Version 2.0.23

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FactorioBot
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Version 2.0.23

Post by FactorioBot »

Changes
  • Added an error message when manually trying to launch a rocket to a full space platform.
  • Changed space platforms to not delete items on the ground when deconstructing them. (122383)
  • Added back a simple version of the Sandbox scenario. Improved the behavior of god controller.
Optimizations
  • Improved asteroid chunk creation and movement performance.
  • Improved chart overlay performance in several cases.
Bugfixes
  • Fixed that clicking the "delete blueprint book" button in the same tick auto-save started as a multiplayer host would crash the game. (121552)
  • Fixed that the display panel would lose its settings when fast-replaced. (120967)
  • Fixed that the bonus GUI did not show recyclers benefiting from belt stack size research. (123002)
  • Fixed that space platforms could get stuck waiting for rockets which became frozen. (122562)
  • Fixed spidertron inventory sort interfering with item pickup requests. (120760)
  • Fixed problems with incorrect setting of allowTipActivationFlag. (122826)
  • Fixed robots attempting to enter a roboport which had all slots reserved for robots of a different type. (122854)
  • Fixed trains and logistics map views would not preserve their settings. (118972)
  • Fixed the tips and tricks window on small screens.
  • Fixed on screen keyboard appearing when some tips and tricks were shown. (122243)
  • Fixed renaming all trains stops wouldn't rename the stops in wait conditions or interrupts. (123084)
  • Fixed that slow-moving asteroid chunks didn't collide with space platform tiles. (117668)
  • Fixed a crash when the game tried to unlock Steam achievements in minimal mode.
  • Fixed a crash when trying to open tips and tricks from chat. (122965)
  • Fixed that cancelling entity upgrade didn't remove invalid requests. (121242)
  • Fixed choppy fog animation in saves with 300+ hours of play time. (122825)
  • Fixed a consistency issue when script inserts items at the back of a stopped transport belt. (123110)
  • Fixed requested robots failing to cross a gap in the network. (119354)
  • Fixed that space platform included thrusters marked for deconstruction in "can produce enough thrust" calculation. (123102)
  • Fixed death messages for players with no username. (123164)
  • Fixed stack inserters would not drop held items if they became incompatible due to filter change.
  • Fixed Quick Panel Panels tab missing next/previous page labels. (118379)
  • Fixed a crash when opening assembling machines with a fixed recipe in latency. (123098)
  • [space-age] Fixed that some recipes could not be crafted by god controller. (119972)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.
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Re: Version 2.0.23

Post by IsaacOscar »

FactorioBot wrote: Thu Nov 28, 2024 4:24 pm Changes
  • Added an error message when manually trying to launch a rocket to a full space platform.
Nice, can you do the same thing when dropping stuff from orbit (i.e. check if the landing pad has space?)
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Re: Version 2.0.23

Post by BlueTemplar »

What kind of error message would that be ?
What if you don't care about the spill and/or prefer for conbots to deal with that in addition to logibots for more throughput ?
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Re: Version 2.0.23

Post by IsaacOscar »

BlueTemplar wrote: Thu Nov 28, 2024 4:45 pm What kind of error message would that be ?
What if you don't care about the spill and/or prefer for conbots to deal with that in addition to logibots for more throughput ?
The same argument can be made for launching rockets to q full platform. You allso get free storage space by letting them spill on the ground.
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Re: Version 2.0.23

Post by BlueTemplar »

Platform doesn't have conbots to automatically pick them up, and I think that if you run out of space (easy on small cramped platforms) the items are just deleted ?
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Re: Version 2.0.23

Post by IsaacOscar »

BlueTemplar wrote: Thu Nov 28, 2024 5:42 pm Platform doesn't have conbots to automatically pick them up, and I think that if you run out of space (easy on small cramped platforms) the items are just deleted ?
Yup, you have to click the items manually to have them collected. And I can't imagine what else the game can do if you un out of floor space...
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Re: Version 2.0.23

Post by BlueTemplar »

My main point being that these aren't symmetrical situations :
among those I haven't listed yet :
- it's free to dump stuff from orbit <=> you need an expensive rocket to launch stuff to orbit
- you need a cheap, fast building (extension) to receive stuff from orbit <=> you need an expensive, slow building to launch stuff into orbit
- depending on how landing pad requests are set up, the space might already be free, previously dropped items having been carried away by logibots, by the point the next cargo lands <=> much less likely to happen with inserters on orbit

So it's a much more likely scenario that you say :
«I want this shit dropped ASAP, I don't care if there's enough space on the first box it ends up on the surface»
than you say :
«I want this shit up in space ASAP, I don't care if there's enough space in orbit for it»

so if warning there is in both cases, they should reflect this asymmetry (in particular, no blocking warning popups for orbit => ground)
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Re: Version 2.0.23

Post by IsaacOscar »

BlueTemplar wrote: Thu Nov 28, 2024 6:33 pm My main point being that these aren't symmetrical situations :
among those I haven't listed yet :
- it's free to dump stuff from orbit <=> you need an expensive rocket to launch stuff to orbit
- you need a cheap, fast building (extension) to receive stuff from orbit <=> you need an expensive, slow building to launch stuff into orbit
- depending on how landing pad requests are set up, the space might already be free, previously dropped items having been carried away by logibots, by the point the next cargo lands <=> much less likely to happen with inserters on orbit

So it's a much more likely scenario that you say :
«I want this shit dropped ASAP, I don't care if there's enough space on the first box it ends up on the surface»
than you say :
«I want this shit up in space ASAP, I don't care if there's enough space in orbit for it»

so if warning there is in both cases, they should reflect this asymmetry (in particular, no blocking warning popups for orbit => ground)
I'm still going to disagree, probably because I don't like items spilling everywhere... even if my bots automatically clean up the mess.
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Re: Version 2.0.23

Post by protocol_1903 »

FactorioBot wrote: Thu Nov 28, 2024 4:24 pm Added back a simple version of the Sandbox scenario. Improved the behavior of god controller.
My unheard complaints on the pymod discord have been answered!!!!
If you need to reach me, message me on discord.

I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Version 2.0.23

Post by CoUsT »

Fixed stack inserters would not drop held items if they became incompatible due to filter change.
Does that mean I can finally do circuit logic for swapping recipes in crushers on platform? So I can have fewer crushers and less space used AND still use stack inserters? Because previously when I tried changing recipe from A to B it would just leave stack inserters literally stuck because there is no more resources that they have in hand.
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Re: Version 2.0.23

Post by Sopel »

Improved asteroid chunk creation and movement performance.
I was hoping it would improve Asteroid and AsteroidCollector time usage significantly but only the AsteroidCollector time usage reduced and only by like 20%. I'll be turning into modifications then.
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Re: Version 2.0.23

Post by Mobs »

Yay, i got my achievement, thank you for the fix, guys!

*The world's about to be destroyed
There's no point getting all annoyed
Lie back and let the planet dissolve.*
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Re: Version 2.0.23

Post by Gab8462 »

Is Space Age planned to release on Switch? Maybe with computational limits it’s not possible, but I just feel like asking. :D
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Re: Version 2.0.23

Post by Muche »

Gab8462 wrote: Sun Dec 01, 2024 5:09 pm Is Space Age planned to release on Switch? Maybe with computational limits it’s not possible, but I just feel like asking. :D
FFF-434 wrote: Factorio Space Age is not coming to Nintendo Switch.

Space Age factories are much bigger compared to vanilla, as they span 5 planets. There's simply not enough RAM to fit them and not enough CPU power to run all of it at 60 UPS. Not to mention all the new sprites that were added that will not fit in VRAM.
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Re: Version 2.0.23

Post by BraveCaperCat »

Muche wrote: Sun Dec 01, 2024 9:12 pm
Gab8462 wrote: Sun Dec 01, 2024 5:09 pm Is Space Age planned to release on Switch? Maybe with computational limits it’s not possible, but I just feel like asking. :D
FFF-434 wrote: Factorio Space Age is not coming to Nintendo Switch.

Space Age factories are much bigger compared to vanilla, as they span 5 planets. There's simply not enough RAM to fit them and not enough CPU power to run all of it at 60 UPS. Not to mention all the new sprites that were added that will not fit in VRAM.
2.0, however WILL be coming to Nintendo Switch.
Creator of multiple mods, including Quality Assurance - My most popular one. Expect multiple modding-related questions, answers and other posts.
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Re: Version 2.0.23

Post by Gab8462 »

BraveCaperCat wrote: Sun Dec 01, 2024 10:33 pm
Muche wrote: Sun Dec 01, 2024 9:12 pm
Gab8462 wrote: Sun Dec 01, 2024 5:09 pm Is Space Age planned to release on Switch? Maybe with computational limits it’s not possible, but I just feel like asking. :D
FFF-434 wrote: Factorio Space Age is not coming to Nintendo Switch.

Space Age factories are much bigger compared to vanilla, as they span 5 planets. There's simply not enough RAM to fit them and not enough CPU power to run all of it at 60 UPS. Not to mention all the new sprites that were added that will not fit in VRAM.
2.0, however WILL be coming to Nintendo Switch.
What does that mean? Things like Quality and Elevated Rails, but not Space Age (for size reasons)? I thought 2.0 was Space Age.
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Re: Version 2.0.23

Post by jaylawl »

Gab8462 wrote: Sun Dec 01, 2024 10:41 pm
BraveCaperCat wrote: Sun Dec 01, 2024 10:33 pm
Muche wrote: Sun Dec 01, 2024 9:12 pm
Gab8462 wrote: Sun Dec 01, 2024 5:09 pm Is Space Age planned to release on Switch? Maybe with computational limits it’s not possible, but I just feel like asking. :D
FFF-434 wrote: Factorio Space Age is not coming to Nintendo Switch.

Space Age factories are much bigger compared to vanilla, as they span 5 planets. There's simply not enough RAM to fit them and not enough CPU power to run all of it at 60 UPS. Not to mention all the new sprites that were added that will not fit in VRAM.
2.0, however WILL be coming to Nintendo Switch.
What does that mean? Things like Quality and Elevated Rails, but not Space Age (for size reasons)? I thought 2.0 was Space Age.
Not quite. Space Age is merely the expansion pack that was released. At the same time the base game was updated to version 2.0 which includes many changes and upgrades. So the updated base game will be coming to switch. All content from the expansion pack will not, as the switch is not capable of running it at the level the developers consider the minimum.
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Re: Version 2.0.23

Post by Gab8462 »

jaylawl wrote: Sun Dec 01, 2024 11:25 pm
Gab8462 wrote: Sun Dec 01, 2024 10:41 pm
BraveCaperCat wrote: Sun Dec 01, 2024 10:33 pm
Muche wrote: Sun Dec 01, 2024 9:12 pm
Gab8462 wrote: Sun Dec 01, 2024 5:09 pm Is Space Age planned to release on Switch? Maybe with computational limits it’s not possible, but I just feel like asking. :D
FFF-434 wrote: Factorio Space Age is not coming to Nintendo Switch.

Space Age factories are much bigger compared to vanilla, as they span 5 planets. There's simply not enough RAM to fit them and not enough CPU power to run all of it at 60 UPS. Not to mention all the new sprites that were added that will not fit in VRAM.
2.0, however WILL be coming to Nintendo Switch.
What does that mean? Things like Quality and Elevated Rails, but not Space Age (for size reasons)? I thought 2.0 was Space Age.
Not quite. Space Age is merely the expansion pack that was released. At the same time the base game was updated to version 2.0 which includes many changes and upgrades. So the updated base game will be coming to switch. All content from the expansion pack will not, as the switch is not capable of running it at the level the developers consider the minimum.
I see. I read FFF-434 and it did mention that fluid mechanics, some recipes will change, and other things will be added/changed in the base. Just thought that because Quality and Elevated Rails are smaller mods that are included in the expansion, they could be implemented onto the Switch port.
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Re: Version 2.0.23

Post by Wockes »

Gab8462 wrote: Sun Dec 01, 2024 11:45 pm
jaylawl wrote: Sun Dec 01, 2024 11:25 pm
Gab8462 wrote: Sun Dec 01, 2024 10:41 pm
BraveCaperCat wrote: Sun Dec 01, 2024 10:33 pm
Muche wrote: Sun Dec 01, 2024 9:12 pm

2.0, however WILL be coming to Nintendo Switch.
What does that mean? Things like Quality and Elevated Rails, but not Space Age (for size reasons)? I thought 2.0 was Space Age.
Not quite. Space Age is merely the expansion pack that was released. At the same time the base game was updated to version 2.0 which includes many changes and upgrades. So the updated base game will be coming to switch. All content from the expansion pack will not, as the switch is not capable of running it at the level the developers consider the minimum.
I see. I read FFF-434 and it did mention that fluid mechanics, some recipes will change, and other things will be added/changed in the base. Just thought that because Quality and Elevated Rails are smaller mods that are included in the expansion, they could be implemented onto the Switch port.
In my opinion I find 2.0 on it's own to be objectively worse than 1.1 since the end game is easier and harder recipes got removed. I don't really get the point of going through all that effort if Quality and/or Elevated Rails aren't included.
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Re: Version 2.0.23

Post by VlkaFenryka »

@WUBE
This update (Windows, MacOS and Linux) is still not available at GOG.
Just a FYI, in case your deployment pipeline has broken without giving a notification to you.
This implies 2.0.21 and 2.0.22 also, see viewtopic.php?p=648417#p648417 and viewtopic.php?p=648419#p648419
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