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Version 2.0.29

Posted: Mon Jan 06, 2025 11:04 am
by FactorioBot
Minor Features
  • Added smart pipette for items on the ground.
Graphics
  • Improved graphics of Recyclers.
  • Added corpse graphics for Asteroid Collectors.
Bugfixes
  • Fixed a crash when mods define heat pipes with heating_radius of 0.
  • Fixed that deleting a surface with global electric network would leak an electric network. (124953)
  • Fixed blueprint could be configured with invalid set of grid size and absolute grid position. (124937)
  • Fixed that the space map would not show when unlocking space-locations. (124314)
  • Fixed map artifacts on space platforms when removing in-progress builds. (118405)
  • Fixed that frozen radars still worked. (125006)
  • Fixed that instant blueprint over-building would not auto fulfill item requests. (124805)
  • Fixed that marking a space platform to be deleted while a starter pack is on the way would break the platform state. (124249)
  • Fixed statistics would not include values from a newest sample that is still being created. (125025)
  • Fixed an issue with memory management in some cases when rotating entities. (125108)
  • Fixed a crash related to modded triggers on spider legs. (125102)
  • Fixed that hidden mining drills would still show in "mined by" in resource tooltips. (125126)
  • Fixed that the artillery wagon auto-targeting checkbox was not shown when the artillery had an equipment grid. (121511)
  • Fixed LuaTransportLine::get_line_item_position would return incorrect positions. (125232)
  • Fixed that writing to LuaPlayer::opened did not update the GUI in multiplayer. (121678)
  • Fixed pumps were setting filter when given negative fluid signals. (124825)
  • Fixed a crash related to merging forces and gui. (125317)
  • Fixed trains could switch to manual when due to interrupts the schedule became empty. (119054)
  • Fixed math expressions were not accepting numbers with positive exponent and + sign. (125225)
  • Fixed a desync related to worker robots charging when force has worker robot battery bonus set.
  • Fixed a crash when installing mods with almost-cyclic dependencies. (125281)
  • Fixed that changing surface::localised_name did not update the surfaces list in remote view. (121352)
  • Fixed that quality could add a supply area to an electric pole without one. (124841)
  • Fixed that the LAN games browser would not show anything if the public-games filter was set to only show favorites. (124594)
  • Fixed a crash related to cargo pods when loading older save files. (124932)
  • Fixed bad rendering logic for space platform trash slots. (124916)
  • Fixed that flying robots did not render quality indicators correctly. (122584)
  • Fixed arithmetic combinator gui not refreshing circuit network selection when combinator parameters are changed externally. (124115)
  • Fixed solar panels bonus description didn't display correctly. (123191)
  • Fixed copy source was cleared when source entity was built from ghost or destroyed leaving ghost. (124328)
  • Fixed that tesla turret chain bolts could damage protected biter spawners. (121679)
  • Fixed that some actions would still be processed while the game was paused. (123309)
  • Fixed a latency armor related crash. (125422)
  • Fixed that some remote view GUI elements did not align correctly. (118564)
  • Fixed that Factoriopedia would claim some recipes as exclusive to a given planet/location when they weren't. (125424)
  • Fixed that the blueprint GUI didn't render vehicles correctly. (125454)
  • Fixed that you could launch yourself to a platform in flight. (124935)
  • Fixed that changing loader direction through script could cause transport lines to become inconsistent. (125377)
  • Fixed that plants would show the wrong expected amount in deconstruction planner totals. (125509)
  • Fixed that map pipeline rendering would show other forces pipes. (124720)
  • Fixed that pipette over tiles would always override other actions bound to the same hotkey. (124692)
  • Fixed that vehicles would get stuck as 'reserved by remote driver' if they died while being remote driven. (125429)
  • Fixed inserters would keep using filters after migration when new prototypes disallowed usage of filters. (125591)
Scripting
  • Added LuaRecord::get_active_index.
  • Added LuaEntityPrototype::science_pack_drain_rate_percent read.
  • Added LuaEntityPrototype::get_fluid_usage_per_tick. LuaEntityPrototype::fluid_usage_per_tick is deprecated and should not be used.
  • Added LuaEntityPrototype::get_max_power_output. LuaEntityPrototype::max_power_output is deprecated and should not be used.
  • LuaEntity::combinator_description supports ghosts of combinators.
  • Added LuaDefines::car_trash read. (124950)
  • Added asteroid collector support to LuaEntity::get_filter, set_filter, and filter_slot_count.
  • Added LuaPlayer::clear_recipe_notification().
  • Changed LuaEntity::get_passenger() to give the character in cargo pods. (121766)
  • Added LuaControl::hub read.
  • Changed LuaEntity::cargo_pod read into LuaControl::cargo_pod read and made it work for players in cargo pods.
  • Changed LuaEntity::get_logistic_point() and LuaEntity::get_logistic_sections() to work with ghosts.
Modding
  • Added CargoWagonPrototype::quality_affects_inventory_size.
  • Added FluidWagonPrototype::quality_affects_capacity.
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 2.0.29

Posted: Mon Jan 06, 2025 11:10 am
by Shulmeister
Nice !

Re: Version 2.0.29

Posted: Mon Jan 06, 2025 2:18 pm
by nova4x
Id love if someone could post the recycler differences

Re: Version 2.0.29

Posted: Mon Jan 06, 2025 4:26 pm
by Neutronium
nova4x wrote: Mon Jan 06, 2025 2:18 pm Id love if someone could post the recycler differences
Here is the new one at least. The animation is similar but also refined.
01-06-2025, 10-26-12.png
01-06-2025, 10-26-12.png (831.31 KiB) Viewed 3933 times

Re: Version 2.0.29

Posted: Mon Jan 06, 2025 4:57 pm
by MrJoshua
Bug? If you click to remove a blueprint from a chest in remote view (shows up with red X for removal), you can't cancel it because right click opens the blueprint item gui.
My workaround was to unbind right click to open gui, cancel the order, then re-bind the key.
Potential fix? Have cancel order process first before open gui? If thats a thing that can be done.

Re: Version 2.0.29

Posted: Mon Jan 06, 2025 7:51 pm
by Shogal
nova4x wrote: Mon Jan 06, 2025 2:18 pm Id love if someone could post the recycler differences
Top is old, bottom is new
01-06-2025, 21-50-58.png
01-06-2025, 21-50-58.png (196.44 KiB) Viewed 2629 times

Re: Version 2.0.29

Posted: Mon Jan 06, 2025 8:43 pm
by IsaacOscar
nova4x wrote: Mon Jan 06, 2025 2:18 pm Id love if someone could post the recycler differences
Looking at the Lua code (https://github.com/wube/factorio-data/c ... 516142c84f), they also changed the smoke, added remnants, and an explosion form.

Re: Version 2.0.29

Posted: Mon Jan 06, 2025 10:07 pm
by flamefield
On Steam, when selecting the latest experimental version, only version 2.0.28 is available. You can only manually select version 2.0.29 to enter the game, but there will be a prompt to select the latest experimental version when entering the game

Re: Version 2.0.29

Posted: Mon Jan 06, 2025 10:27 pm
by Loewchen
flamefield wrote: Mon Jan 06, 2025 10:07 pm On Steam, when selecting the latest experimental version, only version 2.0.28 is available.
It is 2.0.29, the description just hasn't updated.

Re: Version 2.0.29

Posted: Tue Jan 07, 2025 1:52 am
by Yenz
FactorioBot wrote: Mon Jan 06, 2025 11:04 am Scripting
  • Added LuaRecord::get_active_index.
Quick question about LuaRecord::get_active_index. I might be a bit confused, but how is it supposed to work when the LuaRecord::contents table always begins at index 1 and is always incrementing by 1.... but the first record in a blueprint book might be not in the first slot? get_active_index might return 4 but how to get the blueprint of that index?

See screenshot as an example:
01-07-2025, 02-51-36.png
01-07-2025, 02-51-36.png (137.82 KiB) Viewed 2023 times
get_active_index will return 4. But how do I get the actual blueprint record?

I might miss something here :?: :!: