Version 2.0.35

Information about releases and roadmap.
User avatar
FactorioBot
Factorio Staff
Factorio Staff
Posts: 437
Joined: Tue May 12, 2015 1:48 pm

Version 2.0.35

Post by FactorioBot »

Minor Features
  • GUIs can now also be navigated with D-pad in controller input method.
  • Added drag-to-reorder to pins.
  • Added drag-to-reorder turret priorities.
  • Added drag-to-reorder to infinity chest filters.
  • Added drag-to-reorder to editor infinity filters.
  • Added drag-to-reorder to deconstruction planner filters.
  • Added drag-to-reorder to upgrade planner filters.
  • Added drag-to-reorder to module upgrade settings inside upgrade planner destination UI.
  • Added drag-to-reorder to inserter, loader, and asteroid collector filters.
  • Furnaces can be connected to circuit network.
  • Added fluid temperatures to Factoriopedia ingredients and products where relevant. (119927)
  • Make drop item hotkey work the same way in GUI as it does in the game world.
Changes
  • Adjusted how walking and driving sounds attenuate with zoom level.
  • Added missing walking sounds and fixed incorrect walking sounds for various decoratives.
  • Linked fluidbox connections will no longer show a fluid icon.
Bugfixes
  • Fixed that reading localised strings through some methods did not work correctly. (126626)
  • Fixed that unpowered inserters could pick up fish. (126522)
  • Fixed that spoiled items in modded rocket silos couldn't be removed by inserters. (126403)
  • Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. (124333)
  • Fixed that deleting a surface with off-chunk segmented units could cause consistency checks to fail. (126642)
  • Fixed a desync when deleting chart tags pinned by other players. (126681)
  • Fixed consistency issues in deconstruction planner UI when toggling "Trees/rocks only" checkbox and tile mode dropdown.
  • Fixed space platforms not updating last activity time when advancing schedule to the same planet. (126640)
  • Fixed missing frames in fusion generator animation. (126526)
  • Fixed a consistency issue when a mod adds fluid to a frozen fluid box. (126685)
  • Fixed that LuaFluidBox functions would not work correctly with a frozen fluid box.
  • Fixed that frozen fluid boxes would not show the fluid they contained.
  • Fixed schedule GUI not updating temporary station status when interrupt triggers from a temporary station which is last in schedule. (120355)
  • Fixed furnaces could report as being able to craft certain recipes when they had not enough item ingredient slots. (116147)
  • Fixed assemblers could report as being able to craft certain recipes with custom fluidbox indexes when assembler had not enough fluidboxes.
  • Fixed furnaces were able to craft recipes with more item products than size of furnace's products inventory.
  • Added more detailed healing values for entities healing < 10/s. (125223)
  • Fixed a crash when migrating assembler with control behavior into different entity type.
  • Fixed that crafting machines with high speeds would not scale input fluid amounts. (126722)
  • Fixed a crash in latency when character with exoskeletons moves onto ungenerated chunks.
  • Fixed that items spoiling in cargo pods would not run spoil triggers. (126796)
  • Fixed that entities upgraded on platforms would not fire the on_space_platform_built_entity event. (126800)
  • Fixed that equipment in map editor armor did not work. (126814)
  • Fixed consistency issue related to setting signals with with quality only. (126855)
  • Fixed a consistency issue when underground belts with items are cloned. (126843)
  • Fixed a consistency issue when robots deconstruct heat pipes keeping roboports from freezing. (122880)
  • Fixed a crash when flipping an entity with linked fluidbox connections. (121887)
  • Fixed a scaling performance issue related to blueprints with asteroid collector and thruster count on space platforms. (126903)
  • Fixed that LuaRecord::contents did not accurately reflect the positions of the children.
  • Fixed that canceling mod updates would not re-enable the "Update selected" button. (126192)
  • Fixed a crash when placing ghost rail signal on top of existing rail signals that is marked to be upgraded. (126921)
  • Fixed that copy-settings undo/redo action descriptions would use the wrong surface. (126957)
  • Fixed that the map editor tile paint bucket tool did not highlight tiles correctly. (126959)
  • Fixed that platform inactivity was not updated when sending cargo to planets. (126891)
Modding
  • Added FurnacePrototype::circuit_connector, circuit_connector_flipped, circuit_wire_max_distance, default_recipe_finished_signal, default_working_signal.
  • Added AssemblingMachinePrototype::circuit_connector_flipped.
  • Added AssemblingMachinePrototype::max_item_product_count.
  • Added LoaderPrototype::adjustable_belt_stack_size.
Scripting
  • Added LuaFurnaceControlBehavior.
  • Added LuaTransportLine::force_insert_at.
  • Added LuaEntity::loader_belt_stack_size_override read/write.
  • Added LuaEntityPrototype::loader_max_belt_stack_size read.
  • Added LuaEntityPrototype::loader_adjustable_belt_stack_size read.
  • Added on_cargo_pod_finished_descending and on_cargo_pod_delivered_cargo events.
  • Added LuaRecord::contents_size read.
  • Added CustomInputEvent::cursor_direction.
  • Added on_singleplayer_init and on_multiplayer_init.
  • Added defines.inventory.assembling_machine_trash and defines.inventory.furnace_trash.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.
User avatar
JaJe
Long Handed Inserter
Long Handed Inserter
Posts: 90
Joined: Wed Feb 27, 2019 6:48 pm
Contact:

Re: Version 2.0.35

Post by JaJe »

Furnaces can be connected to circuit network.
Well well well...this is an interesting one.
I see we can attach a cable to radars but no use yet.
Gloweye
Burner Inserter
Burner Inserter
Posts: 15
Joined: Sun Aug 19, 2018 8:27 am
Contact:

Re: Version 2.0.35

Post by Gloweye »

Furnaces can be connected to circuit network.
I love this. Does it include recyclers?
Nemoricus
Filter Inserter
Filter Inserter
Posts: 379
Joined: Mon Jan 19, 2015 7:48 am

Re: Version 2.0.35

Post by Nemoricus »

JaJe wrote: Thu Feb 20, 2025 12:43 pm
Furnaces can be connected to circuit network.
Well well well...this is an interesting one.
I see we can attach a cable to radars but no use yet.
Radars act as long range signal transmitters.

https://www.factorio.com/blog/post/fff-402
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 683
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Version 2.0.35

Post by Hares »

FactorioBot wrote: Thu Feb 20, 2025 12:37 pm Minor Features
  • Added drag-to-reorder to pins.
  • Added drag-to-reorder turret priorities.
  • Added drag-to-reorder to infinity chest filters.
  • Added drag-to-reorder to editor infinity filters.
  • Added drag-to-reorder to deconstruction planner filters.
  • Added drag-to-reorder to upgrade planner filters.
  • Added drag-to-reorder to module upgrade settings inside upgrade planner destination UI.
  • Added drag-to-reorder to inserter, loader, and asteroid collector filters.
:tears of joy:
Kyralessa
Filter Inserter
Filter Inserter
Posts: 632
Joined: Thu Sep 29, 2016 5:58 pm
Contact:

Re: Version 2.0.35

Post by Kyralessa »

FactorioBot wrote: Thu Feb 20, 2025 12:37 pm
  • Added drag-to-reorder to pins.
Excellent news, been needing this desperately.
User avatar
JaJe
Long Handed Inserter
Long Handed Inserter
Posts: 90
Joined: Wed Feb 27, 2019 6:48 pm
Contact:

Re: Version 2.0.35

Post by JaJe »

Nemoricus wrote: Thu Feb 20, 2025 12:52 pm
JaJe wrote: Thu Feb 20, 2025 12:43 pm
Furnaces can be connected to circuit network.
Well well well...this is an interesting one.
I see we can attach a cable to radars but no use yet.
Radars act as long range signal transmitters.

https://www.factorio.com/blog/post/fff-402
Wow! I did not know that!
Thanks!!
Orum
Long Handed Inserter
Long Handed Inserter
Posts: 66
Joined: Thu Jul 11, 2019 6:23 am
Contact:

Re: Version 2.0.35

Post by Orum »

Kyralessa wrote: Thu Feb 20, 2025 1:12 pm
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm
  • Added drag-to-reorder to pins.
Excellent news, been needing this desperately.
Now if only we could get it for train and space platform schedules.
erkki772
Long Handed Inserter
Long Handed Inserter
Posts: 84
Joined: Sun Oct 27, 2024 11:24 am
Contact:

Re: Version 2.0.35

Post by erkki772 »

Fixed that crafting machines with high speeds would not scale input fluid amounts

Chemical plant lubricant is still 20
Attachments
WAAAA.png
WAAAA.png (2.14 MiB) Viewed 1839 times
eugenekay
Fast Inserter
Fast Inserter
Posts: 204
Joined: Tue May 15, 2018 2:14 am
Contact:

Re: Version 2.0.35

Post by eugenekay »

Orum wrote: Thu Feb 20, 2025 3:30 pm
Kyralessa wrote: Thu Feb 20, 2025 1:12 pm
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm
  • Added drag-to-reorder to pins.
Excellent news, been needing this desperately.
Now if only we could get it for train and space platform schedules.
Feature Exists ?
User avatar
Fabriken AGI
Inserter
Inserter
Posts: 23
Joined: Tue Nov 12, 2024 8:39 pm
Contact:

Re: Version 2.0.35

Post by Fabriken AGI »

HELL YEAH! Thanks alot for a substantial update! :)

- Furnaces has a circuit option "Include in crafting", which does not make a difference if it is checked or not, when "Read contents" is active
- Also, Parameters 1-10 has "rocket capacity 10000" in the tooltip"

Btw, when in remote/camera view; the keybinding-hint-window says that "Control+LeftClick = Take items", but it's never been possible
- Any chance you will add "take items" and "deposit items" in cameraview? I.E when filling turrets to 100 in space platforms.
- What about increasing inserter-limit? would be nice to configure this to something higher.
- It would be nice if the circuit network options/parameters in general were researchable btw. With some of the more useful ones unlocking later on in the game

Edit: PLEASE make the PIN-LIST scrollable/toggleable/gridlike/foldable/repositionable. it takes up the whole screen :( And same for the minimap would be awesome

EDIT2: What if every UI element (to the right) had an option to fold/minimize it? That would make the GUI fantastic when playing on high scaling for us old guys
Omnipotent Intergalactic Entity :: Fabriken AGI <> consume :: adapt :: evolve :: expand
πŸ­πŸš€βœ¨πŸŽ΅ } Factorio inspired music videos :: 🎡 Endless Hunger Machine πŸ€– :: 🎡 Colors in Zero-G 🦊 :: 🎡 Fuel the Stars ✨
--
TikTok: @fabriken.agi
erkki772
Long Handed Inserter
Long Handed Inserter
Posts: 84
Joined: Sun Oct 27, 2024 11:24 am
Contact:

Re: Version 2.0.35

Post by erkki772 »

Fabriken AGI wrote: Thu Feb 20, 2025 5:58 pm HELL YEAH! Thanks alot for a substantial update! :)

- Furnaces has a circuit option "Include in crafting", which does not make a difference if it is checked or not, when "Read contents" is active
- Also, Parameters 1-10 has "rocket capacity 10000" in the tooltip"

Btw, when in remote/camera view; the keybinding-hint-window says that "Control+LeftClick = Take items", but it's never been possible
- Any chance you will add "take items" and "deposit items" in cameraview? I.E when filling turrets to 100 in space platforms.
- What about increasing inserter-limit? would be nice to configure this to something higher.
- It would be nice if the circuit network options/parameters in general were researchable btw. With some of the more useful ones unlocking later on in the game

Edit: PLEASE make the PIN-LIST scrollable/toggleable/gridlike/foldable/repositionable. it takes up the whole screen :( And same for the minimap would be awesome

EDIT2: What if every UI element (to the right) had an option to fold/minimize it? That would make the GUI fantastic when playing on high scaling for us old guys
Ghost place items is already a thing
Inserter limit? There's many different inserters with capacity of 1-16 (custom pickup size)
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 683
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Version 2.0.35

Post by Hares »

FactorioBot wrote: Thu Feb 20, 2025 12:37 pm [...]
Bugfixes
  • [...]
  • Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. (124333)
  • [...]
It's the opposite, isn't it?
02-20-2025, 23-23-04.png
02-20-2025, 23-23-04.png (56.16 KiB) Viewed 1203 times
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 683
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Version 2.0.35

Post by Hares »

Fabriken AGI wrote: Thu Feb 20, 2025 5:58 pm Edit: PLEASE make the PIN-LIST scrollable/toggleable/gridlike/foldable/repositionable. it takes up the whole screen :( And same for the minimap would be awesome

EDIT2: What if every UI element (to the right) had an option to fold/minimize it? That would make the GUI fantastic when playing on high scaling for us old guys
I have links for you:
Muche
Filter Inserter
Filter Inserter
Posts: 876
Joined: Fri Jun 02, 2017 6:20 pm
Contact:

Re: Version 2.0.35

Post by Muche »

Hares wrote: Thu Feb 20, 2025 8:23 pm
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm [...]
Bugfixes
  • [...]
  • Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. (124333)
  • [...]
It's the opposite, isn't it?
02-20-2025, 23-23-04.png
This seems like a general language thing in (any) changelogs.
Some changes describe what the old behaviour was altered, some describe what the new behaviour is like.
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 683
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Version 2.0.35

Post by Hares »

Muche wrote: Thu Feb 20, 2025 8:36 pm
Hares wrote: Thu Feb 20, 2025 8:23 pm
FactorioBot wrote: Thu Feb 20, 2025 12:37 pm [...]
Bugfixes
  • [...]
  • Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. (124333)
  • [...]
It's the opposite, isn't it?
02-20-2025, 23-23-04.png
This seems like a general language thing in (any) changelogs.
Some changes describe what the old behaviour was altered, some describe what the new behaviour is like.
Thus it should be forded as "Fixed so ..." instead of "Fixed that ..."
Post Reply

Return to β€œReleases”