Version 2.0.39

Information about releases and roadmap.
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FactorioBot
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Version 2.0.39

Post by FactorioBot »

Changes
  • Added extra info about the evaluation order and dependencies into the blueprint parametrisation UI.
Bugfixes
  • Fixed not being able to interact with GUI elements behind transparent parts of other windows. (119608)
  • Fixed display panels not drawing text correctly at larger GUI scales. (122533)
  • Fixed a crash related to placing cargo landing pads on space platforms. (127260)
  • Fixed a crash when rendering thrusters without fire plumes defined. (127265)
  • Fixed that fast-transfer of ghost modules did not work for out of reach entities. (122150)
  • Fixed that trains with the same top in their schedule would not move between stops even if the one it is waiting at is disabled. (118475)
  • Fixed decider combinator GUI signals tables getting squashed too much when there are a lot of conditions/outputs. (126808)
  • Fixed intro sound not respecting music-muted and master-muted settings. (127154)
  • Fixed graphical issue happening when lightning attractor's collection range boundary was touching larger range attractor's collection range boundary from the inside. (122739)
  • Fixed incorrect lightning protection visualisation when surface lightning search range was larger than attractor's protection range.
  • Fixed overbuilding ghost with module requests with physical entity of different quality would not retain the module requests. (125374)
  • Fixed normal building underground belts and pipes in remote view would deconstruct rocks, trees and cliffs. (123925)
  • Fixed normal building underground belts and pipes in remote view would have missing tiles autofilled. (123817)
  • Fixed crash in latency when upgrading ghost of elevated rails to different quality (120345, 124222)
  • Fixed crash when car would collide with 0 health entity in latency (126295)
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.
Omzig
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Re: Version 2.0.39

Post by Omzig »

After i upgraded, my entire base lost 80% of its power, the fusion reactor no longer will work at 100% the inputs and outputs look fine, i can visually trace them. I went and saved after the update, so now i don't have a pre version save now :(, doh, same thing on Vulcanus, power is out, only 1 fusion reactor is running out of the 4. Its almost like the other 3 fusion reactors are not connected, but they are and they have <> arrows going in both directions.

You can see how some are not spinning, like every fusion generator is off.
03-11-2025, 07-31-43.png
03-11-2025, 07-31-43.png (1.46 MiB) Viewed 2999 times
See its worse on vulcanus:
03-11-2025, 07-47-34.png
03-11-2025, 07-47-34.png (2.29 MiB) Viewed 2957 times
____________________________________________________________________________________________________
So i reworked my Fusion power to this, now my main base is back up and running.
03-11-2025, 08-00-27.png
03-11-2025, 08-00-27.png (2.12 MiB) Viewed 2936 times
Last edited by Omzig on Tue Mar 11, 2025 1:00 pm, edited 3 times in total.
salopesensible
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Re: Version 2.0.39

Post by salopesensible »

I got a bunch of X-recycling recipes removed notices on my saves. I DID save a copy after the patch. So I have before & after. Looks benign to me though. I got:

tank-machine-gun-recycling
vehicle-machine-gun-recycling
tank-flamethrower-recycling
some wirestuff-recycling.
robot256
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Re: Version 2.0.39

Post by robot256 »

salopesensible wrote: Tue Mar 11, 2025 12:41 pm I got a bunch of X-recycling recipes removed notices on my saves. I DID save a copy after the patch. So I have before & after. Looks benign to me though. I got:

tank-machine-gun-recycling
vehicle-machine-gun-recycling
tank-flamethrower-recycling
some wirestuff-recycling.
They removed recycling recipes for items that are not obtainable in game.
ener156
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Re: Version 2.0.39

Post by ener156 »

Good day

I noticed that some symbols have been renewed and wanted to ask if there is a way to go back to the original ones because I have trouble recognizing them properly. I had no problems with the old design but I can recognize the new ones. I personally even think that the symbols have become smaller.

I also wonder if black is really the right color, I mean black on a black background??

Kind regards


groß

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Muche
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Re: Version 2.0.39

Post by Muche »

ener156 wrote: Tue Mar 11, 2025 4:26 pm I noticed that some symbols have been renewed and wanted to ask if there is a way to go back to the original ones because I have trouble recognizing them properly. I had no problems with the old design but I can recognize the new ones. I personally even think that the symbols have become smaller.
You can try mods, for example Old Signal Icons seems to aim to do exactly that.
Henry Loenwind
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Re: Version 2.0.39

Post by Henry Loenwind »

Something between .32 and this one was a breaking change for mods. I looked over the change log, but did not see anything listed about breaking compatibility.

Code: Select all

Error ModManager.cpp:1758: Error while loading entity prototype "..." (unit): Missing filename in sound specification in property tree at ...
Can we please avoid breaking mod compatibility in patch releases? Even additional checks for broken prototypes should stay warnings until a minor release, in my opinion. That's what the difference between patch and minor in semver is all about...
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boskid
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Re: Version 2.0.39

Post by boskid »

Henry Loenwind wrote: Tue Mar 11, 2025 6:19 pm Something between .32 and this one was a breaking change for mods. I looked over the change log, but did not see anything listed about breaking compatibility.

Code: Select all

Error ModManager.cpp:1758: Error while loading entity prototype "..." (unit): Missing filename in sound specification in property tree at ...
Can we please avoid breaking mod compatibility in patch releases? Even additional checks for broken prototypes should stay warnings until a minor release, in my opinion. That's what the difference between patch and minor in semver is all about...
If you have issues running game, please report this through bug reports and not under a release topic. I do not remember any significant changes that would cause this type of error.
Muche
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Re: Version 2.0.39

Post by Muche »

Henry Loenwind wrote: Tue Mar 11, 2025 6:19 pm Something between .32 and this one was a breaking change for mods. I looked over the change log, but did not see anything listed about breaking compatibility.

Code: Select all

Error ModManager.cpp:1758: Error while loading entity prototype "..." (unit): Missing filename in sound specification in property tree at ...
Cargo-wagon.drive_over_tie_trigger.sound, for example, was changed from using "[SoundDefinition]" to "struct".
Maybe some mod you're using does not properly support both options?
dmikalova
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Re: Version 2.0.39

Post by dmikalova »

Something borked circuits when I loaded up my run - values were not getting updated ie clocks were not running and values from the roboport network was not updating. I tried a new run with no mods and that worked fine, and then when I reloaded back into my modded run everything is working fine again. So if you're having issues try turning off and back on again.
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