Version 2.0.16

Information about releases and roadmap.
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FactorioBot
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Version 2.0.16

Post by FactorioBot »

Minor Features
  • Search is now case and accent insensitive for all official languages.
Changes
  • [space-age] Changed tree seed default import location to Nauvis. (119272)
  • Fluid mixing will prefer the fluid with more volume and discard the other.
  • Updated SDL to version 2.30.9.
Bugfixes
  • Fixed a freeze when setting logistic/construction robots to active=false through script. (119911)
  • Fixed that LuaEntity::vehicle did not work correctly for characters controlled by a player. (119848)
  • Fixed rendering of glowing items on belts would not be batched properly. (118863)
  • Fixed a crash when reading LuaEntity::robot_order_queue. (119764)
  • Fixed that the permissions GUI could not be opened in multiplayer as not-the-host. (119979)
  • Fixed some decorative entities like craters or chimneys not having a tall enough drawing box. (116746)
  • Fixed that factoriopedia_description would not be used if the prototype didn't also have a regular description. (119631)
  • Fixed a crash when space platforms are destroyed while specific entity GUIs are open. (119136)
  • Fixed undoing a copy-settings could void assembler contents. (119554)
  • Fixed tips not appearing in tutorials. (117463)
  • Fixed wrong times symbol in a logistic request tooltip. (120014)
  • Fixed that using pipette on GUI items did not consistently copy the quality. (119201)
  • Fixed that using pipette on tile items in GUI always selected normal quality. (116952)
  • Fixed that using pipette on entity items in GUI could select the wrong item if multiple items can build the same entity.
  • Fixed visualisation issue around cursor attractor range enveloping an existing attractor (119514)
  • Fixed tile replacement logic ignoring tile ghosts covered by tile ghosts
  • Fixed stations getting skipped when using the 'Destination full' condition for interrupts. (115988)
  • Fixed UI jank that widgets would snap to be centered on the cursor when dragged.
  • Fixed selections using deconstruction planners etc. not getting cancelled when leaving remote view. (117145)
  • Fixed that changing viewed surface would not abort wire drag. (119456)
  • Fixed non-chart sprites sometimes being drawn into chart. (118486)
  • Fixed upgrading cargo bays with incoming pods would leave them permanently reserved. (119912)
  • Fixed a crash when changing tiles causes entities to die. (120091)
  • Fixed that a music track could play on a wrong surface. (119409)
  • Fixed bloom lightmap for fog was being rendered also when fog effect was not used.
  • Fixed super force overbuilding entity with settings sometimes behaving incorrectly if overbuilt entity was marked for upgrade.
  • Fixed fluid overextent warning would sometimes show on entities that would not help overcome the overextent. (119791)
  • Fixed cars not having lightning endangerement alerts despite being vulnerable to lightnings (119473)
  • Fixed a performance issue in the manage-mods GUI. (120032)
  • Fixed a memory corruption issue when changing a character's force from one that did not have logistics to one that did. (120101)
  • Fixed the Trash unrequested checkbox in the character logistic GUI expanding the GUI size. (118606)
  • Fixed that LuaEntity::mirroring write did not work for ghosts. (117633)
  • Fixed sounds of items inserted by robots being too loud. (117780)
  • Fixed the Trash unrequested checkbox showing in chests which have no trash slots. (116985)
  • Fixed a crash when switching audio devices when there were none initially.
  • Fixed pin text rich text icon quality punching through GUIs. (117647)
  • Fixed that LuaSurface::find_tiles_filtered() did not work with rotated bounding boxes. (111178)
  • Fixed interrupt GUI targets list being squashed too much with lots of interrupt conditions. (119550)
  • Fixed that heating towers couldn't consume items fast enough if the fuel value was low. (120114)
  • Fixed a consistency issue when deconstructing the last roboport in a logistic network. (119973)
  • Fixed fog was clipping through agricultural tower. (116678)
  • Fixed that killed and rebuilt power switches would get stuck in the inoperable state. (119732)
  • Fixed a performance issue with large inventory GUIs. (120212)
  • Fixed that infinity chests didn't show hidden items. (118813)
  • Fixed that programmable speaker alert text wasn't included in the blueprint parametrisation logic. (118080)
  • Fixed that science pack descriptions in Factoriopedia didn't make any sense. (116958)
  • Fixed muzzle flash of artillery wagon was offset when the wagon was on elevated rails. (118761)
  • Fixed artillery wagon gun barrel was rendered under elevated rail fence.
  • Fixed drawing linked fluidbox connections when they should be hidden.
  • Fixed that manually-built trains were switched to automatic mode when a ghost attached to them was revived. (119836)
  • Fixed that blueprints could be grabbed while having a ghost item in the cursor. (118524)
  • Fixed an assembling machine could be set a fluid-only recipe with quality when set by circuit network. (120108)
  • Fixed maximum request limit (autotrash threshold) not accepting math expressions. (117887)
  • Fixed equipment requests not being cleared when the grid didn't have enough space. (117509)
  • Fixed that asteroid collector control behavior "set filter" would affect status light while wire was disconnected. (118456)
  • Fixed turbo splitter was missing description. (120236)
Scripting
  • Added hide_clouds and hide_fog parameters to LuaGameScript::take_screenshot. (120199)
  • Added LuaEntity::get_logistic_sections(). Added LuaLogisticSections.
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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StoneLegion
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Re: Version 2.0.16

Post by StoneLegion »

What a mighty change log for a Friday! Thank you and have a great weekend!

plexpt
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Re: Version 2.0.16

Post by plexpt »

what is SDL ?

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BlueTemplar
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Re: Version 2.0.16

Post by BlueTemplar »

plexpt wrote:
Fri Nov 08, 2024 4:45 pm
what is SDL ?
https://factorio.com/blog/search/sdl
BobDiggity (mod-scenario-pack)


Lochar
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Re: Version 2.0.16

Post by Lochar »

[space-age] Changed tree seed default import location to Nauvis.
Gimme the ability to customize default import locations per game! :P

Shadow_Man
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Re: Version 2.0.16

Post by Shadow_Man »

FactorioBot wrote:
Fri Nov 08, 2024 3:12 pm
  • Search is now case and accent insensitive for all official languages.
Woo-hoo! A box of champagne for the developers! :D

peternlewis
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Re: Version 2.0.16

Post by peternlewis »

• Fluid mixing will prefer the fluid with more volume and discard the other.
Does this work sensible in a case where you create a chem plant with tank attached to it and set the wrong recipe (so the tank gets filled a bit), and then change the recipe to the correct one? As written, it could end up just deleting the new liquid endlessly.

A plausible solution to that might be to delete the lesser of the liquids and also an equal amount of the other liquid as well so the chemicals plant will “flush out the pipes”.

But no doubt you folks have already thought of this.

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