Version 2.0.50

Information about releases and roadmap.
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FactorioBot
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Version 2.0.50

Post by FactorioBot »

Bugfixes
  • Fixed super forced building across underground belts not working for some directions. (127335)
  • Fixed that landing at modded planets could cause the game to get stuck waiting for a landing position. (128194)
  • Fixed that instant upgrading modules was not instant. (128649)
  • Fixed that inserters could get stuck when captured spawners would revert and be re-captured. (128751)
  • Fixed that when parametrising something without quality (fluid for example), confirming with shortcut didn't allow to keep the parameter. (127940)
  • Fixed that demolishers would fall asleep while mostly outside of their territory and would not respond to taking damage. (128104)
  • Fixed a rare, failing demolisher-related consistency check. (128720)
  • Fixed that deleting all achievements in a modded game also deleted Steam achievements. (128753)
  • Fixed a crash when a vehicle with roboport equipment was marked for deconstruction. (128664)
  • Fixed entity ghost colliding colliding with other force's entity marked for deconstruction sometimes causing a crash (127660)
  • Fixed a crash when attempting to run RCON commands in single player before the first tick has run. (128760)
  • Fixed that fast-replacing furnaces did not put result items into the correct slots. (128756)
  • Fixed that you could un-toggle all of the time buttons in the production statistics GUI. (128694)
  • Fixed that finishing a map drag and closing remote view on the same frame would cause remote view to become "stuck" at an offset. (128746)
  • Fixed that toggling rocket silo space platform requests did not set the last user. (128785)
  • Fixed that some space-age recipes using spoiling could be paused indefinitely. (128716)
  • Fixed that text field rendering did not work correctly when when changing the text value in some cases. (126400)
  • Fixed that belt dragging over belt undergound gap changed direction in the process, effectively making one part of the drag in the opposite direction.
  • Fixed a crash in map generation when offset_x/y was infinite by adding stronger noise expression argument validation.
  • Fixed that disabling a text field widget didn't disable the rich text icon selector. (125560)
Balancing
  • Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars (e.g. tank)
Scripting
  • Added LuaEntity::set_inventory_size_override/get_inventory_size_override methods with support for container and cargo-wagon.
  • Added LuaEntity::crane_end_position_3d read for getting current ending position of agricultural crane. (128752)
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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luc
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Re: Version 2.0.50

Post by luc »

Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars
Instead of how much? Was it 100% before or did the turn rate get no bonus or so?
h.q.droid
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Re: Version 2.0.50

Post by h.q.droid »

luc wrote: Sat May 17, 2025 12:13 am
Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars
Instead of how much? Was it 100% before or did the turn rate get no bonus or so?
I think it had no bonus before. This creates a practical yet fun way to stop fully-legged tanks with legendary rocket fuel: just keep turning. It's still impractical to fight biters in it since at such speeds the tank dies after hitting a few biter nests.
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