Version 2.0.17

Information about releases and roadmap.
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FactorioBot
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Version 2.0.17

Post by FactorioBot »

Changes
  • [space-age] Gleba evolution is smoother and more gradual.
  • [space-age] Small stomper pentapod moves more slowly (also decreases stomp DPS).
  • [space-age] Stomper pentapod vision range is reduced from 40 to 30.
  • [space-age] Medium and big wriggler pentapod health is increased.
  • [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.
  • [space-age] Changed crafting machines to reset quality of the in-progress result when module effects change. (120270)
  • Added inserter stack size override to be parametrised by blueprint. (118635)
  • Added Vulcanus 8 music track.
Bugfixes
  • Fixed that the game would get into an invalid state if the backers.json file was manually edited in some ways. (120176)
  • Fixed a crash with lightning when setting time to damage to 0 through mods. (120474)
  • Fixed fast replacing a radar could cause radar network to break.
  • Fixed that blueprint export/import to string did not work correctly for turret priorities with gaps. (120162)
  • Fixed that some asteroids could appear stationary if their velocity was lower than minimum position increment. (120297)
  • Fixed space platform autosaves being overwritten mid-journey when the platform changed its state. (119650)
  • Fixed market offer not working with nothing modifier. (120744)
  • Fixed rocket silo would start closing doors when next rocket was finished while lights blinking animation was already started. (120748)
  • Fixed LuaTechnologyPrototype::essential returning incorrect value. (120640)
  • Fixed that strafer pentapods couldn't attack a retreating target it was behind even when faster than the target. Attack range is increased but strafe distance is unchanged.
  • Fixed more issues with blueprint reassigning changing the position of the entities or snapping values of the blueprint. (117957)
  • Fixed wrap-around of asteroid rotation animation was not seamless. (117915)
  • Fixed that Galaxy of Fame upload didn't clean its files. (118090)
  • Fixed more crashes related to using formatting strings with floating-point numbers on Intel Macs running Sonoma.
  • Fixed cancelling deconstruction via deconstruction player was not showing counts for canceled deconstructions. (119294)
  • Fixed that galaxy of fame upload din't clean its files. (118090)
  • Fixed that setting negative value in constant combinator create 2 entries for the number in the blueprint parametrisation, one with underflown value.
  • Fixed that it wasn't possible to input negative numbers in blueprint parametrisation. (117989)
  • Fixed offshore pump would present itself as water well pump even when it was not pumping water. (120877)
  • Fixed crash when trying to search invalid UTF-8 string (120452)
  • Fixed that hidden space locations would will show in descriptions. (120541)
  • Fixed that fast-transferring modules would put them into the rocket silo rocket inventory. (117666)
  • Fixed that switching surfaces while a platform hub GUI was open would leave the GUI open in some cases where it wasn't supposed to. (119720)
  • Fixed that you could remove your armor and spill items through the quickbar. (120586)
  • Fixed that modded attack_reaction could crash the game. (120687)
  • Fixed a crash when using surface.clear() on vulcanus. (121058)
  • Fixed that orbital request select window wasn't showing proper import from after chaning the group unless the whole window was closed and opened again. (118392)
  • Fixed double set of parameters in factoriopedia. (118152)
  • Fixed stack inserter would not wait for more items if spoil priority was set. (120980)
  • Fixed loaders would freeze or unfreeze partially. (119228)
  • Fixed arithmetic combinator gui would allow changing not relevant checkboxes in some cases. (121041)
  • Fixed surface editor would not set surface properties when creating surfaces planet-alike. (120874)
  • Fixed rail planner would remain active when changing surfaces. (121026)
  • Fixed a crash when reviving power switch with multiple ghost copper cables connected to the same side. (121056)
  • Fixed space platform hub gui would reset position when changing auto requests checkbox. (120512)
  • Fixed that assembler with set recipe enabled would not keep direction if current recipe did not require direction. (120686)
  • Fixed robot repair job assignmend ignoring repair packs stored in roboports when finding the closest source. (117937)
  • Allowed increasing of request count by blueprint parameters to push the max request count. (118536)
  • Fixed that corpses would block tiles from being deconstructed. (119202)
  • Fixed that restarting to reload mods on macOS would leave behind unresponsive zombie windows. (117058)
Modding
  • Input loader supports filters.
Scripting
  • Added LuaControl::set_driving() (121014)
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 2.0.17

Post by StoneLegion »

Very nice! I been a bit slow and heading to Gleba soon. So it's nice to see some balance changes :)

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Re: Version 2.0.17

Post by GregoriusT »

Trupens Gambling Machine finally got nerfed xD
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...

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Re: Version 2.0.17

Post by Kyralessa »

For those wondering what the quality buttons look like:
Quality as buttons

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Re: Version 2.0.17

Post by MechBFP »

β€œ [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.”

For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?

EDiT: Thanks to the poster above! :)

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Re: Version 2.0.17

Post by MEOWMI »

Quite many nice changes! I notice a lot of the small things every few days, and it sure is nice every time! Thanks again.

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Re: Version 2.0.17

Post by mwls »

MechBFP wrote: ↑
Tue Nov 12, 2024 6:21 pm
β€œ [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.”

For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?
It does not.

Shadow_Man
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Re: Version 2.0.17

Post by Shadow_Man »

FactorioBot wrote: ↑
Tue Nov 12, 2024 5:45 pm
  • [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.
Hey, where are the "Quality" word near quality selector? Now it's not obvious what these buttons are (especially for newbies).
Bring back the word β€œQuality”, there are enough space for it.

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Re: Version 2.0.17

Post by WarrantyVoid »

FactorioBot wrote: ↑
Tue Nov 12, 2024 5:45 pm
...
Bugfixes
  • ...
  • Fixed that Galaxy of Fame upload didn't clean its files. (118090)
  • ...
  • Fixed that galaxy of fame upload din't clean its files. (118090)
  • ...
...
Seems 118090 got a double mention in the Bugfixes list

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Re: Version 2.0.17

Post by Sodernaut »

Love the new icons for quality. It was very clicky to pick a quality. If I may I'd suggest the icon be changed yet again to the selected item. Just like the item quality is shown for each item already. I think it would look better.

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Re: Version 2.0.17

Post by JohnAlekseyev »

mwls wrote: ↑
Tue Nov 12, 2024 6:48 pm
MechBFP wrote: ↑
Tue Nov 12, 2024 6:21 pm
β€œ [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.”

For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?
It does not.
My suggestion would be that clicking an item should immediately close the window with whatever quality was selected first. This would streamline the 95%+ of the time where you just want to set a normal item like in the past, and for the other 5% you'd click the quality first to set it to something not-normal, then the item to close the UI with the item + quality selection.

Having to click twice as much for all those UIs after researching quality is really quite annoying. :(

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Hares
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Re: Version 2.0.17

Post by Hares »

Changes:
  • [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.
Liked it.
Last edited by Hares on Tue Nov 12, 2024 9:43 pm, edited 1 time in total.

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Re: Version 2.0.17

Post by MechBFP »

JohnAlekseyev wrote: ↑
Tue Nov 12, 2024 8:35 pm
mwls wrote: ↑
Tue Nov 12, 2024 6:48 pm
MechBFP wrote: ↑
Tue Nov 12, 2024 6:21 pm
β€œ [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.”

For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?
It does not.
My suggestion would be that clicking an item should immediately close the window with whatever quality was selected first. This would streamline the 95%+ of the time where you just want to set a normal item like in the past, and for the other 5% you'd click the quality first to set it to something not-normal, then the item to close the UI with the item + quality selection.

Having to click twice as much for all those UIs after researching quality is really quite annoying. :(
Ah I see. Ya that is what I was hoping it would do based on the screen provided above. Too bad. I have avoided researching quality so far specifically because of this.

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Re: Version 2.0.17

Post by Nyax »

JohnAlekseyev wrote: ↑
Tue Nov 12, 2024 8:35 pm
mwls wrote: ↑
Tue Nov 12, 2024 6:48 pm
MechBFP wrote: ↑
Tue Nov 12, 2024 6:21 pm
β€œ [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.”

For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?
It does not.
My suggestion would be that clicking an item should immediately close the window with whatever quality was selected first. This would streamline the 95%+ of the time where you just want to set a normal item like in the past, and for the other 5% you'd click the quality first to set it to something not-normal, then the item to close the UI with the item + quality selection.

Having to click twice as much for all those UIs after researching quality is really quite annoying. :(
Seconded, the user experience would be a lot better if the window closed immediately same way it does without the Quality research. No need for the green checkmark button.

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Re: Version 2.0.17

Post by MrNukealizer »

Fixed arithmetic combinator gui would allow changing not relevant checkboxes in some cases. (121041)
Oof, that's annoying. I was hoping decider combinators would get that behavior since it's way more convenient. I'd much rather toggle the other color when setting up a combinator than to see that it's locked, back out of configuration and connect it to something random on that color, go back into configuration and toggle the color, remove the random wire, and then go fix whatever was messed up by getting the wrong output for a while while configuring it.

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Re: Version 2.0.17

Post by sakuro »

Recycler's description has been updated.
... Other items are usually returned 25% of the time (losing 75%), or turned to spoilage if they were biological.
What are biological items?
I tried some items (bioflux, bacteria, fish etc.) and found only nutrients turn into spoilage.

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Re: Version 2.0.17

Post by IronCartographer »

MechBFP wrote: ↑
Tue Nov 12, 2024 9:40 pm
JohnAlekseyev wrote: ↑
Tue Nov 12, 2024 8:35 pm
mwls wrote: ↑
Tue Nov 12, 2024 6:48 pm
MechBFP wrote: ↑
Tue Nov 12, 2024 6:21 pm
β€œ [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.”

For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?
It does not.
My suggestion would be that clicking an item should immediately close the window with whatever quality was selected first. This would streamline the 95%+ of the time where you just want to set a normal item like in the past, and for the other 5% you'd click the quality first to set it to something not-normal, then the item to close the UI with the item + quality selection.

Having to click twice as much for all those UIs after researching quality is really quite annoying. :(
Ah I see. Ya that is what I was hoping it would do based on the screen provided above. Too bad. I have avoided researching quality so far specifically because of this.
Same in a multiplayer.

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Re: Version 2.0.17

Post by danischu »

Great to see continuous effort at this pace. That quality selector is a point on a List of mine containing minor bugs and inconveniences.
I'll be going to report them later when there was enough time for the more important fixes (if those items aren't resolved by then anyhow).

While the new update on the quality selector is an improvement, i'd like to share my suggestion:
  • migrate the quality selector away from the item selector
    • put it where there is still free space in the GUI
    • even the most complicated mechanics got enough space for that
    • see the attached picture i threw together really quick to show where the selector could go
  • maybe a slider would be even more convenient?
  • maybe we could additionally get a quality select by circuit connection overruling quality setting of recipe selection
  • add 'any quality'-setting, reintroducing legacy behavior (mixed quality craft to be able to get rid of quality intermediates)
grafik.png
grafik.png (99.43 KiB) Viewed 3346 times
Added inserter stack size override to be parametrised by blueprint.
This one was a thing i was missing from the new parameterization option as well.
Last edited by danischu on Wed Nov 13, 2024 4:00 am, edited 1 time in total.

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Re: Version 2.0.17

Post by Danjen »

Speaking of QOL for quality buttons (and this should probably really go in its own suggestion thread but...)
I would love to see a filter toggle on the tech list like in this pic. Sometimes there's a lot of techs to see at the same, especially irrelevant ones on later/other planets. At one point during the mid/early game, I had too much yellow science and not enough purple science and was trying to find out what recipes I could research in the mean time to avoid any downtime.
filters.png
filters.png (224.06 KiB) Viewed 3326 times
Maybe shift-clicking the left/right arrows on the queue could make the recipe jump to the front/back

And I'd love to see a list view that keeps it compact, rather than icon-based. That'd be a "feature" rather than a little QOL tweak

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Re: Version 2.0.17

Post by catpig »

JohnAlekseyev wrote: ↑
Tue Nov 12, 2024 8:35 pm
mwls wrote: ↑
Tue Nov 12, 2024 6:48 pm
MechBFP wrote: ↑
Tue Nov 12, 2024 6:21 pm
β€œ [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.”

For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?
It does not.
My suggestion would be that clicking an item should immediately close the window with whatever quality was selected first. This would streamline the 95%+ of the time where you just want to set a normal item like in the past, and for the other 5% you'd click the quality first to set it to something not-normal, then the item to close the UI with the item + quality selection.

Having to click twice as much for all those UIs after researching quality is really quite annoying. :(
The change from this update is a huge improvement, but the above suggestion would be even better.

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