Version 2.0.32

Information about releases and roadmap.
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FactorioBot
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Version 2.0.32

Post by FactorioBot »

Optimizations
  • Improved performance when removing roboports in large active networks by 60%. (126004)
Graphics
  • Removed reflections from lava. Tile transitions to lava now use the foam channel instead to keep their appearance. (125097)
Bugfixes
  • Fixed rocket silo GUI not fitting on small screens. (119785)
  • Fixed a crash when writing LuaItem::entity_filters. (126017)
  • Fixed that blueprint preview rendering did not work correctly. (103953)
  • Fixed a crash with positional GuiEffect sounds with aggregation when dedicated UI sound resources were exhausted. (126057)
  • Fixed upgraded blueprint entities would have their flip reverted (124584)
  • Fixed worm shooting at fast moving target sometimes created multiple acid puddles with single spit and even outside of its range. (77071)
  • Fixed that labs could try to research trigger based technologies. (120370)
  • Fixed LuaEntity::get_logistic_sections was not always working with entity ghosts. (126097)
  • Fixed selector combinator was using wrong open and close sounds. (123464)
  • Fixed remote item requests leaving a visual deconstruction/ghost mark when inserters interacted with the slot. (121577)
  • Fixed issue related to rendering items on belts when a belt was also rendered through a camera widget. (124058)
  • Fixed that assembler input slots could exceed stack limits. (116644)
  • Fixed a crash in assembling machine GUI when the output was full and a recipe containing a research progress product was being crafted. (126094)
  • Fixed shooting actions missing vibrations when playing with a controller.
Scripting
  • Added connection_category to LuaFluidboxPrototype::pipe_connections.
Modding
  • Added FluidStream::target_initial_position_only. It's used by worm acid spit.
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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Neutronium
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Re: Version 2.0.32

Post by Neutronium »

Thinking about the lava changes, should shadows be cast on it at all from bots/other objects? Not to say the original bright reflection was optimal either, but perhaps a more muted, darker reflection.
robot256
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Re: Version 2.0.32

Post by robot256 »

Added connection_category to LuaFluidboxPrototype::pipe_connections.
Sneakily adding a feature I asked for! Thank you!
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Hares
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Re: Version 2.0.32

Post by Hares »

Neutronium wrote: Mon Jan 20, 2025 4:06 pm Thinking about the lava changes, should shadows be cast on it at all from bots/other objects? Not to say the original bright reflection was optimal either, but perhaps a more muted, darker reflection.
Lava is glowing, it emits light and thus does not have shadows on it, except for the largest objects and from the brightest sources.
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Re: Version 2.0.32

Post by kyle788 »

In my opinion, removing the reflections from lava is a graphical downgrade. I liked especially that it caused variations in the lava from reflecting buildings near it and also rail lines going over it. Now it feels and looks more static/flat.

Interestingly, there are articles that state that lava does reflect light (https://earthobservatory.nasa.gov/image ... ik-volcano)

Devs: could there be some compromise made in how the lava reflections look instead of just turning them off completely?
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