Version 2.0.49

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FactorioBot
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Version 2.0.49

Post by FactorioBot »

Bugfixes
  • Fixed a crash when calling LuaEntity::launch_rocket() with no character.
  • Fixed a crash related to logistic filters that should not have import from configured but kept having one due to missing migration. (128719)
  • Fixed it was possible to set "solar" usage priority for electric energy source of entities that are not a solar panel.
  • Fixed multioctave noise allowing negative and infinite octaves which caused the game to freeze in map generation on ARM systems. (128358)
  • Fixed "Any request zero" wait condition triggering when building last item on a space platform. (127644)
Modding
  • Added AgriculturalTowerPrototype::randomize_planting_tile.
  • Added RecipePrototype::additional_categories.
Scripting
  • Added LuaEntity::owned_plants read.
  • Added LuaEntityPrototype::launch_to_space_platforms read.
New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.
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Hares
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Re: Version 2.0.49

Post by Hares »

Fixed it was possible to set "solar" usage priority for electric energy source of entities that are not a solar panel.
Was it a bug?
That might be a nice feature for power source management for mods.
Fulgora is the best planet. Vulcanus needs rework. Feel free to proof me wrong.
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boskid
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Re: Version 2.0.49

Post by boskid »

Hares wrote: Mon May 12, 2025 5:15 pm Was it a bug?
That might be a nice feature for power source management for mods.
https://lua-api.factorio.com/2.0.7/type ... ority.html

It was never supposed to be possible to set but there was check missing and somehow it did not crash, in 2.0.48 it started crashing because when i finally used this assumption and tried to check SolarPanel's performance_at_day value it crashed when it was set for non solar panel. I know of at least one mod that was working outside of specified scope and is affected: space-panels.
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planetfall
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Re: Version 2.0.49

Post by planetfall »

Added RecipePrototype::additional_categories.
Does this mean that inter-mod compatibility no longer requires you to create dozens of recipe categories with names like "cryogenics-or-armory-or-basic-chemistry"?
fulgora? i find it quite empty actually
protocol_1903
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Re: Version 2.0.49

Post by protocol_1903 »

planetfall wrote: Mon May 12, 2025 6:44 pm
Added RecipePrototype::additional_categories.
Does this mean that inter-mod compatibility no longer requires you to create dozens of recipe categories with names like "cryogenics-or-armory-or-basic-chemistry"?
Indeed!!!
If you need to reach me, message me on discord.

I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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