Version 2.0.21

Information about releases and roadmap.
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FactorioBot
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Version 2.0.21

Post by FactorioBot »

Minor Features
  • Added drag-to-reorder to the research queue.
  • Added "Occlude light sprites" graphics option to allow disabling 2.0 light rendering to improve performance. As a side effect, it disables also lava glow. (119530)
  • [space-age] Added "Additional terrain effects" graphics option to disable puddles and global terrain tint as alternative to increase performance on Gleba to disabling fog, clouds and animated water.
Changes
  • Replaced the "move forward" and "move backward" buttons on technologies in the research queue with a draggable handle.
  • Allowed to set blueprint parameter to be ingredient of other parameter even when it doesn't exist in an assembling machine. (117979)
  • Added a hidden sound setting to base the music selection on the character's physical location. (119140)
  • Agriculutral Tower now respects allied ghosts blocking planting spots. (120729)
  • volcanic-cracks-hot no longer coverable by foundation. (120745)
  • Added consistency check for overlapping blueprint tiles not being both (non)-foundations. Any inconsistent tiles will be removed on load (analogous already happens when importing blueprint via string or setting blueprint tiles via lua).
  • The slider and input field for the minimum payload in orbital logistic requests now enforce a minimum of 1 instead of 0. (120811)
  • Added a delay before music switches when switching surfaces. (119871)
  • Added hidden sound setting for controlling music transition stage durations.
  • Improved performance of superforced blueprint preview that is autofilling-in tiles.
Bugfixes
  • Fixed double parameter selection in signal selection list.
  • Fixed additional invalid state of collector navmesh. (119125)
  • Fixed "Make it better" achievement not obtained when dropping modules in. (116552)
  • Fixed dragging sliders with gamepad in free cursor mode.
  • Fixed a sound instance leak related to sound priority. (120086)
  • Fixed that selection tool highlighting would show incorrectly in chart view for 1 frame. (121970)
  • Fixed a crash when destroying segmented units during the chunk generated event. (121998)
  • Improved logic for choosing which schedule to keep if trains get connected (117696)
  • Fixed a crash after deconstructing cargo bays with editor. (121978)
  • Fixed tutorial missions 4 and 5 missing access to radars and repair packs. (117420)
  • Fixed spidertrons shooting extra capture robot during tick of projectile creation. (119590)
  • Fixed condition highlights in decider combinator GUI not always updating if a condition used the "Each" special signal.
  • Fixed that energy sources would not update their buffer sizes when the prototype value would change. (117669)
  • Fixed that asteroids would calculate damage to entities with resistances incorrectly. (118788)
  • Fixed use of slow GPU timer query operation on macOS.
  • Fixed that opening ghost power poles would leave the GUI in a broken state. (117823)
  • Toggle menu (escape) leaves remote driving. (118188)
  • Fixed that equipment ghost tooltips did not show quality. (122139)
  • Fixed incorrect consistency check when trash not requested is used inside of a blueprint and mods are involved. (120411)
  • Fixed that portable solar panels and power armor tooltips did not report the correct amount of power generation for the current surface. (118177)
  • Fixed that changing Vulcanus map gen settings using the editor prevented ashlands trees from spawning. (121800)
  • Fixed that paste-settings could happen when not desired in some situations. (121989)
  • Fixed that mobile logistic networks could generate useless alerts in some situations. (122158)
  • Fixed robots repeatedly failing to cross Aquilo lake due to high energy usage and being stuck in a loop. (118933)
  • Fixed robots looking for a place to charge always picking roboports closer to their target which resulted in overcrowding. (117641)
  • Fixed a crash when attempting (and failing) to connect trains parked at specific positions. (117173)
  • Fixed a crash when removing a station from a train schedule while another train in the same group used the final stop as waypoint. (117297)
  • Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. (122065)
  • Fixed Space age map generation not respecting custom starting locations (apart from Nauvis). (121469)
  • Fixed technology slot showing research progress for finished trigger technologies. (119386)
  • Fixed that reloading specific technologies would leave the dead technology trigger pointer in the trigger processor. (viewtopic.php?f=7&t=121043)
Modding
  • Added distance_from_nearest_point_x and distance_from_nearest_point_y noise expressions.
  • Moved SpiderVehiclePrototype::chunk_exploration_radius to VehiclePrototype.
  • Removed limit of 64 unique PipeConnectionDefinitions's connection categories.
  • Removed music_transition_* utility constants.
  • Changed CraftItemTechnologyTrigger::item into ItemIDFilter. Removed item_quality.
  • Changed ProduceAchievementPrototype::item_product into ItemIDFilter. Removed quality.
  • Changed ProducePerHourAchievementPrototype::item_product into ItemIDFilter.
Scripting
  • Added optional build_check_type to LuaControl::teleport. (122001)
  • Added LuaEntityPrototype::heating_energy read. (121781)
  • Added LuaForce::circuit_network_enabled, cliff_deconstruction_enabled, mining_with_fluid, rail_support_on_deep_oil_ocean, rail_planner_allow_elevated_rails, vehicle_logistics read. (120676)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.
Shogal
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Re: Version 2.0.21

Post by Shogal »

FactorioBot wrote: Thu Nov 21, 2024 5:59 pm [*]Added drag-to-reorder to the research queue.
Nice change, the old rearrange UI was very clunky and inconsistent with the rest of UI
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Re: Version 2.0.21

Post by BlueTemplar »

Fixed that asteroids would calculate damage to entities with resistances incorrectly. (118788)
Oh wow, this makes (at least) early space so much easier !!
BobDiggity (mod-scenario-pack)
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Re: Version 2.0.21

Post by brunzenstein »

2.0.21 has had a massive performance improvement on the Mac if I turn "render in native resolution" back on.
I don't know what you've done but the result on a MacBook Air M2 is stunning indeed.
Chapeau!
Also on my vintage 2016 MacBook Pro running Monterey Factorio is now
(not perfect as scrolling is jerky, but were not reaching for the moon - eg. Gleba)
indeed very playable.
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y.petremann
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Re: Version 2.0.21

Post by y.petremann »

Minor Features
- Added drag-to-reorder to the research queue.
Changes
- Replaced the "move forward" and "move backward" buttons on technologies in the research queue with a draggable handle.
The best 2.0 update
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DocJade
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Re: Version 2.0.21

Post by DocJade »

I suggested drag and drop during the beta! Glad it finally made it in!
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Re: Version 2.0.21

Post by buggy123 »

FactorioBot wrote: Thu Nov 21, 2024 5:59 pm [*]Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. (122065)
Wait, isn't this a stealth nerf? Now you can no longer plant trees on landfill, removing a common solution of placing tree farms onto lakes for pollution management. And there is no equivalent to overgrowth soil to force Nauvis tiles to be plantable.
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Re: Version 2.0.21

Post by protocol_1903 »

FactorioBot wrote: Thu Nov 21, 2024 5:59 pm Removed limit of 64 unique PipeConnectionDefinitions's connection categories.
Glad to see someone was paying attention when my mods kept reaching limits... I'll be sure to reach them again soon :)
If you need to reach me, message me on discord.

I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Version 2.0.21

Post by FranklinRutto »

Is there any plan to add the capacity of high quality freight wagons? They are really weak for now.
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Re: Version 2.0.21

Post by mkaito »

brunzenstein wrote: Thu Nov 21, 2024 8:47 pm 2.0.21 has had a massive performance improvement on the Mac if I turn "render in native resolution" back on.
I don't know what you've done but the result on a MacBook Air M2 is stunning indeed.
Chapeau!
Also on my vintage 2016 MacBook Pro running Monterey Factorio is now
(not perfect as scrolling is jerky, but were not reaching for the moon - eg. Gleba)
indeed very playable.
Damn, it really does. My M1 Max MBP was struggling so badly to maintain 60 fps. It's all smooth now.
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Re: Version 2.0.21

Post by someone1337 »

Can we please get "read unfulfilled logistic requests" via wires?

Also allowing inserters to insert into landing pod hubs would be an alternative. Otherwise its difficult to keep stuff clean.
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Re: Version 2.0.21

Post by Potato »

Currently on 2.0.19. Trying to update to 2.0.21 and received the following update failed message.

Code: Select all

Update failed: Checking update packages failed: File C:/Program Files/Factorio2.0/data/../doc-html/prototypes/GuiStyle.html has unexpected content
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Re: Version 2.0.21

Post by Skjolbir »

Added drag-to-reorder to the research queue.


Oh thank you thank you thank you
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Re: Version 2.0.21

Post by jamiechi1 »

buggy123 wrote: Fri Nov 22, 2024 12:30 am
FactorioBot wrote: Thu Nov 21, 2024 5:59 pm [*]Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. (122065)
Wait, isn't this a stealth nerf? Now you can no longer plant trees on landfill, removing a common solution of placing tree farms onto lakes for pollution management. And there is no equivalent to overgrowth soil to force Nauvis tiles to be plantable.
Maybe LandfillPainting Mod could be updated to 2.0 to deal with this?
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Re: Version 2.0.21

Post by Nelyus »

brunzenstein wrote: Thu Nov 21, 2024 8:47 pm 2.0.21 has had a massive performance improvement on the Mac if I turn "render in native resolution" back on.
I don't know what you've done but the result on a MacBook Air M2 is stunning indeed.
Chapeau!
Also on my vintage 2016 MacBook Pro running Monterey Factorio is now
(not perfect as scrolling is jerky, but were not reaching for the moon - eg. Gleba)
indeed very playable.
Maybe this :
FactorioBot wrote: Thu Nov 21, 2024 5:59 pm
  • Fixed use of slow GPU timer query operation on macOS.
I also had issues, I hope this is the fix. Thanks Wube.
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Re: Version 2.0.21

Post by BHakluyt »

Yes please! Give us more performance, us on sub-minimum laptops just care about the factories growing, the graphics can be toned down - no problem! Most ups please!?
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Re: Version 2.0.21

Post by mmmPI »

Minor Features
  • Added drag-to-reorder to the research queue.
This is excellent !
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Re: Version 2.0.21

Post by BlueTemplar »

BHakluyt wrote: Sun Nov 24, 2024 9:40 am Yes please! Give us more performance, us on sub-minimum laptops just care about the factories growing, the graphics can be toned down - no problem! Most ups please!?
In case you missed it, they already did !
Version 2.0.14
Added an option to disable animated ghosts to aid performance on integrated GPUs. (116304)
And maybe ??
Changed sprites with scale between 0.5 and 1 (exclusive) to apply downscaling to low resolution (affects base game biter sprites).
BobDiggity (mod-scenario-pack)
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Re: Version 2.0.21

Post by DragonMudd »

Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. (122065)
This is a huge nerf. While they showed as unplantable, they all were plantable, which let you grow trees everywhere. Which I thought was intended (it's a fancy off-world technology after all), but now huge portions of my tree farm are dying out and the already-not-really-worth-doing-but-fun tree farming is now completely-not-worth-doing-and-no-fun-at-all and I am sad.
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Re: Version 2.0.21

Post by BlueTemplar »

You say «huge nerf», but looks like only landfill and sand are concerned ?
(Not even yellow dirt, that spawned sickly-looking trees, can still pant on that one.)

Though, this being Factorio, and already mentioned : sounds like an endgame tech : overgrowth soil for Nauvis trees — for megabases — might be in order ?
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