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 a scaling performance issue related to blueprints with asteroid collector and thruster count on space platforms. https://forums.factorio.com/126903
Fixed furnaces could report as being able to craft certain recipes when they had not enough item ingredient slots. https://forums.factorio.com/116147
Fixed furnaces were able to craft recipes with more item products than size of furnace's products inventory.
Fixed graphical issue happening when lightning attractor's collection range boundary was touching larger range attractor's collection range boundary from the inside. https://forums.factorio.com/122739
Fixed overbuilding ghost with module requests with physical entity of different quality would not retain the module requests. https://forums.factorio.com/125374
Fixed overbuilding of storage chests with blueprint of different quality storage chest with filter set would result in unneeded deconstruction https://forums.factorio.com/124388
Fixed schedule GUI not updating temporary station status when interrupt triggers from a temporary station which is last in schedule. https://forums.factorio.com/120355
Fixed smart belt building over an obstacle when there is perpendicular underground belt in the way.
Fixed that LuaPlayer::set_controller would erroneously toggle double-remote view, causing corrupted remote driving states. https://forums.factorio.com/121791
Fixed that LuaRecord::contents did not accurately reflect the positions of the children.
Fixed that LuaSchedule::add_wait_condition, remove_wait_condition, and change_wait_condition expected a table of arguments instead of direct arguments.
Fixed that a demolisher dying to a nuclear reactor meltdown didn't count as a player kill for statistics or achievements. https://forums.factorio.com/124442
Fixed that a robot didn't resume bobbing after unsuccessful stationing attempt.
Fixed that attack area commands issued to UnitGroups were not finding valid targets in the attack area. https://forums.factorio.com/118082
Fixed that attacking biter bases directly or with artillery could award the "It stinks and they don't like it" achievement. https://forums.factorio.com/121625
Fixed that attacking pentapod bases directly or with artillery could award the "It stinks and they do like it" achievement. https://forums.factorio.com/121625
Fixed that hovering asteroids in a space route in Factoriopedia with a controller didn't highlight the relevant line in the graph.
Fixed that inserters could get stuck when interacting with trains if the train arrived at a station without physically moving. https://forums.factorio.com/127134
Fixed that modded rocket silo ingredients that could spoil would not be inserted into the rocket silo crafting inventory. https://forums.factorio.com/123081
Fixed that module replacement logic on space platforms didn't keep the old module if the new module wasn't available. https://forums.factorio.com/124042
Fixed that researching a technology would cause the input fields in constant combinators and requester chests to lose focus. https://forums.factorio.com/123241
Fixed that resources with no minable products would not show a name when hovering in the map view.
Fixed that the game would close if a filename-related error was raised in the save game dialog with async saving enabled. https://forums.factorio.com/114794
Fixed that the mining dril status would be incorrect when out of resources and pointing at an entity to be deconstructed. https://forums.factorio.com/125167
Fixed that trains with the same top in their schedule would not move between stops even if the one it is waiting at is disabled. https://forums.factorio.com/118475
Fixed that traversing train GUI browse history entries didn't preserve centered locomotive.
Fixed that trivial smokes for player effect could cause new chunks to be generated when looking at the map. https://forums.factorio.com/127011
Improved issue with fast moving bots sometime appearing on screen instead of flying in from off screen. https://forums.factorio.com/124268
Modified Railgun Turret projectile spawning location such that it would no longer unexpectedly destroy nearby friendly entities https://forums.factorio.com/121660
Linked fluidbox connections will no longer show a fluid icon.
Moved biter egg handling to be required by promethium science pack instead of quantum processors because that's when they are really needed.
Multiplayer selection rectangles will only show the player name if the player's character is not visible on-screen.
Reduced how much you can zoom out in god controller.
Space platform "request missing materials for construction" will no longer request items for entity ghosts which can't yet be built. (https://forums.factorio.com/122185) This should help to prevent over filling of hubs while larger platforms are being built.
Graphics
Added destroyed graphics for crushers, and improved their graphics a little bit.
Added destroyed graphics for space platform thrusters.
Added icon for the technology effect of elevated rails.
Baked in shadows of decaying enemies to have them draw better when on transport belts, and also to save on VRAM. https://forums.factorio.com/116164
Added an option to stop playing sounds of Programmable speaker when input signal changes instead of waiting for the sounds to finish playing. https://forums.factorio.com/112852
Added drag-to-reorder to deconstruction planner filters.
Added drag-to-reorder to editor infinity filters.
Added drag-to-reorder to infinity chest filters.
Added drag-to-reorder to inserter, loader, and asteroid collector filters.
Reduced light_renderer_search_distance_limit to 20 to compensate for entity_renderer_search_box_limits change.
Removed PlaySoundTriggerEffectItem::volume_modifier and PlaySoundTriggerEffectItem::audible_distance_modifier.
Removed WorkingSound::apparent_volume.
Removed WorkingSound::audible_distance_modifier, MainSound::audible_distance_modifier and SoundAccent::audible_distance_modifier. Sound::audible_distance_modifier is used instead.
Renamed WorkingSound::max_sounds_per_type to WorkingSound::max_sounds_per_prototype. The limit is now applied per prototype.
Unified entity_renderer_search_box_limits to 6 from all sides due to reduced update rate optimization of robots.
Optimizations
Cargo pod performance when landing in cargo bays attached to landing pads is roughly 187 times faster.
Demolishers are now no longer simulated when they are irrelevant to gameplay, and off-screen demolishers are now only partially simulated. https://forums.factorio.com/120275
Improved belt reader performance.
Improved cargo pod and rocket silo rocket performance when waiting in rocket silos by 100%.
Improved inserter performance when removing items from space platform hubs.
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. more
Adding more effect info to yumako, mash, jellynut, jelly, bioflux and slowdown capsule tooltips.
Optimizations
Improved performance when removing roboports in large active networks by 60%. more
Graphics
Removed reflections from lava. Tile transitions to lava now use the foam channel instead to keep their appearance. more
Bugfixes
Fixed mouse cursor showing up when exiting Steam Big Picture in controller input method. more
Fixed belts under elevated rails were not being removed when building a pair of undergrounds. more
Fixed that inserters could grab items from belts that crafting machines no longer wanted. more
Fixed taking screenshot could crash in some cases. more
Fixed that select list background drawing was incorrect for the first row. more
Fixed that inventory rendering did not work correctly if part of it was off the left or right side of the screen. more
Fixed that reset technology effects would clear in-progress research triggers. more
Fixed that writing "nil" to storage_filter did not work correctly. more
Fixed that UI sounds would not play when dedicated UI sound resources were exhausted. more
Fixed display panel text and player names were not covered by onboard rocket/cargo pod flight cutscene. more
Fixed that upgrading pairs of underground belts could transform one end of the belt. more
Fixed visualisation of asteroid collector range sometimes being drawn wrong. more
Fixed upgrading a blueprint could fail to upgrade preview icons if the upgrade only changed quality. more
Fixed clicking space connections in factoriopedia would not update selected items. more
Fixed that on_equipment_removed did not fire for robots removing equipment. more
Fixed that some hidden items would show in Factoriopedia. more
Fixed that Sound::audible_distance_modifier and SoundPrototype::audible_distance_modifier would be effectively applied twice.
Cargo pod scheduling reworked to send larger and more spaced out deliveries. This should improve the frequency of trickling space science and material drops.
Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.
Dragging and dropping text into the game window on X11 will import the text as a blueprint string.
Factoriopedia now shows recycling recipes for each item.
Re-added the sandbox scenario questionnaire.
[space-age] Added "Nauvis Bus" and "Nauvis Power Up" menu simulations.
[space-age] Added camera views to Space platform tooltips.
Balancing
[space-age] Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. https://forums.factorio.com/122574
[space-age] Land mines on space platforms now damage the space platform tiles in a radius.
Changes
Attack groups containing stompers or strafers will now contain fewer units.
Changed selector combinator circuit wire reach to be the same as wire reach of other combinators.
Inserters (especially ghost long handed ones) spawn in stretched to an appropriate distance.
Large egg rafts will try to have at least one stomper or strafer spawned at a time.
Removed default secondary keybinding for redo action on AZERTY keyboards as it collided with super force building while moving up. https://forums.factorio.com/124377
Improved asteroid collector performance - we estimate it should be 5x - 15x faster when there are thousands of asteroid chunks on the map. https://forums.factorio.com/118736
Improved asteroid update performance by up to 20%.
Bugfixes
Changed graphics setting turret-overdraw-scale-threshold to turret-overdraw-estimated-pixel-overdraw-threshold to fix artillery range overdraw performance. https://forums.factorio.com/123380
Fixed blueprint export to string would create malformed blueprint if it contained decider combinator with empty conditions or empty output. https://forums.factorio.com/122190
Fixed building rails in some cases could attempt to build them in wrong order causing a build attempt to be performed before a required support was built. https://forums.factorio.com/121758
Fixed burner energy source would not report out of fuel when incompatible items were in the fuel inventory. https://forums.factorio.com/124016
Fixed construction robots from the personal roboport being stuck in a loop when fulfilling delivery requests for construction robots. https://forums.factorio.com/123638
Fixed deconstruction planner would not mark rails for deconstruction if they were dependency of a rail support that was instantly removed. https://forums.factorio.com/123751
Fixed electric network statistics could show total value that was larger than expected caused by counting incomplete next sample. https://forums.factorio.com/120351
Fixed nuclear power achievement could be obtained without burning uranium fuel cell if it was consumed for crafting. https://forums.factorio.com/122753
Fixed setting generate_map in SimulationDefinition would not allow to have map generated in simulations. https://forums.factorio.com/122338
Fixed several edge cases where the mod explore results table selection would get out of sync with the mod info pane. https://forums.factorio.com/123992
Fixed that LuaSurface::force_generate_chunk_requests() would not force all chunks correctly if generate_with_lab_tiles was true. https://forums.factorio.com/123535
Fixed that a robot would play a deconstruct sound regardless of whether the deconstruction succeeded or not. https://forums.factorio.com/124188
Fixed that a robot wouldn't play a tile mined_sound when deconstructing it.
Fixed that reading collision mask from LuaEntityPrototype could give incorrect collision mask when there were no layers. https://forums.factorio.com/123332
[space-age] Fixed that victory condition didn't trigger when the platform was paused or didn't stop at solar system edge. https://forums.factorio.com/122446
Burner inserter initial energy amount was changed to be defined on the burner energy source prototype.
Changed UseEntityInEnergyProductionAchievementPrototype::consumed_condition into ItemIDFilter.
ItemProductPrototype and FluidProductPrototype ignored_by_productivity defaults to value of ignored_by_stats.
TipsAndTricksItem requires at least one dependency if it has a `dependencies-met` trigger.
UTF-8 encoding is now checked for all mod text files to ensure proper rendering. Mods with ANSI encoded text files will not load anymore. (Prompted by https://forums.factorio.com/120452)
Underground fluid box connections with incompatible underground_collision_mask are allowed to connect as long as tiles between do not collide with any of them.
Scripting
Added LuaBootstrap::get_event_id.
Added LuaBurnerPrototype::initial_fuel and initial_fuel_percent read.
Added LuaCustomEventPrototype::event_id read.
Added LuaCustomInputPrototype::event_id read.
Added LuaEntity::is_freezable read and frozen read.
Added LuaEntity::is_updatable read, disabled_by_script read/write, disabled_by_control_behavior read and disabled_by_recipe read.
Added LuaEntity::minable_flag read/write. Write to LuaEntity::minable is now deprecated.
Added "Occlude light sprites" graphics option to allow disabling 2.0 light rendering to improve performance. As a side effect, it disables also lava glow. more
[space-age] Added "Additional terrain effects" graphics option to disable puddles and global terrain tint as alternative to increase performance on Gleba to disabling fog, clouds and animated water.
Changes
Replaced the "move forward" and "move backward" buttons on technologies in the research queue with a draggable handle.
Allowed to set blueprint parameter to be ingredient of other parameter even when it doesn't exist in an assembling machine. more
Added a hidden sound setting to base the music selection on the character's physical location. more
Agriculutral Tower now respects allied ghosts blocking planting spots. more
volcanic-cracks-hot no longer coverable by foundation. more
Added consistency check for overlapping blueprint tiles not being both (non)-foundations. Any inconsistent tiles will be removed on load (analogous already happens when importing blueprint via string or setting blueprint tiles via lua).
The slider and input field for the minimum payload in orbital logistic requests now enforce a minimum of 1 instead of 0. more
Added a delay before music switches when switching surfaces. more
Added hidden sound setting for controlling music transition stage durations.
Improved performance of superforced blueprint preview that is autofilling-in tiles.
Bugfixes
Fixed double parameter selection in signal selection list.
Fixed additional invalid state of collector navmesh. more
Fixed "Make it better" achievement not obtained when dropping modules in. more
Fixed dragging sliders with gamepad in free cursor mode.
Fixed a sound instance leak related to sound priority. more
Fixed that selection tool highlighting would show incorrectly in chart view for 1 frame. more
Fixed a crash when destroying segmented units during the chunk generated event. more
Improved logic for choosing which schedule to keep if trains get connected more
Fixed a crash after deconstructing cargo bays with editor. more
Fixed tutorial missions 4 and 5 missing access to radars and repair packs. more
Fixed spidertrons shooting extra capture robot during tick of projectile creation. more
Fixed condition highlights in decider combinator GUI not always updating if a condition used the "Each" special signal.
Fixed that energy sources would not update their buffer sizes when the prototype value would change. more
Fixed that asteroids would calculate damage to entities with resistances incorrectly. more
Fixed use of slow GPU timer query operation on macOS.
Fixed that opening ghost power poles would leave the GUI in a broken state. more
Fixed that equipment ghost tooltips did not show quality. more
Fixed incorrect consistency check when trash not requested is used inside of a blueprint and mods are involved. more
Fixed that portable solar panels and power armor tooltips did not report the correct amount of power generation for the current surface. more
Fixed that changing Vulcanus map gen settings using the editor prevented ashlands trees from spawning. more
Fixed that paste-settings could happen when not desired in some situations. more
Fixed that mobile logistic networks could generate useless alerts in some situations. more
Fixed robots repeatedly failing to cross Aquilo lake due to high energy usage and being stuck in a loop. more
Fixed robots looking for a place to charge always picking roboports closer to their target which resulted in overcrowding. more
Fixed a crash when attempting (and failing) to connect trains parked at specific positions. more
Fixed a crash when removing a station from a train schedule while another train in the same group used the final stop as waypoint. more
Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. more
Fixed Space age map generation not respecting custom starting locations (apart from Nauvis). more
Fixed technology slot showing research progress for finished trigger technologies. more
Fixed that reloading specific technologies would leave the dead technology trigger pointer in the trigger processor. more
Modding
Added distance_from_nearest_point_x and distance_from_nearest_point_y noise expressions.
Moved SpiderVehiclePrototype::chunk_exploration_radius to VehiclePrototype.
Removed limit of 64 unique PipeConnectionDefinitions's connection categories.
Removed music_transition_* utility constants.
Changed CraftItemTechnologyTrigger::item into ItemIDFilter. Removed item_quality.
Changed ProduceAchievementPrototype::item_product into ItemIDFilter. Removed quality.
Changed ProducePerHourAchievementPrototype::item_product into ItemIDFilter.
Scripting
Added optional build_check_type to LuaControl::teleport. more
Added LuaEntityPrototype::heating_energy read. more
Added LuaForce::circuit_network_enabled, cliff_deconstruction_enabled, mining_with_fluid, rail_support_on_deep_oil_ocean, rail_planner_allow_elevated_rails, vehicle_logistics read. more
Hello, It has been a month since the Space Age release and things are settling into a steady state. It is a good time to wrap things up, and discuss our future plans.
Added gamepad stick sensitivity setting for map movement.
Selecting a spidertron remote selection in the quickbar which is for a different planet than the current one will center on the planet.
Changes
[space-age] Changed tree seed default import location to Nauvis. more
Fluid mixing will prefer the fluid with more volume and discard the other.
Updated SDL to version 2.30.9.
[space-age] Gleba evolution is smoother and more gradual.
[space-age] Small stomper pentapod moves more slowly (also decreases stomp DPS).
[space-age] Stomper pentapod vision range is reduced from 40 to 30.
[space-age] Medium and big wriggler pentapod health is increased.
[space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.
[space-age] Changed crafting machines to reset quality of the in-progress result when module effects change. more
Added inserter stack size override to be parametrised by blueprint. more
Added Vulcanus 8 music track.
Allowed negative multiplier of logistic (and constant combinator) groups. more
Updated shortcut icons and increased their size to 56px.
[space-age] Container sizes increase with quality.
Reviving container ghosts no longer puts colliding items on the ground into the resulting container.
Loading game for hosting now automatically offers the dialog whether the mods should be synced before continuing (as with normal game load).
[space-age] Bulk inserter doesn't default upgrade to Stack inserter as they are not functionally interchangeable. more
[space-age] Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick.
[space-age] Default quality cycling shortcut simplified to alt+scroll.
[space-age] Changed captive biter spawner to inherit quality from the wild spawner instead of the capture robot. more
Spidertron selections saved into the quickbar will be darkened with a planet icon in the top when the selection leads to a different planet than the current one.
Bugfixes
Fixed a freeze when setting logistic/construction robots to active=false through script. more
Fixed that LuaEntity::vehicle did not work correctly for characters controlled by a player. more
Fixed rendering of glowing items on belts would not be batched properly. more
Fixed a crash when reading LuaEntity::robot_order_queue. more
Fixed that the permissions GUI could not be opened in multiplayer as not-the-host. more
Fixed some decorative entities like craters or chimneys not having a tall enough drawing box. more
Fixed that factoriopedia_description would not be used if the prototype didn't also have a regular description. more
Fixed a crash when space platforms are destroyed while specific entity GUIs are open. more
Fixed undoing a copy-settings could void assembler contents. more
Fixed stations getting skipped when using the 'Destination full' condition for interrupts. more
Fixed UI jank that widgets would snap to be centered on the cursor when dragged.
Fixed selections using deconstruction planners etc. not getting cancelled when leaving remote view. more
Fixed that changing viewed surface would not abort wire drag. more
Fixed non-chart sprites sometimes being drawn into chart. more
Fixed upgrading cargo bays with incoming pods would leave them permanently reserved. more
Fixed a crash when changing tiles causes entities to die. more
Fixed that a music track could play on a wrong surface. more
Fixed bloom lightmap for fog was being rendered also when fog effect was not used.
Fixed super force overbuilding entity with settings sometimes behaving incorrectly if overbuilt entity was marked for upgrade.
Fixed fluid overextent warning would sometimes show on entities that would not help overcome the overextent. more
Fixed cars not having lightning endangerement alerts despite being vulnerable to lightnings more
Fixed a performance issue in the manage-mods GUI. more
Fixed a memory corruption issue when changing a character's force from one that did not have logistics to one that did. more
Fixed the Trash unrequested checkbox in the character logistic GUI expanding the GUI size. more
Fixed that LuaEntity::mirroring write did not work for ghosts. more
Fixed sounds of items inserted by robots being too loud. more
Fixed the Trash unrequested checkbox showing in chests which have no trash slots. more
Fixed a crash when switching audio devices when there were none initially.
Fixed pin text rich text icon quality punching through GUIs. more
Fixed that LuaSurface::find_tiles_filtered() did not work with rotated bounding boxes. more
Fixed interrupt GUI targets list being squashed too much with lots of interrupt conditions. more
Fixed that heating towers couldn't consume items fast enough if the fuel value was low. more
Fixed a consistency issue when deconstructing the last roboport in a logistic network. more
Fixed fog was clipping through agricultural tower. more
Fixed that killed and rebuilt power switches would get stuck in the inoperable state. more
Fixed a performance issue with large inventory GUIs. more
Fixed that infinity chests didn't show hidden items. more
Fixed that programmable speaker alert text wasn't included in the blueprint parametrisation logic. more
Fixed that science pack descriptions in Factoriopedia didn't make any sense. more
Fixed muzzle flash of artillery wagon was offset when the wagon was on elevated rails. more
Fixed artillery wagon gun barrel was rendered under elevated rail fence.
Fixed drawing linked fluidbox connections when they should be hidden.
Fixed that manually-built trains were switched to automatic mode when a ghost attached to them was revived. more
Fixed that blueprints could be grabbed while having a ghost item in the cursor. more
Fixed an assembling machine could be set a fluid-only recipe with quality when set by circuit network. more
Fixed maximum request limit (autotrash threshold) not accepting math expressions. more
Fixed equipment requests not being cleared when the grid didn't have enough space. more
Fixed that asteroid collector control behavior "set filter" would affect status light while wire was disconnected. more
Fixed turbo splitter was missing description. more
Fixed that the game would get into an invalid state if the backers.json file was manually edited in some ways. more
Fixed a crash with lightning when setting time to damage to 0 through mods. more
Fixed fast replacing a radar could cause radar network to break.
Fixed that blueprint export/import to string did not work correctly for turret priorities with gaps. more
Fixed that some asteroids could appear stationary if their velocity was lower than minimum position increment. more
Fixed space platform autosaves being overwritten mid-journey when the platform changed its state. more
Fixed market offer not working with nothing modifier. more
Fixed rocket silo would start closing doors when next rocket was finished while lights blinking animation was already started. more
Fixed LuaTechnologyPrototype::essential returning incorrect value. more
Fixed that strafer pentapods couldn't attack a retreating target it was behind even when faster than the target. Attack range is increased but strafe distance is unchanged.
Fixed more issues with blueprint reassigning changing the position of the entities or snapping values of the blueprint. more
Fixed wrap-around of asteroid rotation animation was not seamless. more
Fixed that Galaxy of Fame upload didn't clean its files. more
Fixed more crashes related to using formatting strings with floating-point numbers on Intel Macs running Sonoma.
Fixed cancelling deconstruction via deconstruction player was not showing counts for canceled deconstructions. more
Fixed that galaxy of fame upload din't clean its files. more
Fixed that setting negative value in constant combinator create 2 entries for the number in the blueprint parametrisation, one with underflown value.
Fixed that it wasn't possible to input negative numbers in blueprint parametrisation. more
Fixed offshore pump would present itself as water well pump even when it was not pumping water. more
Fixed crash when trying to search invalid UTF-8 string more
Fixed that hidden space locations would will show in descriptions. more
Fixed that fast-transferring modules would put them into the rocket silo rocket inventory. more
Fixed that switching surfaces while a platform hub GUI was open would leave the GUI open in some cases where it wasn't supposed to. more
Fixed that you could remove your armor and spill items through the quickbar. more
Fixed that modded attack_reaction could crash the game. more
Fixed a crash when using surface.clear() on vulcanus. more
Fixed that orbital request select window wasn't showing proper import from after chaning the group unless the whole window was closed and opened again. more
Fixed double set of parameters in factoriopedia. more
Fixed stack inserter would not wait for more items if spoil priority was set. more
Fixed loaders would freeze or unfreeze partially. more
Fixed arithmetic combinator gui would allow changing not relevant checkboxes in some cases. more
Fixed surface editor would not set surface properties when creating surfaces planet-alike. more
Fixed rail planner would remain active when changing surfaces. more
Fixed a crash when reviving power switch with multiple ghost copper cables connected to the same side. more
Fixed space platform hub gui would reset position when changing auto requests checkbox. more
Fixed that assembler with set recipe enabled would not keep direction if current recipe did not require direction. more
Fixed robot repair job assignmend ignoring repair packs stored in roboports when finding the closest source. more
Allowed increasing of request count by blueprint parameters to push the max request count. more
Fixed that corpses would block tiles from being deconstructed. more
Fixed that restarting to reload mods on macOS would leave behind unresponsive zombie windows. more
Fixed confusing blueprint parameter context tooltip for filter of storage chest. more
Fixed music not switching correctly when restarting level. more
Fixed that the production GUIs showed the graphs in 'All' when opened with saved precision. more
Fixed that the "load save after sync" checkbox did not work in the sync mods with save GUI. more
Fixed removing heatpipes from a blueprint could leave them visually connected to their neighbours. more
Fixed 'Dropping to planet' button being too wide and pushing the 'Cancel' button off the screen. more
Fixed 'Always show' label not being accurate to the behavior of only showing in "Alt-mode". more
Fixed 'Parameterised build' GUI clipping off screen when too long. more
Fixed robots failing to upgrade a container if it was the only source of the requested item. more
Fixed that reusing the same sprite for multiple effects crashed instead of showing the error message and an option to disable problematic mods. more
Fixed 'Galaxy of Fame' upload GUI clipping off screen on smaller resolutions. more
Fixed vertical alignment of Current Research icon. more
Fixed asteroid spawning being significantly reduced when a platform moved with paused thrust. more
Fixed that fluids could get erased during migrations. more
Fixed a crash when removing a roboport while robots in that network are deactivated by script. more
Fixed that choose-elem-button wouldn't show the select list GUI if clicked with an item that didn't pass the filters. more
Fixed that syncing mod while trying to host game didn't allow to continue the process after reloading the game. more
Fixed chunks not being covered by fog of war when remote-viewing an unvisited surface. more
Fixed all/any/individual request satisfied wait conditions ignoring maximum count of space platform requests. more
Fixed offshorepump tooltip flickering too much when pumping at full capacity. more
Disabled "Drive Remotely" button on driveable vehicles ghosts' GUIs. more
Fixed Cargo Landing Pad and Space Platform Hub GUI being clipped off screen on smaller resolutions. more
Fixed platform deletion and undelete platform buttons being clipped off the surface list. more
Fixed that tanks didn't preserve all of their settings when mined and rebuilt. more
Fixed that rebuilt tanks didn't have their inventory size bonus from equipment. more
Fixed script error in PvP when setting starting item count to 0. more
Fixed spectator players of dead teams showing on the map in PvP. more
Fixed that inserters could get stuck with specific combinations of spoilage and disabled by control behavior. more
Fixed that some pop-up GUIs would get closed when robots built the entity while the ghost GUI was open. more
Fixed that robots performing module upgrades left some modules on ground when upgrading mixed modules to one type. more
Fixed that space platforms could unload cargo while waiting for departure. more
Fixed clouds and smoke were moving in exactly opposite direction. more
Fixed that spidertrons would severely confuse demolishers. Demolishers will now retaliate against spidertrons. more
Fixed the confirmation button behaving inconsistently in the remote view ghost picker menu. more
Fixed Agricultural tower sometimes showing wrong status if its growing plants were destroyed externally.
Fixed a crash when exporting a blueprint with asteroid collectors which had gaps in the filters list. more
Fixed Being able to super-force entity through technology gui. more
Fixed spoilage was not considered as more spoiled than any spoilable items. more
Fixed that highlighted robots in the logistic networks chart view didn't smoothly follow robots. more
Fixed mining fulgoran lightning rods would not show yield. more
Fixed blueprint external wires were not added when pasting blueprint over existing entities. more
Electric weapons damage infinite tiers start more expensive to naturally progress from the non-infinite tiers correctly. more
Fixed wrong locomotive could turn lights on when train has locomotives both ways and goes back. more
Fixed a crash when trying to cycle qualities in 2.0 base game. more
Fixed foundry was not able to reach declared speed of crafting holmium plates due to input fluid shortage. more
Fixed buildings constructed on space platform by space platform were not tracked by build statistics, research triggers nor achievements.
Fixed pasting blueprint with constant combinator over constant combinator could create unnecesary copy settings undo actions. more
Fixed upgrading storage chests would not preserve storage filter. more
Fixed a crash when generating multiplayer maps while background simulations were enabled. more
Fixed selection tools and some spawnable items did not work correctly when chosen via remote ghost cursor gui. more
Fixed a crash when an item request proxy wanted to dispatch robots to insert items into invalid slots. more
Fixed tip of the rocket poking through air objects. more
Fixed rail planner in ghost mode would ignore existing ghost ramps and ghost supports proposing new supports that were not needed. more
Fixed that selecting a quality comparison option when "any" quality was set did not work. more
Fixed it was possible to set inconsistent signals on a control behavior by using parametrized blueprint with a shared parameter. more
Fixed a crash when rotating entity that is destroyed inside of event handler.
Fixed blueprint description label not showing in list view. more
Fixed fulgoran attractor marking for deconstruction. more
Fixed beacons deactivated by script loaded from a 1.1.x save file were not migrated properly. more
Fixed a crash when using modded equipment without items to build it in ghost form. more
Fixed inserter would not keep stack size signal through a blueprint string. more
Fixed that you could pick up items off the ground while flying in a rocket. more
Fixed inserter would not reevaluate enable condition when it was changed by blueprint parameters. more
Fixed orbital logistics tips&tricks script crash due to space platform hub gui having different layout. more
Fixed that recipe fuel tooltips did not respect the show-all-unlocked-items interface setting. more
Fixed asteroid collector set filters from circuit network would set wrong filters for one tick after items were removed and read content is active. more
Fixed a crash when lua orders entity deconstruction specifying undo item but not specifying a player. more
Fixed that two damaged construction robots trying to repair each other could get stuck in an infinite loop of trying to hug each other and overshooting. more
Fixed a crash when running under the Steam Runtime Environment on Linux in certain situations. more
Fixed quality increase of self-recycling recipes being reported incorrectly in production statistics. more
Improved super force building logic of belt related blueprints over existing belts. more
Modding
Input loader supports filters.
Changed base/space-age tile collision mask definitions so that they don't share references to the same tables.
Added ItemPrototype::spoil_level.
Scripting
Added hide_clouds and hide_fog parameters to LuaGameScript::take_screenshot. more
Fixed/reworked how setting tiles behaves vis-à-vis (double)hidden tiles (concerns LuaSurface::set_tiles, editor and placing of non-mineable tiles in-game) more
Added LuaEquipment::inventory_bonus read.
Added LuaEquipmentGrid::inventory_bonus and LuaEquipmentGrid::movement_bonus read.
Howdy, this week we will be diving deep into the workings of cargo pods and their seamless flight animations. Most of you playing the expansion have probably already seen them in game. The positive reception makes us very happy.