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Version 2.0.34

Posted: Thu Feb 06, 2025 6:42 pm
by FactorioBot
Minor Features
  • Extended the virtual signals, and unified/changed graphics of some of the existing ones.
  • Added an ability to pin the selected resource patch directly from map view.
Balancing
  • [space-age] Oil Refinery now collides with ice platform (124163)
  • water-mud and water-shallow are now landfillable in vanilla (already landfillable in space age) (123169)
Changes
  • Added speed values to the description of demolishers. (119588)
  • Drag building produces one merge undo action per the whole drag, instead of the individual undo actions for every entity built.
Optimizations
  • Cargo pod performance when launching from platforms to planets is roughly 687 times faster. (126455)
  • Cargo pod performance when landing in cargo bays attached to landing pads is roughly 187 times faster.
  • Improved cargo pod and rocket silo rocket performance when waiting in rocket silos by 100%.
  • Improved inserter performance when removing items from space platform hubs.
Bugfixes
  • Fixed wrong behaviour in smart belt building over an obstacle with belts soon after the obstacle.
  • Fixed smart belt building over an obstacle when there is perpendicular underground belt in the way.
  • Fixed a crash when wrapping a rich text image in color tags and pressing backspace. (120837)
  • Fixed that changing the force of a segment did not in fact change the force of the entire segmented unit. (126385)
  • Fixed demolisher simulation in Factoriopedia.
  • Fixed that roboport read-requests could output signals when they weren't actually being requested. (118396)
  • Fixed missing link between vehicles and guns in Factoriopedia. (120410)
  • Fixed that async saving would freeze the game. (126407)
  • Fixed a crash when changing GUI scale with the production statistics open. (126341)
  • Fixed textboxes not clearing mouse drag selection when something is typed. (126355)
  • Fixed that issuing valid navigation commands to UnitGroups would sometimes fail or succeed immediately. (118082)
  • Fixed that attack area commands issued to UnitGroups were not finding valid targets in the attack area. (118082)
  • Fixed that super-forced building over belts ignored planned upgrade when adding underground belts. (119986)
  • Fixed modifier icon in technology icons would cause the technology icons to draw smaller and off center. (126414)
  • Fixed stack inserter not dropping held item that does not match filters when filters were enabled. (126468)
  • Fixed yellow tinted rectangles around rail tracks and other sprites on Mac. (116387)
  • Fixed Galaxy Of Fame upload timeout errors for bigger saves
  • Fixed a crash with a working sound containing an empty main sound. (126563)
  • Fixed the research completed sound being played multiple times when multiple researches finish on the same tick. (124424)
  • Fixed "Send to orbit automatically" tooltip being incorrect when playing Space Age with mods. (126570)
  • Fixed a space platform destination inconsistency when pasting space platform hub settings. (125892)
  • Fixed Schedule interrupts not reading any-signal signal counts sent to train correctly. (126480)
  • Fixed car orientation being lost when exporting and reimporting blueprint string. (125221)
  • Fixed being able to remotely drive enemy vehicles (122610)
  • Fixed unrotatable furnaces being rotated when overbuilt with a blueprint (126373)
  • Fixed including any filter into deconstruction planner would make it ignore vehicle ghosts (119793)
  • Fixed removing tile ghost would sometimes not remove supported entity ghost in the margins (126504)
  • Fixed that deconstructing cargo bays connected to cargo landing pads could delete items. (126593)
  • Fixed a desync when upgrading underground belts in some cases.
  • Fixed a roboport network becoming overfilled with robots when a stationing robot went to a roboport which was being refilled by inserters and the network was full.
  • Fixed that a robot didn't resume bobbing after unsuccessful stationing attempt.
  • Fixed space platform's asteroid nav mesh could use wrong max tether value when after mods were changed. (126590)
  • Fixed a consistency crash related to super force building and underground belts. (126394)
  • Fixed that tile prototype's placeable_by.count was ignored when building manually (123322)
  • Modified Railgun Turret projectile spawning location such that it would no longer unexpectedly destroy nearby friendly entities (121660)
  • Fixed that character light rendering would be wrong when paused while in remote view. (126542)
  • Fixed issue which allowed player to get tile ghost over tile of same type (leading to stuck robots) (122905)
  • Fixed entities with protected_from_tile_building = false would block tile ghost revival (125189 and 126504)
  • Fixed overbuilding of storage chests with blueprint of different quality storage chest with filter set would result in unneeded deconstruction (124388)
  • Fixed that space connections on the starmap would not use the shortest route if the route passed above the star. (123035)
  • Fixed autofilled tile ghosts not raising on_built_entity triggers (126116)
Scripting
  • Added LuaRecord::preview_icons read/write.
  • Added record to on_player_setup_blueprint and on_player_deconstructed_area. (88100)
  • Added LuaEntity::create_cargo_pod().
  • Added LuaEntity::cargo_hatches read.
  • Added LuaEntity::cargo_pod_state read.
  • Added LuaEntity::cargo_pod_destination read/write.
  • Added LuaCargoHatch.
  • Added Luaentity::attached_cargo_pod read.
  • Added LuaEntity::rocket read.
  • Added LuaSpacePlatform::can_leave_current_location().
  • Added LuaSpacePlatform::distance read/write.
  • Added LuaSpacePlatform::space_connection read/write.
  • Changed LuaSpacePlatform::space_location to read/write.
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 2.0.34

Posted: Thu Feb 06, 2025 6:47 pm
by raiguard
A change that is not mentioned in the changelog is that Linux builds are now built with Clang instead of GCC, which has allowed us to re-enable link-time optimization on Linux builds. Linux players should see some performance improvements due to this.

Re: Version 2.0.34

Posted: Thu Feb 06, 2025 7:02 pm
by Hares
FactorioBot wrote: Thu Feb 06, 2025 6:42 pm Changes
  • Drag building produces one merge undo action per the whole drag, instead of the individual undo actions for every entity built.
Can you change this to be a user setting?
Ideally, I want first Ctrl+Z to undo the last building, and the second Ctrl+Z to undo the rest. Because when you dragging the most-common mistake is making one unit longer than needed.

Re: Version 2.0.34

Posted: Thu Feb 06, 2025 7:07 pm
by JaJe
raiguard wrote: Thu Feb 06, 2025 6:47 pm A change that is not mentioned in the changelog is that Linux builds are now built with Clang instead of GCC, which has allowed us to re-enable link-time optimization on Linux builds. Linux players should see some performance improvements due to this.
The game is already working fantastic on Linux, what other performance improvement should we expect?
(Linux mint 22)

Re: Version 2.0.34

Posted: Thu Feb 06, 2025 7:22 pm
by protocol_1903
FactorioBot wrote: Thu Feb 06, 2025 6:42 pm
  • Added LuaSpacePlatform::can_leave_current_location().
  • Added LuaSpacePlatform::distance read/write.
  • Added LuaSpacePlatform::space_connection read/write.
  • Changed LuaSpacePlatform::space_location to read/write.
Amazing, now i can work on my platform docking mod with real-time delta v manuvers!

Re: Version 2.0.34

Posted: Thu Feb 06, 2025 9:07 pm
by AntiElitz
Oh dear, smart belt got fixed! I am so happy rn :D

Re: Version 2.0.34

Posted: Thu Feb 06, 2025 9:51 pm
by Shadow_Man
Hares wrote: Thu Feb 06, 2025 7:02 pm
FactorioBot wrote: Thu Feb 06, 2025 6:42 pm Changes
  • Drag building produces one merge undo action per the whole drag, instead of the individual undo actions for every entity built.
Can you change this to be a user setting?
Ideally, I want first Ctrl+Z to undo the last building, and the second Ctrl+Z to undo the rest. Because when you dragging the most-common mistake is making one unit longer than needed.
+1
In most cases you need to remove the last unnecessary building/object. Deleting the entire row will cause resentment. :(

Re: Version 2.0.34

Posted: Thu Feb 06, 2025 9:59 pm
by Hares
Shadow_Man wrote: Thu Feb 06, 2025 9:51 pm +1
In most cases you need to remove the last unnecessary building/object. Deleting the entire row will cause resentment. :(
The most elegant solution to the mentioned problem would be allowing holding Ctrl+Z

Re: Version 2.0.34

Posted: Thu Feb 06, 2025 11:16 pm
by Chindraba
Hares wrote: Thu Feb 06, 2025 9:59 pm
Shadow_Man wrote: Thu Feb 06, 2025 9:51 pm +1
In most cases you need to remove the last unnecessary building/object. Deleting the entire row will cause resentment. :(
The most elegant solution to the mentioned problem would be allowing holding Ctrl+Z
An even more elegant solution would be to RMB mine the last entity if the drag is one, or three, too far. The cursor is already in exactly the right spot anyway.

Re: Version 2.0.34

Posted: Thu Feb 06, 2025 11:19 pm
by Chindraba
raiguard wrote: Thu Feb 06, 2025 6:47 pm A change that is not mentioned in the changelog is that Linux builds are now built with Clang instead of GCC, which has allowed us to re-enable link-time optimization on Linux builds. Linux players should see some performance improvements due to this.
I absolutely love the love Linux gets. A rare and joyous thing to celebrate.

1G Thx

Re: Version 2.0.34

Posted: Thu Feb 06, 2025 11:28 pm
by Hares
Chindraba wrote: Thu Feb 06, 2025 11:16 pm
Hares wrote: Thu Feb 06, 2025 9:59 pm
Shadow_Man wrote: Thu Feb 06, 2025 9:51 pm +1
In most cases you need to remove the last unnecessary building/object. Deleting the entire row will cause resentment. :(
The most elegant solution to the mentioned problem would be allowing holding Ctrl+Z
An even more elegant solution would be to RMB mine the last entity if the drag is one, or three, too far. The cursor is already in exactly the right spot anyway.
Well, no, for various reasons.
  1. Drag-moving can create more than one build task – i.e. it marks debris for deconstruction, and places landfill (in shift mode)
  2. You can't RMB-remove entity or ghost that is behind the tree or other larger obstacle
  3. You can't RMB settings change which can also be dragged (like Shift+LMB to paste settings)
  4. RMBing pollutes your actions history. It will be like Windows explorer which uses Backspace for not what you want it to do.

Re: Version 2.0.34

Posted: Fri Feb 07, 2025 3:02 am
by riking
JaJe wrote: Thu Feb 06, 2025 7:07 pm
raiguard wrote: Thu Feb 06, 2025 6:47 pm A change that is not mentioned in the changelog is that Linux builds are now built with Clang instead of GCC, which has allowed us to re-enable link-time optimization on Linux builds. Linux players should see some performance improvements due to this.
The game is already working fantastic on Linux, what other performance improvement should we expect?
(Linux mint 22)
A few percentage points across the board (2-6%) is typical for LTO.

Re: Version 2.0.34

Posted: Fri Feb 07, 2025 12:33 pm
by Erichteia
Shadow_Man wrote: Thu Feb 06, 2025 9:51 pm
Hares wrote: Thu Feb 06, 2025 7:02 pm
FactorioBot wrote: Thu Feb 06, 2025 6:42 pm Changes
  • Drag building produces one merge undo action per the whole drag, instead of the individual undo actions for every entity built.
Can you change this to be a user setting?
Ideally, I want first Ctrl+Z to undo the last building, and the second Ctrl+Z to undo the rest. Because when you dragging the most-common mistake is making one unit longer than needed.
+1
In most cases you need to remove the last unnecessary building/object. Deleting the entire row will cause resentment. :(
.

I second this. Great changes on all other fronts. But in most cases I ctrl+Z because I dragged the buildings too far, not because I didn't want to drag them in the first place.

Re: Version 2.0.34

Posted: Fri Feb 07, 2025 3:03 pm
by Lorenzo
Erichteia wrote: Fri Feb 07, 2025 12:33 pm
I second this. Great changes on all other fronts. But in most cases I ctrl+Z because I dragged the buildings too far, not because I didn't want to drag them in the first place.
+1

Re: Version 2.0.34

Posted: Fri Feb 07, 2025 4:54 pm
by travvo
AntiElitz wrote: Thu Feb 06, 2025 9:07 pm Oh dear, smart belt got fixed! I am so happy rn :D
"Everyone who got all their bugs resolved in 2.0.34 step forward.
Not so fast, smart belt dragging"

126613
126645

(To be clear - nothing but respect for the devs. The reported bug was resolved in this release, it just happens that two more unrelated bug reports involving smart belt dragging got submitted right around the same time.)

Re: Version 2.0.34

Posted: Sat Feb 08, 2025 7:05 am
by PssX
FactorioBot wrote: Thu Feb 06, 2025 6:42 pm is roughly 687 times faster
is roughly 187 times faster
LOL. Did someone get fired because of this?

Re: Version 2.0.34

Posted: Sat Feb 08, 2025 7:08 am
by Muche
PssX wrote: Sat Feb 08, 2025 7:05 am
FactorioBot wrote: Thu Feb 06, 2025 6:42 pm is roughly 687 times faster
is roughly 187 times faster
LOL. Did someone get fired because of this?
Why should get someone fired for making performance improvements?

Re: Version 2.0.34

Posted: Sat Feb 08, 2025 8:00 am
by Artman40
Somehow still managing to fix crashes that majority of players had no idea they existed.

Re: Version 2.0.34

Posted: Sat Feb 08, 2025 10:57 am
by flamefield
About this update:
When dragging and building continuously, undoing will undo all the dragged buildings, which makes me feel very troublesome. Just like what another brother said, most of the time when undoing continuous construction is because the construction is too long, not because I don’t want to build it anymore. Especially when the content of the continuous construction includes some changes to the original building, it is very torturous that you can’t undo it through shortcut keys but can only manually restore the original building one by one....
Regarding the problem of signal icons, when I intend to select some white signals as names into the input box, the yellow background of the input box makes the white signal basically invisible. It is only more obvious in the gray background after the input is confirmed. Can some optimization be performed?