Version 2.0.67

Information about releases and roadmap.
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FactorioBot
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Version 2.0.67

Post by FactorioBot »

Minor Features
  • Partially fulfilled wait conditions use different background color to indicate progress.
  • Splitters can be connected to circuit network.
Changes
  • Added absorbed pollutant name to tile description in Factoriopedia.
  • Changed manual mining when the inventory is full to not drop the mined result on the ground.
  • Improved the mod API search to find union literals, define leaf nodes, and more.
Graphics
  • Fixed Metal graphics backend throttling the FPS when the display refresh rate isn't a multiple of 60 Hz. (129946)
Bugfixes
  • Fixed LuaSegmentedUnit::acceleration calculations in some situations. (130515)
  • Fixed combinator's red and green wires would overlap when built vertically. (130464)
  • Fixed a crash when tile-effect texture filename is invalid. (130678)
  • Fixed that hiding an autoplace control did not remove it from the map generator GUI.
  • Fixed multisample noise operation not working properly for LuaSurface.calculate_tile_properties(). (130575)
  • Fixed technology slots drawing ingredients when research trigger is also specified. (130499)
  • Fixed rail support drawing box in GUI widgets.
  • Fixed a consistency issue when copying settings between loaders in some cases. (130707)
  • Fixed demolisher kills being counted twice in the kill statistics. (130721)
  • Fixed a crash when writing LuaStyle::clicked_font_color on labels. (130727)
  • Fixed UI scaling and alignment issues when the window content scale is changed during loading. (130689)
  • Fixed a crash when migrating agricultural towers. (130746)
  • Fixed a crash when showing modded technology effects. (130741)
  • Fixed that fluid could pass through frozen machines. (129185)
  • Fixed copying train stop settings would send trains to a train stop in some cases. (130751)
  • Fixed a charting issue with pentapods. (130543)
  • Fixed thruster tooltip was not showing quality indicator on the thrust line. (130572)
  • Fixed a desync when a car or spidertron with toolbelt equipment is destroyed. (130665)
  • Fixed that fast replacing a train stop could fail to preserve train stop limit. (129801)
  • Fixed heat flow between heat pipes that have different default temperature. (129438)
  • Fixed that the too-many-trees achievement check was backwards. (130658)
  • Fixed that resource entities were not protected from tile removal even if set that they should be. (130609)
  • Fixed a crash when minimap GUI elements would try to view deleted surfaces. (130606)
  • Fixed biters could be distracted when told not to be distracted in some cases. (130801)
  • Fixed selector combinator's update interval was not covered by blueprint parametrisation. (128999)
  • Fixed some alert icons were using wrong colors. (130118)
  • Fixed that blueprint parametrisation could cause splitter filter to be cleared causing mode of operation to change. (130826)
  • Fixed a crash when selecting an underground belt without an underground_sprite.
  • Fixed issue with selector combinator random interval and formulas is gui. (130492)
  • Fixed that LuaPlayer::can_build_from_cursor() did not check build distance. (130805)
  • Fixed a style issue with labels in buttons when changing the enabled state of the button. (130818)
  • Fixed a crash when editing decider combinator constants in some cases. (130798)
  • Fixed a crash when editing interrupts on space platforms. (130600)
  • Fixed a crash when migrating linked containers. (130815)
  • Fixed a crash when teleporting or changing the direction of asteroid collectors. (128604)
  • Fixed entities with tile_buildability_rules crashing the game when rotated to non-cardinal direction.
  • Fixed sound of a machine with its GUI opened not fading out on game pause. (130780)
  • Fixed that custom inputs would not fire if there were game GUI controls with the same key bindings. (130789)
  • Fixed that disabled trigger technologies were still researchable. (130832)
  • Fixed a crash and the back button in map generator GUI when map width or height were out of range. (130880)
  • Fixed that remote view dragging wasn't cancelled when the game was paused. (130076)
  • Fixed that rail signals did not rotate automatically to a valid direction in forced and super-forced build modes when they collided with tiles. (127962)
  • Fixed that tips and tricks simulations could show the "game finished" screen when mods didn't rewind them to the beginning. (129357)
  • Robots with construction task of elevated entity will not queue more tasks - fixes some cases of some jobs never getting done. (130710)
  • Fixed cancelling deconstruction of entity colliding with both an entity ghost and a tile ghost supporting said entity ghost sometimes crashing. (130859)
  • Fixed undoing after manually mining tile that had cover ghost tile on it would not restored said cover tile ghost. (130612)
  • Fixed the surfaces list in remote view not scrolling when using the "Select next/previous surface" hotkeys. (127402)
  • Fixed that blueprint book LuaRecords in a preview state could not be read. (130790)
  • Fixed that players could enter vehicles marked for deconstruction. (130879)
  • Fixed selection tool could select tile ghosts when it was not configured for selecting tiles. (118072)
  • Fixed that car light animation with apply_runtime_tint enabled was always black. (130810)
  • Fixed personal laser equipment was not showing under ammo category in facotriopedia. (130959)
Modding
  • Removed "research-progress" product type from RecipePrototype.
  • Added RobotWithLogisticInterfacePrototype::max_payload_size_after_bonus.
  • Added FusionGeneratorPrototype::burns_fluid.
  • Added FusionGeneratorPrototype::effectivity.
  • Changed Generator and FusionGenenerator tooltips to not show temperatures when in burns_fluid mode.
  • Added support for heating_energy to FusionGeneratorPrototype and ThrusterPrototype.
  • Added recipe_icon_scale chart utility constant.
  • Added LightningPrototype::attractor_hit_effect.
  • Added RoboportPrototype::render_recharge_icon.
  • Changed CargoWagonPrototype to use EntityPrototype::icon_draw_specification when drawing cargo wagon content.
  • Changed DisplayPanelPrototype to use render_layer from icon_draw_specification when drawing icon.
  • Added __TECHNOLOGY__ and __RECIPE__ built-in locale parameters.
Scripting
  • Added LuaPlayer::get_recipe_notifications().
  • Added LuaPlayer::swap_characters().
  • Added flip_horizontal and flip_vertical parameters to LuaPlayer::build_from_cursor().
  • Added skip_fog_of_war to LuaPlayer::can_build_from_cursor().
  • Added LuaCustomChartTag::position and surface write.
  • Added LuaFluidBox::get_fluid_segment_extent_bounding_box().
  • Added LuaItemPrototype::get_module_effects().
  • Added LuaInventory::get_item_count_filtered().
  • Added LuaInventory::get_item_quality_counts().
  • Added LuaLogisticNetwork::custom_name read/write.
  • Added LuaRecord::export_record().
  • Added LuaRecord::get_selected_record().
  • Added LuaEntity::transitional_request_target read.
  • Added LuaEntity::rail_length read.
  • Added LuaEntity::get_movement() and set_movement().
  • Added LuaHelpers::multilingual_to_lower().
  • Added LuaEntityPrototype::get_attraction_range_elongation() and get_energy_distribution_efficiency().
  • Added LuaEntityPrototype::fluid_buffer_size, activation_buffer_ratio and fluid_buffer_input_flow read.
  • Added LuaEntityPrototype::spider_engine read.
  • Added LuaEntityPrototype::range_from_player, combat_robot_friction, destroy_action and follows_player read.
  • Added LuaEntityPrototype::strike_effect, attractor_hit_effect, damage and energy read.
  • Added LuaEntityPrototype::support_range read.
  • Added LuaGuiElement::icon_selector read.
  • Added LuaItemCommon::entity_logistic_sections and entity_request_from_buffers read/write.
  • Added custom_tooltip_fields reads to all LuaPrototypes that support it.
  • Added on_cargo_pod_started_ascending event.
  • Added previous_target and previous_quality to on_marked_for_upgrade event.
  • Added in_gui to custom input events.
  • Added LuaSplitterControlBehavior.
  • Added surface_index to all UndoRedoActions.
  • Changed LuaSpacePlatform::destroy_asteroid_chunks() to return the number of destroyed chunks.
  • Changed LuaEntity::color read/write to also work for character corpses.
Previous changelog: Version 2.0.66

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.
thedoh
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Re: Version 2.0.67

Post by thedoh »

Splitters can be connected to circuit network.
You're just going to drop this in here with no fanfare??? This is an amazing feature and one that many of us have been longing for for many years. :o What a glorious day.
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Hares
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Re: Version 2.0.67

Post by Hares »

FactorioBot wrote: Mon Sep 22, 2025 3:09 pm
  • Splitters can be connected to circuit network.
WOAH!
Fulgora is the best planet. Vulcanus needs rework. Feel free to prove me wrong.
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JaJe
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Re: Version 2.0.67

Post by JaJe »

Splitters can be connected to circuit network.
HOLD ON, THIS IS HUGE!!!
This needs more attention as it's an important change!
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Re: Version 2.0.67

Post by Shadow_Man »

FactorioBot wrote: Mon Sep 22, 2025 3:09 pm
  • Splitters can be connected to circuit network.
This circuit controlled splitter too overpowered.
I suggest a new recipe: "Smart splitter", ingredients are Splitter, Decider Combinator and 5xCircuits of corresponding tier (Green/Red/Blue) :D

OR

Hide that ability behind research.
Last edited by Shadow_Man on Mon Sep 22, 2025 5:07 pm, edited 1 time in total.
wampir
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Re: Version 2.0.67

Post by wampir »

Minor Features
Splitters can be connected to circuit network.
I'm so happy with this change:) Thank you very much! I wouldn't call it a "minor feature" though;)
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Re: Version 2.0.67

Post by nova4x »

Shadow_Man wrote: Mon Sep 22, 2025 5:02 pm
FactorioBot wrote: Mon Sep 22, 2025 3:09 pm
  • Splitters can be connected to circuit network.
This circuit controlled splitter too overpowered.
I suggest a new recipe: "Smart splitter", ingredients are Splitter, Decider Combinator and 5xCircuits of corresponding tier (Green/Red/Blue) :D

OR

Hide that ability behind research.
What a worthless waste to make it a separate recipe, what purpose does that serve other than cluttering up bots and supply trains / spiders in the late game. All just to make something slightly less convenient in the early game? Might as well make "smart belts" since sushi is quite convenient and easy to setup now.
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Re: Version 2.0.67

Post by Shadow_Man »

nova4x wrote: Mon Sep 22, 2025 5:27 pm
Shadow_Man wrote: Mon Sep 22, 2025 5:02 pm
FactorioBot wrote: Mon Sep 22, 2025 3:09 pm
  • Splitters can be connected to circuit network.
This circuit controlled splitter too overpowered.
I suggest a new recipe: "Smart splitter", ingredients are Splitter, Decider Combinator and 5xCircuits of corresponding tier (Green/Red/Blue) :D

OR

Hide that ability behind research.
What a worthless waste to make it a separate recipe, what purpose does that serve other than cluttering up bots and supply trains / spiders in the late game. All just to make something slightly less convenient in the early game? Might as well make "smart belts" since sushi is quite convenient and easy to setup now.
That was a joke, dude. :D
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Re: Version 2.0.67

Post by aklesey1 »

Hmmm splitters with circuit connection can't watch its content on belt just like common belt, not handy
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boskid
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Re: Version 2.0.67

Post by boskid »

aklesey1 wrote: Mon Sep 22, 2025 6:04 pm Hmmm splitters with circuit connection can't watch its content on belt just like common belt, not handy
I decided that reading content of a splitter would be useless because it would have to read content of both input half-belts and both output half-belts. Just place a transport-belt near the related input or output and read content out of it using the "Hold (all belts)" mode - content read that way includes items that are physically on the splitter but only from the related side.
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Re: Version 2.0.67

Post by tegirvaru »

thedoh wrote: Mon Sep 22, 2025 4:35 pm
Splitters can be connected to circuit network.
You're just going to drop this in here with no fanfare??? This is an amazing feature and one that many of us have been longing for for many years. :o What a glorious day.
i know right, just random 'minor feature' drop!! i always thought this would be a really cool addition too. swapping priorities or filters will be extremely useful. now just this bug viewtopic.php?t=130159 and it will be prefect :)
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Re: Version 2.0.67

Post by KouchPouch »

Screenshot 2025-09-22 at 15.57.06.png
Screenshot 2025-09-22 at 15.57.06.png (193.25 KiB) Viewed 1147 times
In case anyone wanted to see the splitter options
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Re: Version 2.0.67

Post by aka13 »

thedoh wrote: Mon Sep 22, 2025 4:35 pm
Splitters can be connected to circuit network.
for many years.
For decades :D

Smart splitters ahoy! Thanks a lot for the implementationm, wube!
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Re: Version 2.0.67

Post by Viidi »

Give us underground belts with a logical network.
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