crash when exiting the game while a new map is being created.
- Fixed crash sometimes when transferring all items from character corpse.
- Fixed another crash when trying to save with a long save file name
-----------------------------------------------------------------------------------
----------------
Version: 1.1.72
Bugfixes:
- Fixed crash when exiting the level while Quick Panel is open.
- Fixed crash when dying while Quick Panel is open.
- Fixed crash when trying to save with a long save file name
- Fixed that you could not map controller sticks in the control settings gui.
- Fixed memory leak related to OpenGL textures, affecting mostly main menu
background simulations.