Version 2.0.18

Information about releases and roadmap.
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FactorioBot
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Version 2.0.18

Post by FactorioBot »

Changes
  • Allowed negative multiplier of logistic (and constant combinator) groups. (118684)
  • 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. (121011)
  • [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.
Bugfixes
  • Fixed confusing blueprint parameter context tooltip for filter of storage chest. (119013)
  • Fixed music not switching correctly when restarting level. (121012)
  • Fixed that the production GUIs showed the graphs in 'All' when opened with saved precision. (121152)
  • Fixed that the "load save after sync" checkbox did not work in the sync mods with save GUI. (121091)
  • Fixed removing heatpipes from a blueprint could leave them visually connected to their neighbours. (118750)
  • Fixed 'Dropping to planet' button being too wide and pushing the 'Cancel' button off the screen. (121132)
  • Fixed 'Always show' label not being accurate to the behavior of only showing in "Alt-mode". (116256)
  • Fixed 'Parameterised build' GUI clipping off screen when too long. (120712)
  • Fixed robots failing to upgrade a container if it was the only source of the requested item. (118973)
  • Fixed that reusing the same sprite for multiple effects crashed instead of showing the error message and an option to disable problematic mods. (117208)
  • Fixed 'Galaxy of Fame' upload GUI clipping off screen on smaller resolutions. (118826)
  • Fixed vertical alignment of Current Research icon. (117091)
  • Fixed asteroid spawning being significantly reduced when a platform moved with paused thrust. (121123)
  • Fixed that fluids could get erased during migrations. (119600)
  • Fixed a crash when removing a roboport while robots in that network are deactivated by script. (119993)
  • Fixed that choose-elem-button wouldn't show the select list GUI if clicked with an item that didn't pass the filters. (118537)
  • Fixed that syncing mod while trying to host game didn't allow to continue the process after reloading the game. (119876)
  • Fixed chunks not being covered by fog of war when remote-viewing an unvisited surface. (121029)
  • Fixed all/any/individual request satisfied wait conditions ignoring maximum count of space platform requests. (119265)
  • Fixed offshorepump tooltip flickering too much when pumping at full capacity. (120177)
  • Disabled "Drive Remotely" button on driveable vehicles ghosts' GUIs. (120400)
  • Fixed Cargo Landing Pad and Space Platform Hub GUI being clipped off screen on smaller resolutions. (120670)
  • Fixed platform deletion and undelete platform buttons being clipped off the surface list. (120443)
  • Fixed that tanks didn't preserve all of their settings when mined and rebuilt. (121148)
  • Fixed that rebuilt tanks didn't have their inventory size bonus from equipment. (121219)
  • Fixed script error in PvP when setting starting item count to 0. (117571)
  • Fixed spectator players of dead teams showing on the map in PvP. (114477)
  • Fixed that inserters could get stuck with specific combinations of spoilage and disabled by control behavior. (121167)
  • Fixed that some pop-up GUIs would get closed when robots built the entity while the ghost GUI was open. (118545)
  • Fixed that robots performing module upgrades left some modules on ground when upgrading mixed modules to one type. (119524)
  • Fixed that space platforms could unload cargo while waiting for departure. (120856)
  • Fixed clouds and smoke were moving in exactly opposite direction. (118576)
  • Fixed that spidertrons would severely confuse demolishers. Demolishers will now retaliate against spidertrons. (120027)
  • Fixed the confirmation button behaving inconsistently in the remote view ghost picker menu. (121287)
  • 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. (121377)
  • Fixed Being able to super-force entity through technology gui. (120305)
  • Fixed spoilage was not considered as more spoiled than any spoilable items. (121406)
  • Fixed that highlighted robots in the logistic networks chart view didn't smoothly follow robots. (117328)
Modding
  • Changed base/space-age tile collision mask definitions so that they don't share references to the same tables.
  • Added ItemPrototype::spoil_level.
Scripting
  • 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) (118527)
  • Added LuaEquipment::inventory_bonus read.
  • Added LuaEquipmentGrid::inventory_bonus and LuaEquipmentGrid::movement_bonus read.
  • Added LuaEquipmentPrototype::get_inventory_bonus().
  • Fixed that LuaEntity::get_priority_target() would give invalid results for empty filters.
  • Extended LuaEntity::splitter_filter, splitter_input_priority and splitter_output_priority to also work with lane splitters.
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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Neutronium
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Re: Version 2.0.18

Post by Neutronium »

[space-age] Container sizes increase with quality.
So higher quality material for a storage container... allows you fit more inside of it? 8-)
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Re: Version 2.0.18

Post by Lochar »

Updated shortcut icons and increased their size to 56px.
Didn't realize how much I needed this.
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Re: Version 2.0.18

Post by computeraddict »

Neutronium wrote: Thu Nov 14, 2024 6:26 pm
[space-age] Container sizes increase with quality.
So higher quality material for a storage container... allows you fit more inside of it? 8-)
You can make the walls thinner and taller!

Now I can do something with those quality logistics chests I accidentally made.
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Re: Version 2.0.18

Post by Panzerknacker »

Neutronium wrote: Thu Nov 14, 2024 6:26 pm
[space-age] Container sizes increase with quality.
So higher quality material for a storage container... allows you fit more inside of it? 8-)
Of course, because the material is stronger it can hold more weight before collapsing from all the crap rammed in there.
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Re: Version 2.0.18

Post by JackTheSpades »

FactorioBot wrote: Thu Nov 14, 2024 5:55 pm [space-age] Container sizes increase with quality.
We actually got them... now we just need to convince the devs to give us longer underground connections for quality belts/pipes.
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Re: Version 2.0.18

Post by cogito123 »

Stable release when?
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Re: Version 2.0.18

Post by mblue »

Multiplayer performance resolved when?
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Re: Version 2.0.18

Post by Novalith »

Love the new shortcut icons!!!
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Re: Version 2.0.18

Post by Boogieman14 »

[space-age] Container sizes increase with quality.
Would be nice to extend this same treatment to fluid storage tanks.
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
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Re: Version 2.0.18

Post by Pirate_Rance »

I second the storage tank quality size would be nice, I also am seeing a few in the discords i'm in wanting the same to train wagons (both kinds) if we could
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Re: Version 2.0.18

Post by catpig »

Pirate_Rance wrote: Fri Nov 15, 2024 12:32 am I second the storage tank quality size would be nice, I also am seeing a few in the discords i'm in wanting the same to train wagons (both kinds) if we could
Both excellent suggestions imho.
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Re: Version 2.0.18

Post by ducksdux »

Would also be nice if train wagons- including the fluid wagons- had increased storage capacity. Trains have fallen far behind in space age with the ridiculous throughput of everything :)

(And also +1 to fluid storage tanks being affected by quality)
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Re: Version 2.0.18

Post by wvlad »

Mod error: toggle-personal-logistics-x32.png not found
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Re: Version 2.0.18

Post by Wockes »

ducksdux wrote: Fri Nov 15, 2024 1:56 am Would also be nice if train wagons- including the fluid wagons- had increased storage capacity. Trains have fallen far behind in space age with the ridiculous throughput of everything :)

(And also +1 to fluid storage tanks being affected by quality)
Agree, I have barely used trains after I unlocked faster belts and stacking. A full train isn't close to enough for late game Vulcanus
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Re: Version 2.0.18

Post by EustaceCS »

ducksdux wrote: Fri Nov 15, 2024 1:56 am Would also be nice if train wagons- including the fluid wagons- had increased storage capacity.
Balancing discussions live here: viewforum.php?f=16
Fluid wagons received a hefty 20k > 50k increase of capacity in Space Age age, bumpingit further may or may not be ridiculously OP.
Which is worth discussing there.
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Re: Version 2.0.18

Post by BlueTemplar »

Seems like that discussion is actually in a different subforum ?
Quality options for chests and trains
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Re: Version 2.0.18

Post by igoticecream »

I'd like to propose an interface setting to make the icons smallers like they used to be before this release. Personally im not a big fan of the new size but i do like the style of them
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Re: Version 2.0.18

Post by fortas16 »

FactorioBot wrote: Thu Nov 14, 2024 5:55 pm Changes
  • [space-age] Container sizes increase with quality.
Now we need quality wagons to give more space
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Re: Version 2.0.18

Post by jockeril »

wvlad wrote: Fri Nov 15, 2024 5:39 am Mod error: toggle-personal-logistics-x32.png not found
either talk to the mod author or try re-installing the mod (remove, restart game, add and restart the game again)
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