Version 2.0.27

Information about releases and roadmap.
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FactorioBot
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Version 2.0.27

Post by FactorioBot »

Changes
  • Wrigglers will no longer proactively attack pollen emitters. However, they will still respond to artillery.
  • Attack groups containing stompers or strafers will now contain fewer units.
  • Large egg rafts will try to have at least one stomper or strafer spawned at a time.
  • Small egg rafts no longer absorb pollution because they will never produce stompers or strafers.
Graphics
  • Aquilo icebergs have longer shadows to integrate with the world better.
Bugfixes
  • Fixed that the asteroid collectors circuit condition referred to inserters. (118721)
  • Fixed that hidden planets still showed in the map preview GUI. (124471)
  • Fixed a crash when loading new modded tips and tricks with a "dependencies met" trigger but no dependencies.
  • Fixed a crash when interacting with modded equipment ghosts. (123973)
  • Fixed that a robot wouldn't play a tile mined_sound when deconstructing it.
  • Fixed that a robot would play a deconstruct sound regardless of whether the deconstruction succeeded or not. (124188)
  • Fixed a consistency issue related to loading script rendered animations when animation is no longer available. (124044)
  • Fixed a desync related to asteroid collectors and distant chunks optimization when asteroid collector is destroyed. (124608)
  • Fixed a crash when opening an audio stream encounters a filesystem error. (124578)
  • Fixed a performance issue when exiting the game while large modded entities exist. (121313)
  • Fixed that the personal logistics area would render incorrectly when the game was paused. (123438)
  • Fixed that quality science packs would show "100%" remaining. (123076)
  • Fixed that the open-factoriopedia hotkey did not work in some cases. (121411)
  • Fixed that fog of war was not rendered while dead. (124251)
  • Fixed that opening the technology GUI while dragging the map would continue to drag the map. (117950)
  • Fixed a crash when deleting a space platform which had cargo bays built in a specific order. (124433)
Modding
  • TipsAndTricksItem requires at least one dependency if it has a `dependencies-met` trigger.
  • Added UnitAISettings::size_in_group and UnitAISettings::join_attacks.
  • Added LuaAISettings::size_in_group and LuaAISettings::join_attacks.
  • Added EnemySpawnerPrototype::max_count_of_owned_defensive_units and EnemySpawnerPrototype::max_defensive_friends_around_to_spawn.
  • Added LuaEntityPrototype::max_count_of_owned_defensive_units and LuaEntityPrototype::max_defensive_friends_around_to_spawn.
Scripting
  • Added LuaSurface::ignore_surface_conditions.
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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Filter62
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Re: Version 2.0.27

Post by Filter62 »

Gleba got some love. I kinda love/hate it, factory and spoilage is interesting, but I'm too scared of stompers to even consider big factory. :any-quality:
:mrgreen:
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Hares
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Re: Version 2.0.27

Post by Hares »

Can you share, when your team goes onto vacations?
(Translation: When should we expect last patch of the year and when to expect the first patch of 2025?)
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Hares
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Re: Version 2.0.27

Post by Hares »

Filter62 wrote: Wed Dec 18, 2024 5:13 pm Gleba got some love. I kinda love/hate it, factory and spoilage is interesting, but I'm too scared of stompers to even consider big factory. :any-quality:
:mrgreen:
Only big ones are the problem. Small /^st.{3}ers$/ can be easily killed with red ammo, medium require either rockets and tesla turrets but are not a problem otherwise, and only the largest of them may be a problem. In quantities of 5+.
Xeridanus
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Re: Version 2.0.27

Post by Xeridanus »

Filter62 wrote: Wed Dec 18, 2024 5:13 pm Gleba got some love. I kinda love/hate it, factory and spoilage is interesting, but I'm too scared of stompers to even consider big factory. :any-quality:
:mrgreen:
I'm using only tesla turrets and my base is doing fine. I also installed artillery and now I don't even get attacked. I was thinking of putting down some rocket turrets to deal with strafers as their projectiles can out-range the teslas but I haven't had any damage since the artillery.
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Re: Version 2.0.27

Post by Viidi »

And we are all waiting and waiting for the moment when it will be possible to change train schedules in lua without removing interrupts...
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Re: Version 2.0.27

Post by ADHD_ADVERSARY »

Xeridanus wrote: Thu Dec 19, 2024 4:58 am
Filter62 wrote: Wed Dec 18, 2024 5:13 pm Gleba got some love. I kinda love/hate it, factory and spoilage is interesting, but I'm too scared of stompers to even consider big factory. :any-quality:
:mrgreen:
I'm using only tesla turrets and my base is doing fine. I also installed artillery and now I don't even get attacked. I was thinking of putting down some rocket turrets to deal with strafers as their projectiles can out-range the teslas but I haven't had any damage since the artillery.
Ive been using a bunch of landmines spread out. Sometimes the stompers spawn so close I can get bots to place them under their feet. Rocket turrets have been alright but the speed of them is so slow the stompers already got to my line of turrets before they go down. That may change with smaller pack numbers though.
Tinyboss
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Re: Version 2.0.27

Post by Tinyboss »

Hares wrote: Wed Dec 18, 2024 7:47 pmSmall /^st.{3}ers$/ can be easily killed with red ammo
NEEEEEEEEEEEEEEEEERD :D
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Stargateur
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Re: Version 2.0.27

Post by Stargateur »

Hares wrote: Wed Dec 18, 2024 7:45 pm Can you share, when your team goes onto vacations?
(Translation: When should we expect last patch of the year and when to expect the first patch of 2025?)
The factory must grow, vacancy is temporary, factory is eternal.
Aquilo icebergs have longer shadows to integrate with the world better.
:lol:
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