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Version 2.0.24

Posted: Thu Dec 05, 2024 3:03 pm
by FactorioBot
Minor Features
  • [space-age] Added "Nauvis Bus" and "Nauvis Power Up" menu simulations.
  • [space-age] Added camera views to Space platform tooltips.
  • Added radar minimap visualization for roboports and cargo landing pads. (117994)
Graphics
  • [space-age] Changed the Space crafting category icon to look like a cargo pod instead of rocket silo.
  • Changed the Rocket part icon to look more like a part of the rocket.
Balancing
  • [space-age] Land mines on space platforms now damage the space platform tiles in a radius.
  • [space-age] Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. (122574)
Changes
  • 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.
Bugfixes
  • Fixed a desync related to building rails with rail planner in latency. (123181)
  • Fixed a crash when opening a planet with empty cliff generation settings in Factoriopedia. (121735)
  • Fixed a crash when the last roboport is disconnected while searching in Logistic networks GUI. (121692)
  • Fixed that items could be inserted into rocket inventory while the silo was in "automatic requests" mode. (118442, 123172)
  • Fixed that downgrading an entity ghost didn't remove invalid item insertion requests. (118959)
  • Fixed that robots could enter roboports marked for deconstruction. (120107)
  • Fixed pipes and pipe shadow graphics on flipped biochamber. (117390)
  • Fixed recycler showing greater than 300% productivity in the tooltip. (122619)
  • Fixed crash when rendering thruster with ThrusterPrototype::plumes set to nil. (123284)
  • Fixed that higher quality pumpjacks would produce less oil. (123234)
  • Fixed that ghost building electric poles did not always space them correctly. (122831)
  • Fixed rocket turrets not shooting spawners with capture robots. (122257)
  • Fixed a crash when demolishers are killed as a direct result of attacking something. (123308)
  • Fixed a crash when a robot tried to move in the same tick as it was deactivated by script. (121718)
  • Fixed a crash when reordering time-based wait conditions in multiplayer. (119933)
  • Fixed that a thruster deactivated by script still rendered the exhaust flames. (121817)
  • Fixed that reading collision mask from LuaEntityPrototype could give incorrect collision mask when there were no layers. (123332)
  • Fixed that players with open blueprint creation GUI were unable to open menu when the game was paused. (120701)
  • Fixed parametrization of selector combinator would propose variables not relevant due to current mode. (123321)
  • Fixed parametrization was not covering inserter, assembler and reactor signals. (123416)
  • Fixed some recipes would give items of wrong quality when changing quality effect. (122685)
  • Fixed a dying turret could be disabled by control behavior causing it not able to finish dead animation. (123501)
  • Fixed a rare crash in CargoPod code when loading a Space Age save file with Space Age disabled. (122504)
  • Fixed that LuaSurface::force_generate_chunk_requests() would not force all chunks correctly if generate_with_lab_tiles was true. (123535)
  • Fixed a desync when changing force friends/ceasefire. (121499)
  • Fixed that railguns could get stuck switching targets and not fire. (123146)
  • Fixed trying to parametrize inserter stack size would clamp them to max stack size of neutral force. (121360)
  • Fixed construction robots from the personal roboport being stuck in a loop when fulfilling delivery requests for construction robots. (123638)
  • Fixed production-entity-list showing values for space age when only quality mod was enabled. (122566)
  • Fixed a crash when mods cancel deconstruction of a rolling stock while it's being marked for deconstruction. (123296)
  • Fixed that stack inserters could deadlock in some cases. (118138)
  • Fixed that disabling Space Age mod removed Space Age achievements when playing a non-modded game. (116020)
  • Fixed shortcut bar GUI clipping off screen in remote view. (123143)
  • Fixed that Gleba generated cliffs when they were disabled. (120536)
  • Fixed rapidly changing platform schedule would make it impossible to view that platform. (120886)
  • Fixed Space platform tooltip flickering for 1 tick when another platform schedule/location changes. (122021)
  • Fixed Space platform position indicator not updating in some cases. (120447)
  • Fixed long logistic group name pushing delete button out of view. (121857)
  • Fixed rocket silo in "automatic requests" mode not trashing spoiled items. (123629)
  • Fixed assemblers with parameter recipe would not flip correctly. (122112)
  • 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. (121758)
  • Fixed bonus from research of character health is now showing in factoriopedia. (121607)
  • Fixed that the pump would lose its filter when fast-replaced. (119256)
  • Fixed setting generate_map in SimulationDefinition would not allow to have map generated in simulations. (122338)
  • Fixed pipette of hazard concrete tiles would not set correct build direction. (123406)
  • Fixed control settings menu sometimes growing in size when interacting with it. (123442)
Modding
  • Added support for Opus audio codec.
  • Added FluidBox::mirrored_pipe_picture and mirrored_pipe_picture_frozen.
  • Added CharacterArmorAnimation::mining_with_tool_particles_animation_positions.
  • Underground fluid box connections with incompatible underground_collision_mask are allowed to connect as long as tiles between do not collide with any of them.
Scripting
  • Added LuaCustomEventPrototype::event_id read.
  • Added LuaCustomInputPrototype::event_id read.
  • Added LuaBootstrap::get_event_id.
  • Unified parsing of event types into LuaEventType. Made it possible to specify custom events and custom inputs by providing prototype instance.
  • Custom events and custom inputs defined by prototypes are given constants inside of defines.events.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 3:15 pm
by Nemoricus
RIP spaceships with reactive armor and Aquilo rocket fuel recycling loops.

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 3:17 pm
by Shadow_Man
FactorioBot wrote: Thu Dec 05, 2024 3:03 pm
  • [space-age] Land mines on space platforms now damage the space platform tiles in a radius.
Oh no, now my platform with landmines and gun turrets is irrelevant, I'll have to rebuild :(

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 3:19 pm
by IsaacOscar
Shadow_Man wrote: Thu Dec 05, 2024 3:17 pm
FactorioBot wrote: Thu Dec 05, 2024 3:03 pm
  • [space-age] Land mines on space platforms now damage the space platform tiles in a radius.
Oh no, now my platform with landmines and gun turrets is irrelevant, I'll have to rebuild :(
Um, why would you put landmines on a space platform in the first place?

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 3:21 pm
by GregoriusT
Guess I gotta update my Landmine Propaganda Post or something!

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 3:21 pm
by Shadow_Man
IsaacOscar wrote: Thu Dec 05, 2024 3:19 pm
Shadow_Man wrote: Thu Dec 05, 2024 3:17 pm
FactorioBot wrote: Thu Dec 05, 2024 3:03 pm
  • [space-age] Land mines on space platforms now damage the space platform tiles in a radius.
Oh no, now my platform with landmines and gun turrets is irrelevant, I'll have to rebuild :(
Um, why would you put landmines on a space platform in the first place?
Because there are no spacemines ;)

BTW, then why don't landmines on the ground damage objects around them? :?

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 3:41 pm
by Sopel
Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop.
This change is very significant and WILL break a lot of factories. Hopefully people are not caught off guard when everything stops.

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 3:55 pm
by Nemoricus
I took a look at the Aquilo recipe changes and it results in my factory having 60% of the solid fuel production it needs. That's easily enough fixed for me by adding some speed modules to the chemical plants, but there could be people for whom this change will require more significant redesigns.

Ammonia + crude oil to solid fuel chemical plants would need about 70% more solid fuel output for it to not input starve the rocket fuel chemical plants in set ups like mine.

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 4:14 pm
by Sopel
yea, for me I was bound by inserter throughput and needed to move some stuff to accomodate more of them

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 4:52 pm
by thedoh
Fixed that railguns could get stuck switching targets and not fire.
Oooh! This is an excellent change! Glad to also see the landmine nerf.

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 5:56 pm
by Marcel2_9
I agree with removing the rocket fuel loop but i think there is balancing wise there is a mistake becouse now it is basicly never a good idea to make rocket fuel to maximise your fuel value until you get to +420% productivity if i did my math right. before the point was around +80% where you would get more fuel value out of it .

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 6:01 pm
by Panzerknacker
Sopel wrote: Thu Dec 05, 2024 3:41 pm
Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop.
This change is very significant and WILL break a lot of factories. Hopefully people are not caught off guard when everything stops.
Good to see it's still being fixed tho as this 'exploit' was clearly not intended.

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 8:10 pm
by Danjen
You can gloss it as recycling the fuel increases its purity.
Besides that, Aquilo is so bland and late in the game, does endless fuel really break the balance?

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 8:13 pm
by BlueTemplar
Added camera views to Space platform tooltips.
Very nice ! :D

(2024!)

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 10:43 pm
by naahuc
FactorioBot wrote: Thu Dec 05, 2024 3:03 pm Balancing
  • [space-age] Land mines on space platforms now damage the space platform tiles in a radius.
  • [space-age] Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. (122574)
While I get where you're coming from with this, mines are obviously not the intended way to solve space, finding a change of this magnitude in a patch version (though I could not definitely find out if you're actually using semver or not) seems odd. While mines are pretty cheaty for dealing with asteroids, there are still legit cases for them imo. Especially as a backup for hatching eggs, but that causes issue in the actual implementation (ref: 123811) and, just tested that, any ship that has some safety mines next to the hub will get destroyed if a mine detonates next to it now, as a tile below the hub gets deleted.

I would have expected something regarding this to come in 2.1, but even then this change as it is implemented now feels like an extreme measure of "you're having fun wrong". I'm sure there were options to disincentivise using mass mines on a ship, such as not being able to craft them upstairs and nerfing the rocket capacity to something like 5 or 10 (you go through tons of platform and mines if you actually use them for asteroid defense) like you did with ammo and rockets, or just straight out not allowing them to be built on platforms. This change feels actively punishing for anyone that made use of them in any way and forgoes to read the patch notes.

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 11:08 pm
by AntiElitz
FactorioBot wrote: Thu Dec 05, 2024 3:03 pm [space-age] Land mines on space platforms now damage the space platform tiles in a radius.
I agree that the landmines in space needed a nerf, but I hoped for at least some variance or using them as a last resort tool. With this change, they do not just deal damange to platform. No - a single landmine destroys all platform around them. It is actually better to deal damage with the platform itself now, than using mines, as those will deal more damage to the ship than the asteriod would. It is now worse to have landmines then not to have them which makes this patch worse then not even allowing them to be placed in space.

A much better way to deal with this would have been to not allow to craft landmines in space anymore. That way any ship relying on mines is never self sustainable. However mines would still have been viable as a final resort this way. They would also be much more costly in space as you could not craft them in space anymore and had to ship them directly instead of using intermediates, increasing the shipping costs by the factor of 6.

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 11:28 pm
by shadofx
People have grown fond of reactive armor. Maybe make epic+ quality space platforms immune to blast? That way there's no sequence break but people can still have their meme ship.

Re: Version 2.0.24

Posted: Thu Dec 05, 2024 11:44 pm
by Antipatience
  • [space-age] Land mines on space platforms now damage the space platform tiles in a radius.
Making them completely useless seems a bit extreme. I did find it odd to use them on space platforms, but it was really cool that it was an option. It's not like everyone was ignoring turrets or rockets because of them. They were just an option you could use for designs, which is what Factorio is all about to me.

One idea I had was to reduce the replacement speed for mines on the platform, kind of like how the platform foundations don't get insta-built. That way casual players could still use landmines as a backup option, but making a full on mine-ram would require some compromises in speed or platform size. If they don't get insta-replaced fast enough to break asteroids at full speed, you'd need a slower ship or a larger ship with more mines on it to offset the replacement rate.

  • [space-age] Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. (122574)
Why not just remove the recycling loop for rocket fuel into solid fuel, similar to how many other multi-recipe ingredients recycle? If rocket fuel recycled into rocket fuel (like how plates become plates), then it doesn't matter how much solid fuel is used in the recipe. Aquilo rocket fuel is already a bad ratio of power spent to power gained, so it doesn't necessarily need a nerf.

Re: Version 2.0.24

Posted: Fri Dec 06, 2024 12:29 am
by Sopel
Mines should only destroy tiles that are on the edge of the ship (in other words, tiles that don't create holes). This would prevent the common cheese of using it against asteroids while allowing the use for biters. It also makes some sense because the structure should be less sturdy around the edges.

Re: Version 2.0.24

Posted: Fri Dec 06, 2024 2:28 am
by GregoriusT
Sopel wrote: Fri Dec 06, 2024 12:29 am Mines should only destroy tiles that are on the edge of the ship (in other words, tiles that don't create holes). This would prevent the common cheese of using it against asteroids while allowing the use for biters. It also makes some sense because the structure should be less sturdy around the edges.
Yeah this would be a much better option than vaporizing the entirety of the Platform when a Biter hatches.

The problem with Biters hatching is usually that it is near impossible to clear Biter Eggs off of the Belts/Cryoplant/Hub after the collected Promethium ran out, so at least a dozen or so Biters will hatch no matter what, hundreds if you have Nauvis resupplying Biter Eggs once the station goes low on them, because ofcourse we cant just stop that from happening.