Version 2.0.25

Information about releases and roadmap.
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FactorioBot
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Version 2.0.25

Post by FactorioBot »

Minor Features
  • Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.
  • Dragging and dropping text into the game window on X11 will import the text as a blueprint string.
  • Factoriopedia now shows recycling recipes for each item.
  • Cargo pod scheduling reworked to send larger and more spaced out deliveries. This should improve the frequency of trickling space science and material drops.
Changes
  • Inserters (especially ghost long handed ones) spawn in stretched to an appropriate distance.
  • Reverted fix for god controller being able to zoom out to map view. (123675)
  • Changed selector combinator circuit wire reach to be the same as wire reach of other combinators.
Graphics
  • Asteroid collector tentacles have less colourful rainbow effect on them.
Bugfixes
  • [space-age] Fixed that victory condition didn't trigger when the platform was paused or didn't stop at solar system edge. (122446)
  • Fixed a crash when copying logistic filters into blueprints. (123606)
  • Fixed that Factoriopedia would close if a GUI behind it was changed. (117404)
  • Fixed a crash when fast-replacing the platform hub. (123802)
  • Fixed that the mod manager would not account for mods hidden by search when browsing dependencies. (119498)
  • Fixed a crash on Mac when driving a car in multiplayer when the player has no character. (123682)
  • Fixed a crash when drawing EntityButtons with entities with inverted selection boxes. (121455)
  • Fixed that pumps would run endlessly if the input fluid was incompatible. (120461)
  • Fixed station list could be sometimes sorted incorrectly. (123125)
  • Fixed trashing logic would not run after cancelling deconstruction of entity. (123596)
  • Fixed reverting technologies with recipe unlocks would lock recipe that is still unlocked by other technology. (122723)
  • Fixed railgun turret would not draw out of power when ammo was inserted. (122329)
  • Fixed that logistic network content tooltips didn't show nice numbers. (123982)
  • Fixed blueprint export to string would create malformed blueprint if it contained decider combinator with empty conditions or empty output. (122190)
  • Fixed consistency issue when power switch was destroyed leaving a ghost. (122282)
  • Fixed inserters could in some cases interact with elevated cargo wagons. (123544)
  • Fixed mods could specify an assembling machine with fixed quality without specifying fixed recipe. (123072)
  • Fixed research was not correctly counted in total item production statistics. (121799)
  • Fixed rocket silo control behavior would not update outputs when connecting wire. (122053)
  • Fixed that fast-replacing crafting machines would not preserve the mirrored orientation of the original machine. (122481)
  • Fixed that burner inserters would load too much fuel when fed by inserters. (123927)
  • Fixed nuclear power achievement could be obtained without burning uranium fuel cell if it was consumed for crafting. (122753)
  • Fixed that clicking the sort buttons in the save-map GUI would reset the save name field. (123926)
  • Fixed demolisher in vulcanus crossing menu simulations would sometimes render health bar. (121990)
  • Fixed a crash when opening the console while a platform tooltip was shown. (124061)
  • Fixed that the cursor theme was not being respected when running on GNOME Wayland. (113202)
  • Fixed loader was able to insert items into asteroid collector. (124025)
  • Fixed flamethrower turret sound still playing after being deactivated or destroyed with its ghost created. (124142)
  • Fixed cars and tanks would keep their speed through a ghost when dying. (124122)
  • Fixed fluid parameters were not showing when selecting fluids for wait condition. (123748)
  • Fixed gleba tree sprites still had blue line at their upper edge under some conditions. (119943)
  • Fixed deconstruction planner would not mark rails for deconstruction if they were dependency of a rail support that was instantly removed. (123751)
  • Fixed cargo pods with passenger would select landing spots using incorrect bounding box. (123754)
  • Fixed blueprint parametrization would allow selecting hidden recipe that can be crafted. (123759)
  • Fixed that writing invalid font names to custom GUI elements would crash the game to desktop. (124162)
  • Fixed cryogenic science pack recipe was incorrectly considering entire fluoroketone input as a catalyst. (123797)
  • Fixed fish breeding recipe was applying productivity to catalyst. (123819)
  • Fixed a crash when trying to set infinity chest filter with non zero count but empty name. (123824)
  • Fixed a crash when super force building blueprint with belts and external wires in latency. (122211)
  • Fixed 'import from' option changing when setting requested item quality on platforms. (120354)
  • Fixed that assemblers without fluid boxes were incorrectly considered rotatable. (123966)
  • Fixed burner energy source would not report out of fuel when incompatible items were in the fuel inventory. (124016)
  • Fixed that some damage tooltips were incorrect. (124208)
  • Fixed that any tag being changed would refresh any active tag-edit GUI. (124220)
  • Fixed many smaller GUIs still not supporting non-English search (123923)
  • Fixed a desync related to cargo landing pads trash inventory when playing without Space Age.
  • Fixed a crash when mods use fixed recipes with surface conditions in machines that don't have surface conditions. (124224)
  • Fixed copying display panel would copy icon and text regardless of control behavior being active. (123007)
  • Fixed nuclear reactor was heating tiles farther than it would heat entities. (122005)
  • Fixed asteroid background rendering black lines when graphics driver forces anisotropic filtering. (116707)
  • Fixed that "auto requests for space platforms" was not preserved in blueprint strings. (124121)
  • Fixed that changing "send to orbit automatically" on rocket silos did not work when in ghost form. (123700)
  • Fixed electric network statistics could show total value that was larger than expected caused by counting incomplete next sample. (120351)
  • Fixed that importing save files in the map editor would crash the game. (123402)
  • Fixed current research tooltip would show incorrect progress values. (124133)
Modding
  • UTF-8 encoding is now checked for all mod text files to ensure proper rendering. Mods with ANSI encoded text files will not load anymore. (Prompted by 120452)
  • Added InserterPrototype::starting_distance.
  • Added minimum collision box restriction to cargo bays, cargo landing pads and space platform hubs. (124079)
  • Burner inserter initial energy amount was changed to be defined on the burner energy source prototype.
  • Changed UseEntityInEnergyProductionAchievementPrototype::consumed_condition into ItemIDFilter.
  • ItemProductPrototype and FluidProductPrototype ignored_by_productivity defaults to value of ignored_by_stats.
  • Added heating_radius to ReactorPrototype and HeatPipePrototype.
Scripting
  • Added LuaBurnerPrototype::initial_fuel and initial_fuel_percent read.
  • Added LuaSpacePlatform::last_visited_space_location read.
  • Added LuaSpacePlatform::paused 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.
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GregoriusT
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Re: Version 2.0.25

Post by GregoriusT »

So not even a fix for the new Space Platform Donut exploit that the previous Version introduced?

I dont mind the Landmine nerf that much, but please at least fix the unintended exploit you introduced.
Last edited by GregoriusT on Thu Dec 12, 2024 6:56 pm, edited 1 time in total.
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 2.0.25

Post by rekales »

I think it's now canon :v
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Re: Version 2.0.25

Post by factoriouzr »

Please move the pin window to the left of the minimap so that I can see the entire tooltip for entities I hover over. It's so annyoing to decrease the size of the gui to read something in the tooltip and then make it big again all the time. If you add so many things to the tooltip window and it's so long come up with a better way to show it. At least as a partial fix move the pin window to the left of the minimap so they are both usable at the same time.
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Re: Version 2.0.25

Post by nova4x »

factoriouzr wrote: Thu Dec 12, 2024 6:41 pm Please move the pin window to the left of the minimap so that I can see the entire tooltip for entities I hover over. It's so annyoing to decrease the size of the gui to read something in the tooltip and then make it big again all the time. If you add so many things to the tooltip window and it's so long come up with a better way to show it. At least as a partial fix move the pin window to the left of the minimap so they are both usable at the same time.
This or allow us more ability to move things like the minimap and pins to different locations on the screen. Having that level of customization would really make it like a sort of control panel.
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Re: Version 2.0.25

Post by Pirate_Rance »

factoriouzr wrote: Thu Dec 12, 2024 6:41 pm Please move the pin window to the left of the minimap so that I can see the entire tooltip for entities I hover over. It's so annyoing to decrease the size of the gui to read something in the tooltip and then make it big again all the time. If you add so many things to the tooltip window and it's so long come up with a better way to show it. At least as a partial fix move the pin window to the left of the minimap so they are both usable at the same time.
Another option would be the ability to minimize the windows on the right down to a panel that has a restore button.
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Re: Version 2.0.25

Post by Xeridanus »

factoriouzr wrote: Thu Dec 12, 2024 6:41 pm Please move the pin window to the left of the minimap so that I can see the entire tooltip for entities I hover over. It's so annyoing to decrease the size of the gui to read something in the tooltip and then make it big again all the time. If you add so many things to the tooltip window and it's so long come up with a better way to show it. At least as a partial fix move the pin window to the left of the minimap so they are both usable at the same time.
There's an option to have the tooltip show up at your cursor instead of at the right.
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Re: Version 2.0.25

Post by IsaacOscar »

Xeridanus wrote: Fri Dec 13, 2024 3:18 am
factoriouzr wrote: Thu Dec 12, 2024 6:41 pm Please move the pin window to the left of the minimap so that I can see the entire tooltip for entities I hover over. It's so annyoing to decrease the size of the gui to read something in the tooltip and then make it big again all the time. If you add so many things to the tooltip window and it's so long come up with a better way to show it. At least as a partial fix move the pin window to the left of the minimap so they are both usable at the same time.
There's an option to have the tooltip show up at your cursor instead of at the right.
Which is realy distracting, and doesn't work to show you minig patch amount before placing drills down
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Re: Version 2.0.25

Post by IsaacOscar »

For anyone else curiouse about:
FactorioBot wrote: Thu Dec 12, 2024 6:11 pm [/list]
[*]Asteroid collector tentacles have less colourful rainbow effect on them.
[/list]
Here is 2.0.23:
Screenshot 2024-12-13 171414.png
Screenshot 2024-12-13 171414.png (493.93 KiB) Viewed 8770 times
And 2.0.25:
Screenshot 2024-12-13 171250.png
Screenshot 2024-12-13 171250.png (1013.56 KiB) Viewed 8770 times
Why is it even rainbow in the first place?
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Re: Version 2.0.25

Post by SupplyDepoo »

IsaacOscar wrote: Fri Dec 13, 2024 7:16 am Why is it even rainbow in the first place?
Maybe for the same reason it was done for items on turbo belts. (FFF 393)
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Re: Version 2.0.25

Post by MrGrim »

Quite a list! Keep up the awesome work!
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Re: Version 2.0.25

Post by rollc_at »

Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.
Nice! This is going to be good for managing expansive BP book collections specific to each modpack (SE, K2, BZ, any combination of these, I3, etc). So when you hop into a modded game, you can easily import these into your library.
Factoriopedia now shows recycling recipes for each item.
Something I didn't know I wanted. OTOH it was fun discovering what can be recycled into what, but I guess now that it's been mostly mapped out it's not taking away from the experience.
Cargo pod scheduling reworked to send larger and more spaced out deliveries.
Dear Wube,

I love you guys.

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Re: Version 2.0.25

Post by IsaacOscar »

SupplyDepoo wrote: Fri Dec 13, 2024 8:01 am
IsaacOscar wrote: Fri Dec 13, 2024 7:16 am Why is it even rainbow in the first place?
Maybe for the same reason it was done for items on turbo belts. (FFF 393)
That's no where near as noticeable, and was due to the very fast speed. Asteroid collector's aren't fast....
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Re: Version 2.0.25

Post by yangbowen1028 »

FactorioBot wrote: Thu Dec 12, 2024 6:11 pm [*]Fixed that some damage tooltips were incorrect. (124208)
Speaking of which, I find the tooltips somewhat confusing as to which number is the pellet count and which number is the damage value. Even more so with the damage bonus since the way it is written does not conform to conventional operator precedence rules of elementary mathematics. Quality upgrades also make it even more confusing as to whether higher quality gives more pellets or higher damage per pellet, and whether the bonus stacks with "damage bonus" multiplicatively or additively.
While changing into something like "1000 × (100 + 30) Explosion" would at least make it mathematically correct, the parentheses might not look very nice. So I would personally suggest something like "100 + 30 Explosion × 1000". This way it would be clear that the former means "explosion damage" while the latter is the pellet count, and that damage bonuses apply to all pellets.
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Re: Version 2.0.25

Post by meganothing »

yangbowen1028 wrote: Sat Dec 14, 2024 4:52 am
FactorioBot wrote: Thu Dec 12, 2024 6:11 pm [*]Fixed that some damage tooltips were incorrect. (124208)
Speaking of which, I find the tooltips somewhat confusing as to which number is the pellet count and which number is the damage value. Even more so with the damage bonus since the way it is written does not conform to conventional operator precedence rules of elementary mathematics. Quality upgrades also make it even more confusing as to whether higher quality gives more pellets or higher damage per pellet, and whether the bonus stacks with "damage bonus" multiplicatively or additively.
While changing into something like "1000 × (100 + 30) Explosion" would at least make it mathematically correct, the parentheses might not look very nice. So I would personally suggest something like "100 + 30 Explosion × 1000". This way it would be clear that the former means "explosion damage" while the latter is the pellet count, and that damage bonuses apply to all pellets.
I agree. Your suggestions still needs some interpretation to be understood. If the space is there, a tooltip should be crystal clear. So maybe it should be actually "1000 pellets a 100 + 30 Explosion"
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Re: Version 2.0.25

Post by Chindraba »

FactorioBot wrote: Thu Dec 12, 2024 6:11 pm [*]Dragging and dropping text into the game window on X11 will import the text as a blueprint string.
I really appreciate it when Linux gets some love, yet it sucks that Windows cannot accommodate the same thing reasonably.
Naming X11 also makes me wonder if that excludes Wayland?
FactorioBot wrote: Thu Dec 12, 2024 6:11 pm [*]Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.
Linux, and my habits, don't require the ".txt" extension on text files. I actually use ".bp" and ".book" on my print files. Anyway, will the drag and drop of files expect the sentinel extension, especially in Linux, to trigger the import? If it does I can probably change my habits easier than the code can be changed. If I know I need to change.
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Re: Version 2.0.25

Post by FasterJump »

Thank you for the cargo pod scheduling, I will try it out when it reaches the stable branch.

My workaround was a long belt that ticks once every 30 seconds... impractical.
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Re: Version 2.0.25

Post by BEEFE »

Love the cargo pod change, addresses both of the issues I had, with the same fix.
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Re: Version 2.0.25

Post by jockeril »

Xeridanus wrote: Fri Dec 13, 2024 3:18 am
factoriouzr wrote: Thu Dec 12, 2024 6:41 pm Please move the pin window to the left of the minimap so that I can see the entire tooltip for entities I hover over. It's so annyoing to decrease the size of the gui to read something in the tooltip and then make it big again all the time. If you add so many things to the tooltip window and it's so long come up with a better way to show it. At least as a partial fix move the pin window to the left of the minimap so they are both usable at the same time.
There's an option to have the tooltip show up at your cursor instead of at the right.
two options I thought of (I couldn't find a suggestions sub-forum :cry::

1. introduce a toggle for hiding the minimap - there is an option like that in the settings but it requires multiple steps in the various menus. Now that more information can show up under the minimap on the right, maybe it's time to allow a toggle (and a keybind/shortcut) for it ?

2. move the tooltip that shows up to the left of the screen - nothing is displayed there so there is a lot of screen "real estate", so why not use it for this temporary information screen ?

Edit: there is a suggestion for my first idea (or at least something similar with a discussion exactly for that reason) here
Last edited by jockeril on Sun Dec 22, 2024 6:46 am, edited 1 time in total.
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Re: Version 2.0.25

Post by IsaacOscar »

jockeril wrote: Sun Dec 22, 2024 5:53 am 2. move the tooltip that shows up to the left of the screen - nothing is displayed there so there is a lot of screen "real estate", so why not use it for this temporary information screen ?
FYI, pinned achievements show on the left.

Personally though, I've decreased my GUI scale and removed my map pins and so I haven't had problems now.
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