In the blueprint preview window, deselecting all train fuel items disables the 'Train fuel' option. (This was already the case for modules. https://forums.factorio.com/102804)
Graphics
Added support for Wayland on Linux. To enable it, set SDL_VIDEODRIVER=wayland in your environment. (thanks to raiguard)
Changes
Music no longer fades out on technology screen. more
On macOS, when AZERTY keyboard layout is used, the shortcut for Undo will default to Cmd + Z instead of Cmd + W. more
Bugfixes
Fixed 'on_string_translated' event having incorrect localised_string parameter for fallback groups.
Fixed that LuaPlayer::cursor_stack_temporary returned false for pasted blueprints. more
Fixed size issues related to mod relative GUIs. more
Fixed that item request proxies could be created through script with a count of 0. more
Fixed that electric energy interface entities didn't use the render layer defined in the prototype for animations. more
Fixed a memory corruption issue when saving under linux with async saving enabled. more
Fixed ping shown for a server in the multiplayer games browser sometimes not updating correctly.
Fixed the game would fail to load sprites with some mods when max texture size was set to 2048. more
Fixed centrifuge uranium glow effect flickering on and off on arm64 builds.
Fixed a scripting error in tips and tricks simulations related to mod migrations. more
Fixed a crash when downgrading specific entities in multiplayer. more
Fixed that LuaItemStack::transfer_stack didn't work correctly for inventories that went over normal item stack limits. more
Fixed TransportLine consistency issue when changing force of a linked-belt. more
Fixed a crash related to custom map generation. more
Fixed programmable speaker playing incorrect sound in certain scenarios. more
Fixed that create_spidertron() didn't scale lights correctly. more
Fixed LuaFluidBox::get_prototype would try to return fluidbox prototypes ignoring layout of fluidboxes when part of crafting machine. more
Fixed inserter could start moving to the drop target while still being in the pickup mode. more
Fixed multiple personal roboports discharging. more
Fixed that LuaLogisticNetwork::insert() wouldn't insert all of the requested items in some cases. more
Fixed loader would ignore ElectricEnergySourcePrototype::buffer_capacity. more
Fixed rotating a loader would not update heat connections if it has any. more
Fixed migrating loader energy sources between types could fail to update energy source buffer size. more
Fixed migrating inserter energy source between types could fail to update energy source buffer size.
Fixed migrating pump energy source between types could fail to update energy source buffer size.
Fixed migrating radar energy source between types could fail to update energy source buffer size.
Fixed migrating reactor energy source between types could fail to update energy source buffer size.
Fixed double sound when transferring crafting materials from cursor stack into crafting machine or when taking items from the result slot.
Fixed a desync related to fluid energy source energy extraction when floating point rounding errors are involved.
Fixed a bad error message when registering custom hotkey events with filters. more
Fixed that color mod settings wouldn't migrate to the default value. more
Fixed that escape did not work to close the user-login GUI. more
Fixed that the CustomGuiElement "switch" type would fire the click event twice. more
Fixed a rare crash related to watching replays. more
Fixed consistency issue related to building loader ghosts over existing loader ghosts. more
Fixed spilling items would fail to spread items when surface had width or height set to more than 2^31. more
Fixed an AI Pathfinder desync when changing goal_pressure_ratio while the pathfinder was running. more
Fixed land mine was not colliding with rail signals. more
Fixed a crash when disconnecting and reconnecting a display on Wayland more
Fixed inconsistent clipboard behavior on Wayland more
Fixed that disabling permissions to move didn't work correctly in some cases more
Fixed furnace would stop crafting when recipe could not be deduced from ingredients and technology effects were being reset. more
Fixed a crash related to script creation of entities. more
Fixed module and fuel entries disappearing from blueprint preview when selectively disabled, instead of showing up with count 0. more
Fixed automatic targeting with spidertrons did not work if all ammo slots were not filled. more
Fixed technology title not updating when technology was researched. more
Fixed horizontal lines ending up too short when close to line-wrapping labels more
Fixed a crash related to migrating spider vehicle guns. more
Fixed loader ghosts would connect to transport belts even when they had different forces. more
Fixed a crash when moving blueprint book to blueprint library when there is also another book that will get under the cursor and tooltips are showing. more
Fixed that "item-with-inventory" would allow setting inventory_size to "dynamic". more
Fixed InserterPrototype would accept too large stack size bonuses. more
Fixed a crash when maximum-sounds is set below 16, for example by using --disable-audio or on failed audio initialization. more
Fixed that some effects would sometimes be performed twice in multiplayer when FPS is lower than UPS.
Fixed LuaSurface::find_entities_filtered would not accept force indexes. more
Fixed that solar panels on multiple surfaces would all produce electricity based on a daytime of one of the surfaces when they were part of a single electric network with a script created wire between surfaces. more
Fixed that loaders would spill their items when fast-replaced or upgraded.
Fixed valid path searches failing because a previously failed path with a wider bounding box was cached. more
Fixed LuaRendering::draw_sprite and draw_animation throwing an exception when orientation_target was not given.
Modding
Added a command line flag (dump-data) to dump data-raw to the script output folder as json.
Added a command line flag (dump-icon-sprites) to dump prototype icons to the script output folder.
Added a command line flag (dump-prototype-locale) to dump prototype locale to the script output folder.
Sprites with size close to 2048px (or 4096px when high resolution is enabled) will have forced "no-atlas" priority. more
Added LoaderPrototype::energy_source and energy_per_item.
Added support for "icon_horizontal_align" to sprite-button.
Added "color-setting" prototype.
Added 'entity-ghost' and 'tile-ghost' selection tool modes.
We know this year we were very sparse with any details about the expansion, and it is what you all really want to hear about. Trust me we really want to tell you about it, and in time we will. There are still major sections of the gameplay being changed and adjusted, and if we tell you about them now, the information would quickly become outdated and inaccurate.
For now, we can offer this Christmas postcard Albert has made, which has a sneak peek of some new item icons.
As well, we do have some other topics we can discuss, on our website.
Fixed a crash when a mod defines an entity that kills itself when created. more
Modding
Added fallback groups format for localised string which picks the first correct translation. more
Transparent black in RecipePrototype::crafting_machine_tint won't cause the tint to fallback to value of default_recipe_tint. more
Added CarPrototype::immune_to_cliff_impacts, true by default. If set to false - entity will take damage when it collides with cliff prototype entities.
Hello, engineers! I'm a newer face at Wube and have been mainly working on expansion content for about one year now. Today, I'm here to share some exciting non-expansion news for our Mac players.
We have a long history of trying to bring Factorio to other platforms, including consoles and mobile phones (not including April Fools). We even worked with some external companies, but the projects never even got to the point where they would run technically, let alone the complicated part of making the game playable using controllers or touch screen. After all the attempts, we even had a Friday Facts prepared that was going to say something along the lines of "we don't plan to bring Factorio to other platforms".
However that turns out to not be the case, and we also have an update about the progress on the expansion. Read the full blog post on our website.