Version 2.0.12

Information about releases and roadmap.
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FactorioBot
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Version 2.0.12

Post by FactorioBot »

Bugfixes
  • Fixed rocket silos requesting more items than necessary. (116949)
  • Fixed a crash when reading owner_location on simple item stacks. (117357)
  • Fixed mini-tutorial scripts crashing or not granting items if player switched to remote view.
  • Fixed that LuaControl::opened write did not work for several GUI types. (117362)
  • Fixed that elevated rail entities would still work without owning space-age. (117225)
  • Fixed that the admin "other player" GUI would open the other player's remote controller invenory instead of physical inventory. (117410)
  • Fixed a crash related to quickbar interaction with any-quality spawnable items. (117206)
  • Fixed a crash when building (faulty) blueprint with two hazard concrete tiles in one space (117108 and 117071)
  • Fixed game state GUIs being automatically closed when the game was paused. (116851)
  • Fixed several possible errors related to smart belt building. (116660, 117119)
  • Fixed that disconnecting and reconnecting while personal robots were working did not preserve their quality. (117448)
  • Fixed that cargo pods dropped players to a random location which could make them stuck. (117461 and 117408)
  • Fixed that alert icons were rendered into the galaxy of fame.
  • Fixed a desync related to space platform hubs reading content and repair packs merging due to inventory sorting.
  • Fixed ribbon world preset having too many cliffs on Nauvis. (117544)
  • Fixed that blueprint parametrisation value formula evaluation didn't work for negative numbers. (116342)
  • Extended blueprint parametrisation to work on fluid recipe parameters.
  • Fixed lua deconstruct_area crashing when deconstructing a ghost (117154)
  • Fixed inserter status showing "Target full" when swinging towards a belt (116626)
  • Fixed that drag building context was not carried properly between normal view and remote view. (116818)
  • Fixed combat robots bobbing. (117364)
  • Fixed a crash when defining a recipe that does not always produce an item. (117476)
  • Fixed that filters of a ghost turret could get corrupted in latency when upgrading it with upgrade planner. (117708)
  • Fixed that re-bound crafting keys did not work correctly. (117454)
  • Fixed that chat icons didn't include layered icons. (117024)
  • Fixed a crash when super-force-building electric poles in latency state. (117620)
  • Fixed a debug visualization render crash when the given force no longer exists. (117800)
  • Fixed visual noise caused by parameter recipes drawing as not researched. (117688)
  • Fixed selector combinator's constant index was not covered by blueprint parameters. (117869)
  • Fixed arithmetic combinator was not showing red and green inputs separately in tooltips. (117819)
  • Fixed superforced overbuilding logistic and non-losistic chests did not transfer limits (117353)
  • Fixed underground pipe in cursor would sometimes not rotate when rotation key pressed right after placement while playing in latency.
  • Fixed loading save files with some entities on planets with lighting when those entities were removed.
  • Fixed a crash in multiplayer if you were wearing armor and the force you were on was deleted.
  • Fixed some of the quirks of drag building. Whenever there is nothing to build from in the cursor, the drag building logic is interrupted. (100393)
  • Fixed that the mine-entity technology trigger did not work if the resource entity produced multiple or variable results. (117500)
  • Fixed that asteroid collectors could get stuck if the inventory limiter was used. (117739)
  • Fixed a missing value in the prototype explorer. (117805)
  • Fixed that smoke-with-trigger could teleport to 0,0 on a map if it was previously following a specific entity. (117807)
  • Fixed rail ramp health bar position. (117921)
  • Fixed wait condition "station is full" and "station is not full" would report incorrect progress. (117949)
  • Fixed crash related to blueprint parametrisation and drag building button being held and moved after the dialog appeared. (117299)
  • Fixed lamp would keep using color when circuit wire was disconnected. (117400)
  • Fixed copy settings undo could fail to restore control behavior settings if they were originally at default values. (117212)
  • Fixed that the map editor couldn't set filters in some cases. (117801)
  • Fixed that LuaRecord methods did not work correctly. (117411)
  • Fixed crash when building parameterised blueprint with dependent ingridient used in another machine being a fluid. (117673)
  • Fixed missing blueprint parametrisation logic for the loader. (117490)
  • Fixed a crash when migrating blueprint library content in a save that had that blueprint GUI open. (115674)
  • Fixed that items could be put into ghost inventories. (117988)
  • Fixed playing too many sounds at once at the start of certain tips and tricks simulations. (116390)
  • Fixed a crash when setting RoboportPrototype::charging_station_count_affected_by_quality to true. (118086)
  • Fixed generic interrupt false positives with certain interrupt conditions. (117799)
  • Fixed main-menu music mode not working correctly in-game. (117613)
  • Fixed a crash when trying to open Technology GUI from Factoriopedia while the game was being saved. (118029)
  • Fixed clipping that could occur in some variable music tracks. (117987)
  • Fixed that set recipe on assembling machine circuit controls could buffer items indefinitely. (117890)
  • Fixed inconsistency in belt power replace through corner when going backwards and forwards. (102843)
  • Fixed a train consistency issue when interrupt triggers inside of another interrupt in certain cases. (116845, 117585, 117717)
  • Fixed space platform losing its paused state when it arrived to a planet drifting backwards. (118123)
Modding
  • Added LoaderPrototype::frozen_patch_in and frozen_patch_out.
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 2.0.12

Post by Eltons »

Just wanted to thank you all for the hard work on these regular patches! Your dedication is admirable and very much appreciated! 🫡

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Re: Version 2.0.12

Post by Merssedes »

Is smart belt placement toggle back?

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Re: Version 2.0.12

Post by StoneLegion »

Very Nice :D

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Re: Version 2.0.12

Post by Panzerknacker »

Good work, you guys must have skipped the weekend break!

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husnikadam
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Re: Version 2.0.12

Post by husnikadam »

The devs working during weekend and Czech national holiday, just amazing <3

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Re: Version 2.0.12

Post by BlackHat »

2 things about Updates.....

First, I noticed instead of downloading just a patch(?), the game seems to be redownloading the entire game again?
(Maybe it always did this but due to the much larger size of 2.0 SA it's just more noticeable.)

Second, my download for 2.0.12 keeps stopping after a few minutes about ~10% of the way on the progress bar, (happened 4 times now) and stopping with the error message "Update Failed:"
(Maybe the server is just real busy with everyone trying to download the update now? I have never had a problem with download speed or completion before.)


EDIT: 6 hours later I tried again and it downloaded in about 15-20 seconds.

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Re: Version 2.0.12

Post by Wockes »

FactorioBot wrote:
Mon Oct 28, 2024 4:31 pm
Bugfixes
  • Fixed rocket silos requesting more items than necessary. (116949)
Oh, so it was a bug. It was confusing me so much

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Re: Version 2.0.12

Post by ELL-ips »

Developers - you are the best!)
I can't stop wondering
However, after updating Headless Version 2.0.12, when logging on to the server after +- 5 minutes, a crash occurs (the server does not respond)

whether it's my fault, or something is wrong with the update, I haven't had time to find out yet (

_______________
PS

So, I will complete my post

I found time to sit and read the logs
The problem was in the script that I wrote to update the server automatically

I changed it incorrectly, which is why the owner of the mods and saves files was root, and the server itself, of course, does not work from root,

Thanks again for what you are doing
Last edited by ELL-ips on Wed Oct 30, 2024 2:10 am, edited 1 time in total.

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Re: Version 2.0.12

Post by Chindraba »

It looks like the Windows installer and Linux stand-alone downloads for the non-expansion version are not working right. I get download times of 7 or 8 hours (the Space Age downloads are in the 30-minute range) and then it eventually fails on Network Error. It has been thus for upwards of 2 hours.

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JaJe
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Re: Version 2.0.12

Post by JaJe »

My vanilla run + DLC now says it's modded and I didn't get the achievements on Steam after reaching Fulgora... No mods, no console commands...
Is my save ruined now?

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Re: Version 2.0.12

Post by gorbag »

JaJe wrote:
Tue Oct 29, 2024 4:49 pm
My vanilla run + DLC now says it's modded and I didn't get the achievements on Steam after reaching Fulgora... No mods, no console commands...
Is my save ruined now?
I see the same thing - running vanilla with space age, but considers itself modded. Also with this version, suddenly the map is showing up as gridded, but I
don't think I modified any options... nor see where I can disable that.

OK, I recant my report - somehow "Factorio Standard Library" got added to my game (which I saw was updated, but I wasn't running with it previously so I'm surprised it activated itself). Anyway, disabling that and I'm back to a vanilla game without a grid (so that mod somehow enabled it!?).
Last edited by gorbag on Tue Oct 29, 2024 6:53 pm, edited 2 times in total.

michelguenette
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Re: Version 2.0.12

Post by michelguenette »

A clarifying question. When you mention 'gridded', do you see 32-tile wide and tall chunks with a slightly heavier weight to those lines? If so, then you probably have a debug feature turn on by accident.

To remove the grid:
  • Press F4
  • Look through the list for an attribute named (something like) show-tile-grid
  • Clear the checkbox beside the attribute
  • Close or dismiss the pop-up window (Either press F4 or click on the X
The grid of thin black lines should be gone.

I hope that this was helpful.

Also, you might find that some of the debug features can be helpful to your gameplay, if you stick to those that are 'permitted' by speed running rules. I tend to turn on multiplayer-latency (or something like that), which shows how well my PC is performing on large multiplayer maps. I can tell just by looking at the numbers, when my PC will be dropped from a server, because my jumps exceed 1000, with no chance of catching up.

Other debug features should be left alone, unless you are doing some serious troubleshooting or testing. Just fair warning.

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Re: Version 2.0.12

Post by gorbag »

michelguenette wrote:
Tue Oct 29, 2024 6:17 pm
A clarifying question. When you mention 'gridded', do you see 32-tile wide and tall chunks with a slightly heavier weight to those lines? If so, then you probably have a debug feature turn on by accident.
Yes, that's what I was seeing. Thanks for the info about F4, I'd never run into that despite playing since 0.10 or thereabouts!

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Re: Version 2.0.12

Post by Rahbek »

i think F5 directly toggles the grid - easy to toggle it on by accident and then being confused by it :))

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Re: Version 2.0.12

Post by BlueTemplar »

F5 toggles whatever you configured as debug with F4.
show-tile-grid might be pre-configured by default ?
BobDiggity (mod-scenario-pack)

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Re: Version 2.0.12

Post by Vader_Rader »

Merssedes wrote:
Mon Oct 28, 2024 5:59 pm
Is smart belt placement toggle back?
Ya this is killing the game for me, I need it back:(

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Re: Version 2.0.12

Post by kovarex »

Vader_Rader wrote:
Wed Oct 30, 2024 4:42 pm
Merssedes wrote:
Mon Oct 28, 2024 5:59 pm
Is smart belt placement toggle back?
Ya this is killing the game for me, I need it back:(
We sometimes remove obsolete options for the sake of the sake of simplicity.
With smart belt building, it was first off by default, then we changed it to be on by default, as we started to be confident with it.
Then after long time, even speedrunners realized it is better and started using it and we assumed practically no one has a reason to stick with the old settings, so we cleaned up the code and removed it.

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Re: Version 2.0.12

Post by kovarex »

Vader_Rader wrote:
Wed Oct 30, 2024 4:42 pm
Merssedes wrote:
Mon Oct 28, 2024 5:59 pm
Is smart belt placement toggle back?
Ya this is killing the game for me, I need it back:(
We sometimes remove obsolete options for the sake of the sake of simplicity.
With smart belt building, it was first off by default, then we changed it to be on by default, as we started to be confident with it.
Then after long time, even speedrunners realized it is better and started using it and we assumed practically no one has a reason to stick with the old settings, so we cleaned up the code and removed it. This is just about getting used to something which is better, instead of writing under every release.

Merssedes
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Re: Version 2.0.12

Post by Merssedes »

kovarex wrote:
Wed Oct 30, 2024 7:15 pm
Vader_Rader wrote:
Wed Oct 30, 2024 4:42 pm
Merssedes wrote:
Mon Oct 28, 2024 5:59 pm
Is smart belt placement toggle back?
Ya this is killing the game for me, I need it back:(
We sometimes remove obsolete options for the sake of the sake of simplicity.
With smart belt building, it was first off by default, then we changed it to be on by default, as we started to be confident with it.
Then after long time, even speedrunners realized it is better and started using it and we assumed practically no one has a reason to stick with the old settings, so we cleaned up the code and removed it. This is just about getting used to something which is better, instead of writing under every release.
If only it was actually better :(

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