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Version 2.0.46

Posted: Tue Apr 29, 2025 9:44 am
by FactorioBot
Minor Features
  • Added Space Age expansion filter to the mod portal explore pane.
  • Added "planets" and "character" tags to the mod portal explore pane.
  • Mod portal search results and mod info will show whether they require the Space Age expansion.
  • Added heading car driving option for keyboard input method. Pressing in a direction will make vehicles automatically turn and accelerate to that side of the screen.
  • Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
Balancing
  • Changed piercing ammo recipe to be cheaper.
Changes
  • Renamed controller vehicle driving modes from "relative" to "heading" and from "absolute" to "steering".
  • Creating a rich text tag will move the text cursor to the end of the tag, not the beginning.
  • New achievement limitations won't affect saves started before the version 2.0.45.
  • Added a confirm dialog informing about which achievements will be disabled with the current map settings when starting a new game.
  • Some achievements are also disabled when Gleba enemies are set to be lower.
Graphics
  • Improved visibility and looks of Fulgora cliffs.
  • Added graphics for frozen stone path.
  • Changed the north edge of all pipe graphics to include an arch to prevent tiling issues in specific cases.
Bugfixes
  • Fixed that space platform schedule wasn't properly affected by during blueprint parametrisation. (124305)
  • Fixed that space platform name wasn't parametrisable by blueprint.
  • Fixed a sound instance leak when closing machine GUIs with playing sound accents. (127889)
  • Fixed burner spidertron would keep moving indefinitely after running out of fuel. (128126)
  • Fixed that modifying the group schedule of trains would cause other trains in the group to switch to automatic mode. (128173)
  • Fixed that rearranging infinity filters could cause buttons to edit the wrong filters. (128189)
  • Fixed accumulator charge/discharge emission sprite being misaligned. (128113)
  • Fixed a crash when clicking on a new tip popup while being dead. (127440)
  • Fixed blood particle tint being ignored in Lua. (127585)
  • Fixed Controller settings section in the Controls settings window not behaving correctly during search.
  • Fixed deconstruction planner with tile filter would not mark for deconstruction hidden tiles matching filter if there is a non-matching tile marked for deconstruction covering them. (127727)
  • When (super)force-building tiles, only foundation tiles will be autofilled and only for building cover tiles. (128068)
  • Fixed that a decal covered by a tile would still play its walking sound. (127536)
  • Fixed Undo after overbuilding existing entities with blueprint parametrised blueprint. (124612)
  • Fixed a crash when preparing undo/redo camera for tiles which are on a deleted chunk. (127876)
  • Fixed that quality tooltips showed the wrong value in crafting machines in modded cases. (125513)
  • Fixed clicking a station label in the train GUI would not open map at the expected train stop. (107757)
  • Fixed black lines on some entities when "alt-mode" is enabled when using Metal graphics backend.
  • Fixed crash that could randomly occur when using Metal graphics backend.
  • Fixed crash that could occur when using the Metal graphics backend with texture streaming enabled.
  • Fixed missing achievement mentions for the new restrictions in map gen settings.
  • Fixed that lower pollution absorption disabled some achievements (instead of the higher one).
  • Fixed that Bioflux and Yumako would heal vehicles. (126875)
  • Fixed a crash when fast-replacing a train stop ghost with mods listening to 'on_entity_color_changed' event. (127869)
  • Fixed that creating a rich text tag by deleting a character would not move the text cursor from the middle of the tag. (102851)
  • Fixed that drag building an underneathie would show a flying text whenever the cursor went over an obstacle.
  • Fixed a crash when reordering empty filters in asteroid collector. (128286)
  • Fixed a consistency crash when disconnecting rolling stock and modifying the train in the same tick through Lua. (127506)
  • Fixed that undo when in the Map Editor and having instant-blueprint-building enabled didn't always work with elevated rails. (128280)
  • Fixed that the missing-equipment message when copying spidertron equipment overlapped. (128306)
  • Fixed that signal pipette did not work for fluids, and some other GUI elements. (120416)
  • Fixed that the space platform hub full alert didn't persist in some situations. (127058)
  • Fixed that reading orbital requests would generate negative signals in some cases. (121003)
  • Fixed that modifying logistic requests in groups on planets would reset import-from. (119455)
  • Fixed that linked belt fast-replace didn't change the direction. (121508)
  • Fixed that changing the requested item in space platform hubs would only visually update the max amount. (122834)
  • Fixed that the map view train shortcut info was shown when zoomed in even though it didn't apply when zoomed in. (123075)
  • Fixed that changing quality in some select-GUIs would reset the count. (123929)
  • Fixed that the recipe productivity locale was in space age instead of core. (127938)
  • Fixed that deleting items through the map editor didn't clear request proxies. (127164)
  • Fixed that instant tooltips could block the game-over screen. (128122)
  • Fixed wrong position of inventory limit button for some inventory sizes. (103991)
  • Fixed recipe tooltips not showing intermediate ingredients as craftable (orange) when those intermediate recipes create extra products. (105658)
  • Fixed that recipes using result_is_always_fresh would start spoiling at the tick crafting started instead of the tick crafting finished. (128341)
  • Fixed that pipette while in the train fuel tab would put a ghost item in the cursor. (125090)
  • Fixed particles being updated twice when they moved to a new chunk. (127063)
  • Fixed rich text chat tooltips not disappearing when opening the menu. (108191)
  • Fixed rich text chat tooltips showing when hovering below the chat with chat messages with multiple lines.
  • Fixed that trying to move the upper limit on double-slider GUI elements could sometimes change the lower limit even when nothing actually changed. (119015)
  • Fixed that remote view could not interact with blueprint books in the character inventory. (117944)
  • Fixed that you could order upgrade some entities through remote view that could never be upgraded. (128239)
  • Fixed that the build preview and rolling stock final position did not match in some cases. (126883)
  • Fixed that changing the minimum value of a logistic request through moving the maximum slider did not work correctly. (124659)
  • Fixed that building trains would remove train ghosts on other rail elevations. (128025)
  • Fixed that arriving platforms sent the wrong old state to on_space_platform_changed_state event. (128352)
  • Fixed that indestructible entities on the space platform could consume asteroid damage before other entities on the same tile.
  • Fixed asteroids sometimes getting destroyed when platform speed was negative.
  • Fixed a crash when rendering a modded pipe that has multiple connections facing the same direction. (128399)
  • Fixed a crash when robot orders are invalidated while finishing another order. (128387)
  • Fixed a crash when some tile sprites end up with zero size due to scaling. (128344)
  • Fixed a crash when a space platform in orbit is teleported to a distant connection by a script.
  • Fixed a custom GUI layout issue. (128385)
  • Fixed "<user> has paused the game" box sometimes appearing outside the screen when pausing the game.
  • Fixed "<user> has paused the game" box moving outside the screen when opening the menu. (114143)
  • Fixed shotgun damage tooltip not showing parenthesis. (114190)
  • Fixed pinned achievement cards stretching when multiplayer infoboxes are present. (126269)
  • Fixed achievement GUI progress not being updated after an achievement was completed. (122821)
  • Fixed not being able to mute sound category by clicking its label. (127332)
  • Fixed that robot upgrade jobs weren't evenly distributed. (125704)
  • Fixed that deconstruction jobs didn't properly distribute tasks to closer robots. (116875)
  • Fixed that locale pluralization did not work with SI-prefixed numbers.
Modding
  • Added CarPrototype::rotation_snap_angle
  • Instead of "enemy-bases" autoplace control being hardcoded to be the one to affect achievements, achievements are now affected by any autoplace controls with the new property related_to_fight_achievements.
  • Fluid boxes with diagonal connections now throw a prototype error.
Scripting
  • Added LuaEntity::item_request_proxy read as the recommended way to check for the presence of one.
  • Added optional amount to LuaItemStack::transfer_stack().
  • Added base_damage_modifiers and bonus_damage_modifiers when creating projectile types through LuaSurface::create_entity().
  • Added LuaEntity::base_damage_modifiers and bonus_damage_modifiers read/write.
  • Made LuaPlayer::zoom readable
  • Added LuaPlayer::zoom_limits
  • Added LuaTransportLine::total_segment_length.
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 2.0.46

Posted: Tue Apr 29, 2025 10:51 am
by konage
Lots of stuff, nice but this "broke" rocket silo throughput a lot.

If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base. Seems to only happen with 2+ ships in orbit with the same requested item

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:07 am
by mkaito
konage wrote: Tue Apr 29, 2025 10:51 am Lots of stuff, nice but this "broke" rocket silo throughput a lot.

If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base
Mine don't auto launch at all. The silos request the items, the items get delivered via bots, the items are marked as "on the way", and then they just sit there until I click "deliver cargo".

Edit: Apparently, only on Nauvis. Rockets on other planets seem to work fine.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:08 am
by S_gamez
viewtopic.php?t=128102

It was fixed in this version, Sadly no mention about it in the changelogs

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:14 am
by GregoriusT
FactorioBot wrote: Tue Apr 29, 2025 9:44 am Balancing
  • Changed piercing ammo recipe to be cheaper.
wait, what is the new Recipe now? (for people who cant open the game right now)

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:15 am
by konage
mkaito wrote: Tue Apr 29, 2025 11:07 am
konage wrote: Tue Apr 29, 2025 10:51 am Lots of stuff, nice but this "broke" rocket silo throughput a lot.

If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base
Mine don't auto launch at all. The silos request the items, the items get delivered via bots, the items are marked as "on the way", and then they just sit there until I click "deliver cargo".
Yea some fusion power cells seemed to take like 10 minutes to launch. It must have to do with how many ships request the same item in orbit (even if requests are fulfilled) and probably had to do with the bugfix with negative orbital requests

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:23 am
by GregoriusT
Oh wow, this Recipe is so much better than the old one!

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:24 am
by mmmPI
konage wrote: Tue Apr 29, 2025 11:15 am
mkaito wrote: Tue Apr 29, 2025 11:07 am
konage wrote: Tue Apr 29, 2025 10:51 am Lots of stuff, nice but this "broke" rocket silo throughput a lot.

If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base
Mine don't auto launch at all. The silos request the items, the items get delivered via bots, the items are marked as "on the way", and then they just sit there until I click "deliver cargo".
Yea some fusion power cells seemed to take like 10 minutes to launch. It must have to do with how many ships request the same item in orbit (even if requests are fulfilled) and probably had to do with the bugfix with negative orbital requests

You should try to upload a savegame i think, because you may be onto a bug, that's how they get fix, and if it's just human mistake, it would allow to make sure.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:24 am
by Hares
FactorioBot wrote: Tue Apr 29, 2025 9:44 am Minor Features
  • Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
Say no more!
Mod Portal: Vehicle Snap now in the base game!

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:25 am
by Kyralessa
GregoriusT wrote: Tue Apr 29, 2025 11:14 am
FactorioBot wrote: Tue Apr 29, 2025 9:44 am Balancing
  • Changed piercing ammo recipe to be cheaper.
wait, what is the new Recipe now? (for people who cant open the game right now)
Old:

1 firearm magazine
1 steel plate
5 copper plates

New:

2 firearm magazines
1 steel plate
2 copper plates

Change:

Copper plates: 5 -> 2
Iron plates (in firearm magazine): 4 -> 8

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:28 am
by mkaito
Kyralessa wrote: Tue Apr 29, 2025 11:25 am
GregoriusT wrote: Tue Apr 29, 2025 11:14 am
FactorioBot wrote: Tue Apr 29, 2025 9:44 am Balancing
  • Changed piercing ammo recipe to be cheaper.
wait, what is the new Recipe now? (for people who cant open the game right now)
Old:

1 firearm magazine
1 steel plate
5 copper plates

New:

2 firearm magazines
1 steel plate
2 copper plates

Change:

Copper plates: 5 -> 2
Iron plates (in firearm magazine): 4 -> 8
Note that the new recipe also takes twice as long and produces 2 piercing magazines, so the assembler ratio doesn't change.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:29 am
by mkaito
konage wrote: Tue Apr 29, 2025 11:15 am
mkaito wrote: Tue Apr 29, 2025 11:07 am
konage wrote: Tue Apr 29, 2025 10:51 am Lots of stuff, nice but this "broke" rocket silo throughput a lot.

If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base
Mine don't auto launch at all. The silos request the items, the items get delivered via bots, the items are marked as "on the way", and then they just sit there until I click "deliver cargo".
Yea some fusion power cells seemed to take like 10 minutes to launch. It must have to do with how many ships request the same item in orbit (even if requests are fulfilled) and probably had to do with the bugfix with negative orbital requests
Been sitting here for 15 minutes watching the silos. No automatic launch so far. I think this is bugged.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:36 am
by mmmPI
mkaito wrote: Tue Apr 29, 2025 11:29 am Been sitting here for 15 minutes watching the silos. No automatic launch so far. I think this is bugged.
It works fine in my game, that's why i recommend you post a save-game

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 11:54 am
by mikehendi
Is the red ammo balance change mostly for the sake of benefiting spaceships (and if so, should it affect the early game as much as it will?)

Immediately to mind come 2 early game situations that are greatly affected:

1) Will military science just be significantly cheaper now, or should we require 2 red ammo per 2 science packs?

2) Will red ammo now always be the best choice in resource-poor deathworld-like starts? Or should they now contain only 5 bullets per magazine to offset the cost change? (yellow ammo has MUCH better "damage per resource cost" against unarmored enemies, but then there's armored medium biters so can we survive with yellow ammo etc; we will lose the interesting shenenigans with which ammo is better considering biter armor vs damage upgrades balance)

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 12:14 pm
by AntiElitz
I just want to point out something that’s really frustrating to see — especially so soon after the achievement settings patch that already caused issues for the speedrun community.
Fixed asteroids sometimes getting destroyed when platform speed was negative.
This directly removes a speedrun-specific strategy that, to be clear, only I was using, and even then, it wasn’t some massive exploit. It required full manual control, precise timing, and barely saved two minutes at most. The only real value it had was that it made the final stretch of the game more skill-based and exciting to watch. Casual players can’t use this trick. It’s not something you can automate or stumble into.

There was no bug report about this, no player complaints, and the only place this technique showed up was in my speedruns. So it’s hard not to feel like this was directly targeted. Like some dev saw my run and thought, “we don’t want speedrunners finishing the game this way,” and patched it out just because of that.

Now, the end of the game is just ten minutes of going afk. All the interesting gameplay and tension is gone — and for what? This change helps no one, removes a valid high-skill strategy, and once again ignores the value speedrunners bring to the game.

It’s really disappointing to see a second update in a row that breaks speedrun-specific tech that had no impact on regular gameplay. It feels like we’re being actively discouraged from playing the game in a creative or different way — even when that version is more engaging to play and watch.

We’re not asking for special treatment. But right now, it just feels like the devs don’t want us here.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 12:36 pm
by Dae
nodody care about exploit from speedrunner

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 12:44 pm
by AntiElitz
Dae wrote: Tue Apr 29, 2025 12:36 pm nodody care about exploit from speedrunner
The devs literally watched the speedrun and didn’t like it, then patched the trick specifically used in it to change the run. So yeah, evidently they do care about what speedrunners do. Just not in a supportive way.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 1:20 pm
by _CodeGreen
AntiElitz wrote: Tue Apr 29, 2025 12:14 pm There was no bug report about this, no player complaints, and the only place this technique showed up was in my speedruns. So it’s hard not to feel like this was directly targeted. Like some dev saw my run and thought, “we don’t want speedrunners finishing the game this way,” and patched it out just because of that.
It could also be that a dev noticed the bug independently and either fixed it themselves or informed the dev who could, and nobody realized that it was being used as an exploit in speedruns. It's still very unfortunate that fixing a bug would result in much less interesting speedrun endings.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 1:34 pm
by Charidan
AntiElitz wrote: Tue Apr 29, 2025 12:44 pm
Dae wrote: Tue Apr 29, 2025 12:36 pm nodody care about exploit from speedrunner
The devs literally watched the speedrun and didn’t like it, then patched the trick specifically used in it to change the run. So yeah, evidently they do care about what speedrunners do. Just not in a supportive way.
Actually, in the past the devs have specifically mentioned preserving speedrun quality in patches. You need to take off your tinfoil hat. Most likely one of the devs encountered this bug entirely on their own and fixed it, cause that's what they do. Go make a forum thread about it and maybe we'll see if it's something they can revert without breaking something else.

Re: Version 2.0.46

Posted: Tue Apr 29, 2025 1:37 pm
by mmmPI
AntiElitz wrote: Tue Apr 29, 2025 12:14 pm I just want to point out something that’s really frustrating to see
Can you show it ? with a little video clip, that wouldn't be a shameless plug if it's a request right ? how does it look like when you perfom the trick ? it will be easier to compare with a casual experience for those who have no idea what you are talking about.