Changelog Switch
Changelog Switch
----------------
Version: 2.0.26
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.
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.
-----------------------------------------------------------------------------------
----------------
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.
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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.
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----------------
Version: 1.1.109
Bugfixes:
- Fixed a crash when trying to hand-craft recipes that have fluid ingredients.
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----------------
Version: 1.1.108
Bugfixes:
- Fixed a potential desync when calling LuaGui::is_valid_sprite_path() with a
sprite path starting with "file.".
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----------------
Version: 1.1.107
Bugfixes:
- Fixed first tutorial level advancing to a wrong story step after drill is set
in quickbar.
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----------------
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.
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----------------
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.