Version 2.0.42

Information about releases and roadmap.
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FactorioBot
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Version 2.0.42

Post by FactorioBot »

Minor Features
  • Added additional information to Landing pad, Platform Hub and Cargo bay in factoriopedia. (126753)
Graphics
  • Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
Bugfixes
  • Fixed equipment grid ghost interaction for entities that move in some cases. (122313)
  • Fixed a crash when named logistic sections are removed when entities are removed due to mod removal. (127444)
  • Fixed that finite infinite levels would show wrong in the technology GUI in some cases. (125586)
  • Fixed that display panel text wasn't parametrisable by blueprint parametrisation. (119866)
  • Fixed that switching to remote view while shooting would keep shooting. (125299)
  • Fixed consistency issue related to downgrading blueprints that contain assemblers that when downgraded can no longer craft the recipe. (127413)
  • Fixed trains station tutorial would crash when adding a schedule record. (127447)
  • Fixed that space platform hubs would not auto-trash items correctly. (127244)
  • Fixed a crash when asteroid collector tried to mine an unminable asteroid chunk.
  • Fixed migrating logistic containers into storage chest could leave them inconsistent. (127490)
  • Fixed that fusion generators were highly sensitive to entity update order. (122346)
  • Fixed that rockets might not launch if there were manual filled rockets and multiple platforms wanting the same items with at least 1 being full. (127474)
  • Fixed a crash related to drag building ghost belts and script reviving entities. (127015)
  • Fixed a crash when upgrade-reviving ghost entities that have gui open. (127507)
  • Fixed a proxy container attached to mining drill module inventory would not wake up inserters when modules are inserted or removed. (127550)
  • Fixed display panel text was not showing up on screenshots. (127545)
  • Fixed selector combinator gui was showing input value in the output count signal slot. (127556)
  • Fixed following robots lifetime modifier was not working with fractions. (127558)
  • Fixed demolishers were unable to destroy open gates. (127517)
  • Fixed spoil to trigger was not spawning correct amount of entities.
  • Agricultural Tower soil fertility visualisations now renders "growable with different soil" even when acceptable tile is covered by deconstructible tile (127291)
  • When placing growable tile, Agricultural tower growing spot is highlighted even in a case where tile is placeable as replacement of non-growable tile (e.g. overgrowth soil on landfilled apt wetland tile)
  • Fixed a crash and some other zoom-related problems if the window size is exceptionally large. (127535)
  • Fixed items on splitters were changing sides when rotating. (119271)
  • Fixed decider combinator gui conditions highlighting. (120624)
  • Fixed blueprints being able to rotate entites that are not rotatable based on their prototypes (127223)
  • Fixed that blueprint building parametrisation gui didn't accept unit postfixes and formulas. (126397)
  • Fixed that blueprint parametrisation number value edit didn't accept unit postfixes and formulas.
  • Fixed wire distance checks when entity uses rotated selection boxes. (121546)
  • Fixed deconstruction planner with quality entities selected would not show quality on the icon. (126313)
  • Fixed modded technologies with finite amount of levels could fail to show levels info. (125350)
  • Fixed that blueprint parametrisation was able to change number in a storage chest filter. (126347)
  • Added more context to blueprint parameters in trains. (120227)
  • Fixed changing space platform hub's inventory bar was not waking up input inserters. (127594)
  • Fixed pipe connection sprites of some machines not working together with storage tanks and pumps. (121463)
  • Fixed tooltip for recipe parameters to not show "made in". (127580)
  • Fixed lamps with color set by control behavior would not use color for one tick after loading a save. (127449)
  • Fixed cutscenes would reset player zoom level when finishing. (117862)
  • Fixed some tooltip lines would clip outside the tooltip frame. (125053)
  • Fixed that the character would keep mining when entering remote view. (126904)
Modding
  • Changed working_visualisations to enforce that the provided array is contiguous.
  • Added FluidBoxPrototype::volume_reservation_fraction.
  • Added ExplosionPrototype::delay and ExplosionPrototype::delay_deviation for adding an artificial delay to an explosion effect.
  • Added ExplosionPrototype::explosion_effect which triggers after the delay has passed instead of when the explosion entity is created as with EntityPrototype::created_effect.
  • Added TechnologyPrototype::show_levels_info.
Scripting
  • LuaEntity::infinity_inventory_filters and remove_unfiltered_items now support infinity-cargo-wagon.
  • LuaControl::walking_state now reads and writes spider-vehicle walking state if the player is driving one.
  • Added LuaEntity::cargo_pod_origin which stores which station entity the pod departed from. (Migrated existing pods from before this version do NOT retroactively gain this information)
  • Added 'spoil-result' and 'plant-result' filter to ItemPrototypeFilters.
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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MEOWMI
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Re: Version 2.0.42

Post by MEOWMI »

As usual, a lot of great fixes.
Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
This in particular had been on my mind for a month or so now. Are you psychics?!

Might as well add, I'm particularly fond of the Gleba agricultural tower changes too.
adam_bise
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Re: Version 2.0.42

Post by adam_bise »

FactorioBot wrote: Wed Mar 19, 2025 7:19 pm [*]Fixed that fusion generators were highly sensitive to entity update order. (122346)
Yay! This will fill some gaps from workaround layouts.
rojcowles
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Re: Version 2.0.42

Post by rojcowles »

Just noticed while playing 2.0.42 that when I updated bulk inserters to stack inserters that the replaced bulk inserters are dropped on the ground with a red x through them and are picked up by another bot and taken to storage rather than the bot delivering the stack inserter taking the old one away in a single action.

I think its a recent change in 2.0 unless its always been this way and I was totally oblivious in all the <something> thousand hours I've played Factorio.

Anyone know if that's a game-play tweak in a recent update or is it something specific to me, say that my base silently ran out of generic logistics storage and the replaced bulk inserter has to stay on the ground until space frees up to give the collecting bots somewhere to stash the dropped item?

Not a big deal for me to be honest, just curious when this changed as I've been interested in the changes going into Factorio since SA released and don't remember it being flagged as a minor feature or a bug fix. Which might say more about how closely I read and recall the version release notes than anything else...
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